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Tammsyn

Final Fantasy 7 Materia

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Anytime I try to put a state into the notebox of the materia is gets an error. The error is around line 1837

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Anytime I try to put a state into the notebox of the materia is gets an error. The error is around line 1837

 

It also gives me ... in fact matter Added Effect you can not 'use ...

But Tammsyn said this week it solves! ;)

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I also would like to know how to exactly implement this with yanflys menu engine. I can't figure it out and I can do it with pretty much every other script.

 

also is there anyway to auto equip and seal materia onto a character. for example

 

you have a temporary party member you want you want to have some great materia equipped on but don't want the other characters to be able to use it or take it off.

Edited by whitedahlia

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sealing materia i dont think so it may be something i can ask for but i would rather fix the bugs

 

yanflys menu addon should be same as adding other scripts (i'll double check that the compatability wasnt removed with the released version in error though)

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The script crashes when I skip the title scene.

I would suggest moving the materia initializing code into the DataManager when it is loading up the data files.

 

One would wonder why anyone would want to skip the title scene, but for the purposes of faster development it would make more sense to not have to repeat the title scene again and again...

Edited by Tsukihime

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It turns out this script doesn't work with Victor's Passive States script, but it does with all others of his that I've tried. The error occurs on line 1300:

 

Script 'Materia System - Victor' line 1300: NoMethodError occured.

undefined method `each' for nil:NilClass

 

I'm guessing that this is because

class Game_Actor < Game_Battler
  def setup(actor_id)

is aliased in both. They share no other overwrites or aliases.

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It turns out this script doesn't work with Victor's Passive States script, but it does with all others of his that I've tried. The error occurs on line 1300:

 

Script 'Materia System - Victor' line 1300: NoMethodError occured.

undefined method `each' for nil:NilClass

 

I'm guessing that this is because

class Game_Actor < Game_Battler
  def setup(actor_id)

is aliased in both. They share no other overwrites or aliases.

 

Actually, Game_Actor.setup isn't aliased by passive states, it just says so in the compatabilities section of the script.

(I'm guessing it was being aliased in an earlier verions of the script and when Victor changed it he forgot to edit the compatabilities section at the top)

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@materia_skills.each {|id| forget_skill(id) }

 

This is probably being called before `setup` is being called, since passive states are likely done in the initialize method and somehow update the materia skills.

 

Just initialize this instance variable in Game_BattlerBase to avoid the problem. Some people think setup is the same as initialize, but that's not true.

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Out of curiousity, how would one call the materia scene via script call. (As well as the shop, for purchasing purposes.)

 

Thank you in advance,

 

EDIT: Nevermind, I figured out how to get Yanfly's menu to work with this. :3

 

First, go to Yanfly's script and find where you set up custom commands... which should start on line 144:

 

# :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],

:debug => [ "Debug", 0, 0, :command_debug],

:shop => [ "Shop", 12, 0, :command_shop],

:gogototori => ["Synthesis", 0, 0, :command_totori],

:grathnode => [ "Grathnode", 0, 0, :command_install],

 

and add :materia => [ "Materia", 0, 0, :command_materia],

 

Then, move down to line 629, this is where the methods for the custom commands are made...

 

Add

 

#--------------------------------------------------------------------------

# new method: command_materia

#--------------------------------------------------------------------------

def command_materia

return unless $imported[:ve_materia_system]

SceneManager.call(Scene_MateriaEquip)

end

 

Alternately, here is Yanfly's menu with the materia system functioning. You'll need to reorganize the menu commands as you see fit, but here: http://pastebin.com/pvQn5M9F

 

You'll also need to change the display name too, as I forgot to. >.>

 

 

 

 

 

 

~Tyran

Edited by Tyran

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thank you for posting that im still waiting for victor sant to get back in touch for the main fixes

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How to add enemies that give ap?

 

getting a line 1256 error : ap ? ap : (@enemy.exp / 10).to_i

I did not see where this was covered. I am trying to add a boss battle and not sure how to edit the character,

the idea is using the IceLady and after the battle get the Summon materia to complete her,

where do I go to fix the issue and how?

 

Thank you all very much in advance.

 

*EDIT*

 

I have figured it out, forgot to add in the Enemy_Ap.

oops.

Thanks anyway y'all!

Edited by darkt6

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are you sure that error is relating to this script and not another as line 2024 is a comment line and can not find that line of code anywere in the script

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Here is the exact line i think its because of the website

 

i copied the whole script spoiler box on page 1

post-16859-0-69069100-1357095605_thumb.png

Edited by Rallen12

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WHAT!!!! Version 3 problems 2 have been fixed while keeping the same way that version 2 works thats amazing! I hear by Dub thy script to be perfect and genius Thank You Vic!

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also if u want to use materia skills as commands victors direct skill script works just add this tag to your actors for each command skill

 

<direct skill: x, learned> werar x is the skill id (the learned tag will mean that the command will only show when the skill is learned (or in this case equipped by the materia unfortuantly im not sure how to replace commands like attack but not looked into it to be honest

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also if u want to use materia skills as commands victors direct skill script works just add this tag to your actors for each command skill

 

<direct skill: x, learned> werar x is the skill id (the learned tag will mean that the command will only show when the skill is learned (or in this case equipped by the materia unfortuantly im not sure how to replace commands like attack but not looked into it to be honest

He has a script for that, too. It's called Command Replace.

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thought it would but how would you get it so it only removes the skill if the other skill is learned? (remove attack if mug materia is equipped)

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Is there a possible way to make this work with more then 1 linked materia like having 8 materias all linked for massive combos? At the moment, after checking the script, it only works for single and double slots and my limited knowledge on ruby isn't enough for understand everything there, specially near the end of it where is the paired materias are scripted and make everything work after setting the note tag check previous around line 500.

For example, if I just want it to check if I'm using triple slots, I've to use something as:

  #--------------------------------------------------------------------------
  # * New method: triple_slots
  #--------------------------------------------------------------------------
  def triple_slots
    return @triple_slots if @triple_slots
    list = note =~ /<MATERIA SLOTS: ([ 0o=]*)>/i ? $1.dup : ""
    @triple_slots = list.scan(/[0o]=[0o]/i).size * 3
  end
  
  #--------------------------------------------------------------------------
  # * New method: slots
  #--------------------------------------------------------------------------
  def slots
    triple_slots + double_slots + single_slots
  end

and then repeat the same for the 4th, 5th, 6th and so one and change the New method: slots for each slot part made being added.

Later I've to change this:

  #------------------------------------------------------------------------------
  # * draw_slots
  #------------------------------------------------------------------------------
  def draw_slots(x)
    actor.equip_slots.size.times do |i|
      next unless actor.equips[i]
      equip = @actor.equips[i]
      links = equip.double_slots / 2
      slots = equip.double_slots + equip.single_slots
      icon1 = equip.nothing? ? Slot_Icon_Nothing : Slot_Icon_Normal
      icon2 = Slot_Link_Icon
      slots.times {|y| draw_icon(icon1, x + y * 32, i * 50 + 24) }
      links.times {|y| draw_icon(icon2, x + 16 + y * 64, i * 50 + 24) }
    end

to receive this new adds[no idea how to add this even if I can more or less understand what is there because everything I change there fails ...]. Am I missing something? This doesn't seem to be enough after trying ...

 

Also, no possible way to prevent equips without slots to appear? I would think that a check for who doesn't have a <materia slots: somethinghere> to not show would work, no?

If yes, how?

 

Last question, is there a way to add a +x% stat bonus as a bonus when materias lv up? Better to explain with an example.

 

Materia XYZ gives +25 atk when you get it.

You lv up the materia, your new materia gives now +25atk and +2% atk.

You lv up again and it now gives +3% atk.

So, when equipped the materia XYZ, it gives you a total of +25 atk and +5% atk total at that lv.

Edited by Triper

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Multiple links, you're missing the most complex part: applying the effect of the links. Only with 2 slots, a lot of loops and checks must be made. Adding more slot will increase these loops exponentially.

 

Not showing equipment without slots: The materia screen display all the equips, to change that you need to hard code it.

 

Last question, is there a way to add a +x% stat bonus as a bonus when materias lv up? Better to explain with an example.
#  <effects: x>  
#  <effects: x, x>
#   This tag allows to add special effects for the materia. These effects
#   vary a lot, and some are based on the materia level.
#     x : effect
#      Stat: +x%   : Increase a param, sparam or xparam by x% for each level

Just reading the instructions look what i found.

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