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I had a problem with script falcao pearl abs v3. Script works fine. I did ctrl + c, ctrl + v, but when i change the weapon to another one then a message is displayed to me: Script '- Pearl Kernel' line 791: TypeError occurred. No implicit conversion from nil to integer I didn't know what im doing wrong. I pasted all the scripts from the previous weapon to another one. I can tell it's the same items.
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Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. Pearl v3 change log - Injected Pearl abs path - Fixed dead posses issue - Implemented respawn timer for enemies - Fixed vehicle issue - Enemies cannot longer attack you while in vehicle - fixed stuck issue when borading a a vehicle while a follower is deadposing - added low hp switches for enemies - Added item quantity to enemy drops - Fixed enemy touch damage issue - Fixed custom graphics display issue ## New Notetags!## ** Enemies Enemy Respawn Seconds = x - Time in seconds the enemy can respawn Enemy Respawn Animation = x - Respawn animation id Enemy Knockback Disable = true - Make enemy unable to be knocked back Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x # Enemies characters notetags now you set up more than one tool at the time for enemies. this will make the enemies less repetitive, this simple commands work as follows. it pick up one random tool id from the list each time the command is executed. the list can be infinite. rand_skill(x,x,x) ramdom skill ids the enemy going to use rand_item(x,x,x) ramdom item ids the enemy going to use rand_weapon(x,x,x) ramdom weapon ids the enemy going to use rand_armor(x,x,x) ramdom armor ids the enemy going to use * Item notetags Exclude From Tool Menu = true - Exclude item from tool selection menu Drop Quantity = x - Enemy drop item quantity (item, weapon, armor) Liquid V2 change log and features - Anime speed Enchanted - New dead poses for actors and enemies - Combo feature now support infinite combo chains (rather than 2) - Added compatibility with bigger characters actors, - New Universal molde provided for bigger characters and normal ones - added more configuration to the modules - Hp and Mp bars now has the option to display pictures instead script drawing - New single player option (disable the M Key and K is used to call tool menu) - Added TP display to the damage pop mechanism - Fixed minor bug when allowing tool usage while using the shield - Added new note tag for actors and enemies, Hit Voices = se, se, se - Added new note tag to avoid battler voices when using specific skills - added new notetag for enemies, Enemy Dead Pose = true , use it if you want the enemy to show the knockdown pattern when die rather than erase it - Hidden note tags revealed (read the documentation manual ^^) - Added new stage Falcao son (just to show up how to create debasting tools) Here the main features - Full and easy to use ABS engine - Create any tool from your imagination most easy than ever - Universal anime graphics, any character can use the graphics including enemies - Advance Projectile system - Knockdown feature enable (you give the tool a chance to knockdown a target) - Tool casting time enabled - Tool Cooldown enable (the time you have to wait before use the tool again) - Cooldown coutdown displayed on the toolbar - Ammo system - Tool special movements (able to load a moveroute from a common event) - Tool multiprojectiles enable, you can load upto 8 projectiles at the time - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created - States animation enable (up to 5 icons displayed on map) - Buffs and debuffs enable (up to 5 icons displayed on map) - You can assign up to 8 tools to the skillbar (overpowered dont?) - Input module, default keys are no used by this system - Area, ranged, spin attacks, target selection enabled - Invoke skills for weapon and armors enabled - Interactive enemies with knockdown, sensor enabled - Enemies use any tool that the player or follower does - Enemy battler enabled, so you decide if you want display the battler graphic - Enemies are able to heal themselves, have allies enemies etc - Enemy die commands, collapse animations etc. - Party system! your followers have a command to start fighting - Followers are able to heal allies, player etc - Smart targeting system, followers choose an individual enemy to attack - Agro system, followers and player have a chance to get the agro of the enemy - Token system (you tag any event to start when was hit by a tool) - Tool targeting system, autotarget, etc - Player selection scene enabled - Quick skill bar enabled - Item pop up enabled - Antilag enabled - Lag free - Summon system. you can command the tool to use tools by using a common event move route as manager action. - Enemies states, buff and debuff display - Combo system for the tools ( you can create an epic combo chain) - Mouse support! you can trigger tools by clinking the skill bar icons! Installation The script comes with a full documentation. read it. Terms and license - Do credit me Falcao as the creator of this ABS system - You can modify anything you want - You are allowed to distribute this material in any webpage - Do not remove the header of any scripT shelf - You are free to use this script in non-comercial projects, for comercial projects contact me falmc99@gmail.com Credits and thanks Script created by Falcao Demo http://falcaorgss.wordpress.com/category/pearl-abs-liquid/ Resources and Add-Ons (optionals) Here and add-on for displaying the followers Hp and Mp on the screen http://falcaorgss.wo...rty-hud-add-on/ ,Resource pack, it contains swords, staffs, magics, military graphics etc. http://www.rpgmakerv...0200#entry70200 MedIA Here a video of the Liquid v2 Falcao son showing some debasting tools Here a video of the game play Here some pictures, i took few pictures because i already provide two videos Pearl V3 Pictures Enemy low hp feature Enemy Respawn Tool samples Tp skill Lighburst that destroy everything New dead poses for followers and enemies a party battle Buff states and debuffs display Enemy buff states display check below the HP bar Tool selection Player selection
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IMPORTANT UPDATE: This will be our last post update on this specific forum about the game. We have plenty of ways to follow development and always appreciate your support! DEMO: Pre-Alpha Demo Keep updated: Twitter, Discord, and Itch.io -baz SYNOPSIS The world has become ravaged by a dark and hateful evil. It is spreading across the lands, turning old allies against one another, destroying once noble kingdoms, and corrupting the great spirits that watch over all life. Our hero ends up thrust on a quest to uncover the source of this dark force, and restore the Great Spirits to their former selves. He must do this while also racing to prevent a war from breaking out, as the princess of the Kingdom of Meridia prepares to avenge the death of her father, killed under mysterious circumstances. FEATURES - Travel across an open world on foot or on horseback. - Day/night cycle combined with dynamic weather will make for an immersive experience. - Push, pull, climb, and swim! There are many options to engage with your environment. - Discover a multitude of secrets—hidden caves and dungeons provide rare rewards. - Mini-games and side quests. - Custom inventory. PROJECT INFO Naima's Melody is being developed in RPG Maker MV. The game has been in development for 4 months so far and features a ton of custom resources and scripts. We are two developers that are very passionate about this project and especially excited to develop something that most believe is too difficult if not impossible in RPG Maker. DEMO: Pre-Alpha Demo Keep updated: Twitter and Discord SCREENSHOTS VIDEOS CREDITS
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- action adventure
- abs
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I am wanting to include a Power Bracelet like skill to Falcao's ABS system (https://www.rpgmakercentral.com/topic/8809-falcao-pearl-abs-liquid-v3-update/), and I found Mog made a Pickup and Throw event (https://atelierrgss.wordpress.com/rgss3-pickup-and-throw/) script, but it is on at all times. I want it so that the player can only throw an event if they have the Pickup and Throw skill equipped in the skill bar. Can someone please help me modify Mog's script to work like this?
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An adventure game based in Hell, you are Murray, an unlucky skeleton that need to find out how to remove his curse. A game design like Zelda, funny dialogs like Monkey island, and an atmosphere like Ghost & Goblins, this is Dark Dithering. An old school game, pixel art and hand drawing animation. Follow me: Facebook | Youtube | Website Developement Progress | Story90% - Programming 85% - Soundtrack 30% - Graphic 40% A demo is coming soon! Then hope you support us in future when we are ready on steam and crowdfunding ! StayUpdate! Intro: My intention is to create a modern parody in a comic set in hell, between the current and the main elements of today's communication, during our adventure, we can access Deadbook, the social network for the dead directly from our menu, make friendships with the most curious characters of hell, participate in miniquest in the form of events, and buy directly online, from the ecommerce in hell, like "Deadzone". Deadbook It will also be very useful in terms of game design, to solve puzzles and discover the many secrets inside the Dark Dithering world. It all starts with a great love story, which unfortunately ends up in a bad way, our hero, willing to do anything to get his beloved, releases a terrible demon that instead of helping him, inflicts a curse to Murray, his girlfriend becomes a stalker, and he is surrounded by misfortune.... The way to remove the curse and heal his beloved, will be very long and tiring, also you never know what is behind the corners of hell... Murray Moray: After taking a curse, his girlfriend has become a stalker, and the unfortunate Murray has been hit by misfortune... Fiama Belmont: Because of the curse of Murray, Fiamma has become intractable, jealous, obsessive, and poor Murray had to flee the house, and seek refuge by his friend Karma. Karma: Karma is a karmeleon, unlike chameleons that change color based on where they land, the karmeleon change color according to the Karma and mood. It will be very useful to have a friend like him, to prevent and understand when there are times of danger. Opening Video Gameplay Video 1 Any feedback and suggestions are apprecciated! Best Lakaroth Credits: Rpg Maker Plugin: Quasi Movement Quasi Movement Plus Quasi Region Lock Galv Cam Control Yep Event Chase Player Yep Event Stop Movement TDDP Mouse EX Orange HUD (By Orange) Iavra Minimap (By Iavra) LTN PoPup (By LTN Games) More Frames By Shaz MOG CharParticles (By MOG) Galv Message Style Special Thanks to Daemond for some Plug in ad HOC.
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- rpg maker mv (games in progress)
- abs
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Hello guys! I would like to ask some help regarding eventing. The thing is: I'm using an ABS, and I want to create a skill that push events away. Since the enemies are events in the map, I want the player to use a skill that hits the enemy and push it X number of tiles in the opposite direction. I'm using the Imperial Action System (It's in Portuguese); since it doesn't provide such function, I think it would be easier to event this than script it. So, could anyone help me? While I have some idea on how to make the event be pushed after being hit, I don't know how to make the specific event to be pushed when hit by the skill. I was thinking in something like using a condition where if X skill is used, then Y event is pushed Z tiles alway, but I don't know how to make the event check if it has received the skill in the map to activate the scene of it being pushed back. Anyway, thanks in advance!
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Major update, Demo official release date
2BitsLP posted a blog entry in Eve of Perception [RPGMakerMV] Devlog
Posted new artwork and screenshots as well as many other updates over in the topic: http://www.rpgmakercentral.com/topic/38797-eve-of-perception/ The demo will be released on 7.7.16 and be about 30 minutes long. Can't wait to show you guys my hard work!! -
So basically my game uses an abs. Specific monster sprites are hard to find so I made some. I'm a complete beginner and have about negative zero (it's not even a number) idea what I'm doing when it comes to making sprites. So you know, feedback is something that'd be cool. If you like em' tell me why so I can continue doing that kind of stuff. If you don't tell me that too and how to fix that stuff so I can bring out some next level sprites. Down below are 100% of the sprites I've ever made, that's right just those 4. Right now I'm focusing on elementals, so I want to make at least 1 enemy for the 8 main elements in my game before moving on to something else. NEW STUFF Minor Darkness Elemental Btw thanks for the feedback, never be afraid to be harsh if you need to be. Like I said, I'm a beginner and I can't draw for anything but I'm looking to improve as well as provide sprites for myself and for others. Also, as I get better I'll be able to pump better sprites much faster. But yeah, thanks again. Anywho, enjoy the sprites! Or not. Also here's ma' YouTube channel for videos on my game, it's super bare right now though and I've only got one video. https://www.youtube.com/channel/UCTnHbRqy4ijxi38_PPl7hZA Fire Elementals Minor Fire Elemental Ice Elementals Minor Ice Elemental Elite Minor Ice Elemental Elite Minor Ice Elemental. V2 Earth Elementals Minor Earth Elemental Lightning Elementals Minor Lightning Elemental *NEW*Darkness Elementals *NEW*Minor Darkness Elemental Working On: Gransys Orwell (a guy in my game) and Falhawk Griffin ( another guy)
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So I've been getting my toes wet with RPG maker, learning the basics(Eventing, Tilesets, Using basic scripts, etc). I want to implement ABS Combat. How difficult would it be to use and modify this to my liking? If it's possible, what's the simplest ABS to use? I have modified some scripts before, but they were very simple changes.
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Through (Projectile Collision) Fix for Falcao Pearl ABS Liquid V3
NeoXCS posted a topic in Developing Tools
I have seen a lot of posts around the internet with people having issues with projectile collision in this ABS. The issue begins when setting "Tool Through" to false on a projectile weapon. The projectile no longer passes through objects that are at the same level as the character, such as walls, but won't hit enemies anymore. Proposed fixes include changing the tools size, which has the side issue of hitting a two wide area instead of one. After a lot of messing around I was able to cobble together a fix with a proximity script and a simple script call. This may only work with single character games since this is all I tested it with. The reason being it changes priority (height) of enemies. I may edit this post later with pictures but for now we will start simple. Needed Scripts: Vlue's Proximity Events Script - Link Falcao Pearl ABS Liquid V3 - Link This tutorial starts after you've already installed Falcao's ABS. You should also understand how to set up items and set "Tool Through" to false. As well as also setting up enemies. Step One: Install Vlue's Proximity Event Script. There isn't much setup here. All you have to do to make this work is set the PROXYRANGE to 1 in the script. Step Two: Set enemies second page (the page where they sense you, self-switch "B") priority to "Below Characters". Step Three: Create an event that runs on a "Parallel Process" trigger. You will use a condition branch script check. The check will call the proximity event script. Proxy.inprox?(ID) will be used for the branch check. ID will be the ID of your enemy event. If you have multiple enemies you will have to set up multiple branches with their respective ID numbers in this event. $game_map.events[iD].instance_eval("@priority_type = 1") will be used to move enemies up to your level once you are within one space of them, this way you can't step on them and they will attack you in melee. This ID is the same as above. $game_map.events[iD].instance_eval("@priority_type = 0") is your else case. This moves them back below you so you can shoot them again. ID same as above again. You will need the event on each map where there are enemies you want to check. Also don't forget to make sure your "Tool Through" is set to false. Otherwise this tutorial would be pointless! Bugs / Issues: You can't shoot enemies at point blank range with this, but you can use a melee attack. You may still pass over / step on enemies sometimes. Thanks: Vlue for the useful Proximity Events Script Falcao for the powerful Pearl ABS liquid V3 Script There you have it. A fairly simple fix. I spent hours looking all over the internet for a fix. I finally got the idea to use the priority and proximity to make a quick fix. I hope that anyone with this problem finds this fix and is happy with it!-
- intermediate
- vxa
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I cannot for the life of me get the free movement and action battle system scripts to work together, I have almost no knowledge of script so I need some help
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- abs
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I am wondering what everyone would want and/or wouldn't want to see in an ActionRPG created with RM. Some specific points I'm interested in are: Customization - In the areas of characters (skill tree, fighting style, etc.), item creation, etc. For instance, I like the idea of a large item creation system. Nothing too complex. A variety of materials that when combined in different ways can create a plethora of gear/items. Level and/or Puzzle Design - I like twisty, winding hallways littered with rooms that you can see but have to search for through all the twists and turns of the path. Large empty room after large empty room doesn't do it for me (looking at you Dungeon Siege 3). Boss Battles - Thoughts on what you dis/like about boss battles within an ABS. I do like for bosses to be difficult but to also have an identifiable weakness that may be discovered and then exploited. For example, you can defeat the boss by dodging, striking, healing for a while but, there may be an order of status effects that could be applied to the boss which would leave it vulnerable to certain skills/spells.
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Celtica ACE [Game Description Updated ]
blackalchemist posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Celtica ACE GAME PROGRESSION [ 28% ] Game System Genre Developer Program Action Battle System | Action RPG game | Darkgear Games | Rpgmaker VXace ABOUT HOW I BEGIN CREATING THIS GAME...NEW STORY / SETTING / PURPOSE NEW INSIDE THE GAME meet your heroine. THE BRAVE YOUNG WITCH NEW get into the world of the game. THE BALANCE THAT PROTECTED THE LAND NEW GAME SCREENSHOTS NEW GAME TRAILERS GAME BETA TRAILER THANK YOU ALL IN ADVANCE, I BEEN WAITING FOR SO LONG TO MAKE A PROJECT ON RPG MAKER. IF YOU LIKED THE GAME YOU CAN HELP ME ON KICKSTARTER OR USE ONE OF THE GAME BANNERS ON YOUR SIGNATURE. HELP CELTICA AT not implemented yet . BANNERS AND STUFF banner 180x60 pixels para usar esse banner cole esse código na sua assinatura: [url=http://zip.net/bmnVgn] [img]http://i60.tinypic.com/212v61h.png[/IMG] [/url] banner 234x60 pixels para usar esse banner cole esse código na sua assinatura: [url=http://zip.net/bmnVgn] [img]http://i60.tinypic.com/2wpqtz4.png[/IMG] [/url] banner 234x60 pixels código: para usar esse banner cole esse código na sua assinatura: [url=http://zip.net/bmnVgn] [img]http://i59.tinypic.com/200ya15.png[/IMG] [/url] banner 234x60 pixels código: para usar esse banner cole esse código na sua assinatura: [url=http://zip.net/bmnVgn] [img]http://i58.tinypic.com/2prwjeg.png[/IMG][/url] ESPECIAL THANKS CREDITS Talented help from future friends. by Blackalchemist Last Updated tuesday july 1- 17 replies
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Any way to de-activate an script until certain part of the game?
Kunuji posted a topic in Developing Tools
Hello! I'm new into the community so please correct me if I'm doing something wrong! n.n/ What I'm trying to do is that my game uses the default Battle System until the player reaches certain part on the story, when he/she reaches that part it automatically changes to Pearl ABS Battle System from Falcao. Is this possible? Please I need this for my project! Thanks! -
Zombie Courage
misttribe posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Zombie Courage Publisher: Eaphox-Interactive Story: Complete re-write. Character Bio: Complete re-write Screenshot: Video of concept gameplay: http://www.youtube.com/watch?v=Pjp1xe0JZlY Features: ABS System with the ability to equip two weapons and one item. Bleeding System so you can bleed out if your wounds aren't bandaged. Time System to keep up with how long you survive. Crafting system so you can take certain items and make them into other items. Recruiting for Positions: Scripter Graphic Artist (Charsets) Beta Testers Current list of Beta Testers: Sgt Twilight Sparkle NicPre Sindaine santashi Current Helpers: Scripter: Falcao Graphic Artist: Leo-Aka Zombie Courage Needs YOUR Help! Click here to help! -
Hello Something weird is happening with my Pearl ABS Liquid post, Since today an alert of Malware is preventing me from accessing the content of my own post, i want to update the script and there is no way i can do it. Im using Google chrome. I believe is some issue with the forum because there is no way my post get infected by a virus or malware(i think so) Here the link to my post http://www.rpgmakervxace.net/topic/8809-falcao-pearl-abs-liquid-v1/ Here a screenshot