![rpg maker mv abs rpg maker mv abs](https://pbs.twimg.com/media/Cky7_cTUYAAxmtK.jpg)
If you do want to get your hands on this and start testing already, feel free to pm me. Though you will see the Red / Green collider on select targeting and ground targeting.
![rpg maker mv abs rpg maker mv abs](https://forums.rpgmakerweb.com/data/attachments/83/83823-86e4ed313cff0bfedd22ef8207a50857.jpg)
* You won't actually see all those red circle / boxes, those are only displayed if you have Show Boxes toggled from my Movement. * Also is using the MV bgms in videos like that okay? If not let me know and I'll remove the audio. I made a video showing off different types of skills I created with it)
#RPG MAKER MV ABS HOW TO#
So since I still don't feel that my ABS is ready for a public dev release ( I'm pretty much too lazy to write the help / how to set up guide ). Winter break is almost here, and I'm hoping I can finish it off or get close to finishing since next yr might be pretty busy for me.Īh yes, I'll probably end up making my own character animations plugin and mix that whole "character looks different with x equips on" and make them work together so if main sprite runs X pose, all equips will also run X pose. Default settings will probably be a wasd movement with left click being attack and right click a special attack. I haven't played either of those games, but it sounds like, where you press a skill through the hud hotbar or just with the hotkey it'll attach the skills hit area to the mouse and when you click the mouse it uses the skill at that location? Which is something I was thinking of adding since I do want to add in mouse support. And I think that might probably be all you need, and well the events stats so you can change AI at x% hp or something. I'll provide most of the necessary functions such as: list of usable skills that aren't on cooldown, get any data off that skill like it's range and collider so you can test if it'll hit before using it or just use it blind not sure how smart AIs should be. Devs should be able to create their own AI's for the enemies with some pretty advanced Eventing, which will probably be needed for boss fights anyways. I'll probably add some very simple AI, with an option to disable it. You should not use these plugins in your projects until it's officially released. I also no longer have access to a mobile touch device so can't continue testing it. That is far from an enjoyable experience, so would probably be best to stay away from developing for mobile because there isn't much more optimization I can do to my plugins. This is also mentioned in the documentation.ĪBS HUD B was discontinued because MV games were running at around 30fps and around 15-20fps with my plugins installed. Any and all hud plugins should work with this plugin. You need to use an external HUD plugin to do this.
![rpg maker mv abs rpg maker mv abs](https://i.ytimg.com/vi/UmnufEk8fZo/maxresdefault.jpg)
Sure, you can even feel free to send me a link to the translated one so I can add a link to this thread to it for those that need it. But you can start creating projects based off of this plugin, but I would recommend not releasing a project that uses this until there is a stable version of this plugin. As well as 1 or 2 more features I would like to add in. It's still in "development" because there should be lot of bugs left to fix. The current version ( 0.9xx ) is basically complete. But yes, it is free to use for commercial projects. The Terms can be found in the Github's Repo and inside the README file, just scroll down to the "TERMS OF USE FOR NON-COMMERCIAL AND COMMERCIAL:" Section. What will be the terms for this? Will this be free to use for commercial projects? Highly recommended that you know how to use my Movement Plugin before using this!! * This abs requires my Movement plugin since it will be using colliders to make it into a pixel based ABS. You will set which button activates which skill in the plugin manager, you can also choose to be able to set the skill to one of these keys in the game. Meaning you can choose to be ridiculous and set like 50+ skill keys, or just a simple 1 or 2. I'm trying to create this as modular as I can. I decided to create this development post so I can add in any features you might like to see in an ABS. So some of you may already know that I've been working on a pixel based Action Battle System for MV on and off for a while now.