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Original Source
- Original title: Dream Engine { Quasi ABS V2.00 }
- Original author: nio kasgami
- Original date: August 6, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/dream-engine-quasi-abs-v2-00.66401/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development
Summary
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Archived First Post
Author : Quasi & Nio Kasgami
Development language : Typescript 2.00
distribution : JAVASCRIPT 5th edition
Engine Version: Beta 1.00
Build off : of QuasiABS https://github.com/quasixi/Quasi-MV-ABS-Demo
Further Info : This the V 2.00 of Quasi ABS worked by me Nio Kasgami.
Introduction:
We all know The awesome Action Battle System (ABS) Quasi coded. It's a awesome system though Quasi decided to quit the stage of MV for reasons.
SO I decided after speaking with him, to continue the dev of QuasiABS. Although it's will be totally rewritten to a new framework for being more easier for me to work with and to extends it with new features.
SO I decided after speaking with him, to continue the dev of QuasiABS. Although it's will be totally rewritten to a new framework for being more easier for me to work with and to extends it with new features.
Expected Features :
- infinite Entity AI (both workable in moveRoute or script)
- Entity Based system
- Bullet Hell Generator
- Extendable Movement System
- Puzzle/ environnement System
- Customization Skill/Weapon Behaviors
- and Some Other
Development Page :
https://github.com/niokasgami/DreamEngine
the project is dev in visual studio 2015 but can be still use in a normal text editor.
the project is dev in visual studio 2015 but can be still use in a normal text editor.
ScreenShot :
None it's still a dev
Explaination on the entity based system:
As it's got said the system is really based on entity. A entity is a alive form. It's could be a human, a monster or a animal.
So if this a entity it's can interact with the player and the player can interact with it. It's similar to a event without the fact it's show text or activate variable.
a entity is a trigger by itself. EACH entity have a AI or a entity type. they will act on how they are programmed : Either via a moveRoute or a EntitySnipset.
they have 3 mains entity type
Although Entity type can be changed : example neutral entity can become hostile if getting attack.
AND each entity can wield their own AI. ALTHOUGH you can't force a friendly entity to attack the player this will throw a error.
for that just need if example the actor attack the friendly entity to force the entity to become hostile to him.
quick example from a EntitySnipset (simply a JS files who contain a function or class who inherit from the main entity system) :
class Game_EntitySlime extends Game_EntityBase {
constructor(id) {
super(id);
}
entityType(){
return "friendly";
}
update(){
super.update();
if(this._player.attackFriendlyEntity(this._id)){
this.turnAgressiveTowardPlayer(); // Will become Hostile to the player.
}
if(this._entity.attackFriendlyEntity(this._id)){
this.TurnAgressiveTowardEntity(this._entity); // will become Hostile to the entity who attacked the friendly entity.
}
}
}
So if this a entity it's can interact with the player and the player can interact with it. It's similar to a event without the fact it's show text or activate variable.
a entity is a trigger by itself. EACH entity have a AI or a entity type. they will act on how they are programmed : Either via a moveRoute or a EntitySnipset.
they have 3 mains entity type
- Friendly entity or a entity who are friendly to the player (can help him or attack hostile entity) depending on how they are programmed to react on certain behavior.
- Neutral entity or a entity who are neutral to everyone this could be a animal who don't attack anyone.
- Hostile entity or a entity who are hostile to the player (will attack it).
Although Entity type can be changed : example neutral entity can become hostile if getting attack.
AND each entity can wield their own AI. ALTHOUGH you can't force a friendly entity to attack the player this will throw a error.
for that just need if example the actor attack the friendly entity to force the entity to become hostile to him.
quick example from a EntitySnipset (simply a JS files who contain a function or class who inherit from the main entity system) :
class Game_EntitySlime extends Game_EntityBase {
constructor(id) {
super(id);
}
entityType(){
return "friendly";
}
update(){
super.update();
if(this._player.attackFriendlyEntity(this._id)){
this.turnAgressiveTowardPlayer(); // Will become Hostile to the player.
}
if(this._entity.attackFriendlyEntity(this._id)){
this.TurnAgressiveTowardEntity(this._entity); // will become Hostile to the entity who attacked the friendly entity.
}
}
}
Extendable Movement System :
This system will permit more control on movement behavior such, Roll, block, crawl, etc
TERMS OF USE FOR NON-COMMERCIAL AND COMMERCIAL:
- Free to use and modify.
- Do not claim the Plugins as your own.
- Header from Plugins are not to be removed.
- Plugins can be edited/modified but can not be claimed as your own.
- Credit Nio Kasgami and Quasi.
- Compatibility patches may be denied.
- Any additional terms in Plugin must be followed.
Want to request some stuff or to contribute don't hesit to pull a request on the github page.
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
TERMS OF USE FOR NON-COMMERCIAL AND COMMERCIAL: Free to use and modify. Do not claim the Plugins as your own. Header from Plugins are not to be removed.
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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