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roguewildchild

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Posts posted by roguewildchild


  1. I copy and pasted it exact from the 3.5 example. Tried it and it failed. 
    I eventually found this version online and it works. 

    #===============================================================================
    # Skill Self Effects
    # By Jet10985 (Jet)
    # Requested by Touchfuzzy
    #===============================================================================
    # This script will allow you to specify a skill's effects tot arget the user
    # instead of the target, on skills that don't already effect the user.
    # This script has: 0 customization options.
    #===============================================================================
    # Overwritten Methods:
    # None
    #-------------------------------------------------------------------------------
    # Aliased methods:
    # Game_Battler: item_effect_apply
    #===============================================================================
    =begin
    To specify the effects, use this notetag in the skill's notebox:
    <self effect: 1>
    or
    <self effect: 1, 2, 3> to specify more than 1 effect
    --------------------------------------------------------------------------------
    Use of this script could be as the following.
    You make a "Berserk Strike" skill, which does 200% damage to an enemy.
    You make the 2nd effect "Defense Down 50%" and want it applied to the user.
    You'd use this notetag: <self effect: 2>
    =end
    class RPG::Skill
    def self_effects
    if @self_effects.nil?
    @self_effects = []
    self.note.each_line {|a|
    scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i)
    begin
    scan[0][0].scan(/\d+/).each {|b|
    @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1
    }
    rescue Exception => e
    end
    }
    end
    @self_effects
    end
    end
    class Game_Battler
    alias jet3745_item_effect_apply item_effect_apply
    def item_effect_apply(user, item, effect, reffed = false)
    if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed
    user.item_effect_apply(user, item, effect, true)
    return
    end
    jet3745_item_effect_apply(user, item, effect)
    end
    end


  2. image.thumb.png.ef8bb65b7936ec7c76f7f4e7d96b26ee.png

     

    During the Tutorial we are given a script to copy: 

    #===============================================================================
    # Skill Self Effects
    # By Jet10985 (Jet)
    # Requested by Touchfuzzy
    #===============================================================================
    # This script will allow you to specify a skill's effects tot arget the user
    # instead of the target, on skills that don't already effect the user.
    # This script has: 0 customization options.
    #===============================================================================
    # Overwritten Methods:
    # None
    #-------------------------------------------------------------------------------
    # Aliased methods:
    # Game_Battler: item_effect_apply
    #===============================================================================
    =begin
    To specify the effects, use this notetag in the skill's notebox:

    <self effect: 1>
    or
    <self effect: 1, 2, 3> to specify more than 1 effect
    --------------------------------------------------------------------------------
    Use of this script could be as the following.

    You make a "Berserk Strike" skill, which does 200% damage to an enemy.
    You make the 2nd effect "Defense Down 50%" and want it applied to the user.
    You'd use this notetag: <self effect: 2>
    =end

    class RPG::Skill
      
      def self_effects
        if @self_effects.nil?
          @self_effects = []
          self.note.each_line {|a|
            scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i)
            scan[0][0].scan(/\d+/).each {|b| 
              @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1
            }
          }
        end
        @self_effects
      end
    end

    class Game_Battler
      
      alias jet3745_item_effect_apply item_effect_apply
      def item_effect_apply(user, item, effect, reffed = false)
        if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed
          user.item_effect_apply(user, item, effect, true)
          return
        end
        jet3745_item_effect_apply(user, item, effect)
      end
    end

     

    ....
    What do I change so my basic attack won't read this script and get an error?

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