Quasi ABS

Quxios

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Well if you know javascript, you can just edit the "QuasiABSHudA.js" file and move things around. You would mostly just modify the "Sprite_ABSKeys" class
 
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Yay, it's working now!

I must say, the different skills really are quite impressive!

Can't wait to see what other features it'll have in the future! (if any are planned, that is)
 

Quxios

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Thanks! Features for skills, are pretty much complete for now. So making other skills is up to peoples imaginations.

Three's just 2 more features for skills that I'm working on. A trailing picture and a onhold / onrelease skills.
 
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That sounds awesome! Can't wait!

In terms of the plugins overall, are there anymore features you're thinking of adding? (I'm only asking because this is already a really cool set of plugins, and I want to see what's planned to make it even more awesome)
 

Quxios

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Hmm probably just the "Assigning skills to the hotbar" and an item system, so you can also use items on map. If you feel like there's anything missing, feel free to mention any ideas.
 
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Sounds awesome, can't wait to see what it's like once that's been implemented!

Although there is one question I have. I've been working on a game for the past few months (technically for almost a year, but I've been working on it in MV for the past few months, so I'll use that time frame), and I really want to add the ABS plugin set to the game. What would be the best way to do that?
 

Quxios

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I would recommend making a copy of your project first. Then add in the ABS inside of it and setup just 1 test skill and an enemy on the map to see if it works fine. If everything seems to be running fine, start creating all the skills / enemies.

The final version will most likely be very similar to this current demo. Might just have a few more note tags / sequences options.
 

Zackary2000

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Is the Combat system is going to be like "The Legend of Zelda"?

But, Different...
 

Quxios

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Not exactly sure what you mean lol.

You can make a pretty action heavy based game with this. By that I mean you can have multiple skills with cooldowns, with each one having a different effect so you can have "rotations" for best dps.

Or you can make a simple game with only 2 skill keys, a basic frontal attack with no cooldown and a dodge / block.

If you can make the question more specific like what part of zelda combat, I might be able to answer better.
 

Zackary2000

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Here's an Example, I can't post any links, so...  Go on YouTube And,

Look up "Legend of Zelda: A Link to the Past". watch the whole gameplay then you'll know what I'm talking about.
 
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nio kasgami

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No Zack  you have to describe Quasi will not go on youtube be descriptive

what you say is actually zero description
 

Quxios

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Like Nio said, you need to give some details on what you mean.

Can you make skills that push back whoever it hits?

Yes

Can you make charging skills?

Not yet, but sometime in the future yes.

Can you have only 1 skill?

Yes, mentioned many times that you can have 1 skill or as many as you want. Plugin limit is 12 but you can add more skills simply by copy / pasting the parameters and changing the numbers.

Can you disable damage pop ups?

With some programming yes, it would be like a single line to comment out.

Does it have a Zelda hud?

No, if you want a specific hud for your game, go make a request. Any hud should work with this ABS doesn't need to be made for this.

I also updated the demo:

https://www.dropbox.com/s/kzy032q7ac4rjc7/ABS%20Demo%20-%20Lite.rar?dl=0
 

Just a few small fixes and added the picture trail action.

See example of a trail here:

https://twitter.com/QuasiXi/status/686065021453873152
 
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Um, when I follow the instructions in the ReadMe and boot up the new game, it gives me two alerts.

One of them says:

Error: Quasi ABS Gauges requires Quasi ABS to work.

The second one says:

Error: Quasi ABS Hud A requires Quasi ABS to work.

Then it takes me to the map without a hud, and it acts as if none of the plugins are installed. (ie no skills, no hud, no arrows from the bats)

To be sure that it wasn't because one of the plugins didn't copy over, I checked the plugin manager: http://sta.sh/0odeu2iflph
 

Quxios

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Yeah there was a bug I missed before uploading that caused the ABS to crash, you can see the error if you push F8. I just replaced the demo files, I think this one should work fine now.
 
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Okay, I've a) thought of a few features I'd like to see (if at all possible, don't feel obligated to do any of this if you don't want to) and B) found a plugin compatibility problem (I was testing the copied version of my game so I could see which plugins I have would cause errors with your plugin set).

First, the compatibility problem (since it's less an error and more a couple of weird bugs). It's with Yanfly's Core Engine (http://yanfly.moe/2015/10/09/yep-1-core-engine/). I checked to see if the debug console reported any errors, it didn't report anything. However, it did cause some strange effects. It's the cause of the "player character won't leave walking animation" issue I mentioned a while ago, as well as a few other issues: the player can no longer use any of the skills (clicking does nothing, and neither does hitting a hotkey for a skill), the enemy gets stuck in one place (also stuck in stepping animation), once the player moves they can't pause the game or interact with anything, and the sprites' stepping animations are a bit faster than the normal speed (I didn't alter the speed myself, so it's at the default, 4/normal). I really hope you can find a way to fix the compatibility problems. I'd ask Yanfly, but they haven't responded yet to my comment on another of their scripts, so I don't know if they'll respond to another comment. (This is an awesome set of plugins so far, and I'd really love to be able to use them!)

As for the features I'd like to see implemented (again, don't feel like you *have* to implement this, I'm just putting ideas out there), the first one I can think of is a way to set the skills of the hud in-game (it's hinted at in the descriptions of the parameters for QuasiABS for the skill keys, so I don't know if that was already in the plans).

Another one I'd like to see is a way to set up the equipment from another key (kind of like Falcao's Liquid ABS for vxace), instead of having to go to the pause menu (since that's a lot more convenient). (Though this one isn't as high on the list of "things I'd like to see", since it's not that inconvenient to pause the game and go to equipment).

One of the features I really liked from Falcao's ABS for VXAce was an on-screen hud for the player (as well as a way to toggle this). It made battles a lot easier since you could see your health, mp, and tp in one place, instead of having to pause the game to see it. As for toggling, I used it mostly as a way to say to the player "hey, just a heads up, there's gonna be things to fight here" versus "you can relax a bit, this is a safe zone, no enemies here".

Again, these are just some ideas for you. I just think they'd be cool features.

(If you have VXAce, here's a link to Falcao's ABS, so you can see what I meant about the features there.)

Hope that's not too many suggestions, I just really like this collection of plugins!
 

Quxios

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For the core engine, is it placed below or above my plugins? In my project I have it installed and my plugin setup is like:

YanflyCoreQuasiMovement--other movement pluginsQuasiABS--otherABS stuffAnd works just fine. I know Yanfly Core overrides the update method for Characters which would be a huge problem if you have it below all my scripts.

the first one I can think of is a way to set the skills of the hud in-game

I think this might be your answer: ( From a previous post )

I do plan on adding in functionality to allow you to change what skills are assigned to what keys. But I haven't thought of a good way to do ( Menu wise ) that yet. I don't want to create a new menu just for that, and editing the skill menu probably wouldn't look so pretty.
Another one I'd like to see is a way to set up the equipment from another key 

Not exactly sure what that means. I'm thinking like, if you have sword on hotkey 1 and you push hotkey 1 it equips the sword?

on-screen hud for the player

You can use an player hud you can find on this forum or else where. They should all work with this. As for toggling it will be a small edit. There's a function inside game player to check if you're in combat "$gamePlayer.inCombat()"
 
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First of all thank you for the quick response!

And yay, the core engine isn't making those bugs anymore!

the first one I can think of is a way to set the skills of the hud in-game

I think this might be your answer: ( From a previous post )
Ah, okay, that makes sense. I don't know of any ways myself (I am but a rookie in the world of coding, sadly).

Another one I'd like to see is a way to set up the equipment from another key 

Not exactly sure what that means. I'm thinking like, if you have sword on hotkey 1 and you push hotkey 1 it equips the sword?
Something like that. In Falcao's ABS, it was set up so that, by hitting N, it pulls up a new window that shows you your equipment and skills and lets you equip all of that from that one window. (I'd suggest that maybe, the linking of skills to the hotkeys could be done on this window as well, 

on-screen hud for the player

You can use an player hud you can find on this forum or else where. They should all work with this. As for toggling it will be a small edit. There's a function inside game player to check if you're in combat "$gamePlayer.inCombat()"
Oh, okay. Do you have any huds you'd reccomend?

Again, thank you for the quick reply, and for making this awesome set of plugins!
 
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I've been working on a chapter select plugin myself (it's semi-functional at the moment), and I just based the window for it off the Options window since I liked the way it looked. But that's alright, like I said those were just some ideas that sounded like they'd be cool.

I'll definitely check that out, then!

Edit: The OrangeHud plugins are great! Thanks for recommending them! (Now if only I had the art skills to draw some images for it...)

Although, I think there's another error I'm encountering... Whenever I turn on Vlue's QuestSystem plugin, it gives me this error:

TypeError

Cannot read property '1' of undefined

I don't know if I missed a step/put one of the plugins in the wrong place or if this is a compatibility issue... Hopefully there's a way to fix this though!
 
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Quxios

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I'll look into that error. Can you give me more details on the error through a pm? Like did it happen right when you started, when you tried to start or end a quest, maybe when you started a fight in abs?

Also that error doesn't help me much, if you could, push F8 and show me the screenshot of the console so I can see what line the error is pointing to.
 

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