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This is an amazing ABS! I love it! I've just got a couple problems... I'm using Khas Awesome Light Effects, and all the effects that go on in that script, are displayed above the HUD of this script. I installed the patch for this script, but that didn't fix anything. So has anyone figured out how to get the HUD to go over the shading and lighting of Khas Awesome Light Effects script? I saw someone post that you'd need to change the Z. But I'm not sure where I would change that.

 

Go to the light script, go to line 215 or so (depending on how many changes you've made.  Look for this line:

 

  # Z coordinate of the Effect's Surface

  Surface_Z = 180

 

Change the 180 to 1, and you should be good.

 

 

Hey, completely new here and to the whole program itself.

 

Is there a way to make it so that if an enemy gets hit or damaged, or even dies, a dialogue will appear?

If you want, you can add the tag "Enemy Die Switch = x" (replace x with a switch number) to the notes of each enemy in the database.

 

Set a common event to run off of that switch, then make the common event play a text message then turn the switch off.

 

Each time an enemy is killed, the switch will be turned on, the common event will run, then the switch will be turned off until you kill the next enemy.

 

 

What is the script call I use to enable and disable the HUD? :)

To show / hide the health/MP bars, use the following commands (via script):

PearlBars.hide

PearlBars.show

 

To show / hide the skill bar, use these commands (again, via script)

PearlSkillBar.hide

PearlSkillBar.show

Edited by zee hypnotist
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Hey, completely new here and to the whole program itself.

 

Is there a way to make it so that if an enemy gets hit or damaged, or even dies, a dialogue will appear?

If you want, you can add the tag "Enemy Die Switch = x" (replace x with a switch number) to the notes of each enemy in the database.

 

Set a common event to run off of that switch, then make the common event play a text message then turn the switch off.

 

Each time an enemy is killed, the switch will be turned on, the common event will run, then the switch will be turned off until you kill the next enemy.

 

 

Thanks for the quick reply. Not quite sure how I'm supposed to activate the switch. So, the switch ID is 2. But how do I activate it if he's going to die before it activates? Cause I have used the NPC tile for the switch's event page. It's set to 'Autorun' because I don't know what else. Inside it, the only code is "Call Common Event", and the common event says some text, then it sets the control switch to off. But when I kill the NPC, nothing happens. Maybe I have done something wrong with the event pages on the NPC tile. Not sure how that affects anything.

Edited by Khalym

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If you want switch with ID 2 to run when the NPC dies, then you need to do the following.

 

Make sure the name of the NPC event is <enemy: x>.  Replace the x with the enemy you want in your database.  If you wanted enemy number 1 (default is slime), you need to open up the NPC event on the map and title it <enemy: 1> up at the top.

 

Then, go the enemies list in your database.  Go to the enemy that corresponds to the number you chose, and paste "Enemy Die Switch = 2" (without quotes) into the "note" section at the bottom right of the page.

 

This means that when you kill any enemy that you have titled <enemy: 1>, they will activate switch 2, which is connected to your common event.

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If you want switch with ID 2 to run when the NPC dies, then you need to do the following.

 

Make sure the name of the NPC event is <enemy: x>.  Replace the x with the enemy you want in your database.  If you wanted enemy number 1 (default is slime), you need to open up the NPC event on the map and title it <enemy: 1> up at the top.

 

Then, go the enemies list in your database.  Go to the enemy that corresponds to the number you chose, and paste "Enemy Die Switch = 2" (without quotes) into the "note" section at the bottom right of the page.

 

This means that when you kill any enemy that you have titled <enemy: 1>, they will activate switch 2, which is connected to your common event.

This is done, but I still don't understand why nothing happens. What is the event status trigger to be on? And what shall the (first) event page say/do? I still thank you for your help so far.

 

And also, what about the common event trigger? I also made an event page for that NPC switch to the common event. Is that wrong?

Edited by Khalym

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@Khalym - Set the common event's trigger to autorun. It should contain the message you want to appear then turn the switch to OFF -- switch 2 for zee hypnotist's explanation.

 

As for the first event page of the enemy/NPC event (e.g. <enemy: 1>) nothing is needed to do besides from editing its custom movement that would suit your needs.  You don't need to put the "Call common event" command because the common event will run when the switch bound to it is turned ON.  It is turned ON automatically when you kill the enemy because you wrote Enemy Die Switch = 2 in its notetag in the enemy database.

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@Khalym - Set the common event's trigger to autorun. It should contain the message you want to appear then turn the switch to OFF -- switch 2 for zee hypnotist's explanation.

 

As for the first event page of the enemy/NPC event (e.g. <enemy: 1>) nothing is needed to do besides from editing its custom movement that would suit your needs.  You don't need to put the "Call common event" command because the common event will run when the switch bound to it is turned ON.  It is turned ON automatically when you kill the enemy because you wrote Enemy Die Switch = 2 in its notetag in the enemy database.

Oh my god! Thank you so much, this worked! I just have a final question. If I want the NPC to automatically respawn after it dies, what do I enter in the common event? Or do I give it a switch so that an event page respawns it? Can I make it possible to make it respawn so fast that a death animation won't even appear? Again, thank you so much!

 

Edit: I have managed to fix that issue, but again thanks for all the help!

Edited by Khalym

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Hallo.

 

Mybe one of you guys could help me. I tried, to make a game with this wonderfull script, but unfortunately, it is way to powerfull for me. That means, there are funktions, i did't want. But i'm not able to cut them out without diggin in the scripts code ... and that is all greek to me.

 

I'm trying to make a single-Charakter game with a fast charakter-switching. Imagine it as a Zelda-Game with switchable charakters. That means i want to use the character switch Menü "M", but i did't want the follower-funktions.

 

That means: The single player switch is no option (Because i need the Choose-Actor Menu on M-Key).

But: I didn't want:

 

1. The "Primary use" funktion. I made it, to let the tooltip dissappear, but the A key is still working and the player could define "Primary Use skills". But as the follower do not fight, i want the A Key without funktion.

2. The "Follower Attack Comand" on the K Key. Therefore i want the last Icon-Field in the Skill-Bar (The K-Icon) to completely disappear from screen.

 

Could somebody show me, what i have to change in the scripts code to make this?

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hi guys.. i did read documentation 100500+ times and still dont see: 

- Token system (you tag any event to start when was hit by a tool)

it's supossed to be note tag somewhere or what, cuz all what i can see is:

* Token tags
This tags goes into event comment and are mostly used for normal events to
create some puzzles.

<start_with_weapon: a,b,c>

*sigh* I guess i could use  this "token tag" for passive enemies like in RO... 

I mean it shouldnt matter about id, weapon or skill. it should be like: you attacked the enemy - enemy got agro and begins to attack back..

 

also is there also smart targeting for heal allies with "one ally" scope skill? all party heal seems to be cheating.. 0_= ?

aaand im interested how to change agro (level?). also i have 2 questions 'bout summoning:

1)is it possible to summon a normal monster (killable just like other events) through common event?

2)can summons (summoned by player) use melee weapon? (not range and not magic)

I need help with these 2 thing above cuz there's in my project 2 characters who should summon battle (or supportive) helpers

Edited by Ronoke

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* Token tags

This tags goes into event comment and are mostly used for normal events to
create some puzzles
.

<start_with_weapon: a,b,c>

 

 

I think based on that statement you could add COMMENT event command in your enemy "event" containing

<start_with_weapon: a,b,c>

a, b, c might be the id of your weapon??. i don't use this abs yet so i'm not sure either.

 

so it will become agro if hit by that weapon.

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* Token tags

This tags goes into event comment and are mostly used for normal events to

create some puzzles.

 

<start_with_weapon: a,b,c>

 

 

I think based on that statement you could add COMMENT event command in your enemy "event" containing

<start_with_weapon: a,b,c>

a, b, c might be the id of your weapon??. i don't use this abs yet so i'm not sure either.

 

so it will become agro if hit by that weapon.

It is, but i need event to be started by any weapon/skill/etc 

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Those token tags are supposed to be used in non-enemy events that triggers themselves when certain weapon/armor/skill/item hits on them,
and it's stated, puzzle events only. Look at the floor crack (where you have to put the bomb) in the demo for example.
"Event became hostile when attacked" kind of thing is not implemented in this ABS yet. I don't think the token tags can even help you do that.

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Actually, you can do that by using token tags for non-enemy events.  Though, this is only possible if you are using few weapons.  For example, make an enemy event with 2 pages.  The 1st page contains a command to turn self-switch A ON when attacked with a specific weapon.  The 2nd page is activated with self-switch A which has an autonomous movement that comes after you.

 

The reason I said that it is only used when using few weapons because writing a token tag that checks if an event is attacked by 50+ weapons in your weapon database is very long.

 

It is also possible with skills.  It is shown in the demo where you fall from the hole and needs to light the torches with the fire skill.

Edited by orathan

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I wanna use own poses for skills/items/etc, but somehow my character make step animation after custom pose. is there a way to fix it?
(spoiler: animations)

 

 

what i want to see in game:

wsn.gif

 

what i see in game:

dyj4.gif

 

 

 

EDIT: I found it, so i don't need help in this question but if somebody needs it too so, go to Pearl Kernel line 1114 and:

    # anime 
    if @anime_speed > 0
      @pattern = 1 
      @anime_speed -= 1

change pattern line

Edited by Ronoke

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Hey Falcao, do you know or happen to know how i can remove the gameover screen? :3 sorry to bother you with this question but i love your ABS so freaken much! it's litterally the best i've ever seen! :D .. It's just that stupid gameover!:S

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Hey Falcao, I don't know if this is intentional or not, but I noticed that the cooldowns on skills will continue to decrease even while you are on the player switch menu, or the equipment menu, and even the main menu. Is there any way to prevent this? It could be possibly be exploited by the player.

Edited by ProtoflareX

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Hey Falcao, do you know or happen to know how i can remove the gameover screen? :3 sorry to bother you with this question but i love your ABS so freaken much! it's litterally the best i've ever seen! :D .. It's just that stupid gameover!:S

i hope u dont mind if i'll give the answer ^^. just like you i dont need gameover screen so i added game over common event script by Kread-EX:

 

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#  â–¼ Game Over Common Event

#  Author: Kread-EX

#  Version 1.02

#  Release date: 17/12/2011

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

 

 #-------------------------------------------------------------------------------------------------

#  â–¼ UPDATES

#-------------------------------------------------------------------------------------------------

# # 19/12/2011. Added the option to replay Map BGM.

# # 18/12/2011. Fixed an infinite loop.

#-------------------------------------------------------------------------------------------------

#  â–¼ TERMS OF USAGE

#-------------------------------------------------------------------------------------------------

# #  None. Made that in a few minutes.

#-------------------------------------------------------------------------------------------------

#  â–¼ INTRODUCTION

#-------------------------------------------------------------------------------------------------

# # Overrides the standard Game Over with a common event on the map.

#-------------------------------------------------------------------------------------------------

#  â–¼ INSTRUCTIONS

#-------------------------------------------------------------------------------------------------

# # By default, use the 1st common event as game over. You can change this with a

# # script call:

# # $game_system.game_over_event_id = x

# # To disable the replay of the map bgm:

# # $game_system.game_over_map_bgm = false

# #

# # Note: The Game Over event command will not trigger the common event.

#-------------------------------------------------------------------------------------------------

#  â–¼ COMPATIBILITY

# # I don't foresee any problems.

#-------------------------------------------------------------------------------------------------

 

puts 'Load: Game Over Common Event v1.02 by Kread-EX'

 

#===========================================================================

# â–  SceneManager

#===========================================================================

 

module SceneManager

    #--------------------------------------------------------------------------

    # â— Jump to a scene

    #--------------------------------------------------------------------------

    class << self; alias_method(:krx_goce_sm_goto, :goto); end

    def self.goto(scene_class)

        if scene_class == Scene_Gameover

            unless $game_temp.no_game_over_ce || $game_system.game_over_event_id == -1

                id = $game_system.game_over_event_id

                $game_temp.reserve_common_event(id != nil ? id : 19)

                $game_party.members.each do |mem|

                    mem.remove_state(1)

                end

                if @scene.is_a?(Scene_Battle) && $game_system.game_over_map_bgm

                    BattleManager.replay_bgm_and_bgs

                end

                scene_class = Scene_Map

            end

        end

        $game_temp.no_game_over_ce = false

        krx_goce_sm_goto(scene_class)

    end  

end

 

#===========================================================================

# â–  Game_Temp

#===========================================================================

 

class Game_Temp

    #--------------------------------------------------------------------------

    # â— Public instance variables

    #--------------------------------------------------------------------------

    attr_accessor    :no_game_over_ce

end

 

#===========================================================================

# â–  Game_System

#===========================================================================

 

class Game_System

    #--------------------------------------------------------------------------

    # â— Public instance variables

    #--------------------------------------------------------------------------

    attr_accessor        :game_over_event_id

    attr_accessor        :game_over_map_bgm

    #--------------------------------------------------------------------------

    # â— Object Initialize

    #--------------------------------------------------------------------------

    alias_method(:krx_goce_gs_init, :initialize)

    def initialize

        krx_goce_gs_init

        @game_over_event_id = 19

        @game_over_map_bgm = true

    end

end

 

#===========================================================================

# â–  Game_Interpreter

#===========================================================================

 

class Game_Interpreter

    #--------------------------------------------------------------------------

    # â— Game Over

    #--------------------------------------------------------------------------

    alias_method(:krx_goce_gi_353, :command_353)

    def command_353

        $game_temp.no_game_over_ce = true

        krx_goce_gi_353

    end

end

 

so u need to replace id of common event (in my case it's id 19 on line 93). after that you can add in common event whatever you want it to be "gameover screen"

I did list of options like in Ragnarok online:

 

 

cgu4.jpg

 

in game it looks like it and it works soo...

2xjt.jpg

 

 

 

try it if you want :3

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Hello everybody

 

Has been long time since i opened the rpg maker vx ace program for the last time, my new job has pushing me out from scripting and the forum.

 

Im glad some peoples around here already learn how to use the Pearl System properly and are able to help those peoples who are just starting.

 

Ok, i just want to let you know that 5 month ago i did an update to the Pearl system, it is most for bug fixing than new stuff, here some changes i already implemented

 

- Injected Pearl abs path

- Fixed dead posses issue
- Implemented re-spawn timer
- Fixed vehicle issue
- Enemies cannot longer attack you while in vehicle
- fixed stuck issue when boarding a a vehicle while a follower is deadposing
 
There is no more thing to add to the system since it is already crawled and i dont want to confuse anybody 
 
The update will be available as soon i have time to posted
Edited by Falcao

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Hello everybody

 

Has been long time since i opened the rpg maker vx ace program for the last time, my new job has pushing me out from scripting and the forum.

 

Im glad some peoples around here already learn how to use the Pearl System properly and are able to help those peoples who are just starting.

 

Ok, i just want to let you know that 5 month ago i did an update to the Pearl system, it is most for bug fixing than new stuff, here some changes i already implemented

 

- Injected Pearl abs path

- Fixed dead posses issue
- Implemented re-spawn timer
- Fixed vehicle issue
- Enemies cannot longer attack you while in vehicle
- fixed stuck issue when boarding a a vehicle while a follower is deadposing
 
There is no more thing to add to the system since it is already crawled and i dont want to confuse anybody 
 
The update will be available as soon i have time to posted

 

I'm excited when seeing your post!

Thanks for the great ABS system,and expecting your new version.

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I've been messing with the script and searching the web for Gamepad extenders and such to incorporate into this; however, I'm having a bit of trouble figuring out how to get everything working nicely.

 

Has anyone successfully implemented one of the full controller scripts with this ABS? I've been toying with "Gamepad Extender" and am now onto Glitchfinder's "Gamepad Input Module" to see if it's interface will play better.

 

Edit:

 

And after a full day and a half simply trying to get the GamePad stuff to work and finally giving up and posting here, my last ditch effort with Glitchfinder's module seems to be paying off.

 

Since Falco's PearlKey seems to directly interpret the key's ASCII or something, trying to push another Gamepad function through that approach was not working for me at all; however, I noticed that I could add an additional level of variable checks that basically allow the keyboard, the gamepad, or the mouse to be used for the inputs. I'd been trying too hard to over-write the keyboard inputs with the Gamepad inputs and decided that some further modification might help me break through. 

 

So.. here's a quick excerpt of how I've handled it. (With a dependency on the Glitchfinder module at http://www.hbgames.org/forums/viewtopic.php?f=11&t=73959&start=0 of course. I've put this module above the Pearl scripts since they are depending on it). I would like to add the Gamepad binding to the "Key" array item, but I'm still too unfamiliar with Ruby + Ace to determine whether that would mess with the rest of the code.

    unless actor.equips[0].nil?
      use_weapon(actor.equips[0].id) if Gamepad.axis_trigger?(Gamepad::LEFT_TRIGGER)
      use_weapon(actor.equips[0].id) if trigger_tool?(Key::Weapon[0], :keys)
      use_weapon(actor.equips[0].id) if trigger_tool?(1, :mouse) 
    end

A simple solution that I think is just reasonable enough to work... For the other areas, Gamepad.trigger?(Gamepad::BUTTON) is the code I used since the Left and Right triggers are counted as axes by XInput (I'm guessing here based on the info in the Gamepad Module). Adding similar pieces to the Follower and other Menu button sections can incorporate it there too. (I used Gamepad::BACK for the QuickTool and the Right and Left Thumbs for Followers and Changing Members.)

 

Hopefully this helps someone that was struggling with the same issue as I've struggled with. 

Edited by PhilipTrick

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Hi everyone! I have a little problem with the script. 
When I use a self switch, it works as planned, but the enemy dosen't drop the supposed item. 

But it still drop the item with a normal switch, why?

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Good day, Falcao :D your script is really awesome and I'm actually using this in my current project right now... I'd like to know.. is it possible for an enemy to be programmed to attack another enemy? I tried using customized Skill (then using that skill through <use_skill:x> in the move route which allows an event tagged with <enemy: x> to attack a single ally (or the player's enemy, since it's an enemy attacking another enemy tagged with <enemy: x>), but it tidn't work... I was thinking of making a special kind of State, but it would be too tedious to make that state appear in every enemy...

The scenario I'm trying to make is two armies fighting against one another while the players are sided with one of the army groups. So... it's like I'm trying to make a npc tagged with <enemy: x> which could be allies with the player and help him/her do the combat...

Do you have a suggestion or idea? Thank you very much!! :D

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maaan~ how much hidden treasures can be found not in documentation >:3 finally found it

Enemy Passive = true/false

by the way, is somebody knows how to make custom projectiles? :3

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maaan~ how much hidden treasures can be found not in documentation >:3 finally found it

Enemy Passive = true/false

by the way, is somebody knows how to make custom projectiles? :3

 

There are some hidden features on the system that i forgot to mention in the script documentation, im glad some Pearl users found some of them

 

What you mean with custom projectiles?

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How do you make a boss monster immune to blow power? I don't want my 1 block tall characters knocking back a boss the size of the room...

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