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Mr_Karl

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Mr_Karl last won the day on April 25

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About Mr_Karl

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  • RM Skill -
    Jack of All Trades
  1. Hi Falcao. I've recently testing and mixing up your Pearl ABS and Mouse scripts, I think all your scripts are cool... but I found some bugs still present. (Pearl ABS Liquid ver.2 + Interactive System little v2 + Mouse System Buttoms 2.5) When you are close to an event and you click on any buttom in the ABS skill bar the event is started and at same time the character get the order to pathfind the tile behind the skill bar buttom you were pushing. I think you should change the code a little bit, to allow the player start the events when the player are stand in front of this event by clicking right on it, but not any other side. Maybe you can add a extra feature, lets call it player's agro, to allow the player pathfind and perfom the basic attack ( F in skillbar ) by clicking on an enemy. This may keep the players character auto hitting the enemy with the basic attack (F key) while the player is selecting another skill on skillbar to keep attacking the same current enemy target. Your ABS and Mouse scripts are great.. i'll keep testing it, if i find another bug ill report it. Added on edit: Same problem with pathfind..! While you access to the character selection screen and you click on a character to select it, the pathfind is activated. Falcao: I think the mask you added to avoid get pathfind by clicking on skillbar buttons is drawn in the wrong place, attached to the map ground. You can replicate this error using this: (Pearl ABS Liquid ver.2 + Pearl ABS Patch + Party Hud + Interactive System little v2 + Mouse System Buttoms 2.5) In the picture below I used the simplest combination: (Pearl ABS Liquid ver.2 + Mouse System Buttoms 2.5) The red area wont allow to do pathfind. I assume that area must be drawn over the skillbar. I edited the ground map to check this area really corresponds to the area mask for the skill bar. As I said before, that area is attached to the ground map, so the player isnt able to perform pathfind to those tiles. You can check same problem in this map, in the red marked area. I'll continue testing your Pearl ABS system in deep, hope you can fix those bug in another release if you got the time. Though your ABS system is still pretty good. As a sugestion/request, you should add some terrain tags to configure tile pasability for projectiles when the player chose to use the "Tool Through = false" configuration. Having terrain tags, will help to configurate projectile pasability over pits or even direction pasability like the CSCA Dungeon Tools, Im not sugesting you copy that engine pasability, but to make something like that to add more powerfull tools for developers, and at same time increasing the power of the "Pearl ABS Liquid", I think this is getting close to perfection. Falcao: maybe you can add some lines to the script that check where the pointer is located on screen. Then, if the pointer is over the event while the character is facing the right direction stablished by event conditions you will be able to start the event by clicking on it. Just the BUTTOM events should be started from far away, or even facing in any direction. Added on edit: Jumping dead bodies... (Pearl ABS Liquid ver.2 + Interactive System little v2 + Mouse System Buttoms 2.5) While walking and performing a jump (previously activated using script call), this may happend. You can move dead bodies to any places, even make them go out of the screen. Yoy need to move character with arrow or wsad keys and perform jump to replicate this bug. It doesnt happend using pathfind and click. Added on edit: Jumping to impasable..! While you are facing to an impasable tile like water, trees, grass_enemy, you can perform a glitch jump by taping quick BACK, FORWARD then JUMP. I drew the arrows inverted in this image, i just noticed it, but im lazy to redraw it.. PRESS: Back, Forward then JUMP. Anyway you can leave by jumping back from where you did jump. But I think this bug should be fixed too. Added on edti: Interesting glitch.. When the character is in between 3 tiles or less, it wont let do the glitchy jump. You can try as many times you want... but nothing weird gonna happend.
  2. Hi Falcao. I've recently testing and mixing up your Pearl ABS and Mouse scripts, I think all your scripts are cool... but I found some bugs still present. (Pearl ABS Liquid ver.2 + Interactive System little v2 + Mouse System Buttoms 2.5) When you are close to an event and you click on any buttom in the ABS skill bar the event is started and at same time the character get the order to pathfind the tile behind the skill bar buttom you were pushing. I think you should change the code a little bit, to allow the player start the events when the player are stand in front of this event by clicking right on it, but not any other side. Maybe you can add a extra feature, lets call it player's agro, to allow the player pathfind and perfom the basic attack ( F in skillbar ) by clicking on an enemy. This may keep the players character auto hitting the enemy with the basic attack (F key) while the player is selecting another skill on skillbar to keep attacking the same current enemy target. Your ABS and Mouse scripts are great.. i'll keep testing it, if i find another bug ill report it. Edited: Same problem with pathfind..! While you access to the character selection screen and you click on a character to select it, the pathfind is activated. Edited: Falcao: I think the mask you added to avoid get pathfind by clicking on skillbar buttons is drawn in the wrong place, attached to the map ground. You can replicate this error using this: (Pearl ABS Liquid ver.2 + Pearl ABS Patch + Party Hud + Interactive System little v2 + Mouse System Buttoms 2.5) In the picture below I used the simplest combination: (Pearl ABS Liquid ver.2 + Mouse System Buttoms 2.5) The red area wont allow to do pathfind. I assume that area must be drawn over the skillbar. I edited the ground map to check this area really corresponds to the area mask for the skill bar. As I said before, that area is attached to the ground map, so the player isnt able to perform pathfind to those tiles. I'll continue testing your Pearl ABS system in deep, hope you can fix those bug in another release if you got the time. Though your ABS system is still pretty good. As a sugestion/request, you should add some terrain tags to configure tile pasability for projectiles when the player chose to use the "Tool Through = false" configuration. Having terrain tags, will help to configurate projectile pasability over pits or even direction pasability like the CSCA Dungeon Tools, Im not sugesting you copy that engine pasability, but to make something like that to add more powerfull tools for developers, and at same time increasing the power of the "Pearl ABS Liquid", I think this is getting close to perfection. Falcao: maybe you can add some lines to the script that check where the pointer is located on screen. Then, if the pointer is over the event while the character is facing the right direction stablished by event conditions you will be able to start the event by clicking on it. Just the BUTTOM events should be started from far away, or even facing in any direction.
  3. Mr_Karl

    CSCA Dungeon Tools

    Hello everyone..! I've been working in a simple modification to the bomb tool: - Added ability to set up bomb timer in frames to explosion, instead of steps. It was added to avoid getting stuck on certain situations when the player can be trapped by own bombs. - Bombs can damage the player if doesnt move away from it. Steps still present, but now the bomb explode after timer run out, steps were kept to simulate a fake safe distance away from bomb. Maybe Casper can be able to add a real safe distance for bombs explosion using more complex scripting methods, maybe using manhattan distance formula. Hope you find it useful...
  4. Mr_Karl

    CSCA Dungeon Tools

    Hello! I think this script is awesome, but.. can any body tell me if there is a fix to properly display hookshot missing chain animation? Its only displaying the arrow tip, between the player and the tip inst drawing the chain.
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