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falcao pearl ABS enemy issue

Im having an issue with removeing enemies. I want players to have the option to kill any living thing in my game

which is possible atm. but when im trying to give players an option to ether kill the enemy or have them join the player party it does not get rid of the original enemy.

im able to get the enemy to join the player party but theres still an invisble version of that enemy in the same place where u accepted him/her to join.

switches don't seem to remove the event enemy it just still shows. and when I push (k) for my players to attack they end up attacking the invisible event enemy that should be gone.

I hope this makes sense to you all. its hard to put into words this issue..
 
If what Amy suggested doesn't work (using erase event), you can try putting in a Move Route that changes the graphic of the event to (None) to force the graphic to change. If neither of those things works, let us know and we'll see if we can figure out something else! :)
 
im still having an issue with removing the enemies from the map after you kill them. I wanna be able to kill a Bee. and when I leave
the map it will not respawn. Im trying to stop ppl from farming mobs for cash or items. that they can sell to the stores.

heres my bee. Tab 2 is when the Bee is active and wants to attack you. it just has a self switch B on. that auto uses becuase of the falcao pearl abs script im using.
iusz.png



thanks for your reply I was not able to successfully accomplish what you asked to do did not work out for me.
 
Try to remove it by using a script command like :
Ruby:
$game_map.events[id]=nil #id=Event id
After changing its form to nothing.

I don't really know the falcao pearl ABS but if it's well programmed it should stop considering the event if the event don't exist anymore...
 
Just remember that if more than one page has all of the conditions to be active filled, it chooses the one furthest to the right in the event window. (The one with the highest number.) So if you want the bee to not come back, set it up with a blank page as the highest number, and set it up so that killing the bee activates that page.
 
when ever I try to kill the enemy it will ether respawn when I leave the map and return.

or the enemy is invisible and still can attack. after being dead.

if your able to test this out and confirm what im talking about you'll see what I mean.
its a bit confusing to explain.
 
You could try using a switch instead of a self switch, I suppose. You did set the blank page up so that it had no sprite, no commands, and nothing else that would hook into the ABS? If that doesn't work, set the blank page up as a parallel process with a single command: erase event.
 
its weird how the pearl abs works

first tab of an enemy is basic its like a target dummy the enemy won't attack

tab 2 is the sensor of an enemy they will attack must have a self switch B active

third tab is death mode. shows knockdown sprite after death. must have self switch C on.

if I put a switch on tab four. it does not over ride tab 2 or 3. so when I leave and come back the enemy will re spawn and be invisible..

the erase event. just works when im on the map with the enemy after I kill it. if I leave and return the enemy has re spawned
 
Jumping Jack Flash":1m4cx7kr said:
Its badly coded rubbish that messes around with pages and priorities. Choose a better abs.

Aside from personal opinions on the matter, I'm not about to tell him to redo a major component of his game. That said, I do tend to agree that it isn't exactly a prime example of how to write code or integrate it with other potentially unknown systems.
 
So far falcao pearl is everything i've been looking for in a abs script. its user friendly and fairly easy to use. especially with the amount of fan made
demos and examples. your nearly guaranteed someone has had the same problem as me.

If there is another ABS script that people are using that im not aware of thats easy to use as falcao pearl. then please tell me
im more then willing to try it out before I decided to convert my game.


this issue with not being able to make an enemy completely remove from the game after death is frustrating. the methods you guys
have mentioned. would work I know they would. I have tried them in the past. they worked well with XAS ABS

Thanks so much guys for your replies. it's appreciated :D
 
You said it automatically switches to tab three on death, correct? If that's the case, set tab three to "parallel process" under the Trigger section, and have it flip a switch. (I recommend naming the switch something unique to the event, so you know what it's for if you come back to it later.) Then, just create a fourth tab, and set its condition as the switch that tab 3 flipped. Tab four should also be set to parallel process, and should have the "erase event" command.

I'm hoping that does the trick, but please tell me if it doesn't.
 
sorry glitchfinder that didn't work it still shows selfswitch B active even if I turn off self switch B on tab C or D. its the way the ABS script is
made I guess.

if you have time are u able to try the falcao pearl demo and try your self? perhaps you'll be able to figure it out with hands on.

none of the scripts enemy die switches or self switches don't wanna work. its pretty lame :(
 

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