LaMulana 5 Posted April 26, 2015 Hey so i just went to the database and wrote "Enemy Die Self Switch = D", then went to the enemy itself and made a third event page. There, I made it so self switch D is on and it's fixed. and the trigger is parallel process. Then i changed the graphic and there you go. There might be a simpler way to do this but this worked for me. Now take in mind this only stops them from respawning at that moment. I haven't checked if they respawn after leaving and reentering the room, but I'll check then I'll tell you I just checked and they do respawn. So what I did was just copy and paste the map and transfer the player to that one. On that map I erased the enemies. Share this post Link to post Share on other sites
LaMulana 5 Posted April 26, 2015 oops. oh well. To keep an enemy from re spawning when you leave the room: go to the enemy database, find the enemy your looking for. in the comment area type: "Enemy Die Self Switch = C". then add a blank page to your enemy event, make sure the self switch you typed in the enemy database is the same one you have checked on the blank page. also make sure to leave the event trigger on "action button". This will prevent the enemy from coming back when you leave. To disable character selection screen: go to your script editor find the pearl kernal "# Do you want to activate the single player mode? # this only avoid you accesing the player slection menu and the K key is used # to open the quick tool selection menu SinglePlayer = true" However i'm not sure if you can still have followers attack. Share this post Link to post Share on other sites
LaMulana 5 Posted April 26, 2015 @ lazzydogg1212: How to make sword like weapon instead of axe, and get it to hit enemies and objects. go to the database, click the weapons tab. make a new blank weapon. add a sword icon to the blank weapon. on the bottom right hand side of the screen there is a box that says note. add this to the note box: "User Graphic = nil User Anime Speed = 18 Tool Cooldown = 20 Tool Graphic = nil Tool Index = 0 Tool Size = 1 Tool Distance = 1 Tool Effect Delay = 10 Tool Destroy Delay = 20 Tool Speed = 5 Tool Cast Time = 0 Tool Cast Animation = 0 Tool Blow Power = 1 Tool Piercing = true Tool Animation When = end Tool Animation Repeat = false Tool Special = nil Tool Target = false Tool Invoke Skill = 0 Tool Guard Rate = 0 Tool Knockdown Rate = 40 Tool Sound Se = nil Tool Cooldown Display = false Tool Item Cost = 0 Tool Short Jump = false Tool Through = true Tool Priority = 1 Tool Hit Shake = false Tool Self Damage = false Tool Combo Tool = nil User Iconset = animated" Then give the player the weapon and try it out. Share this post Link to post Share on other sites
lottesong 0 Posted April 28, 2015 Is there anyway to skip game over screen and transfer to another map? for ABS V3 as well? I tried Ronoke‘s solution at page 24 but it didn't work anymore. Add a state that gives a "state resist" to death and while this state is on, you won't go to game over screen. I don't want to show an additional anti-death state icon on the right screen, in ABS you can‘t hide any state of player, but Thank you all the same Share this post Link to post Share on other sites
Dymdez 77 Posted April 29, 2015 Is there anyway to skip game over screen and transfer to another map? for ABS V3 as well? I tried Ronoke‘s solution at page 24 but it didn't work anymore. Add a state that gives a "state resist" to death and while this state is on, you won't go to game over screen. I don't want to show an additional anti-death state icon on the right screen, in ABS you can‘t hide any state of player, but Thank you all the same so just comment out the display of the icon, simple Share this post Link to post Share on other sites
RupamOntherocks 11 Posted April 29, 2015 @Any helper...Sorry to bother..there is a little help i need, I'm using this battle system in a project, everything works well for me except one thing.. I want a character to have a feature of auto MP regeneration, i did that through Class - features - Param - Ex Parameter and set to a percentage, but while playing it doesn't regenerate Mp while the character is walking.. It only happens if a state with that feature is inflicted, but through class feature it doesn't regenerate..I want it to be like a class feature not a state condition. For investigation about this problem i started to delete external scripts one by one..But at last I figured it out, after deleting scripts of this abs that class feature started to work.. So, because i want to use this abs with that class feature, I need a help, how do i make a character re-gen his mp while walking? Pleaseeeeeeeeee hellllpppp Share this post Link to post Share on other sites
Dymdez 77 Posted April 30, 2015 @Any helper...Sorry to bother..there is a little help i need, I'm using this battle system in a project, everything works well for me except one thing.. I want a character to have a feature of auto MP regeneration, i did that through Class - features - Param - Ex Parameter and set to a percentage, but while playing it doesn't regenerate Mp while the character is walking.. It only happens if a state with that feature is inflicted, but through class feature it doesn't regenerate..I want it to be like a class feature not a state condition. For investigation about this problem i started to delete external scripts one by one..But at last I figured it out, after deleting scripts of this abs that class feature started to work.. So, because i want to use this abs with that class feature, I need a help, how do i make a character re-gen his mp while walking? Pleaseeeeeeeeee hellllpppp Cant you just do that simply with a common event? Share this post Link to post Share on other sites
RupamOntherocks 11 Posted April 30, 2015 How would I set MRG via Common Event?? Share this post Link to post Share on other sites
Dymdez 77 Posted May 1, 2015 (edited) Make a common event... Set it to trigger "parallel process" make the switch "Mana Regenation" in the field go to page 1 and click "change mp" fill it out for what you want, how much mp and who gets the regen and then add a wait time that is appropriate for your character for example regen 5mp on actor 1 wait 60 frames and then whenever you want the mp regen to be on, make sure the switch is on, and when you want it off, turn it off... Edited May 1, 2015 by Dymdez Share this post Link to post Share on other sites
RupamOntherocks 11 Posted May 2, 2015 Thanks man... Share this post Link to post Share on other sites
metronome 1 Posted May 7, 2015 Hi, I know I am late into this, but here I am with this question: how do I unequip weapon and/or armor from the player's slot using event or script call? I know I can do $game_player.actor.assigned_skill = nil to unequip skill from the player's slot but I have tried both $game_player.actor.assigned_weapon = nil and $game_player.actor.equips[0] = nil to no success at all.... Basically you can't empty weapon/armor slot if there is already something in it, there is no un-equip in this abs, change/switch only. please help thanks for reading. Share this post Link to post Share on other sites
Dymdez 77 Posted May 9, 2015 Hi, I know I am late into this, but here I am with this question: how do I unequip weapon and/or armor from the player's slot using event or script call? I know I can do $game_player.actor.assigned_skill = nil to unequip skill from the player's slot but I have tried both $game_player.actor.assigned_weapon = nil and $game_player.actor.equips[0] = nil to no success at all.... Basically you can't empty weapon/armor slot if there is already something in it, there is no un-equip in this abs, change/switch only. please help thanks for reading. I think one reason why you can't do it with a script call from the Pearl script is because it already exists in the default program. I don't it around but cant you just do something like "change equipment" and select "none" or something like that? Share this post Link to post Share on other sites
metronome 1 Posted May 9, 2015 Hi, I know I am late into this, but here I am with this question: how do I unequip weapon and/or armor from the player's slot using event or script call? I know I can do $game_player.actor.assigned_skill = nil to unequip skill from the player's slot but I have tried both $game_player.actor.assigned_weapon = nil and $game_player.actor.equips[0] = nil to no success at all.... Basically you can't empty weapon/armor slot if there is already something in it, there is no un-equip in this abs, change/switch only. please help thanks for reading. I think one reason why you can't do it with a script call from the Pearl script is because it already exists in the default program. I don't it around but cant you just do something like "change equipment" and select "none" or something like that? Wow. It works! I did "remove weapon" , ticked on the "include equipment" and then decrease the weapon by 1 and it didn't work, the weapon was still in the equipment slot even after I told them to to include the equiment too. I didn't realize that you could actually "change equipment" and select "none" ..........couldn't believe that I missed this. Thanks a lot! I spent long time for this and I can't believe the solution is right under my nose. Life is strange. Share this post Link to post Share on other sites
EthanRosss 1 Posted May 10, 2015 Could someone help me. In my game a certain skill is taken away from you, however although the skill is taken away in the menu, if its in the Skillbar then it'll stay there. Does anyone know how to make it disappear from there as well. Share this post Link to post Share on other sites
+ DarthVollis 59 Posted May 10, 2015 Got a problem guys. I have been using Pearl for awhile now and never tried getting an enemy to use a skill until today and I set it up in the Custom Movements with Script: use_skill(52) and no matter what I do the enemy never uses the skill. Any ideas? Share this post Link to post Share on other sites
RupamOntherocks 11 Posted May 10, 2015 Got a problem guys. I have been using Pearl for awhile now and never tried getting an enemy to use a skill until today and I set it up in the Custom Movements with Script: use_skill(52) and no matter what I do the enemy never uses the skill. Any ideas? Check 52 number skill in skill database if the skill is properly edited.. Share this post Link to post Share on other sites
EthanRosss 1 Posted May 10, 2015 Is there a way to force the player do play as a certain character for an event...And about the item disappearing from the skillsbar when forgetting a skill... Share this post Link to post Share on other sites
+ DarthVollis 59 Posted May 10, 2015 (edited) Thanks RupamOntherocks. I realize that the skills need Pearl tags too. Edited May 10, 2015 by DarthVollis Share this post Link to post Share on other sites
Dymdez 77 Posted May 11, 2015 Got a problem guys. I have been using Pearl for awhile now and never tried getting an enemy to use a skill until today and I set it up in the Custom Movements with Script: use_skill(52) and no matter what I do the enemy never uses the skill. Any ideas? You need the event to have <enemy: #> Is there a way to force the player do play as a certain character for an event...And about the item disappearing from the skillsbar when forgetting a skill... One way to do it is to make the event as a copy of the player and turn the player transparent for the duration of the event. That's almost always what I do. Regarding the second issue, does the "change skills" option work for that? or does it persist after that too? How are you removing the skill? Share this post Link to post Share on other sites
Tdanger 2 Posted June 15, 2015 Anyone know how I might reduce the time/frames you have to hold 'K' to call your party back? Share this post Link to post Share on other sites
SirSniffy 4 Posted June 25, 2015 Hi, I'm having a problem with custom sprites covering followers like this: Tried the solution Falcao gave to Ronoke on page 29, and here is the Sprites script with the solution applied (Line 60 to 68): self.x = @character.user.screen_x self.y = @character.user.screen_y + add self.z = @character.user.screen_z if @character.user.using_custom_g @character.direction = @character.user.direction if @character.user.anime_speed == 0 if @character.custom_graphic @character.user.transparent = false @character.user.using_custom_g = false end But the problem persists. Does anyone know how to fix this? Thank you! Hi, I am having the same problem. Has anyone ever solved this issue with Falcao Pearl ABS Liq? The custom sprite should REPLACE the default sprite when attacking, but instead it simply overlaps the default sprite, making the animation look very odd. Is there any way to modify the Falcao script to make the default sprite disappear and only the custom sprite show when attacking? Share this post Link to post Share on other sites
Ronoke 20 Posted June 25, 2015 Hi, I'm having a problem with custom sprites covering followers like this: Tried the solution Falcao gave to Ronoke on page 29, and here is the Sprites script with the solution applied (Line 60 to 68): self.x = @character.user.screen_x self.y = @character.user.screen_y + add self.z = @character.user.screen_z if @character.user.using_custom_g @character.direction = @character.user.direction if @character.user.anime_speed == 0 if @character.custom_graphic @character.user.transparent = false @character.user.using_custom_g = false end But the problem persists. Does anyone know how to fix this? Thank you! Hi, I am having the same problem. Has anyone ever solved this issue with Falcao Pearl ABS Liq? The custom sprite should REPLACE the default sprite when attacking, but instead it simply overlaps the default sprite, making the animation look very odd. Is there any way to modify the Falcao script to make the default sprite disappear and only the custom sprite show when attacking? nah, it seems like Falcao abandoned us. No any fixes... Share this post Link to post Share on other sites
SirSniffy 4 Posted June 26, 2015 Hi, I'm having a problem with custom sprites covering followers like this: Tried the solution Falcao gave to Ronoke on page 29, and here is the Sprites script with the solution applied (Line 60 to 68): self.x = @character.user.screen_x self.y = @character.user.screen_y + add self.z = @character.user.screen_z if @character.user.using_custom_g @character.direction = @character.user.direction if @character.user.anime_speed == 0 if @character.custom_graphic @character.user.transparent = false @character.user.using_custom_g = false end But the problem persists. Does anyone know how to fix this? Thank you! Hi, I am having the same problem. Has anyone ever solved this issue with Falcao Pearl ABS Liq? The custom sprite should REPLACE the default sprite when attacking, but instead it simply overlaps the default sprite, making the animation look very odd. Is there any way to modify the Falcao script to make the default sprite disappear and only the custom sprite show when attacking? nah, it seems like Falcao abandoned us. No any fixes... Well, to be fair, Falcao stopped supporting the program in 2012 (I think). I was just hoping a scripter would see this and figure out hot to modify it. it doesn't happen with the main character, only the followers and party. There has to be something in the party code to make the default graphics go away for a bit until the custom graphics finish. One day, I hope Enterbrain or someone comes up with a comprehensive RPG maker that lets you make an action RPG with a party. Right now you have to choose between a bunch of fan made ones with their own strengths and weaknesses XAS ABS - Probably the best system because it has real button combos. Downfall is you can't have a party that attacks Falcao Pearl ABS - Great and easy to use, you get a party. But no real combo system and custom graphics for party is basically useless. So it's a toss up unfortunately. Share this post Link to post Share on other sites
jehowi 1 Posted June 26, 2015 (edited) I can't find the script Edit: Never mind. I'm an idiot. Edit: is there a way to hide the health bar and inventory during a cutscene? Edited June 26, 2015 by jehowi Share this post Link to post Share on other sites
EthanRosss 1 Posted June 26, 2015 Can anyone help me? I want to know if there is a way to make a cutscene in which the boss will be too OP and will defeat the player. However, the player will lose on purpose, in other words it won't cause a gameover...I don't know how to do this with this script? Share this post Link to post Share on other sites