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> Yggdrasil ABS, Current version: 1.6 BETA
Kread-EX
post Aug 19 2011, 11:37 AM
Post #41


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Have you set the projectile on the Item Map?


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seanshimitsu
post Aug 19 2011, 12:10 PM
Post #42


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QUOTE (Kread-EX @ Aug 19 2011, 12:37 PM) *
Have you set the projectile on the Item Map?

I copied Map 002 from the Demo, and it still won't work... If there is something else I need to do, I haven't done it.
Am I supposed to comment on the projectile?

The Bow weapons have the following comments:
<target attack: light>
<medium projectile: Normal Arrow>
<heavy projectile: Strong Arrow>
<medium target>
<heavy target>
<target range: 5>

This post has been edited by seanshimitsu: Aug 19 2011, 12:18 PM
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Kread-EX
post Aug 19 2011, 12:25 PM
Post #43


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Yes, you also need to create the projectile inside the configuration of Yggdrasil. Within the Projectiles part of the script, you have this:
CODE
    PROJECTILES = {} # DO NOT REMOVE
    PROJECTILES["Javelin"] = [
    "Item Event: 2",
    "Attack Name: Arrow_Strike2",
    "Bow Treatment",
    "No Self Move",
    "Avoid Parent",
    ]

You need to create new projectiles, named like in the notetag. For instance, like this:
CODE
    PROJECTILES["Normal Arrow"] = [
    "Item Event: 4",
    "Attack Name: Direct Arrow",
    "Bow Treatment",
    "No Self Move",
    "Avoid Parent",
    ]
In that case, it matches the name "Normal Arrow" and the event within the item map should be the one with the ID of 4.


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seanshimitsu
post Aug 19 2011, 12:46 PM
Post #44


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QUOTE (Kread-EX @ Aug 19 2011, 01:25 PM) *
Yes, you also need to create the projectile inside the configuration of Yggdrasil. Within the Projectiles part of the script, you have this:
CODE
    PROJECTILES = {} # DO NOT REMOVE
    PROJECTILES["Javelin"] = [
    "Item Event: 2",
    "Attack Name: Arrow_Strike2",
    "Bow Treatment",
    "No Self Move",
    "Avoid Parent",
    ]

You need to create new projectiles, named like in the notetag. For instance, like this:
CODE
    PROJECTILES["Normal Arrow"] = [
    "Item Event: 4",
    "Attack Name: Direct Arrow",
    "Bow Treatment",
    "No Self Move",
    "Avoid Parent",
    ]
In that case, it matches the name "Normal Arrow" and the event within the item map should be the one with the ID of 4.

Thank you very much, I finally have it working! This is my first time having to edit scripts, except for changing names...I really appreciate the help laugh.gif I can get the bow to shoot, but it seems to clip through things w/o causing damage...And yes, the attcaks have damage values.

This post has been edited by seanshimitsu: Aug 19 2011, 01:17 PM
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Seytalgo
post Aug 20 2011, 08:42 PM
Post #45



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Awesome battle system very easy to use tongue.gif just having one issue sad.gif im hoping someone may beable to help me with im trying to use Woratana's Monster Book II script and im not sure how to go about configuring it to work with this battle system.. is it possible or not?

if it is possible how would i call the script to add monsters to the book?


Edit: i worked it out tongue.gif
for anyone else who wants to know this is how i did it

in the monster book script look for this

Scene_MonsterBook
@window_monlist.active = true <------- this line is false to begin with change it to true
@window_monlist.visible = false
@window_mondetail.active = true
@window_mondetail.visible = true
@window_mondetail.write_detail(@window_monlist.index + 1)


then to call monster data to the book
you call script using this command

$game_system.monbook[enemy_id] = true
(note you need to set up the enemy event as a Event Touch Trigger for it to trigger the script)

i spent quite a while working it out biggrin.gif soo glad i did feel like im getting the hang of script editing now tongue.gif when i first started noting worked when i editied hahah

Edit (22/08/11): Any idea when and if the party battle script for this system will be finished its a shame its not finished yet because i would really like to use party battle for my game tongue.gif

This post has been edited by Seytalgo: Aug 21 2011, 06:48 AM
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AriArk
post Aug 30 2011, 02:29 AM
Post #46



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How do you use a skill?
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KaizerKirin
post Aug 30 2011, 11:04 AM
Post #47



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Hello im new at the forum so please tell me if im doing something wrong.....
This abs demo is the best but im having some problems with and i hep that any of you could help
1-I cant see how to put the attack animations like in the demo
2-i cant map actions each time i do so they disappear
3-every time i hit an enemy an error like this appears 'Script 'IEX-Yggdrasil EGN - Visual'line 143: TypeError occurred.
can't clone NilClass
For now that is Please help me
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KaizerKirin
post Aug 31 2011, 07:14 AM
Post #48



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BUMP!
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Philip
post Sep 1 2011, 01:11 PM
Post #49


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Ok Kread sry its been awhile since I've checked this topic. Anyway yes the gold is set to 0. I'd really like it if someone could figure this out.


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KaizerKirin
post Sep 3 2011, 01:14 AM
Post #50



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Can somebody help me???
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Philip
post Sep 3 2011, 07:50 AM
Post #51


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Ok I figured it out myself LOL for those of you who are having problems with the gold droppings (LOL) find these lines in the Yggdrasil Core script:

CODE
if gold != nil || gold != 0
      cc = IEX_YGG_Drop_Character.new(IEX_YGG_Gold_Item.new(gold), IEX::YGGDRASIL::GOLD_FADE_TIME)
      cc.moveto(x, y)
      drops.push(cc)
end


and change it to:

CODE
if gold != nil and gold != 0
      cc = IEX_YGG_Drop_Character.new(IEX_YGG_Gold_Item.new(gold), IEX::YGGDRASIL::GOLD_FADE_TIME)
      cc.moveto(x, y)
      drops.push(cc)
end


the problem was with the "||" and the "and" I believe that it was probably a mistake in the coding. If you change the "||" to "and" all you have to do is put "0" for how much gold the enemy drops and it won't drop any. Cool cool!

@KaizerKirin

Like IceDragon said when he posted the script: It's not noob friendly. I take that as not user friendly either. It has taken a LOT of time to erase all of the old actions and place in my own. What I did was place the Yggdrasil scipts in my game and erased most everything and then used the Yddrasil demo as a reference on how to do everything.

This post has been edited by Philip: Sep 3 2011, 07:56 AM


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KaizerKirin
post Sep 7 2011, 09:05 AM
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ok thanks for responding ill keep learning scripting and maybe one day i can customize this although it will be a big delay to my actual project ....... sleep.gif
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Takilyn
post Sep 8 2011, 06:23 PM
Post #53



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This script is simply amazing. I had been looking for something like this, because I was playing an iPod game " Zenonia " which uses a real time battle system. This is beyond what I was looking for, this have all you need for a real time battle system and MORE! I am shockingly impressed by this, and it's just amazing. I would highly recommend this for newer people looking for a battle system.
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Philip
post Sep 9 2011, 06:46 PM
Post #54


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QUOTE (Takilyn @ Sep 8 2011, 09:23 PM) *
I would highly recommend this for newer people looking for a battle system.

I highly DON'T recommend this for newer people LOL!! There's a lot of scripting involved with this battle system. I'm just saying most newbs don't know the first thing about scripting (no offense to the newbs LOL).

This post has been edited by Philip: Sep 9 2011, 06:46 PM


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chipino
post Sep 13 2011, 03:39 PM
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Hey how do you change the +PWNed to say something different like K.O.?
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munkis
post Dec 5 2011, 05:54 AM
Post #56


Woah, dude...
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1.6 BETA is up! Merry Christmas!


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ninjakiller43
post Dec 23 2011, 09:10 PM
Post #57



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Sorry to bring up such an old thread but this is by far the best ABS.

Anyways, I can't get it to work though. I got every script copied and everything but I don't understand how to get your character to perform the sword animation and damage an enemy. I have a room with the event calling the system like this:

Control Switches: [0002:Yggdrasil_Switch] = ON
Wait: 3 frame(s)
Control Switches: [0002:Yggdrasil_Switch] = ON
Erase Event

Its set on autorun with no graphic or animation. Everything works except being able to do damage to enemies. What am I doing wrong?

P.S. I copied the events from the demo so if I made typos the event doesn't have that typo...

This post has been edited by ninjakiller43: Dec 23 2011, 09:11 PM


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Rosenblack
post Dec 26 2011, 01:02 AM
Post #58


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QUOTE (ninjakiller43 @ Dec 24 2011, 06:10 PM) *
Sorry to bring up such an old thread but this is by far the best ABS.

Anyways, I can't get it to work though. I got every script copied and everything but I don't understand how to get your character to perform the sword animation and damage an enemy. I have a room with the event calling the system like this:

Control Switches: [0002:Yggdrasil_Switch] = ON
Wait: 3 frame(s)
Control Switches: [0002:Yggdrasil_Switch] = ON
Erase Event

Its set on autorun with no graphic or animation. Everything works except being able to do damage to enemies. What am I doing wrong?

P.S. I copied the events from the demo so if I made typos the event doesn't have that typo...

do you have the animations from the demo imported into your game?


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Grim Tuesday
post Jan 3 2012, 03:30 PM
Post #59


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Hi.
I am trying to import Yggdrasil to my project, but there is a problem I can't figure out. I have copied the scripts from the original demo, but whenever I try to test the game, I receive the following error:

"Script 'Yggdrasil 1x6 EGN - Full' line 2208: NoMethodError occurred.
undefined method `<' for [34,87]:Array"

This is the troublesome line of the code:
" def repeat?(key)
=> return ow_dt_i_repeat(key) if key < 30"

I press F12 and the game seems to start, but when the options in the title screen are about to be shown, game shows the error and closes. Can anyone tell me what may cause this breakdown?
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munkis
post Jan 12 2012, 07:35 AM
Post #60


Woah, dude...
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I'm having a little trouble with ally events. I have
CODE
DONT_SCAN_EVENTS = false
and
CODE
FULL_FIELD_SCAN = true
but the ally events will only target the player. What am I missing?


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