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Cool! I thought it was more complicated.

I need to put the "Knockdown Graphic = $C _ die [FR8]" for the character, but I need the script run the animation of the Sprite completely, example 8 frames, but the game appears only 1 frame with the damage chart.

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Cool! I thought it was more complicated.
I need to put the "Knockdown Graphic = $C _ die [FR8]" for the character, but I need the script run the animation of the Sprite completely, example 8 frames, but the game appears only 1 frame with the damage chart.

 

 

This will most likely require scripting unless you're willing to manually run it as a parallel process.  I guess it's theoretically possible to do it as a "Enemy Die Animation = x" and actually create the animation in the Animations section of the database.

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I guess it's theoretically possible to do it as a "Enemy Die Animation = x" and actually create the animation in the Animations section of the database.

Yeah thats what i was thinking too... was gonna try making that animation for him but havent had the time to try it out yet. it shoooould work tho

Edited by Satariel

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I tried adjusting the settings, but the most I could figure out was changing the animation speed rather than the actual spin and the number of spins the player can do.

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I tried adjusting the settings, but the most I could figure out was changing the animation speed rather than the actual spin and the number of spins the player can do.

 

Tool Destroy Delay and Tool Speed are also relevant..

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I'm having a minor issue with your script and it's interaction with Saba Kan's random dungeon generator script.

 

http://www.rpgmakercentral.com/topic/2152-saba-kans-random-dungeon-generator-014/

 

I had his working just fine, until I added your over world battler, and there seems to be something in his script that doesn't play well with yours or I'm missing something that didn't get copied over.  See I have to use a " in enemy event names to get his script to randomly place them, and I have to use the <> script for yours to know which enemy to bring in.  Which makes it to where the enemies are randomly generated.... but I can't attack them.  And you can't use any of the over world effects, but strangely your hud works perfectly.

 

Is there anything you can do to help guide me out of this issue?

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I tried adjusting the settings, but the most I could figure out was changing the animation speed rather than the actual spin and the number of spins the player can do.

 

Tool Destroy Delay and Tool Speed are also relevant..

 

 

I tried all of the Tools settings.  I know the Tool Destroy Delay affects when the spin stops and I assumed changing Tool Speed would affect the speed of the spin, but it doesn't do anything.

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I've got a question about stats.

In my game I've got the classes Warrior, Thief and Sorcerer to choose from for my main character. When lvlup you collect statpoints that you can spend on the stats you want to increase.
I've made lots of class-specific weapons and gear and have now started to configure those weapons/armors for the three classes.

 

Warrior mainstats are ATK and DEF. Sorcerer mainstats are MAT and MDF. And I want AGI and LUK to be the Thief's mainstats, but what do AGI and LUK really do in this ABS?

 

is there any way to add 'formulas' (like you can do on items?!?) to weapons so the characters AGI boosts the damageoutput with that specific weapon?

Edited by Satariel

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I've got a question about stats.

 

In my game I've got the classes Warrior, Thief and Sorcerer to choose from for my main character. When lvlup you collect statpoints that you can spend on the stats you want to increase.

I've made lots of class-specific weapons and gear and have now started to configure those weapons/armors for the three classes.

 

Warrior mainstats are ATK and DEF. Sorcerer mainstats are MAT and MDF. And I want AGI and LUK to be the Thief's mainstats, but what do AGI and LUK really do in this ABS?

 

is there any way to add 'formulas' (like you can do on items?!?) to weapons so the characters AGI boosts the damageoutput with that specific weapon?

 

Regarding your last question, look into "Tool Invoke Skill" notetag, and put the stat you want to have calculated into the damage into the damage formula and have your weapon invoke that skill.  Notice you will also need to make that skill use the same animation and other stuff too. That should work. 

 

Also, take a look at this excellent script written by Sixth which allows you to manipulate other aspects of the ABS with stats. So, for example, in my game, if the player has higher Agility, they shoot the bows faster.  You may need his other base scripts, like the bug fixes, etc (but you should have those anyways).

 

http://pastebin.com/ZSkAPsKx

 

 

 

 

 

I tried adjusting the settings, but the most I could figure out was changing the animation speed rather than the actual spin and the number of spins the player can do.

 

Tool Destroy Delay and Tool Speed are also relevant..

 

 

I tried all of the Tools settings.  I know the Tool Destroy Delay affects when the spin stops and I assumed changing Tool Speed would affect the speed of the spin, but it doesn't do anything.

 

 

Post your notetag, please

Edited by Dymdez
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Cool, sound exactly like what I'm looking for.... but damn just configuring and getting the weapons/gear to work as I want it to will take ages :P

thank you, will check it out tonight :)

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I tried adjusting the settings, but the most I could figure out was changing the animation speed rather than the actual spin and the number of spins the player can do.

 

Tool Destroy Delay and Tool Speed are also relevant..

 

 

I tried all of the Tools settings.  I know the Tool Destroy Delay affects when the spin stops and I assumed changing Tool Speed would affect the speed of the spin, but it doesn't do anything.

 

 

Post your notetag, please

 

 

This is what I originally started off with.  Also wanted to note that it is skill but I'm not sure if it matters.

 

 

 

User Graphic = $CopperSwordSpin [f4]

User Anime Speed = 30

Tool Cooldown = 30

Tool Graphic = nil

Tool Index = 1

Tool Size = 1

Tool Distance = 1

Tool Effect Delay = 0

Tool Destroy Delay = 29

Tool Speed = 1

Tool Cast Time = 0

Tool Cast Animation = 0

Tool Blow Power = 0

Tool Piercing = true

Tool Animation When = hit

Tool Animation Repeat = false

Tool Special = spiral

Tool Target = false

Tool Invoke Skill = 0

Tool Guard Rate = 0

Tool Knockdown Rate = 0

Tool Sound Se = Wind1

Tool Cooldown Display = false

Tool Item Cost = 0

Tool Short Jump = false

Tool Through = true

Tool Priority = 2

Tool Hit Shake = false

Tool Self Damage = false

Tool Combo Tool = nil

Tool Global Cool = 29

<tool size ex: 2, 1, 1>

 

 

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Regarding your last question, look into "Tool Invoke Skill" notetag, and put the stat you want to have calculated into the damage into the damage formula and have your weapon invoke that skill.  Notice you will also need to make that skill use the same animation and other stuff too. That should work. 

 

Also, take a look at this excellent script written by Sixth which allows you to manipulate other aspects of the ABS with stats. So, for example, in my game, if the player has higher Agility, they shoot the bows faster.  You may need his other base scripts, like the bug fixes, etc (but you should have those anyways).

 

http://pastebin.com/ZSkAPsKx

 

 

 

 

 

Worked like a charm for attackspeed, finally Thiefs got their own small 'perks' ^^, gonna try the skillinvoke thingie for higher damage later.

I also found some more Sixth scripts that came in use (sneaking etc...) from the pastebin :)

Edited by Satariel
  • Like 1

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Again, I must ask a question. Maybe it's simple, but all I can set up by myself leads to an error -_-

 

I just want to disable the quick tool menu access where you can equip weapons, watch items and so on. The script "Pearl Battler settings" says this:

 

  # Quick tool selection key
  QuickTool = PearlKey::N

 

I don't want anything to happen when pushing N. Does anyone know a solution?

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Install my ABS Bugfixes script, than simply enter 'nil' for that setting (without the apostrophes!).

It should look like this:

QuickTool = nil
This will do what you want.
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Thank you! I wasn't aware of such possibilities. Your script helps a lot! :)

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A bit of a fallow up question to something I posted earlier:

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.

I've tried setting the weapon to use a common event that had the "use skill" script command, and would use a variable to determine which attack to use. I've ran into a problem though. The common event called by this means doesn't seem to work with triggering switches or variables, or really anything other than the "use skill" itself. Is there any other ways I could go about this?

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A bit of a fallow up question to something I posted earlier:

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.

I've tried setting the weapon to use a common event that had the "use skill" script command, and would use a variable to determine which attack to use. I've ran into a problem though. The common event called by this means doesn't seem to work with triggering switches or variables, or really anything other than the "use skill" itself. Is there any other ways I could go about this?

 

Yes -- download Sixth's add-ons.  One of them includes an AI for attacking.

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It's been a long time since I visited here, and perhaps the final time. This was my most favorite ABS system on RMVX Ace and worked on several tweaks of it.

Unfortunately RMMV and Construct 2 are greater for me to work with as I'm type of Javascript guy, it might be a waste to not sharing this very useful custom script for those who still loves this ABS and stayed in Ace era.

This script allows you to tag enemies to have different alignments and it's possible to have them as your allies.
 

Pearl_Battle_Royale_Addon.txt

Edited by Pikakapi
  • Like 2

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It's been a long time since I visited here, and perhaps the final time. This was my most favorite ABS system on RMVX Ace and worked on several tweaks of it.

 

Unfortunately RMMV and Construct 2 are greater for me to work with as I'm type of Javascript guy, it might be a waste to not sharing this very useful custom script for those who still loves this ABS and stayed in Ace era.

 

This script allows you to tag enemies to have different alignments and it's possible to have them as your allies.

 

I tested it, and it is an amazing addon to the abs. But I think it messes up some of the bugfixes made by Sixth. I'm not sure which ones, but I know adjusting the invincible time wasn't working.

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Yeah, that script overwrites some methods I used in the bugfixes script.

Gonna take a look on it tomorrow. This ally addon is worth for a quick patch. :)

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Quick question. In the quicktools menu, is there a way to get rid of the top window completely? I tried dabbing into the scripting but the most I could figure out was to move all of the contents from the top window off screen.

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For someone who has tried already out the Battle Royal Add-on script, could someone help explain to me how to effectively set up an ally enemy using this system? I use the <ally> tag on the event name, the tagged monster isn't aggroing on me, but the ally monster doesn't actually go after other enemies. 

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For someone who has tried already out the Battle Royal Add-on script, could someone help explain to me how to effectively set up an ally enemy using this system? I use the <ally> tag on the event name, the tagged monster isn't aggroing on me, but the ally monster doesn't actually go after other enemies. 

 

Try tagging the event name <enemy: NUMBER> and <ally>

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Quick question. In the quicktools menu, is there a way to get rid of the top window completely? I tried dabbing into the scripting but the most I could figure out was to move all of the contents from the top window off screen.

 

Specifically speaking, which window are you talking about?

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