- Joined
- Jul 11, 2014
- Messages
- 82
- Reaction score
- 172
- First Language
- Eglish
- Primarily Uses
- RMVXA
Hello everyone.
After some weeks of trying to figure out how to add a switch to pause state count and cooldown count for Pearl ABS.
I tried several edits on my own but I guess simply placing a "if switch" did not do the trick.
I am using Falcao Pearl ABS Liquid V3 and Bug Fixes for Falcao's Pearl ABS Liquid v3 by Sixth. Which I believe mainly cause the colldown and states to count down per second. I am using more from Sixth that modify the pearl abs. But they all are linked to the scripts I linked.
I want to put a switch so that if it is false that the count down for both cooldowns, state effect trigger and the state count down is paused until the switch is true.
On top of that I want to be able to adjust the amount of time a count down will trigger. For example now it is 60 frames I would like to be able to adjust that to a number I find fitting within my game.
I need this for a "on map turn based" Roguelike style. Where cooldowns and states are triggered after a turn. Therefore I believe placing a switch is the best way around while using the Pearl ABS.
Thank you
Edit:
I figure out where to place the switch for State and Cooldown. It is working pretty good now.
How it works: whenever the player moves or does an action the switch 3 will trigger and lasts for 5 frames for all events to do their turn. I change the number "-= 1" to 12 so that my turn would be seen as 5 frames(1 second). I am still testing this I might make it 10 frames but it might slow down the gameplay.
Down below I have the edits for those that are interested.
I guess there might even be a way to improve my clumsy edits. XD
So feel free to help
Where is says "Edit by DD" is what I have modified.
After some weeks of trying to figure out how to add a switch to pause state count and cooldown count for Pearl ABS.
I tried several edits on my own but I guess simply placing a "if switch" did not do the trick.
I am using Falcao Pearl ABS Liquid V3 and Bug Fixes for Falcao's Pearl ABS Liquid v3 by Sixth. Which I believe mainly cause the colldown and states to count down per second. I am using more from Sixth that modify the pearl abs. But they all are linked to the scripts I linked.
I want to put a switch so that if it is false that the count down for both cooldowns, state effect trigger and the state count down is paused until the switch is true.
On top of that I want to be able to adjust the amount of time a count down will trigger. For example now it is 60 frames I would like to be able to adjust that to a number I find fitting within my game.
I need this for a "on map turn based" Roguelike style. Where cooldowns and states are triggered after a turn. Therefore I believe placing a switch is the best way around while using the Pearl ABS.
Thank you
Edit:
I figure out where to place the switch for State and Cooldown. It is working pretty good now.
How it works: whenever the player moves or does an action the switch 3 will trigger and lasts for 5 frames for all events to do their turn. I change the number "-= 1" to 12 so that my turn would be seen as 5 frames(1 second). I am still testing this I might make it 10 frames but it might slow down the gameplay.
Down below I have the edits for those that are interested.
I guess there might even be a way to improve my clumsy edits. XD
So feel free to help
Where is says "Edit by DD" is what I have modified.
Code:
# cooldown update
def eval_cooldown(operand)
if $game_switches[3] == true# Edit by DD
for sub in operand
sub.skill_cooldown.each {|sid, sv| # skill
if sub.skill_cooldown[sid] > 0
sub.skill_cooldown[sid] -= 12# Edit by DD
sub.skill_cooldown.delete(sid) if sub.skill_cooldown[sid] == 0
end}
sub.item_cooldown.each {|iid, iv| # item
if sub.item_cooldown[iid] > 0
sub.item_cooldown[iid] -= 12# Edit by DD
sub.item_cooldown.delete(iid) if sub.item_cooldown[iid] == 0
end}
sub.weapon_cooldown.each {|wid, wv| # weapon
if sub.weapon_cooldown[wid] > 0
sub.weapon_cooldown[wid] -= 12# Edit by DD
sub.weapon_cooldown.delete(wid) if sub.weapon_cooldown[wid] == 0
end}
sub.armor_cooldown.each {|aid, av| #armor
if sub.armor_cooldown[aid] > 0
sub.armor_cooldown[aid] -= 12# Edit by DD
sub.armor_cooldown.delete(aid) if sub.armor_cooldown[aid] == 0
end}
end
end# Edit by DD
end
Code:
def update_state_action_steps
# New way of handling Regen features!
if battler.alive?
if $game_switches[3] == true # edit by DD
if Graphics.frame_count % 5 == 0 && battler.features_sum(22, 7) != 0.0#60 == 0
battler.regenerate_hp
if battler.dead?
@colapse_time = 80
if $imported && $imported["SixthABSBattleRoyale"]
self.aggro_data = {} #if target.battler.is_a?(Game_Actor)
@agroto_f = nil
@chasetime = 0 if self.is_a?(Game_Event)
$game_map.battler_data_ko << self if !$game_map.battler_data_ko.include?(self)
$game_map.battler_data.delete(self) if $game_map.battler_data.include?(self)
end
end
end# edit by DD
unless self.battler.is_a?(Game_Enemy) && self.battler.object == true
pop_damage if battler.pop_fix[:hp] == true && check_popup_enable(:hp)
end
end
if Graphics.frame_count % 5 == 2 && battler.features_sum(22, 8) != 0.0#60 == 20
battler.regenerate_mp
pop_damage if battler.pop_fix[:mp] == true && check_popup_enable(:mp)
end
if Graphics.frame_count % 5 == 3 && battler.features_sum(22, 9) != 0.0#60 == 40
battler.regenerate_tp
pop_damage(battler.trg) if battler.pop_fix[:tp] == true && check_popup_enable(:tp)
end
end
for state in battler.states
if state.remove_by_walking
if !battler.state_steps[state.id].nil? &&
if $game_switches[3] == true # edit by DD
battler.state_steps[state.id] > 0
battler.state_steps[state.id] -= 12# edit by DD
end
if battler.state_steps[state.id] == 0
battler.remove_state(state.id)
pop_damage
end
end# edit by DD
Last edited:

