Hategum Rpg 4 Posted April 10, 2016 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. Share this post Link to post Share on other sites
Dymdez 77 Posted April 10, 2016 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. Share this post Link to post Share on other sites
Satariel 3 Posted April 11, 2016 (edited) 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 April 11, 2016 by Satariel Share this post Link to post Share on other sites
TheYungVxAce 1 Posted April 11, 2016 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. Share this post Link to post Share on other sites
RetroExcellent 369 Posted April 11, 2016 I have no idea how I never saw this before, this is epic! 1 Share this post Link to post Share on other sites
Dymdez 77 Posted April 13, 2016 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.. Share this post Link to post Share on other sites
Notsalony 12 Posted April 13, 2016 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? Share this post Link to post Share on other sites
TheYungVxAce 1 Posted April 14, 2016 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. Share this post Link to post Share on other sites
Satariel 3 Posted April 14, 2016 (edited) 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 April 14, 2016 by Satariel Share this post Link to post Share on other sites
Dymdez 77 Posted April 14, 2016 (edited) 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 April 14, 2016 by Dymdez 1 Share this post Link to post Share on other sites
Satariel 3 Posted April 14, 2016 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 thank you, will check it out tonight Share this post Link to post Share on other sites
TheYungVxAce 1 Posted April 14, 2016 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> Share this post Link to post Share on other sites
Satariel 3 Posted April 22, 2016 (edited) 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 April 22, 2016 by Satariel 1 Share this post Link to post Share on other sites
Rinober 11 Posted April 29, 2016 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? Share this post Link to post Share on other sites
Sixth 113 Posted April 29, 2016 Install my ABS Bugfixes script, than simply enter 'nil' for that setting (without the apostrophes!). It should look like this: QuickTool = nilThis will do what you want. 2 Share this post Link to post Share on other sites
Rinober 11 Posted April 30, 2016 Thank you! I wasn't aware of such possibilities. Your script helps a lot! Share this post Link to post Share on other sites
Vis_Mage 84 Posted May 1, 2016 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? Share this post Link to post Share on other sites
Dymdez 77 Posted May 2, 2016 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. Share this post Link to post Share on other sites
Pikakapi 4 Posted May 2, 2016 (edited) 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 May 2, 2016 by Pikakapi 2 Share this post Link to post Share on other sites
TheYungVxAce 1 Posted May 3, 2016 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. Share this post Link to post Share on other sites
Sixth 113 Posted May 3, 2016 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. 1 Share this post Link to post Share on other sites
TheYungVxAce 1 Posted May 3, 2016 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. Share this post Link to post Share on other sites
Vis_Mage 84 Posted May 3, 2016 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. Share this post Link to post Share on other sites
TheYungVxAce 1 Posted May 3, 2016 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> Share this post Link to post Share on other sites
Dymdez 77 Posted May 3, 2016 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? Share this post Link to post Share on other sites