Falcao 88 Posted January 21, 2014 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. Fixed for Pearl v3 version Any other bugs you have found let me know before i release the next update Share this post Link to post Share on other sites
Guest_040120 3 Posted January 21, 2014 (edited) . Edited December 21, 2019 by Sayuri Share this post Link to post Share on other sites
Ronoke 20 Posted January 23, 2014 Fixed for Pearl v3 version Any other bugs you have found let me know before i release the next update how about adding combo feature for one target without choosing a target every time? and about passive mobs - you hit them and running away but when you appearing they chasing you again. why not to make mobs to forget about player when player is out of range? and reflect of magic? (ohoho you're asking too much...) Share this post Link to post Share on other sites
Falcao 88 Posted January 24, 2014 @User_35833 there is no date for the release, im just taking a quick look to the entire code, when i finish i will release it @Ranoke You need to add more detail to your request, Share this post Link to post Share on other sites
Erthia 1 Posted January 24, 2014 I have one request that would be great to implement. For allies who hold a ranged weapon, it would be great if they stood back from combat a bit while they shoot their ranged based weapons instead of running into the monster as you would going melee with a sword, axe, etc. I looked into the code and I could probably do it myself for my own project, but having a default option which could be setup would be great for others who are not familiar with scripting. Good luck on V3! Great battle system! 1 Share this post Link to post Share on other sites
Ronoke 20 Posted January 24, 2014 @Ranoke You need to add more detail to your request, I mean: 1) when i try to make skill with combo that hits a target a few times (3 or 10 for example) with Tool Target = true i have to choose my target every time in combo and thats pretty annoying. If i'll set it False I think it won't work. Why not to add repeating of skill because repeating in database doesn't works. Example of such skills are Fire/Cold/etc Bolts in Ragnarok Online 2) passive mobs - if player running away after hitting them they should forget about player if he out of their sensor range. If mob will see player again he shouldn't chase the player (because he forgot about him) 3) default reflect magic doesn't works too. May you add a notetag that could send the magic attacks back to caster? (maybe with chance) How about more smart healing of party with one ally scope? Massive healing seems a little cheating so "healer" should heal that party member who is more damaged. Besides if followers will use all their skills/items/etc they don't seems overpowered, they could seem more smart.. alive? 1 Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted January 24, 2014 @Ranoke You need to add more detail to your request,I mean: 1) when i try to make skill with combo that hits a target a few times (3 or 10 for example) with Tool Target = true i have to choose my target every time in combo and thats pretty annoying. If i'll set it False I think it won't work. Why not to add repeating of skill because repeating in database doesn't works. Example of such skills are Fire/Cold/etc Bolts in Ragnarok Online 2) passive mobs - if player running away after hitting them they should forget about player if he out of their sensor range. If mob will see player again he shouldn't chase the player (because he forgot about him) 3) default reflect magic doesn't works too. May you add a notetag that could send the magic attacks back to caster? (maybe with chance) How about more smart healing of party with one ally scope? Massive healing seems a little cheating so "healer" should heal that party member who is more damaged. Besides if followers will use all their skills/items/etc they don't seems overpowered, they could seem more smart.. alive? 1) You can try to make a longer animation (i.e., instead of an animation with one lightning bolt, do an animation with 3) and, at the end of the animation, deal 3 times the damage of a single attack, for example. 2) I don't think that's a realistic option. An enemy forgetting about you just because you walked away for one fraction of a second can break the dynamics of the game (like a player killing a massive monster just by attacking it once, running away for one second, returning to find it as passive again and repeating the process until it dies). I think it's right how it is right now. Besides, I, personally, like to make NPCs like city guards, that should remember your crimes to attack you every time yo go to their town, until you pay a fine or until you die. Or peasants that run away from you if you hit them... It would be anticlimactic if they just suddenly forgot to keep running away in the middle of a chase. 3) If you're thinking about the "can reflect" feature of XAS Hero, that can be cool. P.S.- I'd request for an "impassable region/area for tools" feature. I don't know if this is possible, but I'd like certain areas/region tiles to be impassable even for tools with the "through" tag, so, for example, an arrow can fly over a river, but i can not fly through a wall. Share this post Link to post Share on other sites
Viuys 2 Posted January 25, 2014 Right now I am working on a game using "Pearl ABS" and I was wondering is it possible to remake the combo system so that they can work manually? In the sense: You press the attack button once ("F" for instance) the character attacks once, when you press "F" after pressing it the first time, the character makes a combo.I would be great if the attacks could be seperated between two buttons so that you can combine attacks (within preset combos that is). Besides, if it was possible to make that the time between presses mattered, that would be amazing (for example in "Devil May Cry" if you wait a small time between attacks you get a diffrent combo). 1 Share this post Link to post Share on other sites
Grimp 0 Posted January 28, 2014 Is there really no way to make enemies hostile when attacked? Share this post Link to post Share on other sites
Ronoke 20 Posted January 28, 2014 Is there really no way to make enemies hostile when attacked? what do you mean? documentation says you should make 3 pages for enemy event controlled by selfswitches Share this post Link to post Share on other sites
Zombiefy 0 Posted January 31, 2014 I am currently using the falcao pearl ABS v2, and i recently switched icon sets. Now, everytime i get gold(money), the wrong icon at the bottom left appears. How can i change what icon appears when i get gold? Share this post Link to post Share on other sites
Ronoke 20 Posted January 31, 2014 (edited) I am currently using the falcao pearl ABS v2, and i recently switched icon sets. Now, everytime i get gold(money), the wrong icon at the bottom left appears. How can i change what icon appears when i get gold? line 27-28 in Pearl Item popup # Icon displayed when earnig gold GoldIcon = 245 Edited January 31, 2014 by Ronoke Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted January 31, 2014 I am currently using the falcao pearl ABS v2, and i recently switched icon sets. Now, everytime i get gold(money), the wrong icon at the bottom left appears. How can i change what icon appears when i get gold?Change it in the configuration of "Item and gold pop up" script. (GoldIcon = x) Share this post Link to post Share on other sites
CairnTrenz 0 Posted February 1, 2014 I have a VERY important request! I need projectiles to be blocked by walls, but not by other projectiles.. The way it's done right now, is that the projectile can either go through projectiles AND walls, or be blocked by projectiles but not walls.. Share this post Link to post Share on other sites
D4NG3R 0 Posted February 1, 2014 3) default reflect magic doesn't works too. May you add a notetag that could send the magic attacks back to caster? (maybe with chance) I think my previous request of a "reflect" function is similar, if not identical, to this request! I have much use for it, and can't wait to cook up as many puzzle uses as I can for it! Share this post Link to post Share on other sites
Shi-an 39 Posted February 2, 2014 Hi, great script! I especially like how easy it is to implement guns. However, I'm also having three minor and one major problem that I'd be really grateful if someone could help me with: First, I want to remove the sound effect that occurs when an actor dies. I know it's "collapse2", but I can't find it in the script, and I tried editing some lines that looked like they were the cause but it didn't work. Second, I want to remove the little numbers that display damage above the actors' and enemies' heads. I tried to do it myself and broke the script... woops. Third, I want to stop the actors and enemies from jumping when hit. Again I tried to do it myself but got nowhere. Fourth, and this is fairly major--after pressing "k" and getting the followers to attack enemies, they will keep attacking until the enemies are defeated, even if the actor you're controlling runs away. So basically the only way to escape a battle (like you can with the standard system) is to go to another map. Would it be possible to make them stop attacking the enemies, once the actor you're controlling is 15 tiles away from them, or something similar? Thanks. Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted February 2, 2014 I have a VERY important request! I need projectiles to be blocked by walls, but not by other projectiles.. The way it's done right now, is that the projectile can either go through projectiles AND walls, or be blocked by projectiles but not walls.. +1 Basically, I requested the same: impassable areas/regions for projectiles. Share this post Link to post Share on other sites
Ronoke 20 Posted February 2, 2014 (edited) Hi, great script! I especially like how easy it is to implement guns. However, I'm also having three minor and one major problem that I'd be really grateful if someone could help me with: First, I want to remove the sound effect that occurs when an actor dies. I know it's "collapse2", but I can't find it in the script, and I tried editing some lines that looked like they were the cause but it didn't work. Second, I want to remove the little numbers that display damage above the actors' and enemies' heads. I tried to do it myself and broke the script... woops. Third, I want to stop the actors and enemies from jumping when hit. Again I tried to do it myself but got nowhere. Fourth, and this is fairly major--after pressing "k" and getting the followers to attack enemies, they will keep attacking until the enemies are defeated, even if the actor you're controlling runs away. So basically the only way to escape a battle (like you can with the standard system) is to go to another map. Would it be possible to make them stop attacking the enemies, once the actor you're controlling is 15 tiles away from them, or something similar? Thanks. 1) remove Collapse2 from Actor collapse in database 2) check Pearl Sprites line 313 and replace " value.to_s " with " nil " wherever you need. Same with @text = value.to_s 3) try this notetag in Actor/Enemy tag Hit Jump = false cant help with fourth Edited February 2, 2014 by Ronoke Share this post Link to post Share on other sites
Pikakapi 4 Posted February 3, 2014 Fourth, and this is fairly major--after pressing "k" and getting the followers to attack enemies, they will keep attacking until the enemies are defeated, even if the actor you're controlling runs away. So basically the only way to escape a battle (like you can with the standard system) is to go to another map. Would it be possible to make them stop attacking the enemies, once the actor you're controlling is 15 tiles away from them, or something similar? Thanks. Already stated in the demo; you can press and hold 'K' to cancel the attacking followers. Share this post Link to post Share on other sites
Shi-an 39 Posted February 3, 2014 (edited) I feel so silly about questions 1 and 4. I didn't complete the demo but the information about holding 'K' is in the documentation too. Answer to question two works great! For question 3 I changed it to "Hit Jump = nil" and it worked! Thanks very much! Also the default popup text appears to be "Scape", you can change it to "Escape" or whatever you want in "Battler Settings" line 204. You can also change how long you have to press 'k' for before the followers stop attacking in "Battler Settings" line 197. Thought that I should give back to the community, not that anyone asked for it. Edited February 13, 2014 by Shi-an Share this post Link to post Share on other sites
Ronoke 20 Posted February 12, 2014 I'd like to request in ver3 the possibility to change hud graphics in-game (bars and toolbar) and add party hp bars graphics too Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted February 13, 2014 I'd like to request in ver3 the possibility to change hud graphics in-game (bars and toolbar) and add party hp bars graphics too http://falcaorgss.wordpress.com/category/pearl-party-hud-add-on/ Share this post Link to post Share on other sites
Ronoke 20 Posted February 13, 2014 I'd like to request in ver3 the possibility to change hud graphics in-game (bars and toolbar) and add party hp bars graphics too http://falcaorgss.wordpress.com/category/pearl-party-hud-add-on/ i can change only color of bars, but would like to change it with custom graphics... Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted February 14, 2014 I'd like to request in ver3 the possibility to change hud graphics in-game (bars and toolbar) and add party hp bars graphics too http://falcaorgss.wordpress.com/category/pearl-party-hud-add-on/ i can change only color of bars, but would like to change it with custom graphics... # Do you want to display graphics instead of script drawing bars? # if so, fill this actors bars graphics requirements ActorsHp = "" # Actor Hp graphic bar name (inside quotation marks) ActorsMp = "" # Actor Mp graphic bar name ActorsExp = "" # Actor Experience, if you dont want it leave it "" ActorsBack = "" # Background semi-transparent bar Share this post Link to post Share on other sites
SirSniffy 4 Posted February 17, 2014 Has anyone fiddled with this script to allow for gamepad functionality? I'm trying to get this system to work with a logitech gamepad, but to no avail. I can't even launch a game from the gamepad interface. Is is just not possible? Share this post Link to post Share on other sites