Make held weapons and tools swing when used, carry them on the back between uses, show gathering as blows, and let shields block hits from the front.

Weapon & Tool Swings, Shield Guard

A weapon drawn as a prop — one image held in the hand, such as an icon from an RPG Maker IconSet — can move in different ways when its wielder attacks: sweep an arc over the shoulder, thrust like a spear, draw like a bow, or play a small weapon sheet. The motions match what Falcao's Pearl ABS does in RPG Maker VX Ace, so a game imported from it looks the way it did there.

A shield in the off-hand can be raised with the Guard key. While the player holds the key, hits from the front do less damage, and hits from behind do full damage. Everyone nearby sees the shield held out.

Where to author it

WhatWhere
A weapon's swingItems → (a weapon) → Visuals → Weapon Render
A tool's swing (axe, pickaxe, sickle…)Items → (a tool) → Visuals → Tool Render
Carrying a weapon or tool on the back between usesThe same section, Between Uses
The gathering bar above the player's headUI Editor → Nameplates → Players → Cast bar
A shield's guard rate and held-out lookItems → (a shield) → Visuals → Shield Render & Guard
Turning the guard on or off for the worldWorld → Features → Shield Guard
The Guard keyWorld → Player Controls (action Guard (Shield))

Setting up a swinging weapon

1. Open Items and edit a weapon. 2. Open the Visuals tab. In Weapon Render, set Weapon Render Mode to Prop. 3. Pick a Prop Sprite. An icon from an IconSet works well. 4. Choose a Swing Style. 5. Optional: set a Swing Duration. Leave it blank to use the attack's own timing. 6. For the Sheet style, pick a Weapon Sheet. 7. Save, then Publish so the game server has the new fields.

The weapon appears only while it is being swung. It swings on every attack and ability use, including bow shots, area attacks and skills. Players, NPCs and mobs that wear the weapon all swing it.

FieldWhat it does
Weapon Render ModeSpritesheet draws the weapon from its equipment sheet. Prop draws one image held in the hand. Swing styles apply only to props.
Prop SpriteThe image held in the hand. Icons pivot at their bottom centre, like a hilt.
Swing StyleHow the prop moves (see the table below).
Swing Duration (ms)How long one swing lasts, from 60 to 3000. Blank follows the attack's timing. Pearl's User Anime Speed = N is N frames at 60 fps, so 30 is 500 ms.
Between UsesHidden (default): the weapon is drawn only while it swings. On the back: between swings a still image of it is slung across the wearer's back.
Back ImageOn the back only, optional. The still image drawn on the back — a sheathed sword, a strapped axe. Blank uses the prop's own image.
Weapon SheetSheet style only. An image with 3 columns (the swing's three poses) and 4 rows (facing down, left, right and up). This is the RPG Maker $Sheet layout.
Swing StyleWhat you see
Arc (default)Winds up, strikes forward and recovers. Every prop weapon made before swing styles existed uses this.
Pearl swingPearl ABS's three-pose overhead arc, with its own frames for each facing. Part of the wind-up is drawn behind the body.
ThrustA spear jab that steps out along the facing.
BowHeld out at an angle and stretched as it is drawn.
StaticHeld still in one pose for the whole attack.
ShieldingHeld square in front, with no rotation.
SheetPlays the Weapon Sheet: the column follows the swing's progress and the row follows the facing.
NoneNever drawn or swung. The attack falls back to the body lunge.

Tools and gathering

Tools — axes, pickaxes, sickles, fishing rods — are held the same way. A tool stays out of sight until the player gathers with it. Then every harvest plays as a run of blows instead of one long pose:

  • The tool swings a few times per harvest, roughly every 0.8 seconds. The last blow lands the moment the item drops into the bag.
  • The node reacts to every blow. A tree or rock sways and throws off chips (wood, stone or leaves, by the node's resource type), and each blow plays its sound: a chop for wood, a pick strike for ore and stone.
  • A progress bar shows above the player's head, labelled with what they're gathering. It fills once per harvest and restarts for the next.
  • Other players see it too. Anyone nearby sees the tool swing and the node shake.
To set up a tool:

1. Open Items and edit a tool. 2. Open the Visuals tab. In Tool Render, pick a Swing Style and, if you like, On the back under Between Uses. 3. Save, then Publish.

A tool with no Equipped Sprite Asset is held from its own icon, so an imported RPG Maker axe works with no extra setup. A tool with its own equipped sprite sheet is drawn from that sheet instead, and its swing settings don't apply.

The right tool is equipped for you. When a player starts gathering without the right tool in their Tool slot, but has one in their bag, it is equipped automatically — an axe at a tree, a pickaxe at a rock — and the chat says Equipped Iron Axe. It picks the highest-tier working tool that meets the node's minimum tier. The usual equip rules still apply: a tool the player's class or level can't use isn't equipped, and the old "Equip a … in your Tool slot" message shows instead.

When a weapon and a tool are both carried on the back, they cross in an X instead of stacking.

Setting up a shield guard

1. Open Items and edit an item of type Shield. Shields are worn in the off-hand. 2. Open the Visuals tab. In Shield Render & Guard, set Guard Rate (%). For example, 50 blocks half of every hit from the front. 3. To show the shield held out, set Weapon Render Mode to Prop and pick a Prop Sprite. 4. Save, then Publish. 5. In game, equip the shield and hold Guard. The default key is S. In the WASD and Keyboard Only presets it is the ` key (backquote).

FieldWhat it does
Guard Rate (%)The share of a hit from the front that the shield blocks while its wielder guards. 100 blocks the whole hit. Blank or 0 means the shield can't guard.
Weapon Render Mode / Prop SpriteWith Prop, the shield is drawn held out while guarding, in Pearl's shielding pose. Without it, guarding still blocks damage, but nothing extra is drawn.

How the guard works in game:

  • Front means the half the player faces. A hit from the side or from behind is not reduced. The player has to turn to face the attacker.
  • Blocked damage shows as a "Guard" number on the defender.
  • Only direct hits are blocked: attacks, projectiles, beams, chains and pets. Damage over time, hazards and scripted damage go through the shield.
  • Guarding and attacking are separate. Pressing an attack lowers the guard. Auto-attack waits while the guard is up.
  • The server drops the guard on its own when the shield comes off or breaks, or when the player dies, is stunned or mounts.

Importing from RPG Maker (Pearl ABS)

The RPG Maker import reads Pearl ABS tool tags from each weapon's and armor's note box:

Pearl tagBecomes
User Iconset = animated (or sword, gsword, axe)Prop from the item's own icon, Pearl swing style
User Iconset = spear or punchThrust
User Iconset = bow or itemBow
User Iconset = staticStatic
User Iconset = shieldingProp shield drawn in the Shielding pose while guarding
User Graphic = $NameSheet style that plays the imported character sheet $Name. The icon stays as the prop.
User Anime Speed = NSwing Duration of N × 16.7 ms
Tool Special = shield + Tool Guard Rate = NGuard Rate N%. The rate is 50% when the note gives none.

Gotchas

  • Players need the new client. The swing styles and the held-out shield are drawn by the game client. Until the client update is deployed, players see the old arc and no shield.
  • Publish after editing. The swing fields and guard rate reach a live world only after you Publish.
  • The iconset tag wins. When a note has both User Iconset and User Graphic, Pearl ignores the graphic, and so does the import.
  • Sheet names are matched case-insensitively. A note that says $spear finds $Spear.png, the same way RPG Maker does. Import the character sheets too: a Sheet weapon whose sheet wasn't imported swings its icon instead.
  • Only the main-hand weapon swings on attacks. An off-hand item is drawn only while its guard is up, and a tool only while gathering.
  • Gathering needs the new game server for everyone to see it. Your own blows, node shake and bar work as soon as the client update is live. Seeing other players' nodes shake, and the automatic tool equip, need the game-server update too.
  • The gathering bar follows the player cast bar setting. Setting Cast bar to Hide for players hides it as well, and its color is always green so it never reads as a spell.
  • Turning off Shield Guard (World → Features) stops the guard key from working. Shields then give only their stats.