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Compatibility issue: Falcao ABS (Pearl Projectiles) and ARC ENGINE

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Compatibility issue: Falcao ABS (Pearl Projectiles) and ARC ENGINE
  • Original author: Mireneye
  • Original date: December 27, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/compatibility-issue-falcao-abs-pearl-projectiles-and-arc-engine.21516/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Hello Been posting a lot of requests lately, what can I say? I'm passionate about my project. Let em explain my issue. The moment I add a Falcao enemy event that is set to approach and attack the player character the game will crash when the PLAYER hits and the enemies. The enemies will loose all of their attacks but will approach but not use them. It seems like it has something to do with a specific line in Falcao's projectile script. This part:    # apply damage to enemy  def...

Archived First Post

Hello

Been posting a lot of requests lately, what can I say? I'm passionate about my project. Let em explain my issue.
The moment I add a Falcao enemy event that is set to approach and attack the player character the game will crash when the PLAYER hits and the enemies. The enemies will loose all of their attacks but will approach but not use them. It seems like it has something to do with a specific line in Falcao's projectile script. This part:    # apply damage to enemy  def apply_damageto_enemy    return if @tool_effect_delay > 0    $game_map.event_enemies.each do |event|      next if event.collapsing?      if event.battler.body_sized > 0        enabled = body_size?([event.x, event.y], @tool_size)        enabled = body_size?([event.x - 1, event.y], @tool_size) if !enabled         enabled = body_size?([event.x, event.y - 1], @tool_size) if !enabled        enabled = body_size?([event.x + 1, event.y], @tool_size) if !enabled        if event.battler.body_sized == 2          enabled = body_size?([event.x-1, event.y-1], @tool_size) if !enabled           enabled = body_size?([event.x, event.y - 2], @tool_size) if !enabled          enabled = body_size?([event.x+1, event.y-1], @tool_size) if !enabled        end      else        enabled = body_size?([event.x, event.y], @tool_size)      end      if enabled and event.just_hitted == 0        event.just_hitted = 20        next if event.page.nil?        if !enable_dame_execution?(event.battler)          unless event.battler.object            RPG::SE.new(Key::GuardSe, 80).play            event.pop_damage('Guard')            play_hit_animation(event)          end          return        end        #-------------------------        execute_damageto_enemy(event)      end    end  endAccording to this is the error:

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Any idea how I could make these two scripts compatible?
Falcao.txt

ArcEngine.txt

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ErrorWhen.jpg
ErrorWhen.jpg
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