Quasi ABS

BattleJuice

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What are the 4 parameters of the character collider? <collider=circle,36,24,6,24> 
 

Quxios

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Naveos

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Apologies if it's already clarified elsewhere but seven questions:

1) Is it possible to have automatic firing in the game?
2) Is it possible to have a randomized but predetermined in terms of degee value spread of projectiles? And make an ability/weapon fire projectiles in an arc?
3) What is the variety of properties that the projectiles may have? Knockback, apply state, damage decreased over distance, reflect from surfaces once/twice/til projectile hits an enemy, et cetera.


4) Is it possible to make weapons/abilities use ammo, and of varying amount? For instance, casting a spell costs 1 rune stone but casting a more powerful spell costs 3 rune stones. Or make the weapons/abilities themselves degrade with use?


5) Is it possible to have a neutral NPC whom acts "normally" (i.e: as a normal event, allowing dialogues and et cetera) until it receive by the player, at which point it turns into an enemy? Or simply that an event turns into an enemy if it detects you using an ability on the map or near it.
6) Is it possible for two events to fight each other?


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

EDIT:
Last question: is it possible to donate to you anywhere for an amazing job?
 
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Quxios

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Is it possible to have automatic firing in the game?


Not sure what you mean by automatic. Do you mean like it'll will constantly keep using a skill even though you aren't pressing anything? If so it might be possible with a parallel event and 1 single script call that makes the user use a skill.


Is it possible to have a randomized but predetermined in terms of degee value spread of projectiles? And make an ability/weapon fire projectiles in an arc?


I will be adding in an option to be able to offset the angle, so you can make spread-shot like skills. As for arc, circle, spiral movements, they may be included later on as I rather focus on completing other features first.



What is the variety of properties that the projectiles may have? Knockback, apply state, damage decreased over distance, reflect from surfaces once/twice/til projectile hits an enemy, et cetera.


Knockbacks can be made using the action "target move direction distance" in the <absOnDamage> tag. Applying states is still the same as default MV, just add the state in the effects box. Damage decreased over distance and reflection / bouncing aren't possible yet, they do sound interesting but can't say if I'll add or not.



Is it possible to make weapons/abilities use ammo, and of varying amount? For instance, casting a spell costs 1 rune stone but casting a more powerful spell costs 3 rune stones. Or make the weapons/abilities themselves degrade with use?


You can always create an ammo system with mp or tp.  Weapons/abilities degrading, do you mean like you can only use them for X amount of times then they get unequipped / unlearned ? Might be possible at the moment using common events when a skill is used. But I'll probably make a separate add on and include it with ammo system.



Is it possible to have a neutral NPC whom acts "normally" (i.e: as a normal event, allowing dialogues and et cetera) until it receive by the player, at which point it turns into an enemy? Or simply that an event turns into an enemy if it detects you using an ability on the map or near it.


Right now that's only possible if you disable the default AI and event your own.



Is it possible for two events to fight each other?


I started the ABS with that in mind, so it's possible to add in. But I probably won't be adding it in since I just created a very simple AI that will always aim for the player if it's a damaging skill, and not sure how much work it would be to change. But I will add in the ability to create an enemy that can be hurt by other enemies, but not sure about doing the AI.



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.


Last question: is it possible to donate to you anywhere for an amazing job?


Yes, you can do so through my recently created ******* ( link in my site ) or through Paypal.
 

Naveos

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Will definitely see to to subscribing to your ******* when I'll be financially able.
 
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BattleJuice

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Same for me if im going to buy mv im still in trial mode :)


another few questions:


1: Am i able to set colliders for enemys? if so can i put individually colliders for each enemy? 


2: is there a way to fix the issue i have on the pic? the guy has a sword (i wanna make a sword pose when he does melee attack) but its overlapping with the the walking left sprite. (the guy in the mid looking down has a sword bad to see cause its blue)


quasi_question.png
 
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Quxios

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Cool thanks!


Am i able to set colliders for enemys? if so can i put individually colliders for each enemy? 


Since enemies are events, you can set colliders for all events. So yes you can, but through the event not the enemy in the database.


is there a way to fix the issue i have on the pic?


You would have to increase the size per index or "slice" so since of 48x48, try a larger size like idk 90x90?
 

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Since enemies are events, you can set colliders for all events. So yes you can, but through the event not the enemy in the database. 


So creating an event using a script call to set collider? how exactly does it work? 

You would have to increase the size per index or "slice" so since of 48x48, try a larger size like idk 90x90?


a already tried it but thought i could get trouble with other events who are only 48x48 then. 


EDIT: i just tested it but now if i use the ranged attack (the arrow) is starting like 30 pixels under my feet.
 
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Quxios

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@BattleJuice and well everyone since I've been getting PM's about questions / false bugs because they don't know how to use my Movement plugin.


Highly Recommended to read this if you are going to use my ABS


http://quasixi.com/quasi-movement-documentation/


Highly Important that you at least read the Colliders section, since that is the main thing that makes my movement different from other pixel movements and my abs different from other abs.


i just tested it but now if i use the ranged attack (the arrow) is starting like 30 pixels under my feet.


Projectiles will shoot from the center of the players Collider. So you will want to mess with the players collider to get a "good" spot.
 

BattleJuice

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<3 


me bad thinking the collider thing is part of the abs plugin not of the movement plugin ill check that thx.
 

BattleJuice

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isit possible to speed up the user pose when using a skill? i have made a character-sword sprite and when i use melee attack the sword sprite-animation is very slow. 
 

Quxios

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Not at the moment. But I will be recreating my Sprite script from ace to MV. Once that's complete you will be able to configure the poses a lot better. But this means you will have to use a "QSprite" ( The single sheet sprite ).


Here's a link from my Ace version, you can look at the video in the description to see how the editor was. MV one will be bunch better since I'll be written outside of RPG Maker.
 
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I tried using the qABS showHud plugin command, and the HUD doesn't show up. There's no other issues, just the lack of the HUD on-screen.


I first tested it on a map transfer, it didn't show up. Then I tested it by making an event that gives a choice between "HUD On" and "HUD Off". HUD On used plugin command qABS showHud true, HUD Off used plugin command qABS showHud false. The HUD didn't display with that event either.
 

Quxios

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Oh yes I see. There was a typo in the plugin so it would always return false. Thanks for letting me know! I probably wouldn't have caught that lol.


If you want to fix this your self:

Spoiler





Open QuasiABSHudA.js with some text editor


Find line 102, should look like:



if (Number(args[1]) === "true") {


Replace that whole line with:



if (args[1] === "true") {


Save and done. 
 
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tati light

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I signed up to your ******* to show my support. Keep up the good work!
 
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Would it be possible to set up skills so that they display different animations depending on what weapon the player has equipped when they use it? (Ie, if the player has a fire staff equipped when they use attack, it shows a fire animation, but if they have a normal sword equipped it shows a normal physical attack animation) I'm just asking since I didn't see anything about it in the help area, and I think it'd be a cool feature. 
 

Quxios

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@tati light Thanks!


@GameFire I was going to do that. But then I figured it would be better to have weapons be able to replace certain skill keys. Then you would just create a different attack for each weapon. I'll try to have this feature added in, in the next release. I'm currently re working on the sprite animation plugin.


I might go "live" with the next release since it's basically complete. So it might take a week or two since I need to write a better help / documentation page for it.
 
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Another issue I've encountered is that the plugins don't quite work well with plugins like YEP_RegionRestrictions or YEP_RegionEvents. Which is a shame, since YEP_RegionEvents allows the game to have step sounds (aka, walking on a bridge would make "stepping-on-wood" sounds, etc).


I hope this is something that can be fixed (and that it isn't just me not noticing a thing in the help files again, heh)
 

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