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Hi guys!

I have a problem with this abs, i wonder if anyone had encounter the same issue...

Practically... When one of my charter dies, no matter if i heal him, or remove state of death, if i try to switch charter, the abs continue to see him dead, show at video this messagge "Pearl ABS','You cannot move a dead ally".

 

The strange things is, i can still use him to play, i can comand him to use his tattics and from the switch charter menù, after heal all party, i can see him healed and ready to fight...

 

:o :o :o :o :o :o :o

 

Are you sure you are using the most recent version of the ABS? I remember this happening with the old versions.

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I think so... can u link me the new version?    Just checked... i'm using V3... :(

I've notice that is happen when a charter dies and i change map, with him still dead...

 

Edit - - -

 

I've a new graphics for my HUD. all good, but...
6P2Cra.jpg

 

Why?

Edited by mickylink

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That dead characters staying on map should be fixed in V3, and the dead icons staying on map after a map change should be fixed with my ABS Bugfixes script.

Try to install my ABS Bugfixes script, see if that fixes your issue or not.

 

No idea about that HUD issue, I use my own for my projects. I suppose Falcao didn't add a setting for moving the texts on the HUD, only for the images/bars.

It might help if you tell us what dimensions your bar images got. I see that the Y of the texts are based on the image's position and height, so it might be connected.

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That dead characters staying on map should be fixed in V3, and the dead icons staying on map after a map change should be fixed with my ABS Bugfixes script.

Try to install my ABS Bugfixes script, see if that fixes your issue or not.

 

No idea about that HUD issue, I use my own for my projects. I suppose Falcao didn't add a setting for moving the texts on the HUD, only for the images/bars.

It might help if you tell us what dimensions your bar images got. I see that the Y of the texts are based on the image's position and height, so it might be connected.

 

In effect, no charter remain dead on a map.

But the problem remain, if someone dies and i change map, heal the party and change the status, i cannot use that charter.

 

How about delete every text HUD?

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I don't know what do you mean by "change the status", but you must be on the same map where the party members died or else you can't even revive them.

Unless you use eventing to revive them. When that happens, it really goes haywire. Thanks for the report, gonna try to fix it after the holidays!

 

I also found another bug with using revive items in the default item menu while I tried to replicate your issue, so that's a bonus! :D

 

For removing the texts from all image based HUDs (literally all image based HUD texts will get erased, including enemy HP bars), search for this method in the "Pearl Kernel" script:

def self.draw_i_gauge
You will see some "draw_text" lines there. Comment them out and the texts should disappear.
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I don't know what do you mean by "change the status", but you must be on the same map where the party members died or else you can't even revive them.

Unless you use eventing to revive them. When that happens, it really goes haywire. Thanks for the report, gonna try to fix it after the holidays!

 

I also found another bug with using revive items in the default item menu while I tried to replicate your issue, so that's a bonus! :D

 

For removing the texts from all image based HUDs (literally all image based HUD texts will get erased, including enemy HP bars), search for this method in the "Pearl Kernel" script:

def self.draw_i_gauge
You will see some "draw_text" lines there. Comment them out and the texts should disappear.

 

 

Thanks for the tips for the HUD text, i'll try right now.

"you must be on the same map where the party members died or else you can't even revive them" it's a limit of the Falcao ABS?

Becouse in any games, if someone dies, and i move in other maps, i can always revive him, by using potion or sleeping, or everything else.

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Is it possible to have some projectiles glow? I'm using a day and night system and when dark, projectiles like fireballs are dark as well.

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ActorsHp    = "Actors_Hp" # Actor Hp graphic bar name (inside quotation marks)
  ActorsMp    = "Actors_Mp"       # Actor Mp graphic bar name
  ActorsExp   = ""       # Actor Experience, if you dont want it leave it ""
  ActorsBack  = "Actors_Back"       # Background semi-transparent bar
  

#Falcao Pearl ABS Party HUD Add-On

 

How to put the picture of life in the whole group?
 
dhRw7Oq.png
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fatalis

@DartKain
Free for all battle system is not implemented, but you can make the enemies attack each other with the "Tool Self Damage = true" 

 

 

I have more questions...

How to remove the jump when hit by a scam?
How to put a graphic animation of the character when you die?
And I still want to know how to put the picture of life for the characters of the group.
Edited by Hategum Rpg

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How to put a graphic animation of the character when you die?

 

In my game there's only one playable character so I solved this by using a script that runs a common event every time I die. Not sure how it works with followers tho...

 

Can't remember the name of the script atm but I can check tonight if you want and cant find it yourself.

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Is it possible to have some projectiles glow? I'm using a day and night system and when dark, projectiles like fireballs are dark as well.

 

Dunno if it's possible but it sure would be awesome if someone manages to do this :P

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How to put a graphic animation of the character when you die?

 

In my game there's only one playable character so I solved this by using a script that runs a common event every time I die. Not sure how it works with followers tho...

 

Can't remember the name of the script atm but I can check tonight if you want and cant find it yourself.

 

 
It would be great to test the system, I am looking forward to test it in my game.

Thank you
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It would be great to test the system, I am looking forward to test it in my game.

Thank you

 

 

Sorry for the late reply, I kinda forgot about it :P

But hey, better late than never eh? soo here it is https://grimoirecastle.wordpress.com/rgss3-scripts/utility-scripts/game-over-common-event/

 

I'm using this and a checkpointscript to simulate the Dark Souls 'Bonfire' system, it's working pretty good and it's the closest I can get to without coding a full bonfirescript myself lol.

 

Hope this helps.

Edited by Satariel
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Howdy!

 

I've been working at making some weapons, and I came across a question. Is it possible to make a button press combo, opposed to the default x% change to auto combo?

 

For example, say I have a fan as a weapon. Normally, you just swing the fan as its attack, but I'd like to make it that if you swing it 3 times in a row, it would trigger a wind spell as a combo. Being someone who had previously been using XAS (in which the combo system works as I explained), I would really love to be able to recreate that feature again now that I switched to Falaco ABS.

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It would be great to test the system, I am looking forward to test it in my game.

Thank you

 

 

Sorry for the late reply, I kinda forgot about it :P

But hey, better late than never eh? soo here it is https://grimoirecastle.wordpress.com/rgss3-scripts/utility-scripts/game-over-common-event/

 

I'm using this and a checkpointscript to simulate the Dark Souls 'Bonfire' system, it's working pretty good and it's the closest I can get to without coding a full bonfirescript myself lol.

 

Hope this helps.

 

 

I'm looking at the script but I don't think that's what I'm looking for.I want to know how to put the animation to die like this.

SxZas36.gif

 

It is possible to do with events?

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It is possible to do with events?

 

Hmm dunno really, maybe if you make an Animation with those graphics (should be possible!?) and when you die change your characters opacity to 0 (in an event route on the common event) and play the animation... lol no idea really :P

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It is possible to do with events?

 

Hmm dunno really, maybe if you make an Animation with those graphics (should be possible!?) and when you die change your characters opacity to 0 (in an event route on the common event) and play the animation... lol no idea really :P

 

 
I'm going to do a demo and see if you can put the animation. :D 
 
edit: I sent the link by message
Edited by Hategum Rpg

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Hi,

I'm having a problem with custom sprites covering followers like this:

ECFkeFK.gif

 

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?

 

anyone solved this problem?
I have the same problem ....  :(

 

 

Well, it took almost a year, but I finally found a fix for this.

 

You can do it via Animations. In the animation, choose "Hide Target" and then specify the set number of frames. Make sure you set a number of frames that is equal to or greater than the number of frames of your character. So if your character has 3 animation frames, you must have at least 3 frames as the duration.

 

 

In your Weapon Parameters, you have to make sure you have 'Tool Cast Time" set to at least "1". If you have tool cast time at "0", the hide target effect won't activate. 

 

 

Try this method to make the original sprite actor disappear, and only have the overlay (attack sprite) show during the attack.

 

-

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quick question, any chance we could make it so that enemies can fight each other?

 

Yes - it can be a little tricky, you'll see but Tool Self Damage notetag is what you're looking for.

 

 

fatalis

@DartKain

Free for all battle system is not implemented, but you can make the enemies attack each other with the "Tool Self Damage = true" 

 

 

I have more questions...

How to remove the jump when hit by a scam?
How to put a graphic animation of the character when you die?
And I still want to know how to put the picture of life for the characters of the group.

 

 

1. Hit Jump = False

2. Enemy Die Animation = x

3. No idea, ask Sixth

 

Is there a way to change the speed of the spiral?

 

Yes. The spiral just uses the tool data, like Speed, Anime Step, Destroy Delay, Effect Delay, etc.. adjust these

 

Howdy!

 

I've been working at making some weapons, and I came across a question. Is it possible to make a button press combo, opposed to the default x% change to auto combo?

 

For example, say I have a fan as a weapon. Normally, you just swing the fan as its attack, but I'd like to make it that if you swing it 3 times in a row, it would trigger a wind spell as a combo. Being someone who had previously been using XAS (in which the combo system works as I explained), I would really love to be able to recreate that feature again now that I switched to Falaco ABS.

 

So, this is possible.  Just make the tool special call a common event which keeps track of a variable. When that variable = 3, use your wind spell script "(use_skill(x)" and then set the variable to 0.  There's more stuff you can do to make it smooth. First try that. Other than this method, there's other sloppy ways to do it, but the best way would be to program it.

 

 

 

It would be great to test the system, I am looking forward to test it in my game.

Thank you

 

 

Sorry for the late reply, I kinda forgot about it :P

But hey, better late than never eh? soo here it is https://grimoirecastle.wordpress.com/rgss3-scripts/utility-scripts/game-over-common-event/

 

I'm using this and a checkpointscript to simulate the Dark Souls 'Bonfire' system, it's working pretty good and it's the closest I can get to without coding a full bonfirescript myself lol.

 

Hope this helps.

 

 

I'm looking at the script but I don't think that's what I'm looking for.I want to know how to put the animation to die like this.

SxZas36.gif

 

It is possible to do with events?

 

 

Yes - you want enemies to do this when they die?  Do you have a spritesheet with these frames? We can figure this out.

 

 

Well, it took almost a year, but I finally found a fix for this.

 

 

Amazing.

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@Dymdez

 
1. Hit Jump = False
where here?

 

 

 def self.jump_hit?(target)    t = 
target.enemy.tool_data("Hit Jump = ", false) if 
target.is_a?(Game_Enemy)    t = target.actor.tool_data("Hit 
Jump = ", false) if target.is_a?(Game_Actor)    return true 
if !t.nil? and t == "true"    return true if 
t.nil?    return false  end

____________________________________

 

Yes - you want enemies to do this when they die?  Do you have a 
spritesheet with these frames? We can figure this out.

I did the demonstration http://www.mediafire...to_no_maker.exe

 

 

the sprites are not perfect yet ....

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What do you mean "hit by a scam"?

 

Your demo has too many bugs/errors to test, but it looks cool btw.

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What do you mean "hit by a scam"?

 

Your demo has too many bugs/errors to test, but it looks cool btw.

 
cool, so I put the demo because it is in her that works all the system. There I wouldof corrections and modifications based on it. my English is very bad, sorry about the"hit by a scam" would like to put the "flash" effect similar to normal battle that comes with the maker. So without jumping. because every time the character receives the blow he jumps. And I would also like to correct/create this animation of death to the player character, partners and enemies.
The demo is to edit and correct the mistakes, if you can help that would be great.
Edited by Hategum Rpg

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What do you mean "hit by a scam"?

 

Your demo has too many bugs/errors to test, but it looks cool btw.

 
cool, so I put the demo because it is in her that works all the system. There I wouldof corrections and modifications based on it. my English is very bad, sorry about the"hit by a scam" would like to put the "flash" effect similar to normal battle that comes with the maker. So without jumping. because every time the character receives the blow he jumps. And I would also like to correct/create this animation of death to the player character, partners and enemies.
The demo is to edit and correct the mistakes, if you can help that would be great.

 

 

Put "Hit Jump = False" in the Actor Note box!

 

Can you try to explain the other one better please?

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