Kostas 0 Posted December 24, 2012 Thank you for your reply! Very well, I will experiment and see what will I achieve! Or else I will change my plans... But this system is absolutely great. I only have one last question though, that I couldn't find an answer in the documentation you put with the demo. What is the script call that I can disable the battle system and re-enable it? Because during cinematics the quick-slot bar is visible, which is not visually nice, and even on "Wait", if you press "F" or any quick slot key with a skill, the character will attack/cast no matter what... Share this post Link to post Share on other sites
Falcao 88 Posted December 24, 2012 Look at the top of 'Pearl skillbar' script there you will find the command to disable the skill bar. (i told that in the documentation) Be curious and learn by yourself Share this post Link to post Share on other sites
Kostas 0 Posted December 24, 2012 You are very right, Falcao! I just saw it! Thank you a lot. Keep up the good work with this battle system! Im a fan of your work! Merry Christmas! Share this post Link to post Share on other sites
Erthia 1 Posted December 25, 2012 First of all, congratulations Falcao! This looks like the most advanced ABS script I have seen for both vx and vx ace. I was wondering if it is possible if you could make it so the weapon animations could use the weapons icon instead of character files like I have seen in other abs systems. I started working on a project with XAS for VX, but I am willing to switch over to this and get VX Ace if there is a patch for that! Also, I know this is kind of a silly question, but would you ever consider making this script for VX? Thanks again! Share this post Link to post Share on other sites
Levi Stepp 12 Posted December 25, 2012 but would you ever consider making this script for VX? Thanks again! I think someone already asked that question, and I think the answer was No. Share this post Link to post Share on other sites
Erthia 1 Posted December 25, 2012 Thanks for the quick reply Levi Stepp. Hopefully there will be a possibility of a patch for using the weapon's icon as a the combat sprite that would be more important than a conversion. I played the demo again and this is definitely a great system. Share this post Link to post Share on other sites
PinoyXBalot 1 Posted December 25, 2012 Sir falcao I`m currently creating a Ninja in my project and i want to make a shuriken how can i maker that!!!??? Share this post Link to post Share on other sites
Falcao 88 Posted December 25, 2012 This script will be only for rpg maker ace, vx has a lot of abs already. Weapon icons are horrible, first because characters are four directionals and icons a fixed 24x24 pattern, don't be lazy and create your own decent animation sheet. @pinoy lazy explanation, no idea what is shitruken Share this post Link to post Share on other sites
Levi Stepp 12 Posted December 26, 2012 This script will be only for rpg maker ace, vx has a lot of abs already. Weapon icons are horrible, first because characters are four directionals and icons a fixed 24x24 pattern, don't be lazy and create your own decent animation sheet. @pinoy lazy explanation, no idea what is shitruken Shurikens are those throwing stars, He want's to make a ranged attack that throws these. Share this post Link to post Share on other sites
Khaliid 0 Posted December 26, 2012 (edited) Great battle system, but umm,, is it normal if the event sensor system senses through walls? Also: My character uses a gun, and in order to prevent the bullets from going through walls, I set the Tool Through to false. Now if an enemy uses this weapon, theres no problem, but if I use it, the bullet goes up to the target and then dissappeard.It doesn't affect the enemy. Any help please? Edited December 26, 2012 by Khaliid Share this post Link to post Share on other sites
Falcao 88 Posted December 27, 2012 For the shiruken you only need the shiruken graphic and,there you go, ranged attacks are the most easy part of the system. @kalliid the enemy sensor doesnt check for map pasabilities. When you set a tool to be throught false make sure to set piercing true or false depending of the tool reaction.. As I said in the documentation this abs has infinite posibilities, me as the creator I have a lot o things to learn of my own abs. Users are able to create a really nice unique game using this system. Projects can use the,same script but with a big difference. Share this post Link to post Share on other sites
Xephyr 6 Posted December 27, 2012 Good lord...this is a monumental achievement! I've never been much of an ABS fan, but this is brilliant. What impresses me the most is the party AI. I've never seen an ABS that allows party members and does it well. Bravo, my friend. Share this post Link to post Share on other sites
Erthia 1 Posted December 27, 2012 Looking at other abs systems such as Vlads Vampire ABS for VX and Sapphire one for VX ACE, the weapon icons for battle animation actually works quite well. I think it would be a good feature to add as an option (choice between custom or icons) for those who don't want to spend hours with graphics and for those who don't do well with graphics.It would be very time efficient and would make as a great bonus to this engine. Share this post Link to post Share on other sites
DartKain 1 Posted December 27, 2012 Only one question - this version is final? Share this post Link to post Share on other sites
Falcao 88 Posted December 27, 2012 (edited) @xephyr it was a real pain to program those followers to performs some self actions. . @crusader I know those abs use weapon icons but they lack of ranged attacks and a lot of,basic features . @darkain most probably yes, may be I will update this engine for some minor bugs fixes nothing else. I dont want to complicate the abs too much. it is a very complete abs engine already with tons of useful features Edited December 27, 2012 by Falcao Share this post Link to post Share on other sites
RequLz 1 Posted December 27, 2012 Great work on the ABS, im really loving it. However I have a question.... If I disabled the hud at the beginning, can you please tell me how to enable it through a script call, because I don't want it showing at the start of the game thanks in advance! Share this post Link to post Share on other sites
Falcao 88 Posted December 27, 2012 @requltz see the top of 'Pearl life bars' and 'Pearl skillbar' there is a command to hide or show both. Share this post Link to post Share on other sites
RequLz 1 Posted December 28, 2012 @requltz see the top of 'Pearl life bars' and 'Pearl skillbar' there is a command to hide or show both. Thanks so much. I figured it out Thanks again, and awesome job on the ABS!! Share this post Link to post Share on other sites
xSuicide 0 Posted December 30, 2012 question regarding TP. which script and how can you customize how much TP gained after each action? Share this post Link to post Share on other sites
sanggameboy 7 Posted December 30, 2012 That was awesome I think that is the best battle in RMVXACE btw, I love this pic Share this post Link to post Share on other sites
Wonsz 0 Posted December 30, 2012 Hello, The script you made is awesome, however I have a question and I couldn't have found answer myself: How can I make an enemy, which is not resurrected after I change the map? Problem is, that I'm making some enemies, kill them, going to another map, and then after come back enemies are still alive and ready to fight once again. This behavior occurs in your demo too. Share this post Link to post Share on other sites
Pilla 0 Posted December 30, 2012 (edited) Hello,The script you made is awesome, however I have a question and I couldn't have found answer myself: How can I make an enemy, which is not resurrected after I change the map? Problem is, that I'm making some enemies, kill them, going to another map, and then after come back enemies are still alive and ready to fight once again. This behavior occurs in your demo too. I made the events "erase event" on a page that runs parellel, it might not be what you want but that is how I did mine. I have made a 2 hour game so far with this script... and have done some interesting things so far On a side note, I am using V1 of this script still since when I made my game it was right when this was released (and I was looking to make a ABS but did not find any scripts that I liked enough). When I moved V2 in my skills stopped working for some reason. No big deal, V1 script has less features but enough to satisfy what I have been wanting to do for a long time. There are some things I ran into but fixed using events, one of them being when you learn a skill through a book then anyone can use the skill on the skill menu (but not main menu). To fix that, I simply made a common event that checked if the person who is in the party can learn the skill, then have the skill go to that member only. Another snag I ran into but fixed with a common event is I have a character that can transform into creatures and use skills. Whenever she turns back to normal she can still use those skills I removed but remained on hot key. To fix this, I made all her creatures use special infinity ammo that will only trigger when she equips her transformation item I didn't even know I had an account here ha ha! I decided to finally post after lurking for I dunno how long. Edited December 30, 2012 by Pilla Share this post Link to post Share on other sites
Falcao 88 Posted December 31, 2012 (edited) @Xsuicide Pearl ABS use the default TP system, a weapon invoke skill 1 by default, see the skill 1 definition and set the tp gain by hit. i dont give support for native ACE features. @wonz you are suppose to achieve that by Enemy Die Self Switch but for some reason i dint implement it to the script, but anyway im considering to write a small snipped to implemented. Pilla is working in the very right way, there are a lot of things you can fix by yourself using events Edited December 31, 2012 by Falcao Share this post Link to post Share on other sites
PinoyXBalot 1 Posted January 1, 2013 - I`m sorry for that question. But thanks, i already figure out how to do a shuriken. - Sir i found some errors sir. I`m currently using Yami`s Overlay Mapping and when i killed an enemy my overlay maps are gone or lost! Share this post Link to post Share on other sites
Falcao 88 Posted January 1, 2013 May be incompatibility problems problems with Overlay mapping script, not support for that since it is an external script issue Share this post Link to post Share on other sites