Quasi ABS

Quxios

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Lol I had a similar issue report a few days ago. But this is related to Quasi Movement, you can read his report and my reply ( below it )




Summary:


I have my own version of region restrictions, called Region Lock. You can find it in my Movements 1st post, github, or site.


As for region events, I'll be creating a similar plugin to work with my movement and region maps.
 
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I was more meaning for the player. I have it set so that the player can walk over water tiles (bridges), but I don't want them walking over *all* water tiles, so I want to set up a region where the player can't walk over the region.
 

Quxios

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Ah yes, I can extend my region lock for player that you can turn on / change with a script call / plugin command. Keep an eye on Quasi Movement thread for that info though.
 

azlunvice

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What a amazing plugin! It is the most complete ABS for MV that I've ever seen.


Sorry, I'm a Taiwanese so my English is pretty poor. Here is some questions. 


1) I've test this plugin for a couple of weeks and it works so well. However, sometimes it will lag seriously when I use the skills on the enemy. My computer is really good. (I7 + GTX 970)


2) Is there a plan to design some court control (CC) skills such as Knockout、Draw or Daze in the last part of the development ?


3) I hope that players can move the charactor by mouse. People only have 10 fingers. If we cost 4 fingers on WASD controlling our charactor, I think it possibly will be a little wasteful.


So I try to create a skill to move the charactor. I set the <user move> but it move limitedly in 4 directions just like old RMVA. I think the <user teleport> is so good, but it is not the


 " move ", it is a kind of " flash ". In addition to this, When the player's mouse is out of the max range of this skill, they can't teleport the charactor.


I request a way to move the charactor by mouse. Maybe it just likes the mode of League of Legends. I guess the control will be more convenient.


Thank you a lot.
 

Quxios

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lag seriously when I use the skills on the enemy...


Yes that won't be a spec issue. How is your skill configured? Are they the ones from the demo? Are you hitting multiple enemies? I have 2 setups, 1 with an i3 amd equivalent + gtx 950 and an i7 + a gtx 950, planning to replace the 950 in the i7 with a 980ti eventually. But both have no fps issues with this plugin unless I strike like 20+ enemies.


I am aware that there is some caching lag with audio or animations. The animations lag will only occur the first time the animation is used ( I built in a pre load for any animations on your bar so you shouldn't see that ). But the audio lag only present in some setups, ex my i7 has it but my weaker machine doesn't. I believe there is an audio cache fix though. Although I'm not sure if those are your problems.


skills such as Knockout Draw or Daze...


Yes, I actually completely forgot about that. But I have been planning on adding this since day 1, not sure why I forgot lol.


I hope that players can move the charactor by mouse...


Mouse is only disabled if you have any of your skill keys set to a mouse. You can change that in the abs parameters and make it look something like:


By default settings are a bit closer to the usualy 2d/2.5d/3d action games where you use wasd for moving, and mouse for aiming projectiles while 1-0 are your skills which are typically remapped to qerfxc; ect.


So I try to create a skill to move the charactor...


So add in a pathfind action? so player will walk to the mouse location? And it's suppose to be limited to the skill range so you can't do to far. Just increase the skill range if you feel it's too small.
 

AshNaut

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Hi,

First, thank you Quasi for making ABS.

It's just an idea.
The "WASD + mouse" control made me think of Shards of War, a free-2-play MOBA. One of the best feature of this MOBA is the camera that moves with the mouse and has the player as anchor (I wish this kind of camera was in LoL, HotS and Diablo). The player's character is not fixed in the middle, he can see more where the mouse is and be vulnerable from behind.
This camera could be a good gameplay complement to ABS with "WASD + mouse".



You can see a video of the gameplay here.






Keep up the good work. :)
 

azlunvice

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Yeah, I can move my player by mouse now. Thank you sincerely.


I think the lag is come from the enemy. I create a new map without any enemy and it never lag though I use a lot of skills. The boss in your demo does not lag, too. I guess that the problem is from the movement of the enemy's perceive features. When the "bat" ( usual enemy in your demo ) aware the player, game becomes lag usually. The boss just use the skill so it does have no lag.


By the way, is that possible to switch the <value> of such as <Quick Target>、 <Attacks moves Towards Mouse> or even change the skill keys by the scripts command or something else during the game?


Thanks a lot.
 

Quxios

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Lag sounds like it's related to my sight or pathfinding addons. I've optimized both of those addons as much as I can for pixel precision. So only thing I can say is to disable those addons if the lag is too much, you can also reduce the enemies range because you shouldn't be doing long pathfinds anyways.


To switch the values of parameters you might be able to do these script calls:


QuasiABS.quickTarget = true; // true is enabled, false is disabled
QuasiABS.radianAtks = true; // this is for Attack Moves Towards Mouse




Changing skill keys, not so much. You can change the skill that's assigned to a skill key using:


$gameSystem.changeABSSkill(skillNumber, skillId);


just change skillNumber, to the skill number, and skill id to the skill id to use with that skill number.


Can't change the skillNumber's input key yet though. And I also don't remember if that changeABSSkill was in the released version, might have been something I added in my current one.


Edit:


Ops forgot to reply to @AshNaut


Does look like a good feature, but I would not consider that related to abs. That would be more of a plugin that you can pan the screen with the mouse, while moving the characters with w.e. move keys. I've seen some scrolling the screen with mouse plugins on this forums.
 
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AshNaut

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Does look like a good feature, but I would not consider that related to abs. That would be more of a plugin that you can pan the screen with the mouse, while moving the characters with w.e. move keys. I've seen some scrolling the screen with mouse plugins on this forums.
Ok thanks. :)
I'll look for that.
 
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I've encountered two issues.


One of them was when I tried to move a sprite using the qmove script call in a move route (because just using the normal move route settings wasn't working).


This is the error that occurred when I activated the event: http://sta.sh/0uhir1p7phw


As for the second one, this came when I tried to switch to a different actor via an event. It'd act as if I successfully switched the characters, and then it'd fade out to transport the player to another map, but then this error would occur once it had faded out: http://sta.sh/0dyksexfhl4
 

Quxios

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I'll need screenshots of both events to see how exactly they're set up, and so I can try to recreate.


The 1st error sounds like you didn't use qmove correctly, and it's using a weird direction.


2nd one I have no clue, can you disable QuasiSprite and see if the error is still present? QuasiSprite will be completely rewritten in a few days because the one I have in the ABS was written very quickly and it's full of a lot of issues.
 

Quxios

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Ok for the qmove, you want to put the direction as a number


2 is down, 4 is left, 6 is right, 8 is up


So instead of


qmove(right, 3, 1)


you want to do:


qmove(4, 3, 1)


And incase you don't know, you're moving that character 3 pixels to the right, which will hardly be noticeable.


I probably won't look into the 2nd error, since as I mentioned I'll be rewriting that plugin. But if the error still exists in the newer version let me know so I can look into it!
 
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Oh... so how would I go about moving the character 3 spaces to the right?


Will do!
 

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When will this be finished? Also, would it be too much to ask for, if you made a step by step tutorial on how to use and make your plugins function properly for more noob'ish designer like my self? I made a ABS for RPG maker MV, with only the use of 1 plugin. Its look really awkward, but it actually work. If you hit the enemie first he looses HP, if he hit you first, you loose hp. But it looks basic as f**k :)  So I only keep it in my game as sort of a "place holder" until you have finished your work. 

Thanks a lot man, I'd be nothing without guys like you! 
 

Quxios

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@GameFire by spaces, do you mean tile? change the multiplication parameter to 48


example:


qmove(4, 3, 48)




@Wabron It's pretty much finished it just needs the help text and a documentation on how to use the features.


I might have some "tutorials" that cover sections on the documentation, but I'll be starting with the movement plugin. I'm aiming to officially release this before the end of this month.
 

Wabron

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Thanks a lot for the reply. Ever since I played Zelda for snes as a kid, also the gameboy games (even DS) I've wanted to make the same sort of game. You can be my way to finally be able to do this. Thank you so much! :)  I'm gonna keep my eyes open! 
 
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Oh, that's what the multiplier param is for? I was wondering, which is why I left it at 1.


Yay, it works now!
 
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I have a question about how to do something.


Is there a way to make it so that an enemy can use a skill that changes its sprite to something else, then back to its original sprite? I'd basically be using this in a boss battle with a massive monster, and one skill would have the monster slamming its paw down on the player, and the player would have to avoid it.


So basically, the skill would change the enemy's sprite to something with the paw slamming down towards the player, the paw would slam down to the player, and then it'd return the sprite to its original graphic.


Is there a way to do this, and if so how?
 

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