Zetu 70 Posted March 30, 2012 @Captain Obvious: Post your module here. Also, make sure you place "<ampx: (RESOURCE)>" into skill note tags. Share this post Link to post Share on other sites
Captain Obvious 0 Posted March 30, 2012 (edited) Isn't "<ampx: (RESOURCE)>" supposed to go into the class tag? If by module you mean the part of the script where you define the alternate MP, it's the same as the default in the script, I didn't change it (yet). I'm really confused with this part: # Place in Class/Actor note to specify what resource(s) they use. # (May use more than one.) REGEXP_RESOURCES = /<ampx[:]*\s*(.*)>/i # Place in Skill note to specify mana cost. First regexp will default # in value in database (MP Cost) REGEXP_NOVALUE = /<ampxcost[:]*\s*(.+)>/i REGEXP_WVALUE = /<ampxcost[:]*\s*(.+) +(\d+)>/i # If skill does MP damage/healing, use this to tell what resource. REGEXP_AMPX = /<ampxvalue[:]*\s*(.+)>/i If I put "<ampx:Rage>" into a class note box, it works fine. However, if I put "<ampxcost:Rage 1>", the Skill is unusable. Even with sufficient rage: http://i.imgur.com/M8Pw2.jpg http://i.imgur.com/i9I06.jpg Interestingly, if I DON'T put "<ampxcost:Rage 1>", and set a mana cost of 1 for the skill with the database, it WILL work. BUT the cost shows up as 1 MP: http://i.imgur.com/BOAbZ.jpg http://i.imgur.com/kRCCp.jpg I suspect the 1MP is caused by YanFly's Skill Cost Manager and can be easily fixed with it. However, I can't make skills that heal rage (IE Frenzy: Instantly grants you 50 RG.) Am I tagging wrong? Edited March 30, 2012 by Captain Obvious Share this post Link to post Share on other sites
Stefan 0 Posted March 30, 2012 Well, i got the same problem, if i use the script. It seems, that the script can not work without mana. the following skill notes/class-notes work together: Class Notes: <ampx: Energy> <ampx: Focus> <ampx: Mana> Skill Notes: <ampx:Energy> <ampxcost:Energy 60> <ampxcost:Focus 30> <ampxcost:Mana 0> -> Mana cost in the Skills window > 0 the following skill notes produce unpayable skills -> skills can not be chosen, althrough you have enough points of the ressources. Class Notes: <ampx: Energy> <ampx: Focus> Skill Notes: <ampx:Energy> <ampxcost:Energy 60> <ampxcost:Focus 30> same result with all other comibnations of ressources, without mana -> rage only, rage/heat, self-created..... ----> don´t work; mana/energy, focus/mana/heat, self-createt/mana.......... -->works just fine therefor, it seems as if the rssources arn´t connectet to the actors/classes as primary ressource. This, or i just did something wrong into classes notes no other scripts used (althrough yanflys scripts and ramiros sbs didn`t create any other problems) well hope this can help to identify the cause. Share this post Link to post Share on other sites
Tammsyn 8 Posted April 1, 2012 well if anyone wants to set up alt resources using the actor note field aswell/instead then modify def create_actor_spec_resources self.class.note.scan(Z02::REGEXP_RESOURCES){ @resources.push(Game_Resources.new($1, self))} end to def create_actor_spec_resources self.class.note.scan(Z02::REGEXP_RESOURCES){ @resources.push(Game_Resources.new($1, self))} self.actor.note.scan(Z02::REGEXP_RESOURCES){ @resources.push(Game_Resources.new($1, self))} end to include the actor note field aswell or def create_actor_spec_resources self.actor.note.scan(Z02::REGEXP_RESOURCES){ @resources.push(Game_Resources.new($1, self))} end if you want to use the actor note field instead Share this post Link to post Share on other sites
Zetu 70 Posted April 2, 2012 (edited) You know... I don't know why I didn't do it that way. I even placed it in the instructions. I'll just post that in the next version. What I really need to do is add clearer instructions. <ampx: (Resource)> #=> Class Note <ampxcost: (Resource) (Optional Amount)> #=> Skill Note EDIT: @Captain: what mod/script are you using? Edited April 2, 2012 by Zetu Share this post Link to post Share on other sites
Captain Obvious 0 Posted April 2, 2012 I use Yanfly's battle engine with Yami's classic ATB. Share this post Link to post Share on other sites
Zetu 70 Posted April 2, 2012 I'll do testing/compatibility for it later, but as of now, it's prolly not compatible. Share this post Link to post Share on other sites
Captain Obvious 0 Posted April 3, 2012 (edited) I tried the same exact thing on a fresh project (with this as the ONLY script) and I'm getting the same exact results. EDIT: Could you perhaps show us how you do it, Zetu? Such as screenshots? Edited April 3, 2012 by Captain Obvious Share this post Link to post Share on other sites
continuum 0 Posted April 9, 2012 How would I check for the value in an actor's resource? Share this post Link to post Share on other sites
Zetu 70 Posted April 9, 2012 <Game_Actor>.resources #=> Array of class Game_Resources <Game_Resources>.value #=> Current value of resource So, for the first resource an actor has, it's value would be <Game_Actor>.resources[0].value Other than value, you can use <Game_Resources>.max to get max amount, or <Game_Resources>.name to get the type of resource. Share this post Link to post Share on other sites
continuum 0 Posted April 9, 2012 Thanks. This will help wonderfully. I made a state that resets to half outside of battle and needed a way to check if it was almost empty or full. Share this post Link to post Share on other sites
Zetu 70 Posted April 18, 2012 I am currently making an overhaul, followed by a compatibility patch for YEA. If there is anything you want added, please say so now while I'm working on this. Share this post Link to post Share on other sites
Tammsyn 8 Posted April 18, 2012 can items and states affect each resource differently (and hp amount) also can the tp bar me positioned separately Share this post Link to post Share on other sites
Zetu 70 Posted April 18, 2012 (edited) TP should be disabled when using this. Also, there are functionalities I forgot to add, so next version will be up soon. Edited April 18, 2012 by Zetu Share this post Link to post Share on other sites
Stefan 0 Posted April 20, 2012 Maybe you could add an option to chose pictures for pop ups into the Resources class. Having differnet pop ups for skills that regenerate resources whould be awesome. Share this post Link to post Share on other sites
Dark Horseman 93 Posted April 26, 2012 Anyone using this 1.04 script and simply getting spammed by a line 371 error after any skill is used? I tried Energy and Focus using nothing but this script installed, and it just crashes after any skill is used. I followed the directions pretty plainly. Class Note: <AMPX: Focus> Skill Note: <AMPX COST: Focus 10> Shows the bar. Appropriately uses the 10 Focus required. Undefined method 'value' line 371 crash. Share this post Link to post Share on other sites
Paradox 3 Posted April 26, 2012 can this script be used to essentially make a Limit Break system? Share this post Link to post Share on other sites
Dark Horseman 93 Posted April 26, 2012 (edited) The TP system itself is a Limit Break system, albeit you can model a a custom resource to behave identically the same. TP behaves very much like Rage except Rage degenerates over time. Preferably I wanted a TP limit break system and an energy/rage system for my non-casters, but I can't even get it started with 1.04 :/ I guess I'll have to wait for the overhaul, but I'd like to start balance testing with this new system asap, so if anyone has the 1.03 or older working code, I'd appreciate it. Edited April 26, 2012 by Dark Horseman Share this post Link to post Share on other sites
Paradox 3 Posted April 26, 2012 Oh is it? I haven't really looked in to the whole TP system i've been focused on other parts of my game. is there a reason why the TP bar doesn't show up in my battles, is it supposed to? Share this post Link to post Share on other sites
Dark Horseman 93 Posted April 26, 2012 You have not created an actor that uses any TP skills yet. Or he's level 1 and has no abilities. Only once you have a character that can actually use the resource will the TP bar display. Also, the TP gauge always goes to 0 every new fight. This can be fixed by going to Actor (or class) -> Features -> Other -> Special -> Preserve TP. You are now carrying over TP to save up for fights like in FF7. Share this post Link to post Share on other sites
Paradox 3 Posted April 26, 2012 Hmm. TP skills but no TP bar? Share this post Link to post Share on other sites
Dark Horseman 93 Posted April 26, 2012 You should see it in battle. The default main menu hides it. Yanfly's Main Menu system will display it for you, however, if you tell it to. Also it might not be hard to make a custom script for yourself, but I was lazy. Share this post Link to post Share on other sites
Paradox 3 Posted April 26, 2012 That is during battle, it's also not visible when not in the 'Skills' menu in battle, if it's supposed to be there by default then I must have a script that's hiding it or some other problem, but after removing the ATB script the only other battle one I have is Animated Battlers and I can't imagine why that would hide the TP bar. Share this post Link to post Share on other sites
Dark Horseman 93 Posted April 26, 2012 System -> Display TP in Battle. Okay, let's stop spamming this poor guy's topic and carry this over to PMs, lol. Sorry Zetu, I'll like your topic if you'll forgive me! Share this post Link to post Share on other sites
Paradox 3 Posted April 26, 2012 System -> Display TP in Battle. It's always the simplest solution staring you in the face when you think it's something complicated.. lol and yeah sorry to derail the topic. Share this post Link to post Share on other sites