Ventwig 25 Posted January 5, 2013 (edited) VTS-Elemental Charge Field - Version 1.21By Ventwig (VTS- Because everyone needs an obnoxious acronym to go along with them!) IntroductionThis script will add an elemental "charge" which acts as a damage multiplier for the elements of your choice! It also enables skills to "evolve" into other ones based on the fields' charge levels, just like Tales of The Abyss' FoFChange system! Features-Creates elemental "charges" that act as a damage multiplier!-Using elemental attacks increase that element's "charge"!-Opposing elements! Using one weakens the other!-All skills of that element (friend or foe) uses the multiplier-Easy to configure custom charges! Increase/decrease the "charge" in skills using notetags!-Elements can be completely nullified or drained depending on their "charge"!-Adds a dynamic feel of elements and party synchronization, especially using Charge Skill Evolutions! -Use up to 8 opposing/independent fields! Charge Skill Evolution: Adapted from Tales of the Abyss' Field of Fonons Change, this new feature adds a new dynamic to skills! Using notetags, a skill can have a requirement for the CSE. Once the requirement (a certain field being above a certain level) is met, it will evolve into a new skill in the heat of battle while resetting that field! It allows the user to explore with skills and increases strategy in battles! Screenshots A new element charge window!Multiplies the damage!Can nullify or drain elements! NEW VERSION SCREENSHOTS: Now support up to eight elements! Tons of charges! Skills change to other ones based on elements' charge levels! (Group Hug gives "CounterAttack" state, but if Fire's charge is at least 120, then it will turn into Flare Wall and give "CounterAttack" as well as buff the whole team's defences!) Simple notetags for changing charge values and setting up the Charge Skill Evolutions! (Please note that I changed the name of the tags after this screenshot, so don't be writing <fofc_element>, look in the script) (Fire can increase the Fire Charge by 10, but Flame II will up it by a whooping 50 points!) CompatabilityShould be high!Works with Battle Symphony Ace and YEA. Only things I tested, though.How to UseCopy into materials, but above main. Tons of customizable features as well as easy setups!Scripthttp://pastebin.com/h7y5A5u3 (If you want the window to be hidden when all fields are at 100% check post #15)FAQQ: Go ahead and ask!Credit and Thanks-Usage rules are in the script-Me, Ventiwg -Tsukihime helped me out with adjusting damage! -Selchar was a great help enabling the CSE!UpdatesVersion 1 (January 05, 2013) - ReleaseVersion 1.2 (January 13, 2013) - More Elements, Notetags, and FoFChange! Version 1.21 (March 22 2014) - Fixed a bug in charge valueUpdate Plans-I don't know what I can add...SUGGESTIONS PLEASE! Edited March 22, 2014 by Ventwig 3 Darkanine, Wren and Allusion reacted to this Share this post Link to post Share on other sites
Sidbot 3 Posted January 5, 2013 This is a neat dynamic to add to the battle system. Is there any way to make the window support 8 elements? Share this post Link to post Share on other sites
Ventwig 25 Posted January 6, 2013 8 elements, that'll be an easy add on. Sure I'll do that tomorrow! So 8 pairs of elements? Share this post Link to post Share on other sites
pinka 7 Posted April 15, 2013 (edited) I've been experiencing an issue with this script. I'm using CP Battle script, but this error comes out only when I have a character with the counterattack state applied. Says: Script 'Elemental Charge' line 205: NoMethodError occurred. undefined method 'item' for nil:NilClass Also, it doesn't always show up when it counterattacks, so it's really hard for me to understand what's the cause. CP Battle engine: http://pastebin.com/raw.php?i=GWfAQQeN I think I got what's the problem. If you set 4 elements in your script, but you use more than 4 in the system, like physical and so on, you'll get this error when dealing with skills or states that use these elements. Looking forward for this to be fixed. Edited April 15, 2013 by pinka Share this post Link to post Share on other sites
Dmariin 22 Posted April 16, 2013 Looks interesting This sort of reminds me of Chrono Cross's battle system Share this post Link to post Share on other sites
Ventwig 25 Posted May 16, 2013 (edited) I've been experiencing an issue with this script. I'm using CP Battle script, but this error comes out only when I have a character with the counterattack state applied. Says: Script 'Elemental Charge' line 205: NoMethodError occurred. undefined method 'item' for nil:NilClass Also, it doesn't always show up when it counterattacks, so it's really hard for me to understand what's the cause. CP Battle engine: http://pastebin.com/raw.php?i=GWfAQQeN I think I got what's the problem. If you set 4 elements in your script, but you use more than 4 in the system, like physical and so on, you'll get this error when dealing with skills or states that use these elements. Looking forward for this to be fixed. I don't seem to have a problem using other elements, but i will try and look into that counterattack problem EDIT: no problem with counterattacking, either. Did you try putting my script above the cp system? i have it like that, but idk if that nullifies the system... Edited May 16, 2013 by Ventwig Share this post Link to post Share on other sites
pinka 7 Posted May 17, 2013 It seems to have fixed itself by putting it up. Thanks for your help! Share this post Link to post Share on other sites
Ventwig 25 Posted May 17, 2013 Glad to know you liked it Also, if it's something that interests you, im trying to work on an extension that changes skills based on the current charge. Just need to know how to change the skills... Share this post Link to post Share on other sites
Naridar 9 Posted May 17, 2013 Is it possible to hide the window when it's "unnecesary"? As in, when all values are at 100%. Share this post Link to post Share on other sites
pinka 7 Posted May 18, 2013 It would be nice to have more than 4 elements though. Any chance to add that? Share this post Link to post Share on other sites
Ventwig 25 Posted May 18, 2013 I can add that, wouldn't be much of a hassle. How many elements would you like? (first person suggested that as well but i never got to it XD) Share this post Link to post Share on other sites
pinka 7 Posted May 18, 2013 Would like it to be customizable. Like some line where you can actually set how many you want them to be? Share this post Link to post Share on other sites
Ventwig 25 Posted May 18, 2013 that IS possible and i WOULD be able to do that, except that would take more time. If you had a set number, i could make it for you really quickly and then do the other one after im done the extension im working on, if not then ill do it after this extension with customizable Share this post Link to post Share on other sites
whitedahlia 1 Posted May 18, 2013 Any way to change the window appearance? Share this post Link to post Share on other sites
Ventwig 25 Posted May 18, 2013 (edited) Any way to change the window appearance? yes. it's through basic scripting, but what would you like to change? EDIT: Is it possible to hide the window when it's "unnecesary"? As in, when all values are at 100%. yes, add this as a separate script under the main script class Window_ElementCharge < Window_Base def refresh contents.clear set_values if @val1 == 100 and @val2 == 100 and @val3 == 100 and @val4 == 100 self.opacity = 0 else self.opacity = 255 draw_elements draw_value end end end Edited May 18, 2013 by Ventwig Share this post Link to post Share on other sites
whitedahlia 1 Posted May 18, 2013 Just make it something a bit more polished. If Its doable by just scripting and adding a picture I'd be down to do the photoshop for it. something like a pie graph that starts out with the colors of the elements (6 would be on mine personally) and the colors start in the middle. depending on the adding or subtracting of the skil lthe colors would then move inward or outward until they reach the max or minimum. Share this post Link to post Share on other sites
Ventwig 25 Posted May 18, 2013 Just make it something a bit more polished. If Its doable by just scripting and adding a picture I'd be down to do the photoshop for it. something like a pie graph that starts out with the colors of the elements (6 would be on mine personally) and the colors start in the middle. depending on the adding or subtracting of the skil lthe colors would then move inward or outward until they reach the max or minimum. That's a little too difficult for me personally, but i wouldnt mind if you requested someone to do that because i think it's a cool idea. Sorry i cant be of much use =/ And ill add the option for more elements soon because that seems to be a popular addition Share this post Link to post Share on other sites
Ventwig 25 Posted May 20, 2013 Sorry if this counts as early bumping, I'd just like to let everyone know that the script now supports up to eight elements and a couple more new features. Enjoy Share this post Link to post Share on other sites
HumanNinja 144 Posted July 5, 2013 Nice Script! I changed the display location of some of the info within the window. Now I'd like to change the HEIGHT of the window. I tried adding HEIGHT = X in line 105 but it's not having any effect. Is there somewhere I can change the height of the window within the script? Share this post Link to post Share on other sites
Ventwig 25 Posted September 8, 2013 sorry for the late reply, but if you still need this: line 182 is: self.z = 0 UNDER that, add self.height = x Share this post Link to post Share on other sites
Darkanine 116 Posted September 9, 2013 I love you right now XD,this script is bloody perfect for my game <3,although I'm wondering if theres anyway to use it via script calls for stuff like weather (Its raining so fire skills are powered down kinda stuff) Share this post Link to post Share on other sites
Ventwig 25 Posted September 10, 2013 Well, does your weather system have some sort of switches/variables implented into it, or do you just mean like plain old weather effects in the game editor? Because changing the value an EC begins with via switch/variable is a simple implentation Share this post Link to post Share on other sites
Darkanine 116 Posted September 10, 2013 Thanks for the response ,and yes it uses switches. Share this post Link to post Share on other sites
Ventwig 25 Posted September 11, 2013 alright, then this is simply customization you can actually implent yourself you'll see a bunch of lines that look like this around line 247: $vts_elechrg1 = 100 $vts_elechrg2 = 100 $vts_elechrg3 = 100 $vts_elechrg4 = 100 $vts_elechrg5 = 100 if VTS_ECF::ELE5 != nil $vts_elechrg6 = 100 if VTS_ECF::ELE6 != nil $vts_elechrg7 = 100 if VTS_ECF::ELE7 != nil $vts_elechrg8 = 100 if VTS_ECF::ELE8 != nil for one piece, change that code to: if $game_switches[x] #if swithch x is on $vts_elechrg1 = 80 elsif &game_switches[y] #if switch y is on but not switch x $vts_elechrg1 = 120 else $vts_elechrg1 = 100 # if neither switches are on end Share this post Link to post Share on other sites
Ventwig 25 Posted March 22, 2014 Updated to fix a major bug that refused to add more than 10 points no matter what! Share this post Link to post Share on other sites