falcao pearl abs liquid v3 common event note tag

TRULYTWIST3D

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hello every one, this is a great script and i would love to use it, but i cant use it until i fully understand how to call a common event from a weapon

(also invoked skill from a weapon) 

my problem is, my sprites are larger and need to be animated with the weapon swinging. in order to do this, when the tool is being used i need to call a common event that has a move route that changes the actors graphic 

when i take the basic axe tool and tell it to run common event 2 (no matter what common event 2 does, be it only playing a SE or a the move route)

User Graphic = $Axe

User Anime Speed = 18

Tool Cooldown = 20

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 = common_event 2

Tool Target = false

Tool Invoke Skill = 0

Tool Guard Rate = 0

Tool Knockdown Rate = 40

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

 

it does these two things, one, it doesnt call the common event. two the hit animation, or projectile tool no longer play infront of the character, it plays ontop of the character.

 

example, if the tool shot an arrow, rather than the arrow shooting out infront, the arrow appears ontop of the actor and dissapears

 

so if i tell a weapon to call a common event it just breaks the weapon and doesnt call the common event. even though, from what ive seen from the documentation it should just be that simple

 

thank you for help in advance
 

Andar

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please link to the script you're having a problem with
 

nightdragon

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Go to the rpgmaker vx ace community site and ask the creator of the script.
 

TRULYTWIST3D

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^ lol

i have asked him, awaiting a reply...

if you cant help though, or dont know how to help, please dont tell me to go else where, there are plenty of others who can potentially help.

your post was not helpful, not trying to be rude.
 

Dymdez

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Could you be more specific about your question... ? The following probably won't help, but if you need a reference on how his common event special works, just check the demo.

Falcao only has 1 example of the tool special = common whatever

It's a guardian that heals you. "Summon Holy Servant"

User Graphic = nil
User Anime Speed = 60
Tool Cooldown = 5000
Tool Graphic = Spiritual
Tool Index = 4
Tool Size = 1
Tool Distance = 1
Tool Effect Delay = 12
Tool Destroy Delay = 3000
Tool Speed = 6
Tool Cast Time = 120
Tool Cast Animation = 141
Tool Blow Power = 0
Tool Piercing = true
Tool Animation When = acting
Tool Animation Repeat = false
Tool Special = common_event 1
Tool Target = false
Tool Invoke Skill = 0
Tool Guard Rate = 0
Tool Knockdown Rate = 0
Tool Sound Se = nil
Tool Cooldown Display = true
Tool Item Cost = 0
Tool Short Jump = true
Tool Through = true
Tool Priority = 1
Tool Hit Shake = false
Tool Self Damage = false
Tool Combo Tool = nil
It calls common event 1, which "summons" the character listed in "tool graphic" above. The character (not the actor) executes the move route in common event 1.
 
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TRULYTWIST3D

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yes ive checked his sample. and i fully understand how its done. he set up a skill, and set the skills tool graphic (projectile graphic) to spiritual. he uses tool special = common_event 1 to call common event 1

the common event has a move route set to "this event" so that it controls the tool graphic

in order to make a new tool that uses a common event it should be as simple as set up a new tool, create a common event, then link the common event using the note tag "tool special = common_event x" 

this is the problem i am having as an example, i have common event 2 play SE bell3 when called. the common event does nothing else.

i have a weapon tool. this weapon when working normally will show a slash animation in front of the player

i use tool special = common_event 2 note tag in the weapon tool.

now when the weapon is used, it does not call the common event to play SE bell3 and the slash animation now plays on top of the player rather than in front
 

Dymdez

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Are you playing the SE in a move route? What are you using for your tool graphic? Try using a transparent graphic and assigning it, that might fix it.

I have the same animation bug problem too, havent been able to figure it out.
 

TRULYTWIST3D

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i think ive tried both in a move route and outside a move route, i dont quite remember and ive been working all day i can try in a move route again. if it needs a tool graphic to work (transparent or not) and tools can only use move routes in the common events, that would be disappointing, even if thats true its still a great system, just being able to run a full common event on attack has so many possibilities 
 

Dymdez

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Really? I think it's setup kinda poorly.. You can't have enemies attack enemies, well what kinda nonsense is that :)

Am i missing something here, Falcao calls this the most powerful part of the script but it seems pretty limited? A summon that heals hp or mp, what else?
 
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Andar

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I admit that I never worked with any ABS, but there is one thing that might be the cause:


By default, any skill or item can only call a single common event - if you assign more than one common event to it, the extra event will be ignored and only one called.


An ABS script changes a lot, but I doubt that this limitation would be changed. So - is there already a common event assigned to the tool somewhere else?
 

TRULYTWIST3D

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no, the tool is only calling on common event, even so, a common event can call another common event. calling a common event with another common event should work around only being able to link one common event 

EDIT *****

ok so i tested out playing bell3 in a move route with the move route set to "this event" it works. anything outside the move route doesnt work. also if the move route is set to anything other than "this event" it doesnt work. so it seems the tool can only see move routes set to "this event" which is pretty limited. move routes can call scripts though which i suppose could open up some options.

however, it still breaks the attack. not only does the animation play on top of the player but the "attack" also is on top of the player so it wont damage enemies unless they are on top of you. this limits using common events to only skills that dont damage enemies (kinda, you can still make a summon that runs and attack enemies i think, i havnt tested) there still has to be a way around it, but still waiting falcao to reply. 
 
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Ryoshu

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ive used this script before and have done alot with it. im not sure what ur getting at though. private message me with more detils and maybe i can help u.
cheers~
 

TRULYTWIST3D

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i think its pretty strait forward if you read through previous posts, if you can help, ide like it to be on the forum page rather than in a PM for the benefit of others

if youve done alot with the script, what have you been able to do with common events used by tools? if youve used the script it should be pretty strait forward what that means, unless you were using an older version of the script, since common events used by tools is a more recent addition to the script.

my original question was more of a "how to?" and "what am i doing wrong?" question. Now its more of "can it be done?" question.

After testing dymdez's suggestions it seems like the tools can only read move routes in the common event that it calls if the move route is set to control "this event" and everything else is ignored in the common event. 

what we want is for a tool to call a common event and read everything, not just the move routes, if that is possible. 

if you could give us examples of tools you have made that use the common event feature of the script it may shed some light on how the feature works and help solve the issue
 

nightdragon

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^ lol

i have asked him, awaiting a reply...

if you cant help though, or dont know how to help, please dont tell me to go else where, there are plenty of others who can potentially help.

your post was not helpful, not trying to be rude.
 sorry I didn't mean to be so commanding. Im actually using that script myself. Try using a switch within the move route. when the switch Is on you can do anything. I got my weapon to do weather effects.
 

TRULYTWIST3D

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ty for the suggestion lol... i actually just thought of that this morning on my way to get an oil change lol. this solves the limitation issues.

your weapon that causes weather effects, is it like a sword, or is it a skill? if its a sword (bow, axe, mace, etc.) how did you get it to attack correctly and call the common event at the same time? 

i have an idea of how to solve the attack issue, i need to test it though, but if there is an easier way that you know of that would be better.

it would sorta be set up like a combo, 

set up one weapon ( weapon A ) with graphic set to nil and another set up to how you want the attack ( weapon B ), have weapon A call the common event which the move route turns on a switch and the move route uses the script call to use weapon B. so its much like a combo only hopefuly less delay and looks like one single attack.

but that seems rather roundabout so if there is a more direct way i would rather use that
 
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Dymdez

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Post the tool tags for these weapons,  I'm curious
 

TRULYTWIST3D

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i havnt tested it yet, most of these replies i make from my phone, if you want to test it, just make a tool that basically does nothing except call the common event and another tool that is the weapon you want to attack with. make the move route have a script call to use the weapon you want to attack with. i dont remember what the script call is off the top of my head but it should be in the summon sample falcao gave.
 

nightdragon

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The weather effects was just a sample test to see if it would work. It was a sword.

User Iconset = animated
User Graphic = nil
User Anime Speed = 18
Tool Cooldown = 20
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 = common_event 3
Tool Target = false
Tool Invoke Skill = 0
Tool Guard Rate = 0
Tool Knockdown Rate = 40
Tool Sound Se = nil
Tool Cooldown Display = false
Tool Item Cost = 0
Tool Short Jump = false
Tool Through = false
Tool Priority = 1
Tool Hit Shake = false
Tool Self Damage = false
Tool Combo Tool = nil

The sword calls common event 3. Turn on switch. Then I made an extra event within the map that had weather effects set to auto. I think I would need to put that event on every map though if I left the map. Are you using a custom graphic for your weapon? Have you tried putting that graphic in a 32 x 32 pixel grid?  Or use a image program to change the position of your weapon?
 
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TRULYTWIST3D

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tested my idea, it doesnt work lol. the problem has nothing to do with the graphic, it has to do with the actual attack, what causes damage.

how exactly does your weapon cause damage? can you post a screenshot of your database and the weapon these tags belong to?
 
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