Falcao Pearl ABS Liquid v3 - Vodic
Falcao Pearl ABS Liquid v3 - Vodic
Falcao Pearl ABS Liquid v3 - Vodic
#
* 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
-
** Enemies
Enemy
Enemy
Enemy
Enemy
Enemy
Enemy
Enemy
Respawn Seconds = x
Respawn Animation = x
Knockback Disable = true
Lowhp 75% Switch = x
Lowhp 50% Switch = x
Lowhp 25% Switch = x
Lowhp 10% Switch = x
id
id
id
id
x
x
x
x
ramdom
ramdom
ramdom
ramdom
* Item notetags
Exclude From Tool Menu = true
Drop Quantity = x
* Features
-
Graphic = Damage3
Index = 6
pattern = 0
Direction = 2
Knockdown graphic
Graphic index
Graphic pattern
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
#===============================================================================
* 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
Enemy
Enemy
Enemy
Enemy
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
zoom_minimize
Enemy Body Increase x
================================================================================
* States, buffs and debuffs
States notetags are optional, few changes has been made listed below.
State Animation = x
- State animation id
<start_with_skill: a,b,c>
* Hookshot tags
This tags are used with the hookshot special tools, here some options available
<hook_grab: true>
<hook_pull: true>
* Boomerang tags
<boom_grab: true>
<boomed_start: true>
call
call
tool
Same
================================================================================
* 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
User
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Tool
Graphic = $Axe
Anime Speed = 30
Cooldown = 30
Graphic = nil
Index = 0
Size = 1
Distance = 1
Effect Delay = 10
Destroy Delay = 20
Speed = 5
Cast Time = 0
Cast Animation = 0
Blow Power = 1
Piercing = true
Animation When = end
Animation Repeat = false
Special = nil
Target = false
Invoke Skill = 0
Guard Rate = 0
Knockdown Rate = 70
Sound Se = nil
Cooldown Display = false
Item Cost = 0
Short Jump = false
Through = true
Priority = 1
Hit Shake = false
Self Damage = false
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
- This defines
end
acting
hit
delay x
When = end
when the animation going to be played, you have 4 options
- Animation is played righ before destroyed
- Animation is played when the tool is used
- Animation is played when hit the target
- 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
autotarget
Cost = 0
the Pearl ABS ammo system, every single armor, weapon, item skills can
item cost, puts the item id the tools needs to be triggered
used to create tools likes, bows that consume arrows, bombs etc.