Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

3 Pages V   1 2 3 >  
Closed TopicStart new topic
> Skill Requirement System 1.1
Queex
post Mar 20 2008, 11:22 AM
Post #1


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




Skill Requirements System
Version 1.1

This allows you to add all kinds of requirements for skills using the note field for them. This requires TagNote v2.0. To use, all you have to do is add special lines to the notes field for the skill in question.

All requirements only check the first requirement of that type per skill, at the moment.

This is still currently experimental and largely untested. Please let me know if there are any problems with it or there's any unexpected behaviour.

<weapon_type x>
Requires a weapon with the same text in its notes field. Note that although a skill can only require on weapon type, weapons can have multiple types assigned to them, one per line formatted as above. 'x' is an arbitrary string.

<item_present x>
Requires a specific item to be with the party, equipped or not. 'x' is the id number of the item.

<item_consumed x>
<item_consumed x n>
Will consume a number of items and requires the party to have them to do so. 'x' is the id number of the item, 'n' the number to consume. If no 'n' is given, 1 is assumed.

<hp_percent_exceed p>
Requires the actor's hp total to be equal to or greater than p. 'p' is expressed as a percentage, but can be decimal.

<hp_percent_below p>
Requires the actor's hp total to be less than p. 'p' is expressed as a percentage, but can be decimal.

<mp_percent_exceed p>
<mp_percent_exceed p true>
Requires the actor's mp total to be equal to or greater than p. 'p' is expressed as a percentage, but can be decimal. If 'true' is included, then that proportion of the actor's mp will be consumed when the skill is used.

<mp_percent_below p>
Requires the actor's mp total to be less than p. 'p' is expressed as a percentage, but can be decimal.

<free_hand>
Requires the actor to have a free hand to use the skill.

<dual_weapon>
Requires the actor to be wielding two weapons.

<two_handed_weapon>
Requires the actor to be wielding a two-handed weapon.

[Show/Hide] Skill Requirement System Script
CODE
###########################
# Requirements for Skills #
##############################################################################
# Version 1.0                                                                #
# Author: Queex                                                              #
# Licence: Creative Commons Non-Commercial Attributive                       #
# Requires: TagNote 2.0+                                                     #
##############################################################################
# Allows extra requirement before skills can be used. The requirements are   #
# tags added to the notes field ofthe skills. Currently, only the first      #
# requirement of a given type is checked.                                    #
#                                                                            #
# Tags that can be used in weapons:                                          #
# <weapon_type xxx>                                                          #
#                                                                            #
# Tags that can be used in items:                                            #
# <include_battle_test>   - makes this item available when testing battles   #
#                                                                            #
# Tags that can be used in skills:                                           #
# <weapon_type xxx> - only weapons with this same type can use this skill    #
# <item_present id> - the party must possess at least 1 item of that id      #
# <item_consume id n> - the party must possess n items of that id, which     #
#                       will be consumed.                                    #
# <item_consume id> - the party must possess 1 item of that id, which will   #
#                     be consumed.                                           #
# <hp_percent_exceed per> - the actor's HP must equal or exceed this         #
#                           percentage.                                      #
# <hp_percent_below per> - the actor's HP must be below this percentage.     #
# <mp_percent_exceed per> - the actor's MP must equal or exceed this         #
#                           percentage.                                      #
# <mp_percent_exceed per true> - the actor's MP must equal or exceed this    #
#                                percentage, and that percentage will be     #
#                                consumed.                                   #
# <mp_percent_below per> - the actor's MP must be below this percentage.     #
# <free_hand> - the actor must have at least one free hand.                  #
# <dual_weapon> - the actor must be using two weapons.                       #
# <two_handed_weapon> - the actor must be using a two-handed weapon.         #
#                                                                            #
# Note:                                                                      #
# This script also includes the function hands_free which returns the        #
# number of free hands for a Game_Actor.                                     #
#                                                                            #
# Version History:                                                           #
# 0.4 - test release                                                         #
# 0.5 - can specify some item to include in battle test                      #
# 1.0 - Bugfix and update to TagNote 2.0 *RELEASE*                           #
##############################################################################

class Game_Actor < Game_Battler
  
  include TAGNOTE

  def hands_free
    if weapons[0]==nil
      if @armor1_id[0]==0
        return 2
      elsif weapons.length==2
        if weapons[1].two_handed
          return 0
        else
          return 1
        end
      else
        return 1
      end
    elsif weapons[0].two_handed or @armor1_id!=0
      return 0
    else
      return 1
    end
  end

  alias skill_req_skill_can_use? skill_can_use?
  def skill_can_use?(skill)
    
    if skill.id != 0
      skill_note=$data_skills[skill.id].note
      #Check for weapon type
      skill_needs = get_tag(skill_note,"weapon_type") #weapon type string
      if skill_needs != nil
        if two_swords_style
          if @weapon_id!=0 and @armor1_id!=0
            return false unless has_tag_value?($data_weapons[@weapon_id].note,"weapon_type",skill_needs) or has_tag_value?($data_weapons[@armor1_id].note,"weapon_type",skill_needs)
          elsif @weapon_id!=0
            return false unless has_tag_value?($data_weapons[@weapon_id].note,"weapon_type",skill_needs)
          elsif @armor1_id!=0
            return false unless has_tag_value?($data_weapons[@armor1_id].note,"weapon_type",skill_needs)
          else
            return false
          end
        else
          return false unless @weapon_id!=0
          return false unless has_tag_value?($data_weapons[@weapon_id].note,"weapon_type",skill_needs)
        end
      end
      
      #Check for item presence
      skill_needs = get_tag(skill_note,"item_present") #item id
      if skill_needs != nil
        return false unless $game_party.has_item?($data_items[skill_needs.to_i],true)
      end
      
      #Check for item consumption
      skill_needs = get_tag(skill_note,"item_consume") #item id
      if skill_needs !=nil
        skill_needs_num = get_additional_tag(skill_note,"item_consume",2) #number
        if skill_needs_num == nil
          skill_needs_num = 1
        end
        return false unless $game_party.item_number($data_items[skill_needs.to_i])>=skill_needs_num.to_i
      end
      
      #Check for HP exceeds
      skill_needs = get_tag(skill_note,"hp_percent_exceed") #percent
      if skill_needs !=nil
        return false unless (100.0 * @hp/maxhp)>=skill_needs.to_f
      end
      
      #Check for HP below
      skill_needs = get_tag(skill_note,"hp_percent_below") #percent
      if skill_needs != nil
        return false unless (100.0 * @hp/maxhp)<skill_needs.to_f
      end
      
      #Check for MP exceeds
      skill_needs = get_tag(skill_note,"mp_percent_exceed") #percent
      if skill_needs != nil
        return false unless (100.0 * @mp/maxmp)>=skill_needs.to_f
      end
      
      #Check for MP below
      skill_needs = get_tag(skill_note,"mp_percent_below") #percent
      if skill_needs != nil
        return false unless (100.0* @mp/maxmp)<skill_needs.to_f
      end
      
      #Check for free hand
      skill_needs = has_tag?(skill_note,"free_hand") #boolean
      if skill_needs
        return false unless hands_free>=1
      end
      
      #Check for dual weapons
      skill_needs = has_tag?(skill_note,"dual_weapon") #boolean
      if skill_needs
        return false unless two_swords_style
        return false unless weapons[0]!=nil and weapons[1]!=nil
      end
      
      #Check for two-handed weapon
      skill_needs = has_tag?(skill_note,"two_handed_weapon") #boolean
      if skill_needs
        return false unless ( weapons[0]!= nil and weapons[0].two_handed)
        if two_swords_style
          return false unless ( weapons[0]!= nil and weapons[0].two_handed) or (weapons[1] != nil and weapons[1].two_handed)
        end
      end
      
      return skill_req_skill_can_use?(skill)
    end
  end
  
  
  def calc_mp_cost(skill)
    base_cost=skill.mp_cost
    
    mp_prop=get_tag(skill.note,"mp_percent_exceed")
    if mp_prop!=nil
      mp_lose=get_additional_tag_value(skill.note,"mp_percent_exceed",2)
      if mp_lose.eql?("true")
        base_cost=(mp_prop.to_f/100.0 * maxmp).to_i
      end
    end
    
    if half_mp_cost
      return base_cost / 2
    else
      return base_cost
    end
  end
  
end

class Scene_Battle < Scene_Base
  
  include TAGNOTE
#--------------------------------------------------------------------------
# * Execute Battle Action: Skill
#--------------------------------------------------------------------------
  alias skill_req_execute_action_skill execute_action_skill
  def execute_action_skill
    skill_req_execute_action_skill
    skill = @active_battler.action.skill
    
    #consume items required
    skill_needs = get_tag(skill.note,"item_consume")
    if skill_needs != nil
      num_items = get_additional_tag(skill.note,"item_consume",2)
      if num_items==nil
        num_items=1
      end
      $game_party.lose_item($data_items[skill_needs.to_i],num_items.to_i,true)
    end
  end
end

class Game_Party < Game_Unit
  
  include TAGNOTE
  
  alias skill_req_setup_battle_test_members setup_battle_test_members
  def setup_battle_test_members
    skill_req_setup_battle_test_members
    for i in 1...$data_items.size
      if has_tag?($data_items[i].note,"include_battle_test")
        @items[i] = 99
      end
    end
  end
end


This script is part of the Queex script collection: http://chthonic.150m.com/scratch/Queex_scripts.zip

This post has been edited by puppeto4: May 23 2008, 05:42 AM
Go to the top of the page
 
+Quote Post
   
RoxasXIII
post Mar 20 2008, 01:00 PM
Post #2


No. XIII
Group Icon

Group: Revolutionary
Posts: 281
Type: None
RM Skill: Advanced




Sorry but this is really easy to do using events and common events.It may still be useful.


__________________________
Go to the top of the page
 
+Quote Post
   
Queex
post Mar 20 2008, 02:05 PM
Post #3


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




I'm pretty sure it isn't. Common events don't seem to allow you to, say, see who's currently acting easily, which makes it tricky to check if they have the right weapon. The common event model would seem to fall down if two characters have access to the same skill, because there doesn't seem to be an easy way to differentiate.

Plus, if you plan on having a lot of skills with special prerequisites it's a lot easier to create and maintain a couple of lines in the notes field than a pile of events. Also, it looks like the event is called when the skill is used, so the skill won't be greyed out if its unusable.

I could be wrong, though.

There is another script in this forum for managing weapon requirements- so I thought there was at least a use for it.
Go to the top of the page
 
+Quote Post
   
Warder
post Mar 20 2008, 07:20 PM
Post #4


Level 31
Group Icon

Group: Revolutionary
Posts: 750
Type: None
RM Skill: Undisclosed




Actually, I think this is pretty damned useful. This should be helpful for the VX project I've been working on. Thanks Queex . smile.gif
Go to the top of the page
 
+Quote Post
   
SuperMaxZero
post Mar 24 2008, 03:22 PM
Post #5


Level 4
Group Icon

Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed




Yeah, this is very useful. I was bummed out that the ammo script only worke4d in XP, but this is even better.
Thanks, Queex.

EDIT: Hmm...I seem to be pretty confused on what to do. <_> Could you give an example of how to script, for example, an "item present" skill?

This post has been edited by SuperMaxZero: Mar 24 2008, 09:47 PM
Go to the top of the page
 
+Quote Post
   
SeeYouAlways
post Mar 26 2008, 07:00 PM
Post #6


Demented Moogle
Group Icon

Group: Banned
Posts: 1,130
Type: None
RM Skill: Undisclosed




Hmm, I like this script! I was figuring out how to do such things with events but... No luck. Thanks. yes.gif


__________________________
Go to the top of the page
 
+Quote Post
   
Mr_E_Man
post Mar 26 2008, 09:12 PM
Post #7


Level 8
Group Icon

Group: Revolutionary
Posts: 124
Type: Event Designer
RM Skill: Skilled




This is very useful, especially if you have skills that consume ammunition, or a skill that's only available if a character is near death.


__________________________
We exist within all things and all things exist within us... it's very crowded.
Go to the top of the page
 
+Quote Post
   
Queex
post Mar 27 2008, 02:41 AM
Post #8


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




A quick example.

If you have, in the notes field for the skill:

<item_present 3>
<item_consumed 4 2>
<weapon_type badger>


Then the skill can only used by an actor wielding a weapon with the line <weapon_type badger> in its notes field. It also requires item number 3 to be in the party inventory, and at least two item number 4s which will be used up by the skill.
Go to the top of the page
 
+Quote Post
   
ryuujin5
post Mar 27 2008, 06:56 AM
Post #9


Level 1
Group Icon

Group: Member
Posts: 5
Type: Developer
RM Skill: Beginner




I'm getting an error with the item present line as well. I have the associated item in id 22, with <item_present 22> in the notes of the skill, but when I try to use Skills in battle (not the specific skill, but opening the skill menu) i get this:

???? 'Prereqs' ? 50 ?? TypeError ????
cannot convert String into Integer

Prereqs is what I named the script to keep things simple, and here is the code section:

CODE
#Check for item presence
skill_needs = getTag(skill_note,"item_present") #item id
if skill_needs != nil
return false unless $game_party.has_item?($data_items[skill_needs],true)
end


I'm getting the error at "return false unless" line. Ideas?


__________________________
Go to the top of the page
 
+Quote Post
   
Queex
post Mar 27 2008, 07:04 AM
Post #10


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




Try this:

CODE
#####################################
# Check for requirements for skills #
#####################################
class Game_Actor < Game_Battler

def hands_free
if weapons[0]==nil
if weapons[1]==nil
if @armour_id[0]==nil
return 2
else
return 1
end
elsif weapons[1].two_handed
return 0
else
if @armour_id[0]==nil
return 1
else
return 0
end
end
elsif weapons[0].two_handed
return 0
elsif weapons[1]!=nil or @armour_id[0]!=nil
return 0
else
return 1
end
end

def skill_can_use?(skill)
#Usual checks
return false unless skill_learn?(skill)
return false unless skill.is_a?(RPG::Skill)
return false unless movable?
return false if silent? and skill.spi_f > 0
return false if calc_mp_cost(skill) > mp

if skill.id != 0
skill_note=$data_skills[skill.id].note
#Check for weapon type
skill_needs = getTag(skill_note,"weapon_type") #weapon type string
if skill_needs != nil
return false unless @weapon_id!=0
return false unless hasTagValue($data_weapons[@weapon_id].note,"weapon_type",skill_needs)
end

#Check for item presence
skill_needs = getTag(skill_note,"item_present") #item id
if skill_needs != nil
return false unless $game_party.has_item?($data_items[skill_needs.to_i],true)
end

#Check for item consumption
skill_needs = getTag(skill_note,"item_consume") #item id
if skill_needs !=nil
skill_needs_num = getTagAdditionalValue(skill_note,"item_consume",2) #number
if skill_needs_num == nil
skill_needs_num = 1
end
return false unless $game_party.item_number($data_items[skill_needs.to_i])>=skill_needs_num.to_i
end

#Check for HP exceeds
skill_needs = getTag(skill_note,"hp_percent_exceed") #percent
if skill_needs !=nil
return false unless (100.0 * @hp/maxhp)>=skill_needs.to_f
end

#Check for HP below
skill_needs = getTag(skill_note,"hp_percent_below") #percent
if skill_needs != nil
return false unless (100.0 * @hp/maxhp)<skill_needs.to_f
end

#Check for MP exceeds
skill_needs = getTag(skill_note,"mp_percent_exceed") #percent
if skill_needs != nil
return false unless (100.0 * @mp/maxmp)>=skill_needs.to_f
end

#Check for MP below
skill_needs = getTag(skill_note,"mp_percent_below") #percent
if skill_needs != nil
return false unless (100.0* @mp/maxmp)<skill_needs.to_f
end

#Check for free hand
skill_needs = hasTag(skill_note,"free_hand") #boolean
if skill_needs
return false unless hands_free>=1
end

#Check for dual weapons
skill_needs = hasTag(skill_note,"dual_weapon") #boolean
if skill_needs
return false unless weapons[0]!=nil and weapons[1]!=nil
end

#Check for two-handed weapon
skill_needs = hasTag(skill_note,"two_handed_weapon") #boolean
if skill_needs
return false unless ( weapons[0]!= nil and weapons[0].two_handed) or (weapons[1] != nil and weapons[1].two_handed)
end

end

if $game_temp.in_battle
return skill.battle_ok?
else
return skill.menu_ok?
end
end


def calc_mp_cost(skill)
base_cost=skill.mp_cost

mp_prop=getTag(skill.note,"mp_percent_exceed")
if mp_prop!=nil
mp_lose=getTagAdditionalValue(skill.note,"mp_percent_exceed",2)
if mp_lose.eql?("true")
base_cost=mp_prop.to_f * maxmp
end
end

if half_mp_cost
return skill.mp_cost / 2
else
return skill.mp_cost
end
end

end

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Execute Battle Action: Skill
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
text = @active_battler.name + skill.message1
@message_window.add_instant_text(text)
unless skill.message2.empty?
wait(10)
@message_window.add_instant_text(skill.message2)
end
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
@active_battler.mp -= @active_battler.calc_mp_cost(skill)

#consume items required
skill_needs = getTag(skill.note,"consume_item")
if skill_needs != nil
num_items = getTagAdditionalValue(skill.note,"consume_item",2)
$game_party.lose_item($data_items[skill_needs.to_i],num_items.to_i,true)
end

$game_temp.common_event_id = skill.common_event_id
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
end
end
end


I think I missed a couple of casts out. Let me know if this fixes it.
Go to the top of the page
 
+Quote Post
   
ryuujin5
post Mar 27 2008, 10:21 AM
Post #11


Level 1
Group Icon

Group: Member
Posts: 5
Type: Developer
RM Skill: Beginner




Alright, it's working smoothly, but it won't consume the item after a skil is used.
Go to the top of the page
 
+Quote Post
   
Queex
post Mar 27 2008, 01:28 PM
Post #12


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




This should be fixed. I won't embarrass myself by saying what I'd got wrong...

I'd recommend getting v1.2 of TagNote as well, just in case...

CODE
#####################################
# Check for requirements for skills #
#####################################
class Game_Actor < Game_Battler

def hands_free
if weapons[0]==nil
if weapons[1]==nil
if @armour_id[0]==nil
return 2
else
return 1
end
elsif weapons[1].two_handed
return 0
else
if @armour_id[0]==nil
return 1
else
return 0
end
end
elsif weapons[0].two_handed
return 0
elsif weapons[1]!=nil or @armour_id[0]!=nil
return 0
else
return 1
end
end

def skill_can_use?(skill)
#Usual checks
return false unless skill_learn?(skill)
return false unless skill.is_a?(RPG::Skill)
return false unless movable?
return false if silent? and skill.spi_f > 0
return false if calc_mp_cost(skill) > mp

if skill.id != 0
skill_note=$data_skills[skill.id].note
#Check for weapon type
skill_needs = getTag(skill_note,"weapon_type") #weapon type string
if skill_needs != nil
return false unless @weapon_id!=0
return false unless hasTagValue($data_weapons[@weapon_id].note,"weapon_type",skill_needs)
end

#Check for item presence
skill_needs = getTag(skill_note,"item_present") #item id
if skill_needs != nil
return false unless $game_party.has_item?($data_items[skill_needs.to_i],true)
end

#Check for item consumption
skill_needs = getTag(skill_note,"item_consume") #item id
if skill_needs !=nil
skill_needs_num = getTagAdditionalValue(skill_note,"item_consume",2) #number
if skill_needs_num == nil
skill_needs_num = 1
end
return false unless $game_party.item_number($data_items[skill_needs.to_i])>=skill_needs_num.to_i
end

#Check for HP exceeds
skill_needs = getTag(skill_note,"hp_percent_exceed") #percent
if skill_needs !=nil
return false unless (100.0 * @hp/maxhp)>=skill_needs.to_f
end

#Check for HP below
skill_needs = getTag(skill_note,"hp_percent_below") #percent
if skill_needs != nil
return false unless (100.0 * @hp/maxhp)<skill_needs.to_f
end

#Check for MP exceeds
skill_needs = getTag(skill_note,"mp_percent_exceed") #percent
if skill_needs != nil
return false unless (100.0 * @mp/maxmp)>=skill_needs.to_f
end

#Check for MP below
skill_needs = getTag(skill_note,"mp_percent_below") #percent
if skill_needs != nil
return false unless (100.0* @mp/maxmp)<skill_needs.to_f
end

#Check for free hand
skill_needs = hasTag(skill_note,"free_hand") #boolean
if skill_needs
return false unless hands_free>=1
end

#Check for dual weapons
skill_needs = hasTag(skill_note,"dual_weapon") #boolean
if skill_needs
return false unless weapons[0]!=nil and weapons[1]!=nil
end

#Check for two-handed weapon
skill_needs = hasTag(skill_note,"two_handed_weapon") #boolean
if skill_needs
return false unless ( weapons[0]!= nil and weapons[0].two_handed) or (weapons[1] != nil and weapons[1].two_handed)
end

end

if $game_temp.in_battle
return skill.battle_ok?
else
return skill.menu_ok?
end
end


def calc_mp_cost(skill)
base_cost=skill.mp_cost

mp_prop=getTag(skill.note,"mp_percent_exceed")
if mp_prop!=nil
mp_lose=getTagAdditionalValue(skill.note,"mp_percent_exceed",2)
if mp_lose.eql?("true")
base_cost=mp_prop.to_f * maxmp
end
end

if half_mp_cost
return skill.mp_cost / 2
else
return skill.mp_cost
end
end

end

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Execute Battle Action: Skill
#--------------------------------------------------------------------------
def execute_action_skill
skill = @active_battler.action.skill
text = @active_battler.name + skill.message1
@message_window.add_instant_text(text)
unless skill.message2.empty?
wait(10)
@message_window.add_instant_text(skill.message2)
end
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
@active_battler.mp -= @active_battler.calc_mp_cost(skill)

#consume items required
skill_needs = getTag(skill.note,"item_consume")
if skill_needs != nil
num_items = getTagAdditionalValue(skill.note,"item_consume",2)
if num_items==nil
num_items=1
end
$game_party.lose_item($data_items[skill_needs.to_i],num_items.to_i,true)
end

$game_temp.common_event_id = skill.common_event_id
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
end
end
end


This post has been edited by Queex: Mar 27 2008, 01:40 PM
Go to the top of the page
 
+Quote Post
   
SuperMaxZero
post Mar 27 2008, 09:09 PM
Post #13


Level 4
Group Icon

Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed




Thanks, I got it to work fine. I was being stupid and over thinking when I was using the notes before.
Go to the top of the page
 
+Quote Post
   
sunnyghost
post Mar 28 2008, 07:24 AM
Post #14



Group Icon

Group: Member
Posts: 1
Type: None
RM Skill: Undisclosed




thanks, but

<item_consumed x>
<item_consumed x n>

<mp_percent_exceed p true>

these don't work, nothing will be consumed

and when use <free_hand> with out any weapon, it will make error
Go to the top of the page
 
+Quote Post
   
Queex
post Mar 28 2008, 08:30 AM
Post #15


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




The first two should be fixed now.

I'll look at the other two shortly.

EDIT: Should both be working properly, now.

This post has been edited by Queex: Mar 28 2008, 09:18 AM
Go to the top of the page
 
+Quote Post
   
lahandi
post Mar 28 2008, 10:29 AM
Post #16


Level 8
Group Icon

Group: Revolutionary
Posts: 111
Type: Artist
RM Skill: Skilled




A powerfull script mate. This will make lot things easier. Salute! smile.gif


__________________________
Go to the top of the page
 
+Quote Post
   
aevonhaldy
post Mar 29 2008, 09:22 PM
Post #17


Level 4
Group Icon

Group: Member
Posts: 58
Type: Developer
RM Skill: Beginner




This is a great script--will really help me with two skill ideas I have! --But any idea why I am getting a syntax error at the last line??

display_animation(targets, skill.animation_id)


__________________________
[Show/Hide] VX Project

Story - 85%
Database - 55%
Scripts - 90%
Maps - 8%
Graphics - 38%
Original Music - 20%
Go to the top of the page
 
+Quote Post
   
Mr_E_Man
post Mar 29 2008, 09:32 PM
Post #18


Level 8
Group Icon

Group: Revolutionary
Posts: 124
Type: Event Designer
RM Skill: Skilled




QUOTE (aevonhaldy @ Mar 29 2008, 08:36 PM) *
This is a great script--will really help me with two skill ideas I have! --But any idea why I am getting a syntax error at the last line??

display_animation(targets, skill.animation_id)



I got that at first too. You need to have the TagNote script as well for it to work.


__________________________
We exist within all things and all things exist within us... it's very crowded.
Go to the top of the page
 
+Quote Post
   
aevonhaldy
post Mar 29 2008, 09:39 PM
Post #19


Level 4
Group Icon

Group: Member
Posts: 58
Type: Developer
RM Skill: Beginner




@ Mr E

Well, I do actually have the most recent TagNote script... thanks for trying to help me, though! (^_^);


__________________________
[Show/Hide] VX Project

Story - 85%
Database - 55%
Scripts - 90%
Maps - 8%
Graphics - 38%
Original Music - 20%
Go to the top of the page
 
+Quote Post
   
Queex
post Mar 30 2008, 09:18 AM
Post #20


Level 6
Group Icon

Group: Member
Posts: 75
Type: None
RM Skill: Beginner




Hmm. I don't know about that. I don't get an error my end. Are you using any other scripts that affect Scene_Battle at all? That line is taken unaltered from the default code so I have no idea why it may cause a syntax error.
Go to the top of the page
 
+Quote Post
   

3 Pages V   1 2 3 >
Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 24th May 2013 - 08:44 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker