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> Another Ar Tornelico CBS Help!
johnsilva9
post Apr 27 2011, 04:42 AM
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how do you add skills for the Reyvateil?

i tried adding the number of my skills on the script just like the default ones..
but when i tried it they won't do damage and when it reaches the % for evolving.. it crashes!

anyone know how to add skills? :(
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Kread-EX
post Apr 27 2011, 06:58 AM
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Can you be more specific? There are only 2 sort of skills you can set for a Reyvateil: Red magic and Blue magic. You also need to set them up correctly in the config part.
That being said, I've been told that my script is rather difficult for beginners. So if you need a complete configuration or some custom things, you can PM me the necessary files or your project and I'll see what's wrong.


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johnsilva9
post Apr 27 2011, 07:22 AM
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QUOTE (Kread-EX @ Apr 27 2011, 06:58 AM) *
Can you be more specific? There are only 2 sort of skills you can set for a Reyvateil: Red magic and Blue magic. You also need to set them up correctly in the config part.
That being said, I've been told that my script is rather difficult for beginners. So if you need a complete configuration or some custom things, you can PM me the necessary files or your project and I'll see what's wrong.


both Blue and red magic skills been reading the scripts but I still don't get it how to make it work :(
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Kread-EX
post Apr 27 2011, 09:28 AM
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Config is different whether it's Red song or Blue song. For Red, you have several steps.

CODE
SongMagicChargeAnim = {82 => 102, 83 => 107}
Here, you have to put the ID of the loop animation for the song. The number to the left of the arrow is the ID of the skill in the database, and the number to the right the ID of the animation.

CODE
SongMagicMaxBurst = {82 => 700, 83 => 3000, 89 => 6000}
Here, you set the maximum burst value of the song. Again, the number to the left is the skill ID and the one to the right is the max value. Even if your song doesn't evolve anymore, you need to put the max value as it is used for the calculations.

If you haven't set properly these, then you will have an error.



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johnsilva9
post Apr 27 2011, 04:54 PM
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QUOTE (Kread-EX @ Apr 27 2011, 09:28 AM) *
Config is different whether it's Red song or Blue song. For Red, you have several steps.

CODE
SongMagicChargeAnim = {82 => 102, 83 => 107}
Here, you have to put the ID of the loop animation for the song. The number to the left of the arrow is the ID of the skill in the database, and the number to the right the ID of the animation.

CODE
SongMagicMaxBurst = {82 => 700, 83 => 3000, 89 => 6000}
Here, you set the maximum burst value of the song. Again, the number to the left is the skill ID and the one to the right is the max value. Even if your song doesn't evolve anymore, you need to put the max value as it is used for the calculations.

If you haven't set properly these, then you will have an error.



oh so that's why im having errors..
now my next problem is
my new skill deals damage. but it wont show the damage rate...
it just hits without the damage rate sowing sad.gif
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Kread-EX
post Apr 28 2011, 01:14 AM
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Hmm, that's weird. Can you give me the informations of your skill (this means both the database part and the script part)? I'll try to replicate the problem.


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johnsilva9
post Apr 28 2011, 02:43 AM
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QUOTE (Kread-EX @ Apr 28 2011, 01:14 AM) *
Hmm, that's weird. Can you give me the informations of your skill (this means both the database part and the script part)? I'll try to replicate the problem.


whew after a some time reading the whole script i got it to work! xD

now my last problems is....
the animated battlers are not working very well!
how could I fix this? ohmy.gif

and skills... when i try to use skills the battlers won't go near the enemy, but stand in their position.

btw thanks for helping smile.gif

This post has been edited by johnsilva9: Apr 28 2011, 07:18 AM
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Kread-EX
post Apr 28 2011, 12:57 PM
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that's a problem with the Animated battlers script. Your battler file need to have a certain layout and a certain number of poses. you can configure individual poses number in this part of the script:
CODE
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {1 => 10, 35 => 10, 36 => 10,  # ID and # of poses for each enemy
  38 => 10}
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {3 => 10, 4 => 10}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.


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johnsilva9
post Apr 28 2011, 04:22 PM
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QUOTE (Kread-EX @ Apr 28 2011, 12:57 PM) *
that's a problem with the Animated battlers script. Your battler file need to have a certain layout and a certain number of poses. you can configure individual poses number in this part of the script:
CODE
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {1 => 10, 35 => 10, 36 => 10,  # ID and # of poses for each enemy
  38 => 10}
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {3 => 10, 4 => 10}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.



ok thanks ^^ i'll try configuring it smile.gif

QUOTE (johnsilva9 @ Apr 28 2011, 04:22 PM) *
QUOTE (Kread-EX @ Apr 28 2011, 12:57 PM) *
that's a problem with the Animated battlers script. Your battler file need to have a certain layout and a certain number of poses. you can configure individual poses number in this part of the script:
CODE
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {1 => 10, 35 => 10, 36 => 10,  # ID and # of poses for each enemy
  38 => 10}
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {3 => 10, 4 => 10}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.



ok thanks ^^ i'll try configuring it smile.gif



it fixed my battlers, but i still can't find on how to configure skills to make the battlers charge at the enemy.. hmm...

btw is there a way i can use a party changer using FF7 CMS that is compatible with your script? ohmy.gif

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Kread-EX
post Apr 29 2011, 02:04 AM
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Skills are also configured in the Animated Battlers script, more specifically in this part:
CODE
#--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.   These mimic the 2nd array type in
  # the above Non-Default poses.   As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.   But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED     = {82 => 10}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A   = {}        
  MNK_POSES_CASTED_E   = {}
  MNK_POSES_STATUS     = {3 => 3}   # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
  MNK_POSES_SKILLS     = {57 => 7, 85 => 7, 86 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A   = {}  
  MNK_POSES_SKILLS_E   = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}        
  MNK_POSES_ITEMS_E    = {}        
  MNK_POSES_WEAPONS    = {}         # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}         # Non-functional (Enemies don't use 'em.)

You need to read carefully the instructions for the Animated Battlers. It's a complex script and to be honest, I'm not that familiar with it either. I simply used it here.


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johnsilva9
post Apr 29 2011, 02:18 AM
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QUOTE (Kread-EX @ Apr 29 2011, 02:04 AM) *
Skills are also configured in the Animated Battlers script, more specifically in this part:
CODE
#--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.   These mimic the 2nd array type in
  # the above Non-Default poses.   As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.   But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED     = {82 => 10}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A   = {}        
  MNK_POSES_CASTED_E   = {}
  MNK_POSES_STATUS     = {3 => 3}   # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
  MNK_POSES_SKILLS     = {57 => 7, 85 => 7, 86 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A   = {}  
  MNK_POSES_SKILLS_E   = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}        
  MNK_POSES_ITEMS_E    = {}        
  MNK_POSES_WEAPONS    = {}         # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}         # Non-functional (Enemies don't use 'em.)

You need to read carefully the instructions for the Animated Battlers. It's a complex script and to be honest, I'm not that familiar with it either. I simply used it here.



weee you save my uhmmm life? :D
now my only problem is the party changer :(
btw im using FF7 CMS

This post has been edited by johnsilva9: Apr 29 2011, 02:18 AM
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Kread-EX
post Apr 29 2011, 02:26 AM
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I don't know which party changer you are using, and I don't see why there should be a problem with a CMS. Can you provide links to those scripts?


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johnsilva9
post Apr 29 2011, 02:37 AM
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QUOTE (Kread-EX @ Apr 29 2011, 02:26 AM) *
I don't know which party changer you are using, and I don't see why there should be a problem with a CMS. Can you provide links to those scripts?


the cms is http://www.rpgrevolution.com/forums/index....showtopic=18488

the party changer http://www.rpgrevolution.com/forums/index....t=0&start=0
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Kread-EX
post Apr 29 2011, 02:38 AM
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Ok, now can you explain to me what exactly is the problem with those scripts?


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johnsilva9
post Apr 29 2011, 02:42 AM
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QUOTE (Kread-EX @ Apr 29 2011, 02:38 AM) *
Ok, now can you explain to me what exactly is the problem with those scripts?


the script for my Party Line 1540: NoMethodError Occur
undefined method: '[]' for nil:NilClass

this is what my line 1540 has
next if $game_party.team_location[i].nil?

This post has been edited by johnsilva9: Apr 29 2011, 02:44 AM
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Kread-EX
post Apr 29 2011, 02:48 AM
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I don't think it's a problem related to my script and I don't experience any error during testing. I believe you might have loaded a save file created before you've put the Party Changer in your game.


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johnsilva9
post Apr 29 2011, 02:54 AM
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QUOTE (Kread-EX @ Apr 29 2011, 02:48 AM) *
I don't think it's a problem related to my script and I don't experience any error during testing. I believe you might have loaded a save file created before you've put the Party Changer in your game.


ok that fixed the issue ^^
i started a new game and i didn't get any errors.... but the party changer doesn't show up on the menu... :<
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