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8About Gamesfreak13563

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Can you make the retry battle option replace used items?
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Pretty neat script.
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YSA Battle System - Classical ATB
Gamesfreak13563 replied to Lil' Yami's topic in Completed Scripts/Plugins/etc.
Could there be added functionality to change the color of the ATB bar based on state? I'd like haste to change its color to orange and slow to change it to gray. -
YSA Battle System - Classical ATB
Gamesfreak13563 replied to Lil' Yami's topic in Completed Scripts/Plugins/etc.
Also, I can't seem to force actors to do anything without the game crashing (using Force Battle Action). I get the error "YEA - Ace Battle Engine" Line 705 NoMethodError occured undefined method .empty? for nil:NilClass this only happens when the battle system is set to :catb. After forced actions the battler's atb should be reset, but it isn't (before the effect of the forced action ends I'm allowed to imput another action). Funny glitch there too - if you can manage to pull off the attack command before the forced action ends (which would crash the game), your character will go Psycho Cyan and attack everything until it dies. And after it dies, until you shut down the program. -
YSA Battle System - Classical ATB
Gamesfreak13563 replied to Lil' Yami's topic in Completed Scripts/Plugins/etc.
Another bug: If your character is incapacitated for whatever reason (such as dying or getting paralyzed) while you can select a command for him/her (i.e. attack, magic, etc.) you are still allowed to select a command and selecting any command besides Item crashes the game. If the status goes away during this time and you select a command while your bar is filling up, the game crashes as well. You are still allowed to swap to another character without any problems, and you can't swap back to the incapacitated character. If you are choosing a skill/item, none will work, but you are allowed to cancel and go back to the character's commands. If you are targeting an enemy, canceling or attacking crashes the game. Selecting Item pulls up a window with no items in it. To fix this you should cancel out of the character's command window, including any skills/item choices or targeting choices if they are inflicted with an incapacitating status. I've only tested this in :quarter, but I assume it would happen in :semi and :full, too. Also, since the last update, the party window pops up between the different windows of Yanfly's After Battle script, which isn't game breaking but it's distracting and looks bad. A suggestion for a feature: If you fail at running away, all actors ATB bars are reset. This can be turned on or off in the script. -
YSA Battle System - Classical ATB
Gamesfreak13563 replied to Lil' Yami's topic in Completed Scripts/Plugins/etc.
If you run away, but fail, the party window disappears. In fact, doing anything regarding opening another window makes the party window disappear. -
Ruby/RGSS3 questions that don't deserve their own thread
Gamesfreak13563 replied to kal's topic in Programming
#============================================================================== # # â–¼ Gamesfreak13563 - Item Stats Bonus # -- Last Updated: 2011.12.27 # #============================================================================== #============================================================================== # â– Options #============================================================================== module GF module ITEMBONUS DEFAULT_GROWTH ={ # ParamID => [:param, +set], 0 => [:maxhp, 0], 1 => [:maxmp, 0], 2 => [ :atk, 0], 3 => [ :def, 0], 4 => [ :mat, 0], 5 => [ :mdf, 0], 6 => [ :agi, 0], 7 => [ :luk, 0], } # Do not remove this. end #ITEMBONUS end #GF #============================================================================== # â– Tags #============================================================================== module GF module ITEMBONUS module BASEITEM GROWTH_SET = /<(.*):[ ]([\+\-]\d+)[ ](?:BONUS|bonus)>/i end # BASEITEM end # ITEMBONUS end # GF #=========================================================================== # â– DataManager #=========================================================================== module DataManager #-------------------------------------------------------------------------- # â— Loads the database #-------------------------------------------------------------------------- class << self alias_method(:gf_itembonus_load_database, :load_database) unless $@ end def self.load_database gf_itembonus_load_database load_bonus_notetags end #-------------------------------------------------------------------------- # â— Loads the note tags #-------------------------------------------------------------------------- def self.load_bonus_notetags groups = [$data_weapons, $data_armors] classes = [RPG::Weapon, RPG::Armor] for group in groups for obj in group next if obj.nil? obj.load_bonus_notetags if classes.include?(obj.class) end end end end #========================================================================== # â– RPG::Weapon #========================================================================== class RPG::Weapon < RPG::EquipItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_reader :level_growth #-------------------------------------------------------------------------- # common cache: load_bonus_notetags #-------------------------------------------------------------------------- def load_bonus_notetags @level_growth = GF::ITEMBONUS::DEFAULT_GROWTH.clone #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when GF::ITEMBONUS::BASEITEM::GROWTH_SET case $1.upcase when "MAXHP", "MHP", "HP" type = 0 when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" type = 1 when "ATK", "ATTACK" type = 2 when "DEF", "DEFENSE" type = 3 when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" type = 4 when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" type = 5 when "AGI", "AGILITY" type = 6 when "LUK", "LUCK" type = 7 else; next end @level_growth[type][1] = $2.to_i end } # self.note.split #--- end end # RPG::Enemy #========================================================================== # â– RPG::Armor #========================================================================== class RPG::Armor < RPG::EquipItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_reader :level_growth #-------------------------------------------------------------------------- # common cache: load_bonus_notetags #-------------------------------------------------------------------------- def load_bonus_notetags @level_growth = GF::ITEMBONUS::DEFAULT_GROWTH.clone #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when GF::ITEMBONUS::BASEITEM::GROWTH_SET case $1.upcase when "MAXHP", "MHP", "HP" type = 0 when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" type = 1 when "ATK", "ATTACK" type = 2 when "DEF", "DEFENSE" type = 3 when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" type = 4 when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" type = 5 when "AGI", "AGILITY" type = 6 when "LUK", "LUCK" type = 7 else; next end @level_growth[type][1] = $2.to_i end } # self.note.split #--- end end # RPG::Enemy #========================================================================== # â– Game_Actor #========================================================================== class Game_Actor < Game_Battler def level_up_sum for f in 0..5 if @equips[f].object != nil item1 = @equips[f].object puts @equips[f].object for i in 0..7 add_param(i, item1.level_growth[i][1]) puts item1.level_growth[i][1] end end end end def level_up @level += 1 level_up_sum self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level == @level end end end What the script is supposed to do is apply a perameter bonus on leveling up to a character, if the character is equipping an item that has a tag, such as <atk: +2 bonus>. In theory this should give the character a +2 attack bonus when leveling up. However, the script just lumps together all the bonuses, weapons and armor, and assigns them to -every- weapon and armor. I have a general idea of what has to be done - basicallynot assigning everything to @level_growth[1] - but I have no idea how to go around fixing this. I have very little scripting experience. If anyone could help that'd be great. -
http://www.rpgmakervxace.net/index.php?/topic/413-dungeons-ace-alpha/unread/ :3
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I'm Mikey. I do dungeon crawlers and gameplay based rpgs Hi~


