Quasi ABS

Quxios

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Show us the error in the console log ( push F8 to open console ). The error that appears on the screen is useless over half the time.
 

OZiO

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Managed to change the error still in the same boat, where it's an error on boot. thanks for the reply Quasi here's the dev console display of the error


To anyone who encounters this error I went from "cannot read property of 1 undefined" to "cannot read property params" by realizing enemies in database were labled "0001-0008" instead of simply 1 when adding the notes on the event. I'm a dumbass for that, but hey it's progress.


Capture.PNG
 
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Gooz

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Yeah meant 3 stops at both.

And that was a good question, I just checked and its just for enemies, not events. I'll fix that up, because it should be for events ( unless they are set as through )


@Quasi Will you still fix that up? I know you don't support this anymore but as you said it i wanted to know before trying hard to do it.
 
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DarthSarlos

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hey,


sorry to hear you stop working with RPG Makers, you made the most useful plugins that I use in my project.
Thanks for your time and for adding the <beforeskill> tag, but how do I use it though?
I tried putting it between the <abssetting> and <abssequence> tags but that only crashes the game (screenshot below).
The complete notetag is the following:


<absSettings>
collider: box, 4, 4
through: 3
overwater: true
</absSettings>
<beforeskill>
user setDirection 4
user directionfix true
</beforeskill>
<absSequence>
user pose atk
se gun1 50 100 0
picture kugel true 4
move forward 480 30
wait 1
user directionfix false
</absSequence>

Console.PNG
 

Quxios

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@Gooz I won't update it in, but here's an example of how to "fix" that:
You just need to edit the Skill_Sequencer.prototype.canSkillMove function, to include checking for events. That function is actually pretty messy and should have been 3-4 different functions instead of a single one. Anyways, somewhere in that function add a block, something like:
 


if (this._skill.settings.through === 1 || this._skill.settings.through === 3) {
var chara = this._character;
var boxes = $gameMap.getCharactersAt(this._skill.collider, chara.ignoreCollisionWithCharacter, chara);
if (boxes.length > 0) stop = true;
}


Just needs to be anywhere above the line that looks like:
 


if (stop) {


I also didn't test it, but ideally it should work.


@OZiO Idk, I won't be looking into is as I'm not getting the error, and no longer supporting this anyways. Maybe someone else can help you.


@DarthSarlos

Added <beforeskill></beforeskill> notetag, it will run the javascript inside that tag before using the skill. 
It takes in Javascript, so 

user setDirection 4user directionfix true
is not javascript and will crash the game
 

DarthSarlos

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@Quasi oh yeah, right. 


It works now... kinda. When standing still it does what it should do. When moving however the skill shoots in the direction I'm moving instead of the direction I'm facing. Is there any way to shoot where I look at?


Also, you won't be fixing that bug with not executing common events in forced skills that I mentioned anymore, will you? It isn't that important to me, I just want to know.


Screenshot: Skill shoots up while I'm locked into facing left

skill shoots up.PNG
 

Gooz

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Quxios

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@DarthSarlos I forgot about the common events issue. I'll take a look, if it seems like a small fix, I will do it.


As for the skill, are you moving with mouse or keyboard? And are you using the parameter where you use skills towards the mouse location? Since that is all I can think of that will change the direction. And if you can show me your new <beforeSkill> tag so I can test your skill setup


Edit:
For your forcedSkills, I just tested and they are working. But common events inside the effects box will only run when they hit a target. So if you can confirm that is true, let me know. But I'm assuming you want a common event that will run even if it doesn't hit anything. In that case I can create a action that runs a common event.


@Gooz No problem
 
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Selvalanch

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excuse me quasi. i tried use your class change method for changing skill but it not rebind new skill to shortcut when a class was changed like in your demo.

- I set different skillkeys for 2 class
- test by set it to default class for character. a skill work normally in any class
- for class change skill. i copy your skill and common event in demo to use

any idea?
 

Gooz

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Hi people!


I can't use the <range:X> tag.


Only the AI default sight range is used  :(


Any ideas why?


I found this in the code : 


Game_Event.prototype.setupBattler = function() {
    var foe = /<enemy:([0-9]*?)>/i.exec(this.notes());
    var disabled = $gameSystem.isDisabled(this._mapId, this._eventId);
    if (foe && !disabled) {
      this.clearABS();
      this._battlerId = foe[1];
      this._battler = new Game_Enemy(this._battlerId, 0, 0);
      this._battler._charaId = this.eventId();
      this._actions = this._battler.enemy().actions;
      this._skillList = [];
      this._aiRange = this._battler.aiRange || QuasiABS.aiLength;
      this._aiWait1 = 0; // wait for action
      if (QuasiABS.aiSight && !this._battler._noai) {
        this.setupAISight();
      }
      for (var i = 0; i < this._actions.length; i++) {
        this._skillList.push(this._actions.skillId);

      }


      this._respawn = -1;


      this._onDeath = this._battler._onDeath;


      this._noPopup = this._battler._noPopup;


      this._dontErase = this._battler._dontErase;


      this._team = this._battler._team;


    }


  };





 





It seems that
this._battler.aiRange. don't work at all (if i supress || QuasiABS.aiLength from the declaration, the AI have no range at all even if i set the tag <range:240> for example).
 
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DarthSarlos

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@Quasi I move with my keyboard. The skills towards mouse parameters are on "false".


This is what I have now:


<beforeskill>


$gamePlayer.setDirection(6);


$gamePlayer.setDirectionFix(true);


</beforeskill>


For testing I had one direction skill without the "user directionfix false" at the end, so the character is locked into facing to one direction. In theory all shots should be going to that direction I'm locked in, right? 


For the common events: You're right, it works now. I have completely the same setup as I had when I told you this (on page 18 with the screens of the notetags). Either you unintentionally fixed it or something's wrong with me. Thanks either way.
 

Quxios

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@Gooz Oh I see, thats a typo, should be:  this._battler._aiRange


@DarthSarlos Yeah that looks correct, I'll test around with it and see why it's changing direction. And what about the "Attack Towards Mouse" parameter? And the skill you are testing this with is the one you posted before ?

<absSettings>collider: box, 4, 4through: 3overwater: true</absSettings><beforeskill>user setDirection 4user directionfix true</beforeskill><absSequence>user pose atkse gun1 50 100 0picture kugel true 4move forward 480 30wait 1user directionfix false</absSequence>
With the fixed <beforeSkill> ?
 

DarthSarlos

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@Quasi yeah, it's the same notetag I posted before. Here's the fixed one again:

<absSettings>


collider: box, 4, 4


through: 3


overwater: true


</absSettings>


<beforeskill>


$gamePlayer.setDirection(6);


$gamePlayer.setDirectionFix(true);


</beforeskill>


<absSequence>


user pose atk


se gun1 50 100 0


picture kugel true 4


move forward 480 30


user directionfix false


wait 1


</absSequence>


Attack Towards Mouse is also "false"
 

OZiO

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@OZiO Idk, I won't be looking into is as I'm not getting the error, and no longer supporting this anyways. Maybe someone else can help you.


That's fine, thank you for even taking the time and effort to make some of these great plugins, I'll surely figure it out one day, but until then it's not a big deal.
 
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kanzaki

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@OZiO


I am having similar errors also. Here is my case.


This one, TypeError: undefined is not a function,  appears when enemies with default AI are added into the game.


If enemies with the tag <noAI> are added, the game runs without error.


螢幕擷取畫面 (665).png


The other error appears when my character loots. No matter by touch or by pressing a key.


I tried with different items, but always there is an error coming out.


螢幕擷取畫面 (666).png


My MV version is 1.3.1


These are the plugins I am using. But they don't seem to have conflicts with each other.


螢幕擷取畫面 (667).png


I wonder if it is because of the MV version I am using?


I am testing with a newly opened project.


When I ran a test game with the ABS demo, it was completely fine.
 
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OZiO

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@OZiO


I am having similar errors also. Here is my case.


This one, TypeError: undefined is not a function,  appears when enemies with default AI are added into the game.


If enemies with the tag <noAI> are added, the game runs without error.


View attachment 45476


The other error appears when my character loots. No matter by touch or by pressing a key.


I tried with different items, but always there is an error coming out.


View attachment 45477


My MV version is 1.3.1


These are the plugins I am using. But they don't seem to have conflicts with each other.


View attachment 45478


I wonder if it is because of the MV version I am using?


I am testing with a newly opened project.


When I ran a test game with the ABS demo, it was completely fine.


Yeah that's the exact same stuff I was getting too, I would suggest updating your version of MV either way. If it works fine in the demo then you  can maybe import your maps, tilesets, etc. over and go from there. 

Personally, I removed the ABS plugins all together and went back to focusing on mapping and eventing for now. If you figure this out or anyone has any solutions it'd be greatly appreciated.
 
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Quxios

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@kanzaki Update all your Quasi___ plugins. For the second error, you movement plugin is out of date. For the 1st error it can be either the movement or sight plugin being out of date
 

Arcainess

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Hmm I've installed the plugin and update the 3 scripts from page 20. Now the error I'm getting is when I play test it, the game will load up then automatically closes itself then other times just a black screen and nothing. Got no other plugins involved.


Also really nice script you done.


I am also using the trial version of MV if that helps at all.
 
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Ally

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I am a bit lazy to read all these pages xD
It is an interesting battle system and I want to test it...
You can use a gun for a game in survival / horror style?
How can I set the tag for give it a try?
 

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