Guest User

Script1 Falcao

a guest
Jan 22nd, 2016
134
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 29.11 KB | None | 0 0
  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. - Inniettata la patch Pearl ABS
  18. - Risolti i problemi delle Pose relativi alla morte
  19. - Implementato il Timer di respawn per i nemici
  20. - Risolto un problema col Veicolo
  21. - I nemici non possono più attaccarti mentre sei in un veicolo
  22. - Risolto un problema che blocca il PG a bordo di un veicolo mentre il seguace
  23. è in Deadposing
  24. - Aggiunto un sistema di Lowhp Switch che si attivano ogni volta che la salute
  25. del nemico scala di una certa percentuale.
  26. - Aggiunto un sistema per stipulare la quantità di un item che cade da un nemico
  27. - Risolto un problema relativo al tocco del danno nemico
  28. - Risolto un problema di visualizzazione relativo alla grafica personalizzata.
  29.  
  30. ## New Notetags!##
  31.  
  32. ** Enemies
  33.  
  34. Enemy Respawn Seconds = x - Tempo in secondi per il respawan di un nemico
  35. Enemy Respawn Animation = x - ID dell'animazione relativo al Respawn
  36. Enemy Knockback Disable = true - Rende un nemico immune al Knocked Back
  37. Enemy Lowhp 75% Switch = x - Quando l'HP del nemico è al di sotto del 75%
  38. si attiva la switch con id x
  39. Enemy Lowhp 50% Switch = x - Quando l'HP del nemico è al di sotto del 50%
  40. si attiva la switch con id x
  41. Enemy Lowhp 25% Switch = x - Quando l'HP del nemico è al di sotto del 25%
  42. si attiva la switch con id x
  43. Enemy Lowhp 10% Switch = x - Quando l'HP del nemico è al di sotto del 10%
  44. si attiva la switch con id x
  45. # Enemies characters notetags
  46. Adesso puoi impostare più di un Tool alla volta per i nemici. Questo renderà i
  47. nemici meno ripetitivi; tali comandi funzionano come segue: lo script prende
  48. l'ID di un Tool a caso dalla lista ogni qualvolta viene eseguito il comando.
  49. La lista può essere infinita.
  50.  
  51. rand_skill(x,x,x) Gli ID delle Skill presi a caso dai nemici
  52. rand_item(x,x,x) Gli ID degli Item presi a caso dai nemici
  53. rand_weapon(x,x,x) Gli ID delle Weapon presi a caso dai nemici
  54. rand_armor(x,x,x) Gli ID delle Armor presi a caso dai nemici
  55.  
  56. * Item notetags
  57. Exclude From Tool Menu = true - Esclude l'oggetto dal Menu di selezione dei
  58. Tool
  59. Drop Quantity = x - La quantità di oggetti che cade dal nemico
  60. (item, weapon, armor)
  61.  
  62. --------------------------------------------------------------------------------
  63. ## The Fantastic Pearl ABS Patch injection notetags ##
  64.  
  65. Questa opzione consente te di usare le icone dall'Iconset per performare
  66. animazioni per i Tools; utile per quelle persone che non sono in grado di creare
  67. elementi grafici.
  68.  
  69. * User and projectiles iconset graphic instructions
  70.  
  71. Contrassegna qualunque Weapon, Armor, Item o Skill con i seguenti tag di nota.
  72.  
  73. User Iconset = animated - Hai a disposizione 3 opzioni: animated, static,
  74. shielding.
  75. Animated sfrutta 3 modelli di effetto oscillante.
  76. Static ne sfrutta solo uno. Mentre Shielding ha
  77. effetto nell'utilizzo di uno scudo.
  78.  
  79. Nota: gli User Iconset sono compatibili con gli Sprite Piccoli e Predefiniti del
  80. RMVX Ace engine.
  81.  
  82. Projectile Iconset = animated - Hai a disposizione 2 opzioni: animated e static.
  83. Animated sfrutta un effetto di zoom in e zoom
  84. out. Static non sfrutta alcun effetto.
  85.  
  86. Note: I Projectile Iconset possono essere usati con i Characters Grandi e
  87. Predefiniti.
  88. ================================================================================
  89.  
  90. Version liquid v2 change log
  91. - Anime speed Enchanted
  92. - New dead poses for actors and enemies
  93. - Combo feature now support infinite combo chains (rather than 2)
  94. - Added compatibility with bigger characters actors,
  95. - New Universal molde provided for bigger characters and normal ones
  96. - added more configuration to the modules
  97. - Hp and Mp bars now has the option to display pictures instead script drawing
  98. - New single player option (disable the M Key and K is used to call tool menu)
  99. - Added TP display to the damage pop mechanism
  100. - Fixed minor bug when allowing tool usage while using the shield
  101. - Added new note tag for actors and enemies, Hit Voices = se, se, se
  102. - Added new note tag to avoid battler voices when using specific skills
  103. - added new notetag for enemies, Enemy Dead Pose = true , use it if you want
  104. the enemy to show the knockdown pattern when die rather than erase it
  105. - Hidden note tags revealed (read the documentation manual ^^)
  106. - Added new stage Falcao son (just to show up how to create debasting tools)
  107.  
  108. Do you already have liquid v1 installed? just remove your old pearl scripts and
  109. and replece it with liquid v2 (core script remains the same)
  110.  
  111. ================================================================================
  112. * Manual
  113.  
  114. The first thing you need to know is this script uses all the database
  115. parameters to work, same as the default battle engine with few exemptions
  116.  
  117. Read this documentation and learn about the great features this script has
  118. for a professional game development.
  119.  
  120. This script comes with 9 separate script pieces (excluding the documentation)
  121. You can find some customization modules at the top of each piece.
  122.  
  123. * Installation
  124.  
  125. Copy and paste all the script shelf to an empty slot below main
  126. Export the graphics provided in Character, Animation and pictures folder (few
  127. graphics provided) Take a look at the database and see what is note tagged,
  128. export the animations and the tools, exporting the databse is optional but it
  129. may help you for samples. done!.
  130.  
  131. If you are using my FA Interactive system 2.0 make sure you have the lite
  132. version and paste it ABOVE this sytem
  133. If you are using my Mouse System buttons script make sure you have the latest
  134. version. Get the latest version at. http://falcaorgss.wordpress.com/
  135. If you are using my Pets Servants paste the pet script ABOVE the 10 pieces
  136.  
  137. * Terms and license
  138.  
  139. - Do credit me Falcao as the creator of this ABS system
  140. - You can modify anything you want
  141. - You are allowed to distribute this material in any webpage
  142. - Do not remove the header of any script shelf
  143. - You are free to use this script in non-comercial projects, for comercial
  144. projects contact me [email protected]
  145.  
  146. * Features
  147.  
  148. - Full and easy to use ABS engine
  149. - Create any tool from your imagination most easy than ever
  150. - Universal anime graphics, any character can use the graphics including enemies
  151. - Advance Projectile system
  152. - Knockdown feature enable (you give the tool a chance to knockdown a target)
  153. - Tool casting time enabled
  154. - Tool Cooldown enable (the time you have to wait before use the tool again)
  155. - Cooldown coutdown displayed on the toolbar
  156. - Ammo system
  157. - Tool special movements (able to load a moveroute from a common event)
  158. - Tool multiprojectiles enable, you can load upto 8 projectiles at the time
  159. - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created
  160. - States animation anable (up to 5 icons displayed on map)
  161. - Buffs and debuffs enable (up to 5 icons displayed on map)
  162. - You can assing up to 8 tools to the skillbar (overpowered dont?)
  163. - Input module, default keys are no used by this system
  164. - Area, ranged, spin attacks, target selection enabled
  165. - Invoke skills for weapon and armors enabled
  166. - Interactive enemies with knockdown, sensor enabled
  167. - Enemies use any tool that the player or follower does
  168. - Enemy battler enabled, so you decide if you want display the battler graphic
  169. - Enemies are able to heal themselfs, have allies enemies etc
  170. - Enemy die commands, collapse animations etc.
  171. - Party system! your followers have a command to start figting
  172. - Followers are able to heal allies, player etc
  173. - Smart targeting system, followers choose an individual enemy to attack
  174. - Agro system, followers and player have a chance to get the agro of the enemy
  175. - Token system (you tag any event to start when was hit by a tool)
  176. - Tool targeting system, autotarget, etc
  177. - Player selection scene enabled
  178. - Quick skill bar enabled
  179. - Item pop up enabled
  180. - Antilag enabled
  181. - Lag free
  182. - Summon system. you can command the tool to use tools by using a common event
  183. move route as manager action.
  184. - Enemies states, buff and debuff display
  185. - Combo system for the tools ( you can create an epic combo chain)
  186. - Mouse support! you can trigger tools by cliking the skillbar icons!
  187.  
  188. * I didnt mention all the features this script comes with, find the rest by
  189. yourself
  190.  
  191. -----------------------
  192. * Things you need to know
  193.  
  194. What is a knockdown? Knockdown is a parameters included with this system,
  195. tools have a chance to knock an enemy down, if an user is casting a spell
  196. the knockdown can interrupt it, and also stop the movement for few frames,
  197. the knock down needs a graphic to make the effect, the RTP comes with tons
  198. of knockdownned sprites use them or create your owns with the generator
  199.  
  200. What is Agro? agro is a parameter of Pearl abs, when the player or follower hit
  201. an enemy they provoke the enemy to attack them, the player by default has more
  202. agro than followers. Its is more probably that enemies attacks the player
  203.  
  204. The followers can use only one tool while in battle, why? becouse you dont want
  205. to win all the battles, just imagine your folllowers using all theirs tools,
  206. that will be overpowered, the player has eight tools right in the skill bar so..
  207.  
  208. There is a menu in game where you decide which tool slot use as a follower
  209.  
  210. Benefical items and skills can be used without any note tags, meaning
  211. that you can use them freely, benefical tools are those who have
  212. scopes for one ally, all allies, dead allies etc. apply to enemies too
  213.  
  214. Weapons and armors needs the note tag system to work since they dont have
  215. scopes. is they are not note tagged simple you will not able to use them in map
  216.  
  217. Enemies can use weapons armors and items too. ammo system is infinite for enemie
  218. since they are suppose to have their own munition wallet. Weapon parameters
  219. apply to enemies when use it but features are ignored
  220.  
  221. You can convert a weapon and armor to a skill using the Invoke skill feature
  222. meaning that you will use the weapon but with the properies of the invoked skill
  223.  
  224. This script is completely free of lag, it have a well worked optimized kernel
  225. but do not abuse and use everything with moderation.
  226.  
  227. #===============================================================================
  228. * Actors Notetags
  229.  
  230.  
  231. Knockdown Graphic = Damage3 - Knockdown graphic
  232. Knockdown Index = 6 - Graphic index
  233. Knockdown pattern = 0 - Graphic pattern
  234. Knockdown Direction = 2 - Graphic direction
  235.  
  236. The example above shows Ericks knockdown graphic set up, you can leave it blank
  237. but, it is better to have a knock down graphic in order to make the effect work
  238.  
  239. Battler Voices = se, se, se - If you want to play actor voices when attac
  240. puts se files name separate by commas
  241.  
  242. Hit Voices = se, se, se - Do you want to play voices when was hit?
  243. replace se with the sound file name
  244.  
  245. #===============================================================================
  246. * Enemies
  247.  
  248. To create an enemy first create an event then in the name box writte
  249. <enemy: x> - Change x for the enemy id in the database
  250.  
  251. There are 3 types of events enemies you can create in Pearl ABS
  252.  
  253. Type one BASIC:
  254. Just tag the event name as enemy and there you go
  255.  
  256. Type two SENSORIAL
  257. This type needs a second event page as a condition the self switch 'B' on
  258. When the player is near the enemy, the enemy will activate that self switch and
  259. there you can give the enemy attacks etc
  260.  
  261. Type three ACTION
  262. This include the basic and sensorial, but requireds a third page to show up the
  263. Knockdown graphic or whatever ir order to make the knockdown to make effect.
  264. At third page put as condition Self switch 'C' by default
  265.  
  266. See game demo for examples, the most used is the Type ACTION
  267.  
  268. How to commands enemies to attack?
  269. It is very simple, From the event enemy 'Autonomous Movement' use the
  270. followings mini script calls.
  271.  
  272. use_weapon(x)
  273. use_armor(x)
  274. use_item(x)
  275. use_skill(x)
  276.  
  277. Change x for the tool id
  278.  
  279.  
  280. ---------------------------------
  281. * Enemies Notetags (in databse)
  282.  
  283. First thing to know is enemies notetags in the database are optional, this note
  284. tags are used for some extra customization in the enemies.
  285.  
  286. Enemy Touch Damage Range = x - If you want the enemy to damage actor by contact
  287. use this tag, change x for the distance in tiles
  288. Enemy Sensor = x - Distance in tiles the enemy can see the player,
  289. the default value is 6
  290.  
  291. Enemy Object = true - The enemy becomes an object, damage pop is no
  292. showed, and some features has been disable
  293. this is used to create enemies like traps or,
  294. objects like grass where you can get some drop
  295.  
  296. Enemy Boss Bar = true - This make the enemy to display a big boss HP bar
  297. Enemy Battler = true - Do you want the enemy to show battler graphic?
  298. Enemy Breath = true - Do you want the enemy to breath?
  299. Enemy Die Animation = x - Change x for animation id
  300.  
  301. Enemy Kill With Weapon = a,b,c - The enemy becomes invulnerable for all tools an
  302. can be killed only by the given tool ids, you
  303. can puts all the ids you want separated by comma
  304. Enemy Kill With Armor = a,b,c - Samething than weapons
  305. Enemy Kill With Item = a,b,c - Samething than weapons
  306. Enemy Kill With Skill = a,b,c - Samething than weapons
  307.  
  308. Enemy Collapse Type = x - Change x for one of this 4 options available
  309. zoom_vertical
  310. zoom_horizontal
  311. zoom_maximize
  312. zoom_minimize
  313.  
  314. Enemy Body Increase x - By default all enemies has 1 tile of size but that
  315. can be changed with this command, you have only two
  316. sizes available, 1 = increase doble, 2 = triple.
  317. change x for 1 or 2. (this is used for big enemies)
  318.  
  319. Enemy Die Switch = x - Change x for switch id to activate when enemy die
  320. Enemy Die Variable = x - Change x for variable id you want to increase + 1
  321. when enemy die
  322. Enemy Die Self Switch x - Change x for the self switch capital letter you
  323. want to activate when enemy die
  324.  
  325. Hit Jump = false Disable enemy jump when was hit
  326.  
  327. Battler Voices = se, se, se - If you want to play enemy voices when attack
  328. puts se files name separate by commas
  329.  
  330. Enemy Dead Pose = true - Do you want the enemy to display the knockdown
  331. graphic when die? this is the dead pose and it only
  332. work when a knockdown graphic is defined
  333.  
  334. Hit Voices = se, se, se - Do you want to play voices when was hit?
  335. replace se with the sound file name
  336.  
  337. Enemy Die Transform = x - Do you want to transform the enemy when die?
  338. change x for the enemy id
  339.  
  340. ================================================================================
  341. * States, buffs and debuffs
  342.  
  343. States notetags are optional, few changes has been made listed below.
  344.  
  345. State Animation = x - State animation id
  346.  
  347. State Effect Rand Rate = x - This apply only for HP, MP and TP regen Exparam
  348. this calculate how often the state will affect
  349. the target. change x for a number between 100
  350. and 1000.
  351.  
  352. How states are removed?
  353. As you know this is an ABS system NOT turn battle system, to remove the states
  354. check the boxes 'Remove by Damage' or 'Remove by Walking' in the databse
  355. If you choose remove by walking the steps will be equal to seconds, 10 steps
  356. equal to 10 seconds of duration, doesnt matter if the target is moving or not
  357.  
  358. * Buffs and Debuffs
  359. If you create a skill that gives buffs or debuffs, the turns stated in databse
  360. will be equal to seconds of duration, 10 turns equal to 10 seconds
  361.  
  362. ================================================================================
  363. - Events Tags
  364.  
  365. * Token tags
  366. This tags goes into event comment and are mostly used for normal events to
  367. create some puzzles.
  368.  
  369. <start_with_weapon: a,b,c>
  370. <start_with_armor: a,b,c> - Puts tool ids you want the event to start with
  371. <start_with_item: a,b,c> you can put as many ids needed
  372. <start_with_skill: a,b,c>
  373.  
  374. * Hookshot tags
  375. This tags are used with the hookshot special tools, here some options available
  376.  
  377. <hook_grab: true> - The hook can grab this event
  378. <hook_pull: true> - The hook will pull the user from x to event position
  379.  
  380. * Boomerang tags
  381.  
  382. <boom_grab: true> - The event can be grabbed by the boomerang
  383. <boomed_start: true> - The event start when you succes grabbed the event
  384.  
  385. Note: Boomerangs can grab drops automatically
  386. ================================================================================
  387. * Pearl ABS Input System
  388.  
  389. Pearl ABS Skillbar has 9 buttons available, here the list of the default ones
  390. - F key trigger weapons attacks
  391. - G key trigger armor tool (shields types)
  392. - H, J trigger items tools
  393. - R, T, Y, U trigger skill attacks
  394. - K trigger follower attacks, keep pressing for 3 seconds to cancel
  395. the battle
  396.  
  397. Note: the Player is reponsible for command the followers to attack, sometimes
  398. the followers stop fighting when his target dies, you are responsible to
  399. command the follower to attack again.
  400.  
  401. - N key call the quick tool selection window
  402. - M key call the Player selection window, there you set up the follower
  403. tool slot usage too.
  404. - B key Same as cancel key X
  405.  
  406. ================================================================================
  407. * Useful script calls
  408.  
  409. - $game_party.set_item(actor, item, slot)
  410. Use this command if you want to set automatically an item to the skillbar
  411. change actor for actor id, item for item id, slot for the slot name symbol
  412. Exp: $game_party.set_item(1, 20, :H)
  413.  
  414. - $game_party.set_skill(actor, skill, slot) - samething as items
  415.  
  416. - SceneManager.call(Scene_QuickTool) - call the quick tool window manually
  417. - SceneManager.call(Scene_CharacterSet) - call the player slection manually
  418.  
  419. - $game_player.pop_damage('something') - display pop text over the player
  420. - $game_map.events[id].pop_damage('') - display pop text over the event id
  421.  
  422. ================================================================================
  423. * Tools Notetags
  424.  
  425. Tools are the weapon, armor, items and skills used in the map to damage enemies
  426.  
  427. Here i going to explain you how to create your own tools to be used on map, and
  428. the explanation of each term definition, The example below how to create a
  429. usable Axe on map.
  430.  
  431. Copy this tool settings to any Weapon, Armor, Item, Skill note tags
  432.  
  433. User Graphic = $Axe
  434. User Anime Speed = 30
  435. Tool Cooldown = 30
  436. Tool Graphic = nil
  437. Tool Index = 0
  438. Tool Size = 1
  439. Tool Distance = 1
  440. Tool Effect Delay = 10
  441. Tool Destroy Delay = 20
  442. Tool Speed = 5
  443. Tool Cast Time = 0
  444. Tool Cast Animation = 0
  445. Tool Blow Power = 1
  446. Tool Piercing = true
  447. Tool Animation When = end
  448. Tool Animation Repeat = false
  449. Tool Special = nil
  450. Tool Target = false
  451. Tool Invoke Skill = 0
  452. Tool Guard Rate = 0
  453. Tool Knockdown Rate = 70
  454. Tool Sound Se = nil
  455. Tool Cooldown Display = false
  456. Tool Item Cost = 0
  457. Tool Short Jump = false
  458. Tool Through = true
  459. Tool Priority = 1
  460. Tool Hit Shake = false
  461. Tool Self Damage = false
  462. Tool Combo Tool = nil
  463.  
  464. Important!: You CANNOT leave extra empty spaces between the tool variables
  465. definition, just copy and paste that variables to the note tags and edit values
  466.  
  467. Here the terms explanation
  468.  
  469. User Graphic = $Axe
  470. - This define the user graphic displayed when the tool is used, if you dont want
  471. to show graphic puts nil. If you want to show a COSTUMED graphic for the user
  472. writte the keyword custom then graphic name ex: custom $Hero_Skill
  473.  
  474. User Anime Speed = 30
  475. - This define the user graphic animation speed when using the tool, the user
  476. stop movemnet and do step anime, time in frames
  477.  
  478. Tool Cooldown = 30
  479. - Cooldown is the time you have to wait before using the tool, this gives
  480. balance to the tool system, time measured in frames
  481.  
  482. Tool Graphic = nil
  483. - This define the tool graphic projectile showed when using the tool, in this
  484. case no graphic will be displayed, puts nil for not graphic showing
  485.  
  486. Tool Index = 0
  487. - This defines graphic index of the tool graphic, so you can use a full sheet.
  488. and set the index of the used graphic
  489.  
  490. Tool Size = 1
  491. - This defines the tool size measured in tiles, this tool has 1 tile size,
  492. Set greater numbers when you create big tools or area attacks
  493.  
  494. Tool Distance = 1
  495. - This is the distance the projectile going to do, distance is measured in tiles
  496. this tools has only 1 tile of trajectory.
  497.  
  498. Tool Effect Delay = 10
  499. - How long the tool going to take to make effect over a target? time measured in
  500. frames, tools such as bombs take a longer time to make effect so...
  501.  
  502. Tool Destroy Delay = 20
  503. - How long the tool going to take to be destroyed? the time start counting when
  504. the tool distance is done, time measured in tiles.
  505.  
  506. Tool Speed = 5
  507. - This defines the tool movement speed, choose a number between 1 to 6
  508. remeber that tools are represented by a character.
  509.  
  510. Tool Cast Time = 0
  511. - This defines the Tools casting time, time measured in frames, this tool has
  512. not casting time, puts 0 for not casting time
  513.  
  514. Tool Cast Animation = 0
  515. - Animation played when casting the tool, this is displayed if there is cas time
  516. obviously, change integer for the animation id
  517.  
  518. Tool Blow Power = 1
  519. - This defines the target steps backwars when was hit by the tool, change the
  520. integer for tiles distance
  521. Spinge indietro il nemico di x tile quando colpito o ucciso.
  522.  
  523. Tool Piercing = true
  524. - The tool going to pierce the enemy? change true or false
  525.  
  526. Tool Animation When = end
  527. - This defines when the animation going to be played, you have 4 options
  528. end - Animation is played righ before destroyed
  529. acting - Animation is played when the tool is used
  530. hit - Animation is played when hit the target
  531. delay x - Animation is played when the tool detroy delay reachs
  532. the x integer, for example, a bomb display the animation after
  533. some delay before the tools is detroyed. change x for a number
  534.  
  535. Tool Animation Repeat = false
  536. - This defines whether the animation going to be repeated, this only works
  537. if you set the animation to be played when 'acting'
  538.  
  539. Tool Special = nil
  540. - This define tool special predefined behavior, you have 11 options available
  541. shield - The tool behave like a shield, this works for tagged armors
  542. and the state guard is applied to the user, when using it
  543. hook - The tools set the hookshot mode, hook can, grab, pull etc.
  544. area - Tool become an area atack around the caster, or target
  545. spiral - The tool become spiral attack, the user going to make some
  546. rounds, the number on rounds is equal to the Tool Distance
  547. boomerang - Tool becomes a boomerang, boomerang can grab drops, tagged
  548. events, and can be redirectioned with the input keys
  549. triple - Loads 3 projectiles at the time, 2 diagonals and 1 straigh
  550. quintuple - Loads 5 projectiles at the time, 2 diagonals, 2 cross and
  551. one straight forward
  552. octuple - Loads 8 projectiles in all direction including diagonals
  553. autotarget - The tool move straight and looks for a random target
  554. near the user
  555. random - Tool moves 2 steps forward and them make random movements
  556. common_event x - This is one of the most powerfull features of Pearl ABS
  557. this extract the move route from a common event to be used
  558. by the tool, everything you delcare in the move route will
  559. affect the tool, you can use the attack script calls inside
  560. the move route. (used to create tools such as summons)
  561. change x for the common event id
  562.  
  563.  
  564. Note: Tool special take some default values, for example the tool distance
  565. is reseted, tool targeting may be disabled, destroy delay reseted etc.
  566.  
  567. Tool Target = false
  568. - This defines if the tool needs a target to be triggered, A scene selection is
  569. showed for the player, the followers picks a random target, enemies takes agro
  570.  
  571. Tool Invoke Skill = 0
  572. - Deafault battle system for weapons invoke skill 1,for defending invoke skill 2
  573. So Pearl abs lets you invoke any skill when using a weapon or armor.
  574. set 0 if you want to take the defaults, skills and items invoke themself so...
  575.  
  576. Tool Guard Rate = 0
  577. - This only work for armors tagged with tool special 'shield', this define
  578. the rate of guard of the shield, puts a number between 1 and 100
  579. when gaurd succes the user takes no damage, otherwise, take block damage
  580.  
  581. Tool Knockdown Rate = 70
  582. - This is a great feature of pearl abs, tools are able to knock the target down
  583. for a short time in order to cancel casting spells etc, puts a number
  584. between 1 and 100
  585.  
  586. Tool Sound Se = nil
  587. - Sound SE played when using the tool, if you dont want sounds puts nil
  588.  
  589. Tool Cooldown Display = false
  590. - The cool down time is displayed on the skillbar when using a tool
  591. puts false if you dont want to display the cooldown
  592.  
  593. Tool Item Cost = 0
  594. - This is the Pearl ABS ammo system, every single armor, weapon, item skills can
  595. have an item cost, puts the item id the tools needs to be triggered
  596. this is used to create tools likes, bows that consume arrows, bombs etc.
  597.  
  598. Tool Short Jump = false
  599. - The tool going to guve a shor jump when triggered, change true or false
  600.  
  601. Tool Through = true
  602. - Tools go through walls, trees, rocks etc?
  603.  
  604. Tool Priority = 1
  605. - Priority of the tool, 0 = below characters, 1 = same as characters,
  606. 2 = above characters
  607.  
  608. Tool Hit Shake = false
  609. - Do you want the screen to shake when the tool hit a target? true / false
  610.  
  611. Tool Self Damage = false
  612. - Do you want the tool to damage the user? (example bombs can have self damage)
  613.  
  614. Tool Combo Tool = nil
  615. - tools can have a combo chain, this tool has not a combo cuz is defined to nil
  616. if you want to make combos you have to put this parameters to define it
  617. type, id, chance, jump? . type is tool type: weapon, armor, item or skill
  618. id is the tool id, chance must be a number between 1 and 100, write jump if
  619. you want the user to jump if you dont want to jump writte nil
  620. here an example: weapon, 63, 75, jump
  621. uses weapon id 63 with a 75% chance and a jump will be performed (simple)
  622.  
  623. * Optionals tools notetags
  624. <ignore_voices> When using the tool no battler voices are played
  625. <ignore_followers> The tool ignore damage to the followers
  626.  
  627. ================================================================================
  628.  
  629. =end
Add Comment
Please, Sign In to add comment