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- #==============================================================================#
- # * Falcao Pearl ABS Liquid v3 #
- # #
- # The easiest ABS System for RPG Maker! #
- # #
- # Website: http://falcaorgss.wordpress.com/ #
- # Foro: www.makerpalace.com Release date: December 2 2012 #
- # updated: December 13 2012 #
- # updated: January 22 2014 #
- # updated: April 1 2014 #
- #==============================================================================#
- =begin
- Pearl v3 change log
- - Injected Pearl abs path
- - Fixed dead posses issue
- - Implemented respawn timer for enemies
- - Fixed vehicle issue
- - Enemies cannot longer attack you while in vehicle
- - fixed stuck issue when borading a a vehicle while a follower is deadposing
- - added low hp switches for enemies
- - Added item quantity to enemy drops
- - Fixed enemy touch damage issue
- - Fixed custom graphics display issue
- ## New Notetags!##
- ** Enemies
- Enemy Respawn Seconds = x - Time in seconds the enemy can respawn
- Enemy Respawn Animation = x - Respawn animation id
- Enemy Knockback Disable = true - Make enemy unable to be knocked back
- Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x
- Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x
- Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x
- Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x
- # Enemies characters notetags
- now you set up more than one tool at the time for enemies. this will make the
- enemies less repetitive, this simple commands work as follows. it pick up one
- random tool id from the list each time the command is executed. the list can be
- infinite.
- rand_skill(x,x,x) ramdom skill ids the enemy going to use
- rand_item(x,x,x) ramdom item ids the enemy going to use
- rand_weapon(x,x,x) ramdom weapon ids the enemy going to use
- rand_armor(x,x,x) ramdom armor ids the enemy going to use
- * Item notetags
- Exclude From Tool Menu = true - Exclude item from tool selection menu
- Drop Quantity = x - Enemy drop item quantity (item, weapon, armor)
- --------------------------------------------------------------------------------
- ## The Fantastic Pearl ABS Patch injection notetags ##
- This options allows you use icons from iconset to perform animations for the
- tools, it is usefull for those peoples who are terrible at creating graphics.
- * User and projectiles iconset graphic instructions
- Tag any weapon, armor, item or skill with the followings note tags
- User Iconset = animated - You have 3 options available:
- animated, static, shielding. animated plays
- 3 patterns swing effect. static plays only one
- and shielding for shield usage effect
- note: User iconsets are compatible with default small sprites form the rmvx ace
- engine
- Projectile Iconset = animated - you have 2 options available
- animated and static.
- animated play a zoom in and zoom out effect
- static plays no effect
- Note: Projectile iconset can be used with default and big characters
- ================================================================================
- Version liquid v2 change log
- - Anime speed Enchanted
- - New dead poses for actors and enemies
- - Combo feature now support infinite combo chains (rather than 2)
- - Added compatibility with bigger characters actors,
- - New Universal molde provided for bigger characters and normal ones
- - added more configuration to the modules
- - Hp and Mp bars now has the option to display pictures instead script drawing
- - New single player option (disable the M Key and K is used to call tool menu)
- - Added TP display to the damage pop mechanism
- - Fixed minor bug when allowing tool usage while using the shield
- - Added new note tag for actors and enemies, Hit Voices = se, se, se
- - Added new note tag to avoid battler voices when using specific skills
- - added new notetag for enemies, Enemy Dead Pose = true , use it if you want
- the enemy to show the knockdown pattern when die rather than erase it
- - Hidden note tags revealed (read the documentation manual ^^)
- - Added new stage Falcao son (just to show up how to create debasting tools)
- Do you already have liquid v1 installed? just remove your old pearl scripts and
- and replece it with liquid v2 (core script remains the same)
- ================================================================================
- * Manual
- The first thing you need to know is this script uses all the database
- parameters to work, same as the default battle engine with few exemptions
- Read this documentation and learn about the great features this script has
- for a professional game development.
- This script comes with 9 separate script pieces (excluding the documentation)
- You can find some customization modules at the top of each piece.
- * Installation
- Copy and paste all the script shelf to an empty slot below main
- Export the graphics provided in Character, Animation and pictures folder (few
- graphics provided) Take a look at the database and see what is note tagged,
- export the animations and the tools, exporting the databse is optional but it
- may help you for samples. done!.
- If you are using my FA Interactive system 2.0 make sure you have the lite
- version and paste it ABOVE this sytem
- If you are using my Mouse System buttons script make sure you have the latest
- version. Get the latest version at. http://falcaorgss.wordpress.com/
- If you are using my Pets Servants paste the pet script ABOVE the 10 pieces
- * Terms and license
- - Do credit me Falcao as the creator of this ABS system
- - You can modify anything you want
- - You are allowed to distribute this material in any webpage
- - Do not remove the header of any script shelf
- - You are free to use this script in non-comercial projects, for comercial
- projects contact me falmc99@gmail.com
- * Features
- - Full and easy to use ABS engine
- - Create any tool from your imagination most easy than ever
- - Universal anime graphics, any character can use the graphics including enemies
- - Advance Projectile system
- - Knockdown feature enable (you give the tool a chance to knockdown a target)
- - Tool casting time enabled
- - Tool Cooldown enable (the time you have to wait before use the tool again)
- - Cooldown coutdown displayed on the toolbar
- - Ammo system
- - Tool special movements (able to load a moveroute from a common event)
- - Tool multiprojectiles enable, you can load upto 8 projectiles at the time
- - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created
- - States animation anable (up to 5 icons displayed on map)
- - Buffs and debuffs enable (up to 5 icons displayed on map)
- - You can assing up to 8 tools to the skillbar (overpowered dont?)
- - Input module, default keys are no used by this system
- - Area, ranged, spin attacks, target selection enabled
- - Invoke skills for weapon and armors enabled
- - Interactive enemies with knockdown, sensor enabled
- - Enemies use any tool that the player or follower does
- - Enemy battler enabled, so you decide if you want display the battler graphic
- - Enemies are able to heal themselfs, have allies enemies etc
- - Enemy die commands, collapse animations etc.
- - Party system! your followers have a command to start figting
- - Followers are able to heal allies, player etc
- - Smart targeting system, followers choose an individual enemy to attack
- - Agro system, followers and player have a chance to get the agro of the enemy
- - Token system (you tag any event to start when was hit by a tool)
- - Tool targeting system, autotarget, etc
- - Player selection scene enabled
- - Quick skill bar enabled
- - Item pop up enabled
- - Antilag enabled
- - Lag free
- - Summon system. you can command the tool to use tools by using a common event
- move route as manager action.
- - Enemies states, buff and debuff display
- - Combo system for the tools ( you can create an epic combo chain)
- - Mouse support! you can trigger tools by cliking the skillbar icons!
- * I didnt mention all the features this script comes with, find the rest by
- yourself
- -----------------------
- * Things you need to know
- What is a knockdown? Knockdown is a parameters included with this system,
- tools have a chance to knock an enemy down, if an user is casting a spell
- the knockdown can interrupt it, and also stop the movement for few frames,
- the knock down needs a graphic to make the effect, the RTP comes with tons
- of knockdownned sprites use them or create your owns with the generator
- What is Agro? agro is a parameter of Pearl abs, when the player or follower hit
- an enemy they provoke the enemy to attack them, the player by default has more
- agro than followers. Its is more probably that enemies attacks the player
- The followers can use only one tool while in battle, why? becouse you dont want
- to win all the battles, just imagine your folllowers using all theirs tools,
- that will be overpowered, the player has eight tools right in the skill bar so..
- There is a menu in game where you decide which tool slot use as a follower
- Benefical items and skills can be used without any note tags, meaning
- that you can use them freely, benefical tools are those who have
- scopes for one ally, all allies, dead allies etc. apply to enemies too
- Weapons and armors needs the note tag system to work since they dont have
- scopes. is they are not note tagged simple you will not able to use them in map
- Enemies can use weapons armors and items too. ammo system is infinite for enemie
- since they are suppose to have their own munition wallet. Weapon parameters
- apply to enemies when use it but features are ignored
- You can convert a weapon and armor to a skill using the Invoke skill feature
- meaning that you will use the weapon but with the properies of the invoked skill
- This script is completely free of lag, it have a well worked optimized kernel
- but do not abuse and use everything with moderation.
- #===============================================================================
- * Actors Notetags
- Knockdown Graphic = Damage3 - Knockdown graphic
- Knockdown Index = 6 - Graphic index
- Knockdown pattern = 0 - Graphic pattern
- Knockdown Direction = 2 - Graphic direction
- The example above shows Ericks knockdown graphic set up, you can leave it blank
- but, it is better to have a knock down graphic in order to make the effect work
- Battler Voices = se, se, se - If you want to play actor voices when attac
- puts se files name separate by commas
- Hit Voices = se, se, se - Do you want to play voices when was hit?
- replace se with the sound file name
- #===============================================================================
- * Enemies
- To create an enemy first create an event then in the name box writte
- <enemy: x> - Change x for the enemy id in the database
- There are 3 types of events enemies you can create in Pearl ABS
- Type one BASIC:
- Just tag the event name as enemy and there you go
- Type two SENSORIAL
- This type needs a second event page as a condition the self switch 'B' on
- When the player is near the enemy, the enemy will activate that self switch and
- there you can give the enemy attacks etc
- Type three ACTION
- This include the basic and sensorial, but requireds a third page to show up the
- Knockdown graphic or whatever ir order to make the knockdown to make effect.
- At third page put as condition Self switch 'C' by default
- See game demo for examples, the most used is the Type ACTION
- How to commands enemies to attack?
- It is very simple, From the event enemy 'Autonomous Movement' use the
- followings mini script calls.
- use_weapon(x)
- use_armor(x)
- use_item(x)
- use_skill(x)
- Change x for the tool id
- ---------------------------------
- * Enemies Notetags (in databse)
- First thing to know is enemies notetags in the database are optional, this note
- tags are used for some extra customization in the enemies.
- Enemy Touch Damage Range = x - If you want the enemy to damage actor by contact
- use this tag, change x for the distance in tiles
- Enemy Sensor = x - Distance in tiles the enemy can see the player,
- the default value is 6
- Enemy Object = true - The enemy becomes an object, damage pop is no
- showed, and some features has been disable
- this is used to create enemies like traps or,
- objects like grass where you can get some drop
- Enemy Boss Bar = true - This make the enemy to display a big boss HP bar
- Enemy Battler = true - Do you want the enemy to show battler graphic?
- Enemy Breath = true - Do you want the enemy to breath?
- Enemy Die Animation = x - Change x for animation id
- Enemy Kill With Weapon = a,b,c - The enemy becomes invulnerable for all tools an
- can be killed only by the given tool ids, you
- can puts all the ids you want separated by comma
- Enemy Kill With Armor = a,b,c - Samething than weapons
- Enemy Kill With Item = a,b,c - Samething than weapons
- Enemy Kill With Skill = a,b,c - Samething than weapons
- Enemy Collapse Type = x - Change x for one of this 4 options available
- zoom_vertical
- zoom_horizontal
- zoom_maximize
- zoom_minimize
- Enemy Body Increase x - By default all enemies has 1 tile of size but that
- can be changed with this command, you have only two
- sizes available, 1 = increase doble, 2 = triple.
- change x for 1 or 2. (this is used for big enemies)
- Enemy Die Switch = x - Change x for switch id to activate when enemy die
- Enemy Die Variable = x - Change x for variable id you want to increase + 1
- when enemy die
- Enemy Die Self Switch x - Change x for the self switch capital letter you
- want to activate when enemy die
- Hit Jump = false Disable enemy jump when was hit
- Battler Voices = se, se, se - If you want to play enemy voices when attack
- puts se files name separate by commas
- Enemy Dead Pose = true - Do you want the enemy to display the knockdown
- graphic when die? this is the dead pose and it only
- work when a knockdown graphic is defined
- Hit Voices = se, se, se - Do you want to play voices when was hit?
- replace se with the sound file name
- Enemy Die Transform = x - Do you want to transform the enemy when die?
- change x for the enemy id
- ================================================================================
- * States, buffs and debuffs
- States notetags are optional, few changes has been made listed below.
- State Animation = x - State animation id
- State Effect Rand Rate = x - This apply only for HP, MP and TP regen Exparam
- this calculate how often the state will affect
- the target. change x for a number between 100
- and 1000.
- How states are removed?
- As you know this is an ABS system NOT turn battle system, to remove the states
- check the boxes 'Remove by Damage' or 'Remove by Walking' in the databse
- If you choose remove by walking the steps will be equal to seconds, 10 steps
- equal to 10 seconds of duration, doesnt matter if the target is moving or not
- * Buffs and Debuffs
- If you create a skill that gives buffs or debuffs, the turns stated in databse
- will be equal to seconds of duration, 10 turns equal to 10 seconds
- ================================================================================
- - Events Tags
- * Token tags
- This tags goes into event comment and are mostly used for normal events to
- create some puzzles.
- <start_with_weapon: a,b,c>
- <start_with_armor: a,b,c> - Puts tool ids you want the event to start with
- <start_with_item: a,b,c> you can put as many ids needed
- <start_with_skill: a,b,c>
- * Hookshot tags
- This tags are used with the hookshot special tools, here some options available
- <hook_grab: true> - The hook can grab this event
- <hook_pull: true> - The hook will pull the user from x to event position
- * Boomerang tags
- <boom_grab: true> - The event can be grabbed by the boomerang
- <boomed_start: true> - The event start when you succes grabbed the event
- Note: Boomerangs can grab drops automatically
- ================================================================================
- * Pearl ABS Input System
- Pearl ABS Skillbar has 9 buttons available, here the list of the default ones
- - F key trigger weapons attacks
- - G key trigger armor tool (shields types)
- - H, J trigger items tools
- - R, T, Y, U trigger skill attacks
- - K trigger follower attacks, keep pressing for 3 seconds to cancel
- the battle
- Note: the Player is reponsible for command the followers to attack, sometimes
- the followers stop fighting when his target dies, you are responsible to
- command the follower to attack again.
- - N key call the quick tool selection window
- - M key call the Player selection window, there you set up the follower
- tool slot usage too.
- - B key Same as cancel key X
- ================================================================================
- * Useful script calls
- - $game_party.set_item(actor, item, slot)
- Use this command if you want to set automatically an item to the skillbar
- change actor for actor id, item for item id, slot for the slot name symbol
- Exp: $game_party.set_item(1, 20, :H)
- - $game_party.set_skill(actor, skill, slot) - samething as items
- - SceneManager.call(Scene_QuickTool) - call the quick tool window manually
- - SceneManager.call(Scene_CharacterSet) - call the player slection manually
- - $game_player.pop_damage('something') - display pop text over the player
- - $game_map.events[id].pop_damage('') - display pop text over the event id
- ================================================================================
- * Tools Notetags
- Tools are the weapon, armor, items and skills used in the map to damage enemies
- Here i going to explain you how to create your own tools to be used on map, and
- the explanation of each term definition, The example below how to create a
- usable Axe on map.
- Copy this tool settings to any Weapon, Armor, Item, Skill note tags
- User Graphic = $Axe
- User Anime Speed = 30
- Tool Cooldown = 30
- Tool Graphic = nil
- Tool Index = 0
- Tool Size = 1
- Tool Distance = 1
- Tool Effect Delay = 10
- Tool Destroy Delay = 20
- Tool Speed = 5
- Tool Cast Time = 0
- Tool Cast Animation = 0
- Tool Blow Power = 1
- Tool Piercing = true
- Tool Animation When = end
- Tool Animation Repeat = false
- Tool Special = nil
- Tool Target = false
- Tool Invoke Skill = 0
- Tool Guard Rate = 0
- Tool Knockdown Rate = 70
- Tool Sound Se = nil
- Tool Cooldown Display = false
- Tool Item Cost = 0
- Tool Short Jump = false
- Tool Through = true
- Tool Priority = 1
- Tool Hit Shake = false
- Tool Self Damage = false
- Tool Combo Tool = nil
- Important!: You CANNOT leave extra empty spaces between the tool variables
- definition, just copy and paste that variables to the note tags and edit values
- Here the terms explanation
- User Graphic = $Axe
- - This define the user graphic displayed when the tool is used, if you dont want
- to show graphic puts nil. If you want to show a COSTUMED graphic for the user
- writte the keyword custom then graphic name ex: custom $Hero_Skill
- User Anime Speed = 30
- - This define the user graphic animation speed when using the tool, the user
- stop movemnet and do step anime, time in frames
- Tool Cooldown = 30
- - Cooldown is the time you have to wait before using the tool, this gives
- balance to the tool system, time measured in frames
- Tool Graphic = nil
- - This define the tool graphic projectile showed when using the tool, in this
- case no graphic will be displayed, puts nil for not graphic showing
- Tool Index = 0
- - This defines graphic index of the tool graphic, so you can use a full sheet.
- and set the index of the used graphic
- Tool Size = 1
- - This defines the tool size measured in tiles, this tool has 1 tile size,
- Set greater numbers when you create big tools or area attacks
- Tool Distance = 1
- - This is the distance the projectile going to do, distance is measured in tiles
- this tools has only 1 tile of trajectory.
- Tool Effect Delay = 10
- - How long the tool going to take to make effect over a target? time measured in
- frames, tools such as bombs take a longer time to make effect so...
- Tool Destroy Delay = 20
- - How long the tool going to take to be destroyed? the time start counting when
- the tool distance is done, time measured in tiles.
- Tool Speed = 5
- - This defines the tool movement speed, choose a number between 1 to 6
- remeber that tools are represented by a character.
- Tool Cast Time = 0
- - This defines the Tools casting time, time measured in frames, this tool has
- not casting time, puts 0 for not casting time
- Tool Cast Animation = 0
- - Animation played when casting the tool, this is displayed if there is cas time
- obviously, change integer for the animation id
- Tool Blow Power = 1
- - This defines the target steps backwars when was hit by the tool, change the
- integer for tiles distance
- Tool Piercing = true
- - The tool going to pierce the enemy? change true or false
- Tool Animation When = end
- - This defines when the animation going to be played, you have 4 options
- end - Animation is played righ before destroyed
- acting - Animation is played when the tool is used
- hit - Animation is played when hit the target
- delay x - Animation is played when the tool detroy delay reachs
- the x integer, for example, a bomb display the animation after
- some delay before the tools is detroyed. change x for a number
- Tool Animation Repeat = false
- - This defines whether the animation going to be repeated, this only works
- if you set the animation to be played when 'acting'
- Tool Special = nil
- - This define tool special predefined behavior, you have 11 options available
- shield - The tool behave like a shield, this works for tagged armors
- and the state guard is applied to the user, when using it
- hook - The tools set the hookshot mode, hook can, grab, pull etc.
- area - Tool become an area atack around the caster, or target
- spiral - The tool become spiral attack, the user going to make some
- rounds, the number on rounds is equal to the Tool Distance
- boomerang - Tool becomes a boomerang, boomerang can grab drops, tagged
- events, and can be redirectioned with the input keys
- triple - Loads 3 projectiles at the time, 2 diagonals and 1 straigh
- quintuple - Loads 5 projectiles at the time, 2 diagonals, 2 cross and
- one straight forward
- octuple - Loads 8 projectiles in all direction including diagonals
- autotarget - The tool move straight and looks for a random target
- near the user
- random - Tool moves 2 steps forward and them make random movements
- common_event x - This is one of the most powerfull features of Pearl ABS
- this extract the move route from a common event to be used
- by the tool, everything you delcare in the move route will
- affect the tool, you can use the attack script calls inside
- the move route. (used to create tools such as summons)
- change x for the common event id
- Note: Tool special take some default values, for example the tool distance
- is reseted, tool targeting may be disabled, destroy delay reseted etc.
- Tool Target = false
- - This defines if the tool needs a target to be triggered, A scene selection is
- showed for the player, the followers picks a random target, enemies takes agro
- Tool Invoke Skill = 0
- - Deafault battle system for weapons invoke skill 1,for defending invoke skill 2
- So Pearl abs lets you invoke any skill when using a weapon or armor.
- set 0 if you want to take the defaults, skills and items invoke themself so...
- Tool Guard Rate = 0
- - This only work for armors tagged with tool special 'shield', this define
- the rate of guard of the shield, puts a number between 1 and 100
- when gaurd succes the user takes no damage, otherwise, take block damage
- Tool Knockdown Rate = 70
- - This is a great feature of pearl abs, tools are able to knock the target down
- for a short time in order to cancel casting spells etc, puts a number
- between 1 and 100
- Tool Sound Se = nil
- - Sound SE played when using the tool, if you dont want sounds puts nil
- Tool Cooldown Display = false
- - The cool down time is displayed on the skillbar when using a tool
- puts false if you dont want to display the cooldown
- Tool Item Cost = 0
- - This is the Pearl ABS ammo system, every single armor, weapon, item skills can
- have an item cost, puts the item id the tools needs to be triggered
- this is used to create tools likes, bows that consume arrows, bombs etc.
- Tool Short Jump = false
- - The tool going to guve a shor jump when triggered, change true or false
- Tool Through = true
- - Tools go through walls, trees, rocks etc?
- Tool Priority = 1
- - Priority of the tool, 0 = below characters, 1 = same as characters,
- 2 = above characters
- Tool Hit Shake = false
- - Do you want the screen to shake when the tool hit a target? true / false
- Tool Self Damage = false
- - Do you want the tool to damage the user? (example bombs can have self damage)
- Tool Combo Tool = nil
- - tools can have a combo chain, this tool has not a combo cuz is defined to nil
- if you want to make combos you have to put this parameters to define it
- type, id, chance, jump? . type is tool type: weapon, armor, item or skill
- id is the tool id, chance must be a number between 1 and 100, write jump if
- you want the user to jump if you dont want to jump writte nil
- here an example: weapon, 63, 75, jump
- uses weapon id 63 with a 75% chance and a jump will be performed (simple)
- * Optionals tools notetags
- <ignore_voices> When using the tool no battler voices are played
- <ignore_followers> The tool ignore damage to the followers
- ================================================================================
- =end
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