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  1. #==============================================================================#
  2. # * Falcao Pearl ABS Liquid v3 #
  3. # #
  4. # The easiest ABS System for RPG Maker! #
  5. # #
  6. # Website: http://falcaorgss.wordpress.com/ #
  7. # Foro: www.makerpalace.com Release date: December 2 2012 #
  8. # updated: December 13 2012 #
  9. # updated: January 22 2014 #
  10. # updated: April 1 2014 #
  11. #==============================================================================#
  12.  
  13. =begin
  14.  
  15. Pearl v3 change log
  16.  
  17. - Injected Pearl abs path
  18. - Fixed dead posses issue
  19. - Implemented respawn timer for enemies
  20. - Fixed vehicle issue
  21. - Enemies cannot longer attack you while in vehicle
  22. - fixed stuck issue when borading a a vehicle while a follower is deadposing
  23. - added low hp switches for enemies
  24. - Added item quantity to enemy drops
  25. - Fixed enemy touch damage issue
  26. - Fixed custom graphics display issue
  27.  
  28. ## New Notetags!##
  29.  
  30. ** Enemies
  31.  
  32. Enemy Respawn Seconds = x - Time in seconds the enemy can respawn
  33. Enemy Respawn Animation = x - Respawn animation id
  34. Enemy Knockback Disable = true - Make enemy unable to be knocked back
  35. Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x
  36. Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x
  37. Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x
  38. Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x
  39.  
  40. # Enemies characters notetags
  41. now you set up more than one tool at the time for enemies. this will make the
  42. enemies less repetitive, this simple commands work as follows. it pick up one
  43. random tool id from the list each time the command is executed. the list can be
  44. infinite.
  45.  
  46. rand_skill(x,x,x) ramdom skill ids the enemy going to use
  47. rand_item(x,x,x) ramdom item ids the enemy going to use
  48. rand_weapon(x,x,x) ramdom weapon ids the enemy going to use
  49. rand_armor(x,x,x) ramdom armor ids the enemy going to use
  50.  
  51. * Item notetags
  52. Exclude From Tool Menu = true - Exclude item from tool selection menu
  53. Drop Quantity = x - Enemy drop item quantity (item, weapon, armor)
  54.  
  55. --------------------------------------------------------------------------------
  56. ## The Fantastic Pearl ABS Patch injection notetags ##
  57.  
  58. This options allows you use icons from iconset to perform animations for the
  59. tools, it is usefull for those peoples who are terrible at creating graphics.
  60.  
  61. * User and projectiles iconset graphic instructions
  62.  
  63. Tag any weapon, armor, item or skill with the followings note tags
  64.  
  65. User Iconset = animated - You have 3 options available:
  66. animated, static, shielding. animated plays
  67. 3 patterns swing effect. static plays only one
  68. and shielding for shield usage effect
  69. note: User iconsets are compatible with default small sprites form the rmvx ace
  70. engine
  71.  
  72. Projectile Iconset = animated - you have 2 options available
  73. animated and static.
  74. animated play a zoom in and zoom out effect
  75. static plays no effect
  76. Note: Projectile iconset can be used with default and big characters
  77. ================================================================================
  78.  
  79. Version liquid v2 change log
  80. - Anime speed Enchanted
  81. - New dead poses for actors and enemies
  82. - Combo feature now support infinite combo chains (rather than 2)
  83. - Added compatibility with bigger characters actors,
  84. - New Universal molde provided for bigger characters and normal ones
  85. - added more configuration to the modules
  86. - Hp and Mp bars now has the option to display pictures instead script drawing
  87. - New single player option (disable the M Key and K is used to call tool menu)
  88. - Added TP display to the damage pop mechanism
  89. - Fixed minor bug when allowing tool usage while using the shield
  90. - Added new note tag for actors and enemies, Hit Voices = se, se, se
  91. - Added new note tag to avoid battler voices when using specific skills
  92. - added new notetag for enemies, Enemy Dead Pose = true , use it if you want
  93. the enemy to show the knockdown pattern when die rather than erase it
  94. - Hidden note tags revealed (read the documentation manual ^^)
  95. - Added new stage Falcao son (just to show up how to create debasting tools)
  96.  
  97. Do you already have liquid v1 installed? just remove your old pearl scripts and
  98. and replece it with liquid v2 (core script remains the same)
  99.  
  100. ================================================================================
  101. * Manual
  102.  
  103. The first thing you need to know is this script uses all the database
  104. parameters to work, same as the default battle engine with few exemptions
  105.  
  106. Read this documentation and learn about the great features this script has
  107. for a professional game development.
  108.  
  109. This script comes with 9 separate script pieces (excluding the documentation)
  110. You can find some customization modules at the top of each piece.
  111.  
  112. * Installation
  113.  
  114. Copy and paste all the script shelf to an empty slot below main
  115. Export the graphics provided in Character, Animation and pictures folder (few
  116. graphics provided) Take a look at the database and see what is note tagged,
  117. export the animations and the tools, exporting the databse is optional but it
  118. may help you for samples. done!.
  119.  
  120. If you are using my FA Interactive system 2.0 make sure you have the lite
  121. version and paste it ABOVE this sytem
  122. If you are using my Mouse System buttons script make sure you have the latest
  123. version. Get the latest version at. http://falcaorgss.wordpress.com/
  124. If you are using my Pets Servants paste the pet script ABOVE the 10 pieces
  125.  
  126. * Terms and license
  127.  
  128. - Do credit me Falcao as the creator of this ABS system
  129. - You can modify anything you want
  130. - You are allowed to distribute this material in any webpage
  131. - Do not remove the header of any script shelf
  132. - You are free to use this script in non-comercial projects, for comercial
  133. projects contact me falmc99@gmail.com
  134.  
  135. * Features
  136.  
  137. - Full and easy to use ABS engine
  138. - Create any tool from your imagination most easy than ever
  139. - Universal anime graphics, any character can use the graphics including enemies
  140. - Advance Projectile system
  141. - Knockdown feature enable (you give the tool a chance to knockdown a target)
  142. - Tool casting time enabled
  143. - Tool Cooldown enable (the time you have to wait before use the tool again)
  144. - Cooldown coutdown displayed on the toolbar
  145. - Ammo system
  146. - Tool special movements (able to load a moveroute from a common event)
  147. - Tool multiprojectiles enable, you can load upto 8 projectiles at the time
  148. - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created
  149. - States animation anable (up to 5 icons displayed on map)
  150. - Buffs and debuffs enable (up to 5 icons displayed on map)
  151. - You can assing up to 8 tools to the skillbar (overpowered dont?)
  152. - Input module, default keys are no used by this system
  153. - Area, ranged, spin attacks, target selection enabled
  154. - Invoke skills for weapon and armors enabled
  155. - Interactive enemies with knockdown, sensor enabled
  156. - Enemies use any tool that the player or follower does
  157. - Enemy battler enabled, so you decide if you want display the battler graphic
  158. - Enemies are able to heal themselfs, have allies enemies etc
  159. - Enemy die commands, collapse animations etc.
  160. - Party system! your followers have a command to start figting
  161. - Followers are able to heal allies, player etc
  162. - Smart targeting system, followers choose an individual enemy to attack
  163. - Agro system, followers and player have a chance to get the agro of the enemy
  164. - Token system (you tag any event to start when was hit by a tool)
  165. - Tool targeting system, autotarget, etc
  166. - Player selection scene enabled
  167. - Quick skill bar enabled
  168. - Item pop up enabled
  169. - Antilag enabled
  170. - Lag free
  171. - Summon system. you can command the tool to use tools by using a common event
  172. move route as manager action.
  173. - Enemies states, buff and debuff display
  174. - Combo system for the tools ( you can create an epic combo chain)
  175. - Mouse support! you can trigger tools by cliking the skillbar icons!
  176.  
  177. * I didnt mention all the features this script comes with, find the rest by
  178. yourself
  179.  
  180. -----------------------
  181. * Things you need to know
  182.  
  183. What is a knockdown? Knockdown is a parameters included with this system,
  184. tools have a chance to knock an enemy down, if an user is casting a spell
  185. the knockdown can interrupt it, and also stop the movement for few frames,
  186. the knock down needs a graphic to make the effect, the RTP comes with tons
  187. of knockdownned sprites use them or create your owns with the generator
  188.  
  189. What is Agro? agro is a parameter of Pearl abs, when the player or follower hit
  190. an enemy they provoke the enemy to attack them, the player by default has more
  191. agro than followers. Its is more probably that enemies attacks the player
  192.  
  193. The followers can use only one tool while in battle, why? becouse you dont want
  194. to win all the battles, just imagine your folllowers using all theirs tools,
  195. that will be overpowered, the player has eight tools right in the skill bar so..
  196.  
  197. There is a menu in game where you decide which tool slot use as a follower
  198.  
  199. Benefical items and skills can be used without any note tags, meaning
  200. that you can use them freely, benefical tools are those who have
  201. scopes for one ally, all allies, dead allies etc. apply to enemies too
  202.  
  203. Weapons and armors needs the note tag system to work since they dont have
  204. scopes. is they are not note tagged simple you will not able to use them in map
  205.  
  206. Enemies can use weapons armors and items too. ammo system is infinite for enemie
  207. since they are suppose to have their own munition wallet. Weapon parameters
  208. apply to enemies when use it but features are ignored
  209.  
  210. You can convert a weapon and armor to a skill using the Invoke skill feature
  211. meaning that you will use the weapon but with the properies of the invoked skill
  212.  
  213. This script is completely free of lag, it have a well worked optimized kernel
  214. but do not abuse and use everything with moderation.
  215.  
  216. #===============================================================================
  217. * Actors Notetags
  218.  
  219.  
  220. Knockdown Graphic = Damage3 - Knockdown graphic
  221. Knockdown Index = 6 - Graphic index
  222. Knockdown pattern = 0 - Graphic pattern
  223. Knockdown Direction = 2 - Graphic direction
  224.  
  225. The example above shows Ericks knockdown graphic set up, you can leave it blank
  226. but, it is better to have a knock down graphic in order to make the effect work
  227.  
  228. Battler Voices = se, se, se - If you want to play actor voices when attac
  229. puts se files name separate by commas
  230.  
  231. Hit Voices = se, se, se - Do you want to play voices when was hit?
  232. replace se with the sound file name
  233.  
  234. #===============================================================================
  235. * Enemies
  236.  
  237. To create an enemy first create an event then in the name box writte
  238. <enemy: x> - Change x for the enemy id in the database
  239.  
  240. There are 3 types of events enemies you can create in Pearl ABS
  241.  
  242. Type one BASIC:
  243. Just tag the event name as enemy and there you go
  244.  
  245. Type two SENSORIAL
  246. This type needs a second event page as a condition the self switch 'B' on
  247. When the player is near the enemy, the enemy will activate that self switch and
  248. there you can give the enemy attacks etc
  249.  
  250. Type three ACTION
  251. This include the basic and sensorial, but requireds a third page to show up the
  252. Knockdown graphic or whatever ir order to make the knockdown to make effect.
  253. At third page put as condition Self switch 'C' by default
  254.  
  255. See game demo for examples, the most used is the Type ACTION
  256.  
  257. How to commands enemies to attack?
  258. It is very simple, From the event enemy 'Autonomous Movement' use the
  259. followings mini script calls.
  260.  
  261. use_weapon(x)
  262. use_armor(x)
  263. use_item(x)
  264. use_skill(x)
  265.  
  266. Change x for the tool id
  267.  
  268.  
  269. ---------------------------------
  270. * Enemies Notetags (in databse)
  271.  
  272. First thing to know is enemies notetags in the database are optional, this note
  273. tags are used for some extra customization in the enemies.
  274.  
  275. Enemy Touch Damage Range = x - If you want the enemy to damage actor by contact
  276. use this tag, change x for the distance in tiles
  277. Enemy Sensor = x - Distance in tiles the enemy can see the player,
  278. the default value is 6
  279.  
  280. Enemy Object = true - The enemy becomes an object, damage pop is no
  281. showed, and some features has been disable
  282. this is used to create enemies like traps or,
  283. objects like grass where you can get some drop
  284.  
  285. Enemy Boss Bar = true - This make the enemy to display a big boss HP bar
  286. Enemy Battler = true - Do you want the enemy to show battler graphic?
  287. Enemy Breath = true - Do you want the enemy to breath?
  288. Enemy Die Animation = x - Change x for animation id
  289.  
  290. Enemy Kill With Weapon = a,b,c - The enemy becomes invulnerable for all tools an
  291. can be killed only by the given tool ids, you
  292. can puts all the ids you want separated by comma
  293. Enemy Kill With Armor = a,b,c - Samething than weapons
  294. Enemy Kill With Item = a,b,c - Samething than weapons
  295. Enemy Kill With Skill = a,b,c - Samething than weapons
  296.  
  297. Enemy Collapse Type = x - Change x for one of this 4 options available
  298. zoom_vertical
  299. zoom_horizontal
  300. zoom_maximize
  301. zoom_minimize
  302.  
  303. Enemy Body Increase x - By default all enemies has 1 tile of size but that
  304. can be changed with this command, you have only two
  305. sizes available, 1 = increase doble, 2 = triple.
  306. change x for 1 or 2. (this is used for big enemies)
  307.  
  308. Enemy Die Switch = x - Change x for switch id to activate when enemy die
  309. Enemy Die Variable = x - Change x for variable id you want to increase + 1
  310. when enemy die
  311. Enemy Die Self Switch x - Change x for the self switch capital letter you
  312. want to activate when enemy die
  313.  
  314. Hit Jump = false Disable enemy jump when was hit
  315.  
  316. Battler Voices = se, se, se - If you want to play enemy voices when attack
  317. puts se files name separate by commas
  318.  
  319. Enemy Dead Pose = true - Do you want the enemy to display the knockdown
  320. graphic when die? this is the dead pose and it only
  321. work when a knockdown graphic is defined
  322.  
  323. Hit Voices = se, se, se - Do you want to play voices when was hit?
  324. replace se with the sound file name
  325.  
  326. Enemy Die Transform = x - Do you want to transform the enemy when die?
  327. change x for the enemy id
  328.  
  329. ================================================================================
  330. * States, buffs and debuffs
  331.  
  332. States notetags are optional, few changes has been made listed below.
  333.  
  334. State Animation = x - State animation id
  335.  
  336. State Effect Rand Rate = x - This apply only for HP, MP and TP regen Exparam
  337. this calculate how often the state will affect
  338. the target. change x for a number between 100
  339. and 1000.
  340.  
  341. How states are removed?
  342. As you know this is an ABS system NOT turn battle system, to remove the states
  343. check the boxes 'Remove by Damage' or 'Remove by Walking' in the databse
  344. If you choose remove by walking the steps will be equal to seconds, 10 steps
  345. equal to 10 seconds of duration, doesnt matter if the target is moving or not
  346.  
  347. * Buffs and Debuffs
  348. If you create a skill that gives buffs or debuffs, the turns stated in databse
  349. will be equal to seconds of duration, 10 turns equal to 10 seconds
  350.  
  351. ================================================================================
  352. - Events Tags
  353.  
  354. * Token tags
  355. This tags goes into event comment and are mostly used for normal events to
  356. create some puzzles.
  357.  
  358. <start_with_weapon: a,b,c>
  359. <start_with_armor: a,b,c> - Puts tool ids you want the event to start with
  360. <start_with_item: a,b,c> you can put as many ids needed
  361. <start_with_skill: a,b,c>
  362.  
  363. * Hookshot tags
  364. This tags are used with the hookshot special tools, here some options available
  365.  
  366. <hook_grab: true> - The hook can grab this event
  367. <hook_pull: true> - The hook will pull the user from x to event position
  368.  
  369. * Boomerang tags
  370.  
  371. <boom_grab: true> - The event can be grabbed by the boomerang
  372. <boomed_start: true> - The event start when you succes grabbed the event
  373.  
  374. Note: Boomerangs can grab drops automatically
  375. ================================================================================
  376. * Pearl ABS Input System
  377.  
  378. Pearl ABS Skillbar has 9 buttons available, here the list of the default ones
  379. - F key trigger weapons attacks
  380. - G key trigger armor tool (shields types)
  381. - H, J trigger items tools
  382. - R, T, Y, U trigger skill attacks
  383. - K trigger follower attacks, keep pressing for 3 seconds to cancel
  384. the battle
  385.  
  386. Note: the Player is reponsible for command the followers to attack, sometimes
  387. the followers stop fighting when his target dies, you are responsible to
  388. command the follower to attack again.
  389.  
  390. - N key call the quick tool selection window
  391. - M key call the Player selection window, there you set up the follower
  392. tool slot usage too.
  393. - B key Same as cancel key X
  394.  
  395. ================================================================================
  396. * Useful script calls
  397.  
  398. - $game_party.set_item(actor, item, slot)
  399. Use this command if you want to set automatically an item to the skillbar
  400. change actor for actor id, item for item id, slot for the slot name symbol
  401. Exp: $game_party.set_item(1, 20, :H)
  402.  
  403. - $game_party.set_skill(actor, skill, slot) - samething as items
  404.  
  405. - SceneManager.call(Scene_QuickTool) - call the quick tool window manually
  406. - SceneManager.call(Scene_CharacterSet) - call the player slection manually
  407.  
  408. - $game_player.pop_damage('something') - display pop text over the player
  409. - $game_map.events[id].pop_damage('') - display pop text over the event id
  410.  
  411. ================================================================================
  412. * Tools Notetags
  413.  
  414. Tools are the weapon, armor, items and skills used in the map to damage enemies
  415.  
  416. Here i going to explain you how to create your own tools to be used on map, and
  417. the explanation of each term definition, The example below how to create a
  418. usable Axe on map.
  419.  
  420. Copy this tool settings to any Weapon, Armor, Item, Skill note tags
  421.  
  422. User Graphic = $Axe
  423. User Anime Speed = 30
  424. Tool Cooldown = 30
  425. Tool Graphic = nil
  426. Tool Index = 0
  427. Tool Size = 1
  428. Tool Distance = 1
  429. Tool Effect Delay = 10
  430. Tool Destroy Delay = 20
  431. Tool Speed = 5
  432. Tool Cast Time = 0
  433. Tool Cast Animation = 0
  434. Tool Blow Power = 1
  435. Tool Piercing = true
  436. Tool Animation When = end
  437. Tool Animation Repeat = false
  438. Tool Special = nil
  439. Tool Target = false
  440. Tool Invoke Skill = 0
  441. Tool Guard Rate = 0
  442. Tool Knockdown Rate = 70
  443. Tool Sound Se = nil
  444. Tool Cooldown Display = false
  445. Tool Item Cost = 0
  446. Tool Short Jump = false
  447. Tool Through = true
  448. Tool Priority = 1
  449. Tool Hit Shake = false
  450. Tool Self Damage = false
  451. Tool Combo Tool = nil
  452.  
  453. Important!: You CANNOT leave extra empty spaces between the tool variables
  454. definition, just copy and paste that variables to the note tags and edit values
  455.  
  456. Here the terms explanation
  457.  
  458. User Graphic = $Axe
  459. - This define the user graphic displayed when the tool is used, if you dont want
  460. to show graphic puts nil. If you want to show a COSTUMED graphic for the user
  461. writte the keyword custom then graphic name ex: custom $Hero_Skill
  462.  
  463. User Anime Speed = 30
  464. - This define the user graphic animation speed when using the tool, the user
  465. stop movemnet and do step anime, time in frames
  466.  
  467. Tool Cooldown = 30
  468. - Cooldown is the time you have to wait before using the tool, this gives
  469. balance to the tool system, time measured in frames
  470.  
  471. Tool Graphic = nil
  472. - This define the tool graphic projectile showed when using the tool, in this
  473. case no graphic will be displayed, puts nil for not graphic showing
  474.  
  475. Tool Index = 0
  476. - This defines graphic index of the tool graphic, so you can use a full sheet.
  477. and set the index of the used graphic
  478.  
  479. Tool Size = 1
  480. - This defines the tool size measured in tiles, this tool has 1 tile size,
  481. Set greater numbers when you create big tools or area attacks
  482.  
  483. Tool Distance = 1
  484. - This is the distance the projectile going to do, distance is measured in tiles
  485. this tools has only 1 tile of trajectory.
  486.  
  487. Tool Effect Delay = 10
  488. - How long the tool going to take to make effect over a target? time measured in
  489. frames, tools such as bombs take a longer time to make effect so...
  490.  
  491. Tool Destroy Delay = 20
  492. - How long the tool going to take to be destroyed? the time start counting when
  493. the tool distance is done, time measured in tiles.
  494.  
  495. Tool Speed = 5
  496. - This defines the tool movement speed, choose a number between 1 to 6
  497. remeber that tools are represented by a character.
  498.  
  499. Tool Cast Time = 0
  500. - This defines the Tools casting time, time measured in frames, this tool has
  501. not casting time, puts 0 for not casting time
  502.  
  503. Tool Cast Animation = 0
  504. - Animation played when casting the tool, this is displayed if there is cas time
  505. obviously, change integer for the animation id
  506.  
  507. Tool Blow Power = 1
  508. - This defines the target steps backwars when was hit by the tool, change the
  509. integer for tiles distance
  510.  
  511. Tool Piercing = true
  512. - The tool going to pierce the enemy? change true or false
  513.  
  514. Tool Animation When = end
  515. - This defines when the animation going to be played, you have 4 options
  516. end - Animation is played righ before destroyed
  517. acting - Animation is played when the tool is used
  518. hit - Animation is played when hit the target
  519. delay x - Animation is played when the tool detroy delay reachs
  520. the x integer, for example, a bomb display the animation after
  521. some delay before the tools is detroyed. change x for a number
  522.  
  523. Tool Animation Repeat = false
  524. - This defines whether the animation going to be repeated, this only works
  525. if you set the animation to be played when 'acting'
  526.  
  527. Tool Special = nil
  528. - This define tool special predefined behavior, you have 11 options available
  529. shield - The tool behave like a shield, this works for tagged armors
  530. and the state guard is applied to the user, when using it
  531. hook - The tools set the hookshot mode, hook can, grab, pull etc.
  532. area - Tool become an area atack around the caster, or target
  533. spiral - The tool become spiral attack, the user going to make some
  534. rounds, the number on rounds is equal to the Tool Distance
  535. boomerang - Tool becomes a boomerang, boomerang can grab drops, tagged
  536. events, and can be redirectioned with the input keys
  537. triple - Loads 3 projectiles at the time, 2 diagonals and 1 straigh
  538. quintuple - Loads 5 projectiles at the time, 2 diagonals, 2 cross and
  539. one straight forward
  540. octuple - Loads 8 projectiles in all direction including diagonals
  541. autotarget - The tool move straight and looks for a random target
  542. near the user
  543. random - Tool moves 2 steps forward and them make random movements
  544. common_event x - This is one of the most powerfull features of Pearl ABS
  545. this extract the move route from a common event to be used
  546. by the tool, everything you delcare in the move route will
  547. affect the tool, you can use the attack script calls inside
  548. the move route. (used to create tools such as summons)
  549. change x for the common event id
  550.  
  551.  
  552. Note: Tool special take some default values, for example the tool distance
  553. is reseted, tool targeting may be disabled, destroy delay reseted etc.
  554.  
  555. Tool Target = false
  556. - This defines if the tool needs a target to be triggered, A scene selection is
  557. showed for the player, the followers picks a random target, enemies takes agro
  558.  
  559. Tool Invoke Skill = 0
  560. - Deafault battle system for weapons invoke skill 1,for defending invoke skill 2
  561. So Pearl abs lets you invoke any skill when using a weapon or armor.
  562. set 0 if you want to take the defaults, skills and items invoke themself so...
  563.  
  564. Tool Guard Rate = 0
  565. - This only work for armors tagged with tool special 'shield', this define
  566. the rate of guard of the shield, puts a number between 1 and 100
  567. when gaurd succes the user takes no damage, otherwise, take block damage
  568.  
  569. Tool Knockdown Rate = 70
  570. - This is a great feature of pearl abs, tools are able to knock the target down
  571. for a short time in order to cancel casting spells etc, puts a number
  572. between 1 and 100
  573.  
  574. Tool Sound Se = nil
  575. - Sound SE played when using the tool, if you dont want sounds puts nil
  576.  
  577. Tool Cooldown Display = false
  578. - The cool down time is displayed on the skillbar when using a tool
  579. puts false if you dont want to display the cooldown
  580.  
  581. Tool Item Cost = 0
  582. - This is the Pearl ABS ammo system, every single armor, weapon, item skills can
  583. have an item cost, puts the item id the tools needs to be triggered
  584. this is used to create tools likes, bows that consume arrows, bombs etc.
  585.  
  586. Tool Short Jump = false
  587. - The tool going to guve a shor jump when triggered, change true or false
  588.  
  589. Tool Through = true
  590. - Tools go through walls, trees, rocks etc?
  591.  
  592. Tool Priority = 1
  593. - Priority of the tool, 0 = below characters, 1 = same as characters,
  594. 2 = above characters
  595.  
  596. Tool Hit Shake = false
  597. - Do you want the screen to shake when the tool hit a target? true / false
  598.  
  599. Tool Self Damage = false
  600. - Do you want the tool to damage the user? (example bombs can have self damage)
  601.  
  602. Tool Combo Tool = nil
  603. - tools can have a combo chain, this tool has not a combo cuz is defined to nil
  604. if you want to make combos you have to put this parameters to define it
  605. type, id, chance, jump? . type is tool type: weapon, armor, item or skill
  606. id is the tool id, chance must be a number between 1 and 100, write jump if
  607. you want the user to jump if you dont want to jump writte nil
  608. here an example: weapon, 63, 75, jump
  609. uses weapon id 63 with a 75% chance and a jump will be performed (simple)
  610.  
  611. * Optionals tools notetags
  612. <ignore_voices> When using the tool no battler voices are played
  613. <ignore_followers> The tool ignore damage to the followers
  614.  
  615. ================================================================================
  616.  
  617. =end
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