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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...

 

I forgot to add that feature, but should be pretty easy to set up on Pearl Projectile

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I’m having some problems. I have an enemy with a Die Animation. If i set a skill with the Tool Through = true, the animation, independently of frames, runs perfectly, and the Die Animation of the monster don't run. However, if i change to false, the animation of the skill only runs until frame 17~20 at max, stops, and the Die Animation run. I'm guessing that i can't run 2 animations at the same time, am i right?  I need a little help with this :P

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Hey! This is a great script. Simply amazing, really. I am loving it, and I want to show my support.

 

Now then, I do seem to have a problem, though, with making a reflectable skill/projectile. I want the character with the state "Magic Reflect" on to be able to have skills and projectiles bounce off them and turn 180 degrees back toward the archer/skill user. I've been dabbling, but unable to figure out how to make this work...

 

This kind of thing would also be valuable for mirror puzzles. For example, the player must line up mirrors to reflect a laser/light-source (or the like) to align with the target puzzle solution.

 

If this is possible, please let me know. For all I know, it could be something easy that I missed...

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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?

 

 Like "X" or "+" or whatever is possible to create, Had an idea to make "turret" event that should launch projectiles and deal damage to player and monsters both. Or make an event player could use to launch projectiles against monsters (because why not :D)

 

By the way, I gonna use custom character's poses as "User graphic". Unfortunaly, when you're the leader (with party) custom pose comes above followers, or character during skill/weapon/whatever shows sprite from charset and custom pose both

chja.pnghy32.png

 

Fixable ?_?

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I've been thinking... Is it possible to check for an enemy's HP, specifically a boss, so that I could use it in a conditional branch?

I'd like to achieve the the-ultra-boss-cheat[1] effect where they get extreme parameter and speed increase when they're HP reaches the critical zone.

 

 

 

[1] It is an unknown adrenaline rush that RPG game bosses experience which is translated as "I will make your game miserable, mortal!" which is intended for the player.

Edited by orathan

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I've been thinking... Is it possible to check for an enemy's HP, specifically a boss, so that I could use it in a conditional branch?

I'd like to achieve the the-ultra-boss-cheat[1] effect where they get extreme parameter and speed increase when they're HP reaches the critical zone.

 

 

 

[1] It is an unknown adrenaline rush that RPG game bosses experience which is translated as "I will make your game miserable, mortal!" which is intended for the player.

i doubt this is possible but you can try to use Enemy Die Transform = x ( x for enemy id) and create more powered copy of your boss so - when your boss (with ID1 for example) dies he should transform into his copy (with ID2). The sprite won't change but your boss will get stats of copy

Edited by Ronoke

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I've been thinking... Is it possible to check for an enemy's HP, specifically a boss, so that I could use it in a conditional branch?

I'd like to achieve the the-ultra-boss-cheat[1] effect where they get extreme parameter and speed increase when they're HP reaches the critical zone.

 

 

 

[1] It is an unknown adrenaline rush that RPG game bosses experience which is translated as "I will make your game miserable, mortal!" which is intended for the player.

i doubt this is possible but you can try to use Enemy Die Transform = x ( x for enemy id) and create more powered copy of your boss so - when your boss (with ID1 for example) dies he should transform into his copy (with ID2). The sprite won't change but your boss will get stats of copy

 

 

How unfortunate... but i guess that this alternative will suffice for the time being.  However, if another method which is closer to what I have in mind, can someone please let me know?

 

 

 

Mr. Falcao, would it be possible to include this feature in the next update?  Having this option would really add more spice to games made with this ABS of yours.

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I just started RPG maker again and found this wonderful script :D

 

want to ask something to everybody that knows :D

 

is there a way to make NPC become enemies after hitting it with some tools/skill/weapon? maybe to make it sense the NPC becomes angry to the player after the player hits them. LOL :D

 

i know there is token tags available, but when using the token tag, the npc became unavailable to talk with action button :(

 

thanks :D

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Hello, everyone!

 

I'm trying to disable enemies from respawning when the player transfers between maps. I've used the "Enemy Die Self Switch = X" notetag, and that works perfectly fine!

Except that enemies don't drop items anymore. Has anyone found a workaround to disable enemy respawns that still makes items drop? Or am I skipping a step somewhere? I just create a new event page with "Self Switch D" turned on after inputting the "Enemy Die Self Switch = D" notetag in the database.

 

And I'm terribly sorry if this has been resolved somewhere already. I did a search, and I only found the same question being asked by @GreenFlareG, but there hasn't been a response yet.

 

Thanks!

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I shouldn't do this but... WHOOOOOAAA!!! This Script is awesome O_O it's really impressive!!! I loved the "Party Battle", the "Player Select" and the "Enemy Buff State Display" parts. I never thought I would see a script like this one.

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Hello, everyone!

 

I'm trying to disable enemies from respawning when the player transfers between maps. I've used the "Enemy Die Self Switch = X" notetag, and that works perfectly fine!

Except that enemies don't drop items anymore. Has anyone found a workaround to disable enemy respawns that still makes items drop? Or am I skipping a step somewhere? I just create a new event page with "Self Switch D" turned on after inputting the "Enemy Die Self Switch = D" notetag in the database.

 

And I'm terribly sorry if this has been resolved somewhere already. I did a search, and I only found the same question being asked by @GreenFlareG, but there hasn't been a response yet.

 

Thanks!

why not just delete the event after enemies died?

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why not just delete the event after enemies died?

 

Hmm... I'm not quite sure what you mean.

 

I believe I am deleting them by creating a new, blank event page with the Die Self Switch on. My issue isn't with deleting the enemies (I think :wacko:). It's that they aren't dropping items because I just deleted them by using the Self Switch. And I tested this with enemies that drop items with a 1/1 probability. Perhaps there is another way to delete enemies or some method to forcing a short (very short) wait period before they are deleted so that they have a chance to drop their items?

 

I just don't want to make enemies respawn because I'm creating a big maze-type map. If enemies respawned, it'd be really confusing to know whether or not you already explored that sub-map. Not to mention that it'd be unnecessarily time-consuming to have to re-kill the large amount of enemies I've put in each map.  :P

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I guess with such questions we have to wait for update o_o Falcao said:

- Implemented re-spawn timer

 ..ohoh i cant wait for it >_<
 

I just started RPG maker again and found this wonderful script :D
 
want to ask something to everybody that knows :D
 
is there a way to make NPC become enemies after hitting it with some tools/skill/weapon? maybe to make it sense the NPC becomes angry to the player after the player hits them. LOL :D
 
i know there is token tags available, but when using the token tag, the npc became unavailable to talk with action button :(
 
thanks :D

ohh dude this is easy :D
 
1. set NPC you need as enemies and add this in notetags

Enemy Passive = true

2. on 1 page of your npc you can add whatever you want with action button trigger. Dont forget to tag a name of event with enemy ID
 
3. page 2 - set Conditions to Selfswitch B. This is default sensor switch. In Trigger you can add parallel or autorun. In Contents You can add whatever you want. Message for example. In the end you should turn Selfswitch C on and turn Selfswitch B off. Create page 3.
 
4. page 3. Conditions: Selfswitch C. Set Move Route as custom with adding of moving toward player and attack (replace X with ID):

use_weapon(x)
use_armor(x)
use_skill(x)
use_item(x)

 
And this gonna happen:

 

 

 

Good luck :3

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why not just delete the event after enemies died?

 

Hmm... I'm not quite sure what you mean.

 

I believe I am deleting them by creating a new, blank event page with the Die Self Switch on. My issue isn't with deleting the enemies (I think :wacko:). It's that they aren't dropping items because I just deleted them by using the Self Switch. And I tested this with enemies that drop items with a 1/1 probability. Perhaps there is another way to delete enemies or some method to forcing a short (very short) wait period before they are deleted so that they have a chance to drop their items?

 

I just don't want to make enemies respawn because I'm creating a big maze-type map. If enemies respawned, it'd be really confusing to know whether or not you already explored that sub-map. Not to mention that it'd be unnecessarily time-consuming to have to re-kill the large amount of enemies I've put in each map.  :P

 

is it common enemies? if it is just some common enemies than why dont just use 3 paged event enemies like in the demo and erase the event after you defeat that enemy? i mean that maybe you could just use 'erase event' command?

 

well to be honest, im still not tried the "Enemy Die Self Switch = X" yet :D just got this script yesterday and still learn it how this powerfull ABS works :D

 

 

I guess with such questions we have to wait for update o_o Falcao said:

- Implemented re-spawn timer

 ..ohoh i cant wait for it >_<

 

I just started RPG maker again and found this wonderful script :D

 

want to ask something to everybody that knows :D

 

is there a way to make NPC become enemies after hitting it with some tools/skill/weapon? maybe to make it sense the NPC becomes angry to the player after the player hits them. LOL :D

 

i know there is token tags available, but when using the token tag, the npc became unavailable to talk with action button :(

 

thanks :D

ohh dude this is easy :D

 

1. set NPC you need as enemies and add this in notetags

Enemy Passive = true

2. on 1 page of your npc you can add whatever you want with action button trigger. Dont forget to tag a name of event with enemy ID

 

3. page 2 - set Conditions to Selfswitch B. This is default sensor switch. In Trigger you can add parallel or autorun. In Contents You can add whatever you want. Message for example. In the end you should turn Selfswitch C on and turn Selfswitch B off. Create page 3.

 

4. page 3. Conditions: Selfswitch C. Set Move Route as custom with adding of moving toward player and attack (replace X with ID):

use_weapon(x)

use_armor(x)

use_skill(x)

use_item(x)

 

And this gonna happen:

 

 

 

Good luck :3

wow  sweet, i never know that there is enemy pasive=true tags,  thank you so much sir :D this is exactly what i want and it works like charms :D i always liked the game where we could attack NPC :lol:

 

 

 

Thanks for no one help me :)

maybe no one that encountered the error like you did yet :)

Edited by shimmai

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wow  sweet, i never know that there is enemy pasive=true tags,  thank you so much sir :D this is exactly what i want and it works like charms :D i always liked the game where we could attack NPC :lol:

you're welcome man xD but i'm a girl. and yes - this ABS is hiding much more stuff than is written in documentation :D

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wow  sweet, i never know that there is enemy pasive=true tags,  thank you so much sir :D this is exactly what i want and it works like charms :D i always liked the game where we could attack NPC :lol:

you're welcome man xD but i'm a girl. and yes - this ABS is hiding much more stuff than is written in documentation :D

 

oh im sorry :) didnt know that you're girl before :D again thank you for before sis :D

 

 

but....i got another question again :mellow:    im wondering , is it posibble to make the NPC not instantly turn into enemis after the player hits them? maybe like after the player hit the NPC 3 times first before it got angry? :) tried the control variable but dont know what variable should i add because when the skill/weapon hits, the NPC instantly turn into enemy mode

 

if it's not possible than maybe i would make the choice before the NPC turn into enemy like this:

UQeJmQq.jpg

 

but if i do that when the player select no, the NPC will stay pasive like the normal NPC , but actualy it already turn into the enemy form:( it's not attacking but the player could attack that NPC till it died

this what i did:

 

j5hmle2.png

v74qcnk.jpg

 

so 2nd question, is it possible to make the NPC that already turned into enemies (because of triggering it wih 'Use_skill') became a normal NPC again?  for some reason when i put any switch on first page  event , the event not loaded :o

 

 

thank you so much for any one that helps :lol:

Edited by shimmai

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wow  sweet, i never know that there is enemy pasive=true tags,  thank you so much sir :D this is exactly what i want and it works like charms :D i always liked the game where we could attack NPC :lol:

you're welcome man xD but i'm a girl. and yes - this ABS is hiding much more stuff than is written in documentation :D

 

oh im sorry :) didnt know that you're girl before :D again thank you for before sis :D

 

 

but....i got another question again :mellow:    im wondering , is it posibble to make the NPC not instantly turn into enemis after the player hits them? maybe like after the player hit the NPC 3 times first before it got angry? :) tried the control variable but dont know what variable should i add because when the skill/weapon hits, the NPC instantly turn into enemy mode

 

if it's not possible than maybe i would make the choice before the NPC turn into enemy like this:

 

 

but if i do that when the player select no, the NPC will stay pasive like the normal NPC , but actualy it already turn into the enemy form:( it's not attacking but the player could attack that NPC till it died

this what i did:

so 2nd question, is it possible to make the NPC that already turned into enemies (because of triggering it wih 'Use_skill') became a normal NPC again?  for some reason when i put any switch on first page  event , the event not loaded :o

 

 

thank you so much for any one that helps :lol:

 

i doubt about that. What about choice you dont need one more switch. If player should choose 'No' the only u have to do is just turn off all selfswitches so npc will turn to page 1 where he's still friendly

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i doubt about that. What about choice you dont need one more switch. If player should choose 'No' the only u have to do is just turn off all selfswitches so npc will turn to page 1 where he's still friendly

 

no it's the same , player can still attack that npc when all switch turned off :lol: and now i just relized that any offense skill could make the NPC mad even i only set 1 skill on the :use_skill(X) :lol:

 

i think, i'll just go along with that :lol:

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no it's the same , player can still attack that npc when all switch turned off :lol: and now i just relized that any offense skill could make the NPC mad even i only set 1 skill on the :use_skill(X) :lol:

 

i think, i'll just go along with that :lol:

 

sure you can harm him because of the <enemy> tag in his name. But I meant you can calmly interaction with him like before if your guy is shop or save point with Z button. and "use_skill/weapon/etc" will work in Move route

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sure you can harm him because of the <enemy> tag in his name. But I meant you can calmly interaction with him like before if your guy is shop or save point with Z button. and "use_skill/weapon/etc" will work in Move route

 

oh yea, forgot if the name has <enemy> tag it means it will be enemy no matter what happen :D , well no problem , thanks for the help :D and now im stuck with the map design again, building huge map for ABS is hard thkP2.gif

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I Appriciate the time you took on this script. I would like to talk about your commercial option on your Item

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First of all, AWESOME script, very user friendly and versatile, I love it.

 

Just a small problem I noticed, though: the knockback from "Tool Blow Power" seems to apply even if the blow misses and I doubt it was meant to work that way. I know you're getting a lot of requests but in any case a fix for that would be very much appreciated. :)

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