Quasi ABS

Gooz

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I am not trying to load a save file that existed before you updated the plugins. I'm talking about a new save file.


Sry i forgot the console ! So :


Capture.PNG
 
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cropots

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Thanks!
 
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Quxios

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@Gooz Can you tell me the "situation" you have setup? Example, did you save while an enemy was dead, did you save when there was loot on the map, did you save during a skill, did you save when there was a spawned event on the map, ect.
 

Gooz

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@Gooz Can you tell me the "situation" you have setup? Example, did you save while an enemy was dead, did you save when there was loot on the map, did you save during a skill, did you save when there was a spawned event on the map, ect.


No particular situation... even if my game is about one map totaly empty with no event, i have this bug (i jutst tried it).


(and no common event either) 


This error appear as soon as any event is in the map
 
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Quxios

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Weird, does that issue appear in a clean version of the abs demo?
 

Gooz

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Weird, does that issue appear in a clean version of the abs demo?


No it doesnt appear in a clean version of the abs demo (or in a new project with the same plugins as in the demo) 


I did some deep testing and i figure this out : 


- if i create an totaly new project and add only Quais movement and Quasi abs and do nothing in it (no events) : there is no error


- but as soon as i add an event (of any kind), this error appear when i try to load a file


I have to precise that if i save a game and go back to title and then load the file : there is no problem 


The error only appear when i close the game program (between the saving and the loading)


Capture.PNG


I'm surprise that i am the only one reporting this but since it appear in any new project...?
 
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Magha88

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@Quasi


I also have exactly the same error reported by Gooz.


And as he said:

I have to precise that if i save a game and go back to title and then load the file : there is no problem 


The error only appear when i close the game program (between the saving and the loading)


@Gooz


I not reported it because I'm not using the "Continue" for now.
But I've been waiting for a fix as you.
 
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Quxios

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Ah yeah, I didn't test it by closing after I saved. I would just save, go to title then load. So I'll look into fixing this + a few other save issues that were reported in github sometime next week.
 

Magha88

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@Quasi


If it is not too much to ask, could take another look at <ondeath>,
because I focused on [$ gameSwitches.setValue (#, true);] - you fixed,
but only now I realized that the [this.setSelfswitch ( "A", true);] does not work.

For now, I'm using the 0.98 version because it seems more stable. In the latest version, it's cool that the <team:> works better than before.
Thank you...
 
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Vyse487

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"Is it possible to have items / additional equipment / states that increase, decrease, or alter the efficiency/properties of an existing weapon/ability?


Which efficiency / properties do you mean? Right now the only abs related action that gets altered by a parameter is the "knockback" feature "target move direction distance", You can pick which parameter effects it, but it should be a parameter with a value between 0.0 - 1.0, If the parameter is 1.0 then that target can not be moved, if it's 0.5 then it will only move half the distance."


i know you had answered this a while back but i needed some clarification, i usually try to read everything before asking and just couldnt figure out an answer. Is there a way to set certain enemies immune to knockback? like if i was fighting a massive Minotaur creature i doubt my puny weapons could knock him back. i have looked and couldnt figure out how to make parameters effect the knockback and make certain monsters resistant to it. If you could clarify on this i would be VERY appreciative. again sorry to bring up a topic from january. 
 

Quxios

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@Magha88 Sure I'll take another look. I think I have an idea why that "this.setSelfswitch()" isn't working.


@Vyse487 Sure. First just look at your plugin parameters for the ABS Plugin, and see which parameter you are using for this "move resist" stat


By default it's set as xparam(1), which is EVA


So if you were to make an enemy with that has 100% EVA, that enemy can't be knocked backed.
 

Vyse487

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Thank you so much! works like a charm! You're the best :)
 

SonerGames

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Hi , Quasi. I have a question. I'm new here , so I don't know how to install 2 plugins at the same time. Its ok if I just move your quasi movement and ABS on the same project?


And well , I'm looking my game to be for android. Is there a compatibility problem? Or I can make it for andorid/ios? Thanks mate! Keep your hard work , is amazing!


And I have another question , how can I delete red things? I tried with another maps and enemies but still seeing them.. :(  

c606a8424c0247e54618e9de21daf71f.png
 
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Quxios

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@SonerGamesTake a look at the co working plugin in the documentation and decide which of the other plugins you would want to add to your project: 


http://quasixi.com/quasi-abs-documentation/#coWorking



I just forgot to list the Quasi Input plugin. You will need an input plugin if you want to have full keyboard control, or be able to bind skills to other keys besides the default (enter, cancel, pagedown, pageup, ect. )


All my plugins are very high performance and are optimized as much as possible. But mobile devices are much weaker, and my plugins will most likely have an unpleasant experience. So I do not recommend using my plugins for mobile development.


As for the "red boxes"

Highly recommended that you know how to use my Movement Plugin before using this!!


http://quasixi.com/quasi-movement
Those are colliders, you can toggle them on/off with F10. They only appear during play testing, and you can set if they are shown by default by changing the plugin parameter "Show Boxes" in the movement plugin.
 

cropots

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There is the possibility of an event to attack an enemy? I would like to make a system of allies in my game.
 

SonerGames

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@SonerGamesTake a look at the co working plugin in the documentation and decide which of the other plugins you would want to add to your project: 


http://quasixi.com/quasi-abs-documentation/#coWorking



I just forgot to list the Quasi Input plugin. You will need an input plugin if you want to have full keyboard control, or be able to bind skills to other keys besides the default (enter, cancel, pagedown, pageup, ect. )


All my plugins are very high performance and are optimized as much as possible. But mobile devices are much weaker, and my plugins will most likely have an unpleasant experience. So I do not recommend using my plugins for mobile development.


As for the "red boxes"


Those are colliders, you can toggle them on/off with F10. They only appear during play testing, and you can set if they are shown by default by changing the plugin parameter "Show Boxes" in the movement plugin.
Thanks you a lot! Well , I have another question (sorry if I'm annoying :C) Its possible to change the weapon sprite? I mean in game , I want that 2 swords look diferents etc.. Thanks Quasi , you rocks!
 

Quxios

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@cropots Yes but through scripting. You would have to force one event to attack another ( can do this through script call or the plugin command ). As long as they are on different teams, they will start fighting each other. There's a few other ways to do this as well, as just adding 1 event to the agro list of another.


@SonerGames Nope, you will have to look for another plugin that handles that. By Sprite plugin does have a wardrobe / costume addon though:


http://quasixi.com/quasi-sprite-costume/


As for everyone else, here's a pretty important notice about my plugins:


https://www.*******.com/posts/6085364
 

Gooz

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Hi Quasi!


I report a bug i found since the last Quasi Sight's update.


This happens when i set an event to be an enemy (so when i add <enemy:1> to an event for example).

View attachment 43017
 

DarthSarlos

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Is it possible to spawn enemies? Event spawning plugins don't seem to be compatible with the abs.
 

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