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@imaninja33 you can create a tool with the Tool Self Damage = true and then create events to damage each other, it is no easy i think

 

@Pringlesguy The system no require any scripting knowledge but yes, it require some brain usage. Read the documentation provided and see demo examples

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I've followed your tutorials and such and made my own "Fire Sword" but when I attack with it, it does no damage to the enemys. I used the axe as a template, and didn't change any important perimeters other than the graphic, and hit animation.

 

My hero swings the weapon, and it shows the hit animation, but does no damage to anything.

 

Any help?

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man, i got a problem.

Whenever i use healing magic, my formular for that healing skill is [ a.mat*2 ]

but the result is [ b.mat*2 ] for all time.

Something must be wrong

Please, fix this as soon as you can  T^T

Edited by cuongeke1

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@misttribe check how the demo works and read the documentation, also check the list of scripts you have installed and look for the problem, if you are creating a weapon tool make sure you have not erased skill id 1 and you have not erased the default states

 

The scripts does not change the formulas, the script uses the default battle system but in the map

Edited by Falcao

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Is there a way to make it so when I use an item from the tool bar it calls a script? I've looked through your demo for examples, but I didn't see any.

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Is there a way to make it so when I use an item from the tool bar it calls a script? I've looked through your demo for examples, but I didn't see any.

You can make the item to call a common event

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I've done this, but when I try using the item from the hotbar it doesn't do anything. I'm trying to make it so when I use an item it calls a script call a scene to allow the player to play an instrument. Like The Legend of Zelda: Ocarina of Time.

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I've done this, but when I try using the item from the hotbar it doesn't do anything. I'm trying to make it so when I use an item it calls a script call a scene to allow the player to play an instrument. Like The Legend of Zelda: Ocarina of Time.

Im testing right now, you have to choose the common event option from the item effect list

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The regular battle still work normaly.
My character A has MAT = 2, my character B has MAT = 14
In battle testing mode when my char B uses Heal skill (a.mat*2) -> +28 HP
But when i try doing it in ABS heal skill does +4 HP
It seem skills use on ally targets has some bug, it forces formula to b.(…) instead a.(…)
You should check it, i tried it on your demo. Thx

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The regular battle still work normaly.

My character A has MAT = 2, my character B has MAT = 14

In battle testing mode when my char B uses Heal skill (a.mat*2) -> +28 HP

But when i try doing it in ABS heal skill does +4 HP

It seem skills use on ally targets has some bug, it forces formula to b.(…) instead a.(…)

You should check it, i tried it on your demo. Thx

I write the Healing code to use the parameters of the target not the params of the user, but i may change it in the future, that may be the only difference between the ABS and the default battle

Edited by Falcao

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Change it to default formula plz  T^T

My full LV wizard casts healing spell with (a.mat*2) on LV1 swordman -> +4HP

You gotta kidding me  ( :blink:)

Plz, rewrite it Thx ( I like wizards cast stronger healing spell when their MAT get stronger ) Thx

Edited by cuongeke1

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Change it to default formula plz  T^T

My full LV wizard casts healing spell with (a.mat*2) on LV1 swordman -> +4HP

You gotta kidding me  ( :blink:)

Plz, rewrite it Thx ( I like wizards cast stronger healing spell when their MAT get stronger ) Thx

Im in a lazy state right now may be i will do it in a few months

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Hey Falcao, great system.

 

Was curious why you don't inline the terms in your Kernel to reference the game's Vocab in the database. I.E.

 

  def self.draw_hp(obj, battler, x, y, w, h, color, name=nil)
    tag = $data_system.terms.basic[3] ; c = color
    name = battler.name if !name.nil?
    draw_gauge(obj, battler.hp, battler.mhp, x, y, w, h, c, tag, name)
  end
  
  def self.draw_mp(obj, battler, x, y, w, h, color, name=nil)
    tag = $data_system.terms.basic[5] ; c = color
    name = battler.name if !name.nil?
    draw_gauge(obj, battler.mp, battler.mmp, x, y, w, h, c, tag, name)
  end

 

Instead of:

 

  def self.draw_hp(obj, battler, x, y, w, h, color, name=nil)
    tag = 'Hp' ; c = color
    name = battler.name if !name.nil?
    draw_gauge(obj, battler.hp, battler.mhp, x, y, w, h, c, tag, name)
  end
  
  def self.draw_mp(obj, battler, x, y, w, h, color, name=nil)
    tag = 'Mp ' ; c = color
    name = battler.name if !name.nil?
    draw_gauge(obj, battler.mp, battler.mmp, x, y, w, h, c, tag, name)
  end

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The Party HUD addon doesn't seem to be working.

Seem like you even bother to read the instructions

Edited by Falcao
  • Like 1

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# This add-on display followers HP and MP bars on the current screen
# For logic reasons the bars are displayed only while in battle
# This script take the same colors of the Game Player HUD

Unless your member is actively in battle, not just following you, it will not show the bar.

Make sure your follower is actively engaging in battle.

 

@Falcao: You can reference the short strings instead of the long ones.

  • 2: HP
  • 3: HP (short)

That's what I've done. There's no error for having too long of a string either, so players who do a long string will notice the issue and be able to change it without having to go to F11 and edit lines.

It's not a big issue, just a matter of creating a more intuitive system, which is the heart of software design and engineering. I've already done this to your script in my game and am happy with it. I felt like sharing this with you.

 

Also have you considered adding a respawn timer on enemies?

 

Galv's newly created respawn timer is one way of doing it:

http://www.rpgmakervxace.net/topic/12859-respawn-timer-on-events/

 

I've inlined his system with the Pearl Kernel to allow respawning to take place. I'm setting up a respawn time in notetags right now.

 

EDIT: Also your Fantastic Pearl Patch seems to make it so if a Enemy Die Self Switch is activated the enemy doesn't drop items.

Edited by Titanhex

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Falcao , is it possible to make the shield bounce of some projectiles ?

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Falcao , is it possible to make the shield bounce of some projectiles ?

 

I dinnt write the code to bounce projectiles

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Okok just checking ...But it would be an interesting feature , an enemy shoot , the player uses the shield , the missile goes back to the enemy and then BOOM . He's gone .

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How do I make an event where it gathers around the dead party members from another map then recovers all the party members?

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The item tool menu, by default, will show all items you obtained, including key items and menu-only items.
Here's a small fix to exclude the unnecessary items in the item tool menu:

      if kind == :item
        next if item.key_item?
        next unless item.battle_ok?
      end
Paste these in between line 591 and 592 in Pearl Scenes. The item tool will not show the key items and menu-only items.
Edited by Pikakapi

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