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Hey Falcao, I just want to thank you for your amazing job, I really love this system you did.

 

I have a quick question, is there anyway to handle enemies respawns when the Dead Pose = true ?  by X amount of time

 

 

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I'm having a problem. I tried copying all the scripts from the demo to my current project, the game will load fine, but when an enemy tries to attack me I get this error:

Script 'Game_Character' line 180: NoMethodError Occurred.

undefined method 'tool_data' for nil:NilClass.

 

So then I tried creating a fresh project and copied the scripts over in the exact order they are in the demo, and I still get the same error for the same thing. Am I doing something wrong? I've copied over all the graphics. I've copied over the audio files. I even copied and pasted the exact enemy event that is in the demo and still I get this error. HELP!

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I'm having a problem. I tried copying all the scripts from the demo to my current project, the game will load fine, but when an enemy tries to attack me I get this error:

Script 'Game_Character' line 180: NoMethodError Occurred.

undefined method 'tool_data' for nil:NilClass.

 

So then I tried creating a fresh project and copied the scripts over in the exact order they are in the demo, and I still get the same error for the same thing. Am I doing something wrong? I've copied over all the graphics. I've copied over the audio files. I even copied and pasted the exact enemy event that is in the demo and still I get this error. HELP!

 

I had that before only because the event that's using the tool did not have the tool that was in either the skills/weapons. That meant you also need to copy the data.

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Is there a way to disable the 'Change Player Menu' and 'Tool Menu' with a script call and then enable it later with another script call?

(Sort of like using the 'Disable/Enable Menu' command within an event)

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 H E L P !   B U G !

I have a really wierd bug...

When one of my party Members die, and i use the "Recover All" Function from any INN while a party member is dead

they revive but i cannot change back to the Dead Ally with M.

When i try it says "cannot move dead ally" when he is alive.

What can i do about that?

 

Also - when i use a Stimulant or something from the ESC Menu it takes the Stimulant away but doesnt

Revive him, giving a "Cannot Ressurrect in Menu" Error... why does it still consume the Stimulant?

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I am using the XS Menu Deluxe script in my project, and whenever I try to open the Character selection or Item selection scenes ('N' or 'M') I get this error. Help!Error.jpg

 

p.s. I guess I should clarify the reason why I mentioned using the menu script is because when I removed it from my project then the scenes from Pearl ABS works just fine.) 

Edited by KevinFrost

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Hey, I'm having some weird issue using the bow (it appears this happens in your demo too). I can only fire it once. I feel like I'm missing something, OTL. The bow's set up to use the ammo, and it uses one fine but after that, pressing F doesn't do a thing.

 

I also have made sure I have like, 99 arrows to fire as well.

Edited by Gorlami

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@KevinFrost
it's a problem with the Scenecall function.
You need to find a script in the XAS menu system that changes the background.

I put an # infront of the background-function like this

   # @background_sprite.color.set(16, 16, 16, 70)

To remove it temporarily.

Let me know if that works.

 

@Falcao

I have a wierd problem actually,

whenever I put cooldowns on skills, it works perfectly for Skill1, Skill3 and Skill4, but not on Skill2. The cooldowntimer won't show, any idea what that could be? Tell me what you need to understand exactly what's wrong.

Thanks in advance, and awesome system. Thankful for you making it.

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@Satekh

...XAS menu system...

It's XS Menu Delux, not XAS menu... as for the problem, it doesn't happened to me, did the skill2 actually have a cooldown and the "Tool Cooldown Display" is true?


@KevinFrost

I've tested the menu and it's an incompatibility. You have to use another menu script instead.

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Hokay, so my initial problem is still there, but now I have another issue. I'm currently trying to merge this ABS and use a stealth system at the same time. For the most part, it all works fine. There's one glaring issue however.

 

My enemy event is set up so that the first page deals with the 'patrol' move route - if the player is seen by the event, a self switch is activated and the activated event page processes the enemy attacking and whatnot. That much is fine. The problem I'm trying to figure out now is however, is this.

 

Here's a simple example. An enemy event is facing down. If you go behind it, you can attack it. That's fine. However, when you attack it, nothing is triggered. The enemy is damaged and whatever, yeah. The problem is you can attack an enemy forever until it dies or turns around and sees you, and you'll never be attacked until it can. So I suppose what I'm asking is whether or not there is some kind of tiny script edit, or conditional branch I can call that would theoretically say 'if player attacks enemy, enemy turns to player'. I don't know if I'm overlooking something or not, or if this is simply an eventing issue, but if anyone can help me with this (and the previous problem I posted) then I'd be super grateful.

 

Solved the above. One final question though, is there a script call I can use to damage an enemy or kill it entirely? I'm eventing a button press stealth kill. Erase event works fine but it respawns if I do that, and if I just use a self switch in the conditional branch the enemy stays alive.

Edited by Gorlami

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@Satekh

...XAS menu system...

It's XS Menu Delux, not XAS menu... as for the problem, it doesn't happened to me, did the skill2 actually have a cooldown and the "Tool Cooldown Display" is true?

 

@KevinFrost

I've tested the menu and it's an incompatibility. You have to use another menu script instead.

I have XAS Menu, so that's why the confusion. Also I managed to get it to work, so there should be a way. Also I solved the CD problem, and yes, ofcourse I put "Tool Cooldown Display = True" else it would be explained by that simple rule. I had to change all the assign_skill2 to assign_skill1, then it worked. Probably some script I'm using that was messing with the ABS script.

 

On another note, How do I change the position of the name above the HP/MP bars? The X and Y positions that is.

I'm using my own graphics for the bars and the name is automatically placed as centered, also the "HP" and the amount of life is shown a couple of pixels above the bars. Anyone know?

 

EDIT:

Nvm, figured it out...

Edited by Satekh

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Hi all!

I have one simple question:

This great ABS have some command/comment in Skill and Item for his "untouchable" - making it unchoose for adding to bar?

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is there any way to make every npc an enemy?

so basically all the npcs will have a comment tag similar to the enemy one but it won't be it's event name it will be a comment, and they won't act as enemy the will just do everything they are programed to do until you hit them with a weapon then the will start acting like enemies?

 

I just want all my npcs to be killable... if the player wants to do that, I hate game where you can't kill npcs even tho you're clearly hitting them with a sword or shooting at them...

 

Also want to know how to change the font of the pop up damage.

Edited by Chigoo

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Hey Falcao !! First of all ... Thanks for this epic battle system, YOU ROCK !!

 

But I have an issue, I'm making all my resources and that's includes the HUD (Hp and Mp only) this is the HUD

 

f1be78edc3293d4a3e44103ba0501509.png - Actors_Back

 

0976d7563d48b7f432c0cdc2da314471.PNG - Actors_Hp

 

0bfd779694106b3baeb147e6f9f7e4e7.PNG - Actors_Mp

 

The problem is, the life bars scripts generate two Actors_Back image to match with the Hp and Mp bars, I was able to make the script to show only one Actors_Back image, but when I fix the Hp and Mp bars position, the Actors_Back image move along with the Actor_Hp and Mp image, can you please help me to fix it ? the're is a form to separate the Actors_Back image from the Hp and Mp images and adjust the Actors_Back image individually ? or in any case ... can you help me or explain to me how to fit the HUD perfectly ? 

 

Sorry for my bad english, I know you speak some spanish, so if you want I can explain it better in a MP.

 

Thank you.

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Hey. I've been using this ABS for a couple months and it's pretty bad-a. Easy to get use to and better than others i've tried.

 

Anyway, gotta problem. I'm trying to make it so that the player can auto-attack. Just press weapon key once and the character does his thing. I've tried this with 3 weapons. First was dagger which attack twice and thats it. Second, staff that shoots a projectile. It only attacks once though. Still trying stuff with projectiles. Third, the hookshot. I'm using it as a weapon and it actually kinda works yet fails. It does repeat the weapon attack over and over...and over. It doesen't stop though. Whether I move, press weapon key, use skill, I even unequipped the weapon and it still kept attacking. Thing is it only has "weapon, (its id), 100" on combo tool and works this way. Ive tried this and multiple ids with all 3 weapons. Again, dagger hits twice then stops, and staff w/projectile only gets swung once. Autotarget projectiles btw. I even set the dagger up like the hookshot but still only attack twice. I've tried using the combo tool thing but i can't get more then two swings.

 

Question 1: Is it possible to have an auto-attack that can be interrupted with another command or unequip?

 

If it's the combo tool that does it, I'm apparently not sure how to use it.

 

Question 2(unrelated to weapons): Can I make enemies attack back when they get hit and if they are hit, alert nearby enemies to attack as well?

 

I need enemies to attack back when they get hit. Kills the game if you can just sit back and hit them with ranged attacks.

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is there any way to make every npc an enemy?

so basically all the npcs will have a comment tag similar to the enemy one but it won't be it's event name it will be a comment, and they won't act as enemy the will just do everything they are programed to do until you hit them with a weapon then the will start acting like enemies?

 

I just want all my npcs to be killable... if the player wants to do that, I hate game where you can't kill npcs even tho you're clearly hitting them with a sword or shooting at them...

 

Also want to know how to change the font of the pop up damage.

Think I can help with the NPC enemy thing. If I upload the images right you will see the event pages for a NPC. This is one of the two ways I found out. Easier this way. The NPC will come back after you re-enter the map as well as the enemy. You'll need a switch for the map and for the enemy. The "tut" switch is the name for my map switch. "Banishar NPC" is the NPC/Enemy.

 

Forgot to say you will need to turn the map switch on when entering it and off when exiting.

post-32192-0-98261300-1374149200_thumb.png

post-32192-0-59421900-1374149242_thumb.png

Edited by PSULover00

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is there any way to make every npc an enemy?

so basically all the npcs will have a comment tag similar to the enemy one but it won't be it's event name it will be a comment, and they won't act as enemy the will just do everything they are programed to do until you hit them with a weapon then the will start acting like enemies?

 

I just want all my npcs to be killable... if the player wants to do that, I hate game where you can't kill npcs even tho you're clearly hitting them with a sword or shooting at them...

 

Also want to know how to change the font of the pop up damage.

Think I can help with the NPC enemy thing. If I upload the images right you will see the event pages for a NPC. This is one of the two ways I found out. Easier this way. The NPC will come back after you re-enter the map as well as the enemy. You'll need a switch for the map and for the enemy. The "tut" switch is the name for my map switch. "Banishar NPC" is the NPC/Enemy.

 

Forgot to say you will need to turn the map switch on when entering it and off when exiting.

 

I thought of doing this. The only problem is I want it to be activated when I hit the NPC with a weapon, not when I talk to them

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@Chigoo

 

Yea, it does exactly that. I tested it and you HAVE to hit the NPC to get a reaction. Even with a text box and conditional branch I couldn't get it to talk back when I press ENTER key. When I hit it with the weapon I set up with that comment, the text appeared and it turned to enemy. You will have to make a bit bigger maps and some random, expendable NPC. The enemy forms will have to be hidden at the edges of the map. Set up a NPC and make an enemy and try it out it.

 

You could also give players that want good karma an option to heal any of the NPC/Enemy. Not entirely sure how it will be done though, they're enemies. Idk, learn a skill that targets enemies and heals i suppose.

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@Chigoo

 

Yea, it does exactly that. I tested it and you HAVE to hit the NPC to get a reaction. Even with a text box and conditional branch I couldn't get it to talk back when I press ENTER key. When I hit it with the weapon I set up with that comment, the text appeared and it turned to enemy. You will have to make a bit bigger maps and some random, expendable NPC. The enemy forms will have to be hidden at the edges of the map. Set up a NPC and make an enemy and try it out it.

 

You could also give players that want good karma an option to heal any of the NPC/Enemy. Not entirely sure how it will be done though, they're enemies. Idk, learn a skill that targets enemies and heals i suppose.

 

Ooo, didn't read the comment, but I have a script that can store events on another map then call them to another map as needed, so yah, I'll give it a try.

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@Chigoo

 

Yea, it does exactly that. I tested it and you HAVE to hit the NPC to get a reaction. Even with a text box and conditional branch I couldn't get it to talk back when I press ENTER key. When I hit it with the weapon I set up with that comment, the text appeared and it turned to enemy. You will have to make a bit bigger maps and some random, expendable NPC. The enemy forms will have to be hidden at the edges of the map. Set up a NPC and make an enemy and try it out it.

 

You could also give players that want good karma an option to heal any of the NPC/Enemy. Not entirely sure how it will be done though, they're enemies. Idk, learn a skill that targets enemies and heals i suppose.

 

Ooo, didn't read the comment, but I have a script that can store events on another map then call them to another map as needed, so yah, I'll give it a try.

Was not aware of a script like that. Better than the extra map space, just have a storage space for them.

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