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> Yggdrasil ABS, Current version: 1.6 BETA
KuramaBingyi
post Apr 16 2011, 09:27 PM
Post #21


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Next question.

I'm trying to use this with the HUD-Like Menu system. However, I'm assuming that the health and mana bars from that is causing a compatibility issue with the health and mana bars in Yggdrasil, because I keep getting an error message when I try to start a new playtest saying,

"Script 'YEM Core Fixes and Upgrades' line 961: No Method Error occurred.

undefined method 'hp' for nil:NilClass"

Can you find any way to toggle the HUD so that it's disabled when you enter the Menu? Or am I just not looking hard enough?

EDIT: Also to ask another question, is there a way to disable the Health Bars on the sprites until I can activate them?

This post has been edited by Crescent: Apr 16 2011, 09:31 PM


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KuramaBingyi
post Apr 18 2011, 04:34 AM
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Kread, you've been great help, so far.

Using the Yggdrasil Battle System, how can I set it up so that a player won't receive EXP and nothing would drop off of the enemy actor?

This post has been edited by Crescent: Apr 18 2011, 04:50 AM


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Kread-EX
post Apr 18 2011, 07:18 AM
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To disable EXP gain for an actor, well, it depends. In the config part, EXP_SAHRE_METHOD = 1. Setting it to 0 will enable exp gain only for the active character. If you want it to be determined by its ID, you'll have to find this part:
CODE
    case IEX::YGGDRASIL::EXP_SAHRE_METHOD
    when 0
      attacker.iex_ygg_attacker.gain_exp(exp_gain, false)
    when 1
      for act in $game_party.members
        next if act == nil
        act.gain_exp(exp_gain, false)
      end  
    when 2
      for act in $game_party.members
        next if act == nil
        iget_exp = exp_gain / $game_party.members.size
        act.gain_exp(iget_exp, false)
      end
    end

And change it like that:
CODE
    case IEX::YGGDRASIL::EXP_SAHRE_METHOD
    when 0
      attacker.iex_ygg_attacker.gain_exp(exp_gain, false) unless attacker.id == 1  # Put here the ID of the char you want to disable EXP for.
    when 1
      for act in $game_party.members
        next if act == nil || act.id == 1 # Same here
        act.gain_exp(exp_gain, false)
      end  
    when 2
      for act in $game_party.members
        next if act == nil || act.id == 1 # Same here
        iget_exp = exp_gain / $game_party.members.size
        act.gain_exp(iget_exp, false)
      end
    end

As for your second question, I'm not entirely sure about what exactly you want to achieve. Disable item gain when a certain actor kills an enemy?

EDIT: I have moved your post and mine from your question thread to this thread. Don't worry, you haven't double-posted.


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KuramaBingyi
post Apr 18 2011, 08:02 AM
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Hm. Not exactly what I'm looking for. I have a "Training" event in the middle of my project, to show the ropes of the battle system. I want to be able to disable EXP gain just for this event, and any other event just like it, as well as disallow item drops. I'm wondering if there's a call script code I can use for that.
Reason for edit: Removed the quote to my long post. -Kread


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Kread-EX
post Apr 18 2011, 11:21 AM
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Oh, okay. Well, it's actually even easier. There is no script call, but you can turn on a switch to determine if this is the training. And after that, paste this snippet under Yggdrasil.
Clicky.
CODE
#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  # The ID of the switch to determine training.
  TRAINING_SWITCH = 21
  #--------------------------------------------------------------------------
  # * Get Experience
  #--------------------------------------------------------------------------
  alias_method(:krx_yggcr_exp, :exp) unless $@
  def exp
    return 0 if $game_switches[TRAINING_SWITCH]
    return krx_yggcr_exp
  end
  #--------------------------------------------------------------------------
  # * Get Gold
  #--------------------------------------------------------------------------
  alias_method(:krx_yggcr_gold, :gold) unless $@
  def gold
    return 0 if $game_switches[TRAINING_SWITCH]
    return krx_yggcr_gold
  end
  #--------------------------------------------------------------------------
  # * Get Drop Item 1
  #--------------------------------------------------------------------------
  alias_method(:krx_yggcr_di1, :drop_item1) unless $@
  def drop_item1
    return RPG::Enemy::DropItem.new if $game_switches[TRAINING_SWITCH]
    return krx_yggcr_di1
  end
  #--------------------------------------------------------------------------
  # * Get Drop Item 2
  #--------------------------------------------------------------------------
  alias_method(:krx_yggcr_di2, :drop_item2) unless $@
  def drop_item2
    return RPG::Enemy::DropItem.new if $game_switches[TRAINING_SWITCH]
    return krx_yggcr_di2
  end
  #----------------------------------------------------------------------------#
  # ** Drops
  #----------------------------------------------------------------------------#
  if defined?(IEX::YGGDRASIL)
    p true
    alias_method(:krx_yggcr_drops, :iex_ygg_drops) unless $@
    def iex_ygg_drops
      return [] if $game_switches[TRAINING_SWITCH]
      return krx_yggcr_drops
    end
  end
end
It should work with other battle systems too.


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KuramaBingyi
post Apr 18 2011, 11:08 PM
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Much better. Thank you, Kread.


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Brittonic
post May 9 2011, 08:30 AM
Post #27


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Alright time for the Noob Question of the day, I'm trying to find the file to open the scripting format so I can copy and paste all information over to my game. Problem is Winrar is being an butthole to me, and keeps driving me around in circles.
Basically was wondering if someone was willing to post a step by step play of how to dig the contents out and place them in the script on your game.

If there is instructions already posted somewhere please post the link, I could not find it.


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Genshyu
post Jun 13 2011, 08:24 PM
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I don't think it gets much better than this biggrin.gif Good job, IceDragon! And thanks dude for sharing this smile.gif


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Shunjino
post Jul 3 2011, 05:35 PM
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This is the kinda battle system I was looking for biggrin.gif I thank Jesus and god for finding this ABS system and U scripters wish i could script:D thanks again for the wonderfull demo
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Vuster
post Jul 6 2011, 07:14 AM
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WOOT, MY 1ST POST!!!!Id give this battle system 5 start if itwas not 4 2 things:

1: the party members are not included in the battles.(Im not trying to hinder u but the moment u do it, TELL ME! my game would get more enjoyable once thats in there XD laugh.gif

2: My event skill is good( i can make quite a few bosses what will piss you off ^_-) but my scripting is below amature. I basicly want a weapon to fire, similer to what you have dont with the skills. I know i need an event to be called and i have that but when i give trying to make it a go, i seem to kill off my game(thank god 4 back ups) I've tried and im basicly to busy with my final major project to really go into deaph with a tutorial so im just requesting a way to make Weapons(guns as an example) fire with a set range, dont really mind as long as its ranged. Also, can you please post a screenshot of what is basicly needed so i can have a refrence when i give it a shot myself? I gave it my best shot but my actions are limited in college.

If you need some kind of screenshot of what im using and such, let me know, ill b able to do it after college times.

I also want to learn how to make more skills like the 4Dslash and such but i wanna try to learn that on my own a bit longer. only way ima learn really...

ok, thanks and my rating on ur script:
****
4 star baby happy.gif

This post has been edited by Vuster: Jul 6 2011, 07:15 AM


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InfinateX
post Jul 6 2011, 11:03 AM
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Awesome script! I like how you can use it to make 3 different fighting styles for game if you wanted a menu option that activated a special scene or common event that asks which battle style you would like to use and it would have 3 options (each battle system). Of course that would require other scripts as well. biggrin.gif


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Vuster
post Jul 9 2011, 12:28 AM
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(Resoved)
Took some time but i figured it out now. So now i can make some sweet attacks with the scripts. I also made an alternateve for a ranged weapon. Heres an example:
CODE
ATTACKS["ranged"] = [
    "Target: E",
    "Thrust",
    "Lock Anim Direction",
    "Damage x: 1.3",
    "Rotate Anim",
    "Reverse Swing",
    "Hit anim id: 171",
    "Coord Hit: 1, 0",
    "Coord Hit: 2, 0",
    "Coord Hit: 3, 0",    
    "Coord Hit: 4, 0",
    "Hit anim id: 170",

with this, the attack of a weapon is 4 spaced away like a gun weapon. theres no projectile animamtion but i can live with that.


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Vuster
post Jul 21 2011, 05:36 AM
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I wanted 2 ask, about the Ally thing(<ABS_WILD_TYPE> ), I cant seem to get that to work. I try to make it attack other enemies as well as me but it just attacks me.


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munkis
post Jul 23 2011, 07:42 AM
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You need to set DONT_SCAN_EVENTS to false.


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Phantomaang
post Jul 29 2011, 01:47 PM
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This is an incredible system, and I'm absolutely loving it. However, I'm running repeatedly into an issue with the Dungeon Actor HUD.
When I have all three of the system's switches off: Dungeon Actor Hud, ABS Battle System, and HP/MP bars off,
I will go to a new regular frontal-view battle, fight, but when the fight ends, I get this error.


Script 'IEX - Dungeon Actor Hud' line 702: RGSSError occurred.
disposed window

Here is line 702.
def update
@iex_viewport = self.viewport
reset if @lastmap_id != $game_map.map_id
@req_update = false

I'm not sure what script I'm using is screwing with this, but I want to be able to fix this. Can anyone tell me if any of these would mess with it?

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seanshimitsu
post Aug 4 2011, 09:01 PM
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When I try to target with the bow, the cursor is a rock that rolls around. When I try to shoot, The game crashes, with the error:
Script 'IEX - Yggdrasil EGN - Core' line 2022: NoMethodError occured.
undefined method 'bow_treatment' for nil:NilClass

I know nothing about scripting, so I can't fix it.
Line 2022 says: "if proje.bow_treatment?"
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Philip
post Aug 12 2011, 01:38 PM
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QUOTE (Kread-EX @ Apr 18 2011, 02:21 PM) *
Oh, okay. Well, it's actually even easier. There is no script call, but you can turn on a switch to determine if this is the training. And after that, paste this snippet under Yggdrasil.

Ok Kread, I've got a little issue as well. I LOVE Yggdrasil and I've modified almost everything to fit my needs; HOWEVER, I have a small problem with drops as well. I've created Bombs (don't ask how LONG explanation) and I made cracks in the wall an enemy and when I place a bomb near it, it explodes destroying the crack and creating a passage. The only problem with this is IT DROPS A CHUNK OF GOLD!!! LOL!!! I'd like to just place a comment in the event to disable gold dropping. I know how to add new comments in through Lunatic Script I just don't know who to use this in the drops class to disable the drop from happening.

Hope you give this a shot tongue.gif

This post has been edited by Philip: Aug 12 2011, 01:39 PM


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Kread-EX
post Aug 16 2011, 11:04 AM
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It's been a while since I last looked at Yggdrasil, so pardon me if it's a stupid question, but are you certain that you set the gained gold to 0 for this type of enemy?


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seanshimitsu
post Aug 17 2011, 07:17 AM
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QUOTE (Kread-EX @ Aug 16 2011, 12:04 PM) *
It's been a while since I last looked at Yggdrasil, so pardon me if it's a stupid question, but are you certain that you set the gained gold to 0 for this type of enemy?

I have destructable boulders in my game, and it still drops a bag of zero gold...
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seanshimitsu
post Aug 19 2011, 10:51 AM
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QUOTE (seanshimitsu @ Aug 4 2011, 10:01 PM) *
When I try to target with the bow, the cursor is a rock that rolls around. When I try to shoot, The game crashes, with the error:
Script 'IEX - Yggdrasil EGN - Core' line 2022: NoMethodError occured.
undefined method 'bow_treatment' for nil:NilClass

I know nothing about scripting, so I can't fix it.
Line 2022 says: "if proje.bow_treatment?"

I fixed the cursor being a rock, but it still crashes when I shoot sad.gif
Could someone please help?
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