DoubleX 202 Posted January 15, 2014 (edited) Compatibility Fix DoubleX RMVXA Unison Item Compatibility Fix Script name DoubleX RMVXA Unison Skills/Items Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction Allows users to create unison skills or items for actors #------------------------------------------------------------------------------| # * Notetag <unison item: x> for skills and items: | # x is the list of id of actors needed for the skill or item. For instance: | # - <unison item: 1> means actor with id 1 is required to use it | # - <unison item: 4, 2> means actors with id 4 and 2 are needed to use it | # All actors in list x needs to be in the battle, inputable, able to use it | # and pay its cost. They'll all pay the cost after using it. Only actors in | # list x can select it. | #------------------------------------------------------------------------------| # * Notetag <unison rule: x> for skills and items: | # x is the rule of setting parameters used in the damage formula of the | # skill or item. Notetag setting overrides the universal UNISON_PARAM_RULE. | # This notetag doesn't work if <unison item: x> is absent or x is nil. | #------------------------------------------------------------------------------| # * Notetag <unison param: x> for skills and items: | # x is the list of id of actors needed for the skill or item and stat is | # parameters used in its damage formula. For instance: | # - <unison atk: 1> means atk in its damage formula uses atk of actor with | # id 1 | # - <unison mat: 4, 2> means mat in its damage formula uses mat of actors | # with id 4 and 2 under unison rule specified in <unison rule: x> notetag | # param can be hp, mp, tp, level, mhp, mmp, atk, def, mat, mdf, agi or luk. | #------------------------------------------------------------------------------| #==============================================================================| # ** You only need to edit this part as it's about what this script does | #------------------------------------------------------------------------------| module DoubleX_RMVXA module Unison_Item #------------------------------------------------------------------------------| # * SHOW_UNISON_ACTOR, default = true | # The battlelog will show all actors involved in the unison skills or items | # instead of only the one invoking them if SHOW_UNISON_ACTOR is true. | #------------------------------------------------------------------------------| SHOW_UNISON_ACTOR = true #------------------------------------------------------------------------------| # * UNISON_PARAM_RULE, default = 2 | # Each parameter in the damage formula of the unison skills or items used | # will be altered by one of the rules below if there's no working notetag: | # 0 - No changes will take place | # 1 - Its minimum among all actors involved in the unison skills or items | # used will be used in their damage formulae | # 2 - Its average among all actors involved in the unison skills or items | # used will be used in their damage formulae | # 3 - Its maximum among all actors involved in the unison skills or items | # used will be used in their damage formulae | #------------------------------------------------------------------------------| UNISON_PARAM_RULE = 2 end # Unison_Item end # DoubleX_RMVXA #==============================================================================| Video http://www.youtube.com/watch?v=mWhN18Fg8og Features Use of notetags(needs knowledge of notetag usage) to set specific skills or items needing specific actors and using specific parameter rules in their damage formulae in notetags in these skills or items' notebox Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts rewriting or aliasing method: - load_database under DataManager - param, inputable? or usable? under Game_BattlerBase - make_damage_value or use_item under Game_Battler - clear_actions or next_command under Game_Actor - enable? under Window_ItemList - display_use_item under Window_BattleLog - start, next_command, prior_command or turn_start under Scene_Battle may have compatibility issues with this scriptPlace this script above those aliasing any of these methods if possible FAQ None Changelog v1.01d(GMT 0300 21-7-2015): - Increased this script's effectiveness, efficiency and flexibility v1.01c(GMT 0900 1-6-2014): - Fixed unison item not invoking common event bug v1.01b(GMT 0030 13-2-2014): - Fixed nil @input_actor and @unison_actor bug v1.01a(GMT 0700 7-2-2014): - Added <unison param: x> notetag v1.00e(GMT 0300 26-1-2014): - Fixed nil, non-skill and non-item item bug v1.00d(GMT 0500 24-1-2014):- Fixed Action Times+ Bug v1.00c (GMT 0900 16-1-2014): - Unison skills and items can only be selected by their unison actors v1.00b (GMT 1300 15-1-2014): - Fixed $game_actors[actor_id] with actor_id equals nil bug v1.00a (GMT 0600 15-1-2014): - 1st version of this script finished (DoubleX)Unison Item v1.01d.txt Edited July 23, 2015 by DoubleX 4 ShinGamix, Jolt Android, Venetian Gondolier and 1 other reacted to this Share this post Link to post Share on other sites
Selchar 15 Posted January 15, 2014 (edited) By the gods, someone finally did it! A non-Victor Unison Skill script. If I wasn't so tired right now I'd do more tests and dance for joy at the successes! Good job! Edit: I couldn't resist, and I managed to break it. Got the following error, tho I'm not sure if it'll help much. script 'Game_Actors' line 19: TypeError occurred. no implicit conversion from nil to integer. Easiest way to get it would be to have to actors, get to the 2nd actor's turn to choose actions, and go back and it'll crash just before the Fight/Escape Party Command. Or on your 2nd turn as a solo actor, go back to the Party command and you get the same error. Edited January 15, 2014 by Selchar Share this post Link to post Share on other sites
DoubleX 202 Posted January 15, 2014 (edited) Updates v1.00b (GMT 1300 15-1-2014): - Fixed $game_actors[actor_id] with actor_id equals nil bug Bug Causes: It's merely due to my complete misunderstanding to the meaning of nil?(I thought an empty array.nil was true but in fact it's false). This just clearly shows how utterly incompetent I'm (I'm just a nub pretending to be a pro XD) Edited January 15, 2014 by DoubleX Share this post Link to post Share on other sites
ShinGamix 101 Posted January 16, 2014 (edited) Thanks DoubleX for doing my request. Looking forward to more of your work. Gona test it with my project and see what else needs to be done because I use YEA and Symphony (and a few others too!) Edit- Went to use a potion in battle and it errored or line 191? Edited January 16, 2014 by ShinGamix Share this post Link to post Share on other sites
DoubleX 202 Posted January 16, 2014 (edited) Updates v1.00c (GMT 0900 16-1-2014): - Unison skills and items can only be selected by their unison actors Thanks DoubleX for doing my request. Looking forward to more of your work. Gona test it with my project and see what else needs to be done because I use YEA and Symphony (and a few others too!) Edit- Went to use a potion in battle and it errored or line 191? It seems that I didn't have this error on a project that doesn't have any other custom scripts. Do you have any other custom scripts when you had this error? May you list them all with the ordering in your projects if any? May you also describe the error more elaborately? About compatibility with YES, I don't know if the below video has what you want: http://www.youtube.com/watch?v=1DnyR4SZUa4&feature=youtu.be Put DoubleX RMVXA Unison Skills/Items below all other scripts but above Main in Yami Engine Symphony v1.15 Demo.Useful term in symphony tags: $game_actors[x], actor with id x. Symphony tags of Quad-Destruction in the video: <whole action> immortal: targets, true move $game_actors[1]: forward, wait move $game_actors[2]: forward, wait pose: $game_actors[1], cast pose: $game_actors[2], cast stance: $game_actors[1], cast stance: $game_actors[2], cast animation 81: $game_actors[1], wait animation 81: $game_actors[2], wait icon create: $game_actors[1], weapon icon create: $game_actors[2], weapon </whole action> <target action> pose: $game_actors[1], 2h swing pose: $game_actors[2], 2h swing stance: $game_actors[1], attack stance: $game_actors[2], attack icon: $game_actors[1], weapon, swing icon: $game_actors[2], weapon, swing animation 65: target ani wait: 3 skill effect: dmg wait for animation </target action> <follow action> animation 81: $game_actors[1], wait animation 81: $game_actors[2], wait pose: $game_actors[1], 2h swing pose: $game_actors[2], 2h swing stance: $game_actors[1], attack stance: $game_actors[2], attack icon: $game_actors[1], weapon, swing icon: $game_actors[2], weapon, swing animation 68: targets ani wait: 2 skill effect: whole ani wait: 2 skill effect: whole ani wait: 2 skill effect: whole ani wait: 2 skill effect: whole immortal: targets, false </follow action> Edited January 16, 2014 by DoubleX Share this post Link to post Share on other sites
ShinGamix 101 Posted January 16, 2014 Will havr to wait til I get home from work tonight to test out symphony and more on that error. Share this post Link to post Share on other sites
DoubleX 202 Posted January 24, 2014 (edited) Updates v1.01b(GMT 0030 13-2-2014): - Fixed nil @input_actor and @unison_actor bug v1.01a(GMT 0700 7-2-2014): - Added <unison param: x> notetag v1.00e(GMT 0300 26-1-2014): - Fixed nil, non-skill and non-item item bug v1.00d(GMT 0500 24-1-2014):- Fixed Action Times+ Bug Edited February 13, 2014 by DoubleX Share this post Link to post Share on other sites
Venetian Gondolier 4 Posted March 6, 2014 Thanks for this great script! Like others have said, great job on doing something that was sorely needed! I am trying to use your script with Symphony. I am working in the 1.15 demo to test it and I cannot get the $game_actors[x] term to work correctly at all. Is that a valid term? I don't know, I have tried your script below and above Symphony and YEA. To see it for yourself, make a four actor party and set up a custom unison skill between actor 1 and 4, for example, and see what happens when it's run. Specific actors can't do skills with each other, unfortunately, in Symphony. Is this fixable? I am wondering if anyone else has had this problem or found a solution. Share this post Link to post Share on other sites
DoubleX 202 Posted March 7, 2014 (edited) Thanks for this great script! Like others have said, great job on doing something that was sorely needed! I am trying to use your script with Symphony. I am working in the 1.15 demo to test it and I cannot get the $game_actors[x] term to work correctly at all. Is that a valid term? I don't know, I have tried your script below and above Symphony and YEA. To see it for yourself, make a four actor party and set up a custom unison skill between actor 1 and 4, for example, and see what happens when it's run. Specific actors can't do skills with each other, unfortunately, in Symphony. Is this fixable? I am wondering if anyone else has had this problem or found a solution. You're right, Symphony 1.15 doesn't support $game_actors[x] and that script will read it as actors. This again shows how utterly incompetent I'm XD I've updated DoubleX RMVXA Unison Skills/Items Compatibility Fix to fix this, so DoubleX RMVXA Unison Skills/Items now requires that script to be compatible with Symphony 1.15: http://www.rpgmakervxace.net/topic/21267-doublex-rmvxa-unison-skillsitems-compatibility-fix/?p=146950 Added a new symphony tag in Yami Engine Symphony - Battle Symphony: unison x, game actor with id x(i.e., $game_actors[x]) Or you can use DoubleX RMVXA Tag Addon to Yami Engine Symphony - Battle Symphony if you know how to play with symphony tags: http://www.rpgmakervxace.net/topic/22409-doublex-rmvxa-tag-addon-to-yami-engine-symphony-battle-symphony/ Edited March 7, 2014 by DoubleX 1 Venetian Gondolier reacted to this Share this post Link to post Share on other sites
Venetian Gondolier 4 Posted March 8, 2014 Haha, thank you very much. Your fix works correctly! A solid fix for an incompetent scripter. At first I was confused by your instructions and I won't pretend to know what to do with your add-on yet, but it is working for me now. I still need to play around with it awhile. I've cleaned your earlier symphony tag demonstration up, too. It's a bit rough but it shows the right term use. (Don't quote me on it.) <whole action>immortal: targets, truemove unison 1: forward, waitmove unison 2: forward, waitpose: unison 1, castpose: unison 2, caststance: unison 1, caststance: unison 2, castanimation 81: unison 1, waitanimation 81: unison 2, waiticon create: unison 1, weaponicon create: unison 2, weapon</whole action><target action>pose: unison 1, 2h swingpose: unison 2, 2h swingstance: unison 1, attackstance: unison 2, attackicon: unison 1, weapon, swingicon: unison 2, weapon, swinganimation 65: targetani wait: 3skill effect: dmgwait for animation</target action><follow action>animation 81: unison 1, waitanimation 81: unison 2, waitpose: unison 1, 2h swingpose: unison 2, 2h swingstance: unison 1, attackstance: unison 2, attackicon: unison 1, weapon, swingicon: unison 2, weapon, swinganimation 68: targetsani wait: 2skill effect: wholeani wait: 2skill effect: wholeani wait: 2skill effect: wholeani wait: 2skill effect: wholeimmortal: targets, false</follow action> Thanks for tackling this project again, DoubleX. Kudos and credit well earned and deserved! Share this post Link to post Share on other sites
DoubleX 202 Posted June 1, 2014 Updates v1.01c(GMT 0900 1-6-2014): - Fixed unison item not invoking common event bug Share this post Link to post Share on other sites
DoubleX 202 Posted July 23, 2015 Updates v1.01d(GMT 0300 21-7-2015): - Increased this script's effectiveness, efficiency and flexibility Share this post Link to post Share on other sites