Nate McCloud
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2About Nate McCloud

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Love the plugin! Any chance, though, you'd be able to add the ability to make certain Materia not reproduce even with Materia Breeding on, as well as make it so a single level of a Materia can teach multiple skills? Also, is there any way to get the game to distinguish between Materias of different levels? I want to be able to trade in sets of mastered Materia for corresponding Master Materia, but I can't figure out how to pick out only Materia that is maximum level.
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...Crap. Crap. Crap. I don't know how I missed that...but thank you for pointing me in the right direction.
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Wonderful! I'm glad you stood to gain from it, as well! Also, I made some edits to the documentation of your script mod so that it would show up in the appropriate places in the RMMV plugin window...as well as edits to the documentation of the original plugin. Now the parameters under the header parameters are shown as children of those headers, most of the parameters that take numbers are now actual number parameters, the Materia Display Type parameter is a dropdown list, and the two true/false parameters are now actual boolean parameters. Additionally, I did have one more problem I've run into: Sure, I've figured out how to create a Master Materia, but what I don't know is how to make it require mastered component materias to make.
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This is wonderful! Thank you for the mod script!
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I'll have to give that first thing a try! As for the multiple skills at one level, that was the first thing I tried. The result: only the last skill of that level was given to me.
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Really sorry for necroposting! I'm trying to figure out how to create "Master Materia" that gives multiple abilities on a single materia level (e.g. all magic, all commands, etc.) but no matter what I try, I can't get it to function that way! I've tried setting all the skills to the first materia level, but that just causes the materia to only give the last abilities on the list. I've tried setting each one to a different level while only giving the materia a maximum of 1 level, but surprise surprise, only the first level ability was granted. I've tried setting each one to a different level, and making each level take 0 AP to reach, but it stayed at Level 1 at the first level, then mastered and bred after the first battle. Is it just not possible to create Master Materia with this system? That was one of the things that drew me to the Materia system in FF7, and I was eager to recreate that sense of pure, blissful OPness in my own game. If not, I would like to propose a couple of edits to this plugin: Either: allow arrays of skills to be assigned to each level, or allow multiple skill entries to share the same level Add a notetag entry to disable breeding of specific materia even if Materia Breeding is enabled. EDIT: I found out how to create a Master Materia: by adding the skills via the armor effects. Even so, it would be nice to be able to assign multiple skills per level, in case you still want some abilities to be locked behind levels.
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Thank you for this answer! I will give it a try once I get the time to sit down with RMVXA again.
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Ah...yes, changing that did the trick. @_@ I guess the fix was simpler than I thought. Ahh, okay. Yeah, probably might be best to put, like, a constant at the top of the script that will switch the script's built-in sort function on or off, and maybe build in some pre-defined sorting methods that can be chosen from in another constant.
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Awesome! Unfortunately, though, the duplication bug is still there. To reproduce the bug: 1. Call the script to open a dynamic shop. 2. Sell something to them that they'll add to their shop. 3. Exit the shop. 4. Call the script to open that same shop. 5. Sell something else to them. That and anything else you sell to that shop from that point forward will appear twice in the shop list. EDIT: Estriole, I fixed it! Holy crap, I fixed the duplication bug! (Well, WE did, actually--you did most of the work, I just found and added in some missing code.) When you added "if !chk = old_goods rescue false" to the end of the .push(array) in ESTRIOLE.shop_add_goods, you forgot to also add one to the end of the .push(array) in @buy_window.add_new_goods. When I did that, the duplication bug disappeared! All that's missing now is a way to sort the array by item type, custom category, and ID, in that order. EDIT2: Got that covered (sorta--don't think I'll be able to cover custom categories). At the end of ESTRIOLE.shop_add_goods, after the .push(array) line, add this: $game_system.dynamic_shop[shop_name].sort_by! { |i| [i[0], i[1]] } And at the end of @buy_window.add_new_goods, also after the .push(array) line, add this: @shop_goods.sort_by! { |i| [i[0], i[1]] } That will sort the shop items first by type, then by ID, whenever a new item is added to the shop.
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Well, I do favor convenience...
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Honestly? Not a clue. I was going by the fact that Fomar0153's tutorial on note tagging says it's "NOT REQUIRED NOR EVER WILL BE for a script." In either case, your solution worked! *cookie*
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I was kinda hoping to avoid using notetags, but if it works, hurray! Thanks!
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Skill Ideas you can do with Custom Formula
Nate McCloud replied to Titanhex's topic in Developing Tools
I would like to modify the default Attack command so that, if a gun-type weapon is equipped, AGI is used in place of ATK, or if a staff-type weapon is equipped, the attacker's MATK and the defender's MDEF are used instead. Would this be possible? Or, for something like this...would it be better to just write a custom script and call it from the formula box? EDIT: Never mind, I figured it out. I had to use a custom script. class Game_Battler < Game_BattlerBase def weapon_attack(a, # Use AGI instead of ATK if the attacker is a party member wielding a bow or firearm return a.agi * 4 - b.def * 2 if a.actor? && a.wtype_equipped?((6 || 10 || 11)) # Use MATK vs. MDEF if the attacker is a party member wielding a magical weapon return a.mat * 4 - b.mdf * 2 if a.actor? && a.wtype_equipped?(9) # Use the normal formula otherwise a.atk * 4 - b.def * 2 end endAnd call it with a.weapon_attack(a, . Alternatively, if I want to go the Disgaea route and make bows count on both ATK and AGI... class Game_Battler < Game_BattlerBase def weapon_attack(a, # Use the average of AGI and ATK if the attacker is a party member wielding a bow return (a.atk + a.agi) * 2 - b.def * 2 if a.actor? && a.wtype_equipped?(6) # Use AGI instead of ATK if the attacker is a party member wielding a firearm return a.agi * 4 - b.def * 2 if a.actor? && a.wtype_equipped?((10 || 11)) # Use MATK vs. MDEF if the attacker is a party member wielding a magical weapon return a.mat * 4 - b.mdf * 2 if a.actor? && a.wtype_equipped?(9) # Use the normal formula otherwise a.atk * 4 - b.def * 2 end endThe reason the bow formula is as it is is that if you divide something by 2, then multiply it by four, it's invariably going to be 2x its original value. As such, (a.atk + a.agi) * 2 instead of ((a.atk + a.agi) / 2) * 4. -
Thank you greatly. I'm glad I was able to help debug. I tried just shifting it over to $game_system, but that ended up with some Game_Interpreter errors. As for the three methods of adding and removing items, weapons, and armors, I would like to suggest adding a fourth method for each, and making the first three methods for each just run the fourth method with the parameters you passed it, plus the type. For example... Something to that effect would be good for adding items/weapons/armors. It would certainly cut down on the number of lines of code. Makes it user-friendly, while still allowing those who want to do it the more direct way (with fewer subroutines) to just use shop_add and specify the type themselves. You could also go through the do_sell function and replace ESTRIOLE.shop_add_item(@sell_add_new_goods,@item.id)with ESTRIOLE.shop_add(@sell_add_new_goods,@item.id,0)and do the same with ESTRIOLE.shop_add_weapon and ESTRIOLE.shop_add_armor. I would also like to suggest, if possible, making it so that you can choose to have only items of specific categories show up from a particular list. So, for example, I can have a single master list of everything that can be sold, but can open up instances of that shop that only show the weapons, the armor, etc. Though, it may be better to just use separate shops for that...
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I was just about to make a request topic for a script like this! And Master of the Monster Lair was also the game I was thinking of when I decided I wanted to add a shop system like it. Thank you! Just one thing, though...is it possible to make certain items not function with this script (such as items that are one-of-a-kind, so if you sell them, they can't be bought back, or items that have no purpose other than selling)? EDIT: I found a bug! Everything you sell to the shop after the first appears twice in the shop list! I noticed that if I comment out the ESTRIOLE.shop_add_xxx lines, then each item appears only once and immediately, but are not there the next time I open the shop. If I comment out the @buy_window.add_new_goods(@item) line, then each item appears only once and appears consistently on subsequent visits to the shop...but they don't appear during the same visit. But if I leave them both alone, then after the first item I sell, every other item will appear in the shop twice. EDIT2: Correction, the doubling only seems to occur if selling things to a shop that has already been created. Furthermore, exiting to the title screen without saving, loading the game back up, and accessing the shop does not restore the shop to its state at the time of saving. It's the same as it was when you quit the game. I believe THAT occurs because you set up dynamic shops in Game_Temp, which isn't saved in save files. This script has potential, but it needs a bit of work. Thank you for laying the groundwork, however!




