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QUOTE (Tenchu-San @ May 12 2008, 11:24 PM)
When I change my battler to $Charactername_1, it insists I need to make Actor1 Named Ralph and so on. I thought it had to match the name of the actor in the database? I made it so it was $Ralph_1 and it works, but I have more than 4 party members and I don't want Ralph to be the name I use...
It doesn't use the character name at all. The only things that need to match up if you are using animated battlers is the $charname and $charname_1 - the REAL name of your character is not referenced by this script at all. For all the script cares, if your charset is $joe then your animated batter sprite needs to be called $joe_1 - Meanwhile, your characters name can be whatever you want it to be. Go to your actor tab, I'm sure the sprite you have set up is $ralph for his graphic.
That is exactly it, thanks for clearing that up for me.
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I'm not arrogant, I'm confident. "Only the wicked shall fear my blade, for the grace of God shall defend the innocent from my wrath." ^ A quote that popped into my head during a hot summer night. Come visit my devblog for my RMVX project: Exile of the Sun. Or check out the Topic here at RRR!
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When I play the game with the new scripts you made, In a battle the enemy is in its orginal spot and the party members are just in a jumbles mess on the right side of the screen. What did i do wrong? Thanks! (You can e-mail me too)
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Does your explanation for setting the battler graphics to Minkoff capability work for enemy battlers as well as actor battlers?
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QUOTE (gamezerstudios @ Jan 18 2010, 03:29 AM)
i don't like blogs last time i got one my desktop blew up!
ROFL!!
Dragons and Eggs! Please click :3
Weird Dragon is weird.Pretty Dragon is pretty. Midjet Dragon is a midget.Cool Dragon is cool. Awesome Dragon is AWESOMEOkay Dragon is... Meh UGLY DRAGON IS UGLY! >_<... Ok seriously WTF!? Another Pretty DragonPrettier Dragon WOAH BADASS!Woah... Same as before. >_> Ooh it's a godly looking dragon!Ooh, it's a dragon prettier than the other two! ... Okay seriously what the hell is this thing?
I'm not arrogant, I'm confident. "Only the wicked shall fear my blade, for the grace of God shall defend the innocent from my wrath." ^ A quote that popped into my head during a hot summer night. Come visit my devblog for my RMVX project: Exile of the Sun. Or check out the Topic here at RRR!
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RM Skill: Undisclosed
I really need help, i set my file types (Character) as $ (Example:$Ulrika) and when i go into a battle it just mixes everything around on the right side. It goes through "Actor 1" Instead of my character. What do i do?
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I have a few problems. :/
First off, the order that the characters step forward is the opposite of their actual position. (for example, when I decide what the first character's attack will be, the bottom character steps forward)
Also, and this one is what I'd really like to fix, whenever my characters begin attacking, some of them attack at the same time and seem to do a single damage amount (not 1 damage, but as if only one character attacked). In general everything goes very fast and everyone (including the enemies) attack with split second intervals.
Hopefully I'm explaining this well enough, thanks a million for any help.
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QUOTE (Hobonicus @ May 15 2008, 12:02 AM)
I have a few problems. :/
First off, the order that the characters step forward is the opposite of their actual position. (for example, when I decide what the first character's attack will be, the bottom character steps forward)
Also, and this one is what I'd really like to fix, whenever my characters begin attacking, some of them attack at the same time and seem to do a single damage amount (not 1 damage, but as if only one character attacked). In general everything goes very fast and everyone (including the enemies) attack with split second intervals.
Hopefully I'm explaining this well enough, thanks a million for any help.
If this script acts differently in your game than it does in the demo, chance are incredibly good that you are having script conflict issues.
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Thanks for the quick reply.
I thought i had tried removing my other scripts but... I guess I hadn't, thanks for making me double check... sorry for taking your time for such an obvious question.
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Hey Kylock!
This translation is wonderful! It's working perfectly for me after a few tweaks for compatibility but I am still having one problem I can't seem to work out involving compatibility with this Weapon Unleash script by Dargor: Could you help me out? Thanks!
module Weapon_Unleash # Weapons that can unleash a skill Weapons = [1,2,3] # The skill unleashed by weapon_id # SYNTAX: weapon_id => skill_id Skill = { 1 => 59, 2 => 59 } # Default skill unleashed Skill.default = 1 # Chances in percent to unleash a skill # SYNTAX: weapon_id => percent Rate = { 1 => 100, 2 => 100 } # Default rate Rate.default = 25 end
# Text displayed in the battle text window when the skill is unleashed Vocab::WeaponUnleash = "%s's %s unleashed %s!"
#============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Normal Attack Animation ID #-------------------------------------------------------------------------- def atk_animation_id if two_swords_style return weapons[0].animation_id if weapons[0] != nil return weapons[1] == nil ? 1 : 1 else return weapons[0] == nil ? 1 : weapons[0].animation_id end end #-------------------------------------------------------------------------- # * Get Normal Attack Animation ID (Dual Wield: Weapon 2) #-------------------------------------------------------------------------- def atk_animation_id2 if two_swords_style return weapons[1] == nil ? 1 : weapons[1].animation_id else return 1 end end end
#============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #==============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Alias listing #-------------------------------------------------------------------------- alias dargor_execute_action_attack execute_action_attack #-------------------------------------------------------------------------- # * Execute Battle Action: Attack #-------------------------------------------------------------------------- def execute_action_attack # Execute weapon unleash check if @active_battler.is_a?(Game_Actor) weapon = @active_battler.weapons[0] if weapon_can_unleash?(weapon) # Execute weapon unleash for weapon 1 execute_action_weapon_unleash(weapon) else # Execute normal attack for weapon 1 execute_specific_action_attack(1) end # If battler has two swords style if @active_battler.two_swords_style weapon = @active_battler.weapons[1] if weapon_can_unleash?(weapon) # Execute weapon unleash for weapon 2 execute_action_weapon_unleash(weapon) else # Execute normal attack for weapon 2 execute_specific_action_attack(2) end end # Execute normal attack else dargor_execute_action_attack end end #-------------------------------------------------------------------------- # * Execute Specific Battle Action: Attack # weapon : actor's weapon (1 or 2) #-------------------------------------------------------------------------- def execute_specific_action_attack(weapon) if weapon == 1 animation = @active_battler.atk_animation_id end if weapon == 2 animation = @active_battler.atk_animation_id2 end text = sprintf(Vocab::DoAttack, @active_battler.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets display_normal_animation(targets, animation) wait(30) for target in targets target.attack_effect(@active_battler) display_action_effects(target) end end #-------------------------------------------------------------------------- # * Execute Battle Action: Weapon Unleash #-------------------------------------------------------------------------- def execute_action_weapon_unleash(weapon) skill = $data_skills[Weapon_Unleash::Skill[weapon.id]] skill = $data_skills[Weapon_Unleash::Skill.default] if skill.nil? weapon_name = weapon.name text = sprintf(Vocab::WeaponUnleash, @active_battler.name, weapon_name, skill.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets display_animation(targets, skill.animation_id) for target in targets target.skill_effect(@active_battler, skill) display_action_effects(target, skill) @message_window.back_to(4) end end #-------------------------------------------------------------------------- # * Weapon can unleash? #-------------------------------------------------------------------------- def weapon_can_unleash?(weapon) return false if @active_battler.is_a?(Game_Enemy) return false unless Weapon_Unleash::Weapons.include?(weapon.id) rate = Weapon_Unleash::Rate[weapon.id] rate = Weapon_Unleash::Rate.default if rate.nil? random = rand(100) return random <= rate end end
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QUOTE (tarukyaffxi @ May 15 2008, 09:45 AM)
Hey Kylock!
This translation is wonderful! It's working perfectly for me after a few tweaks for compatibility but I am still having one problem I can't seem to work out involving compatibility with this Weapon Unleash script by Dargor: Could you help me out? Thanks!
This won't work without a ton of work. The unleash script will need to be mostly rewritten. Unfortunately, I don't have the time for this right now, and It would take a back seat to many other requests I have queued up at this time.
This post has been edited by Kylock: May 15 2008, 08:25 AM
Group: Revolutionary
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With the help of Kylock himself, I have managed to come up with customisations to the script that will enable the use of KADUKI's battle sprites. It took a while but the work is done and here's the result:
CODE
Modifications:
ANIME = { #-------------------------------------------------------------------------- # ? Battler Animations #-------------------------------------------------------------------------- # No. Graphics file used. # 0 = Default Battler Style # 1 = "Character Name + _n", where n is the number of the pose # Example of file would be "$Ralph_1" # Use "1" for non-standard battler, like Minkoff's. # # Type - Vertical position of cell files (0-3) # Speed - Refresh rate of animation. Lower numbers are faster # Loop - 0 = Continuous Loop # 1 = Loop Once # 2 = No Loop # Wait - Time in frames before animation loops # Fixed - How and weither to animate horizontal frames # -1 = Loop Animation # 0 = Regular Animation # 1 = Fixed Animation # Z - Set animation's Z priority # Shadow - Set true to display battler shadow during animation # Weapon - Weapon animation to play with action
I hope you can use this to produce an addon Kylock, since my scripting skills are to weak to do so myself. Everything works perfectly and I hope this will be of some help to you.
Thanks for all the help you've given me! You da man!
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Umm... I'm not sure if this is a problem with this script but it's only happened since I added it to my game...
At the end of a battle, I get this message:
Script 'Game_Actor' line 560: ArgumentError occurred.
too few argument.
And I have no idea why!
This is what's on the line:
text = sprintf(Vocab::ObtainSkill, skill.name)
And here it is in context:
#-------------------------------------------------------------------------- # * Show Level Up Message # new_skills : Array of newly learned skills #-------------------------------------------------------------------------- def display_level_up(new_skills) $game_message.new_page text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level) $game_message.texts.push(text) for skill in new_skills text = sprintf(Vocab::ObtainSkill, skill.name) <------------ Here's the line! $game_message.texts.push(text) end end
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QUOTE (matty0828 @ May 17 2008, 02:48 AM)
Umm... I'm not sure if this is a problem with this script but it's only happened since I added it to my game...
At the end of a battle, I get this message:
Script 'Game_Actor' line 560: ArgumentError occurred.
too few argument.
And I have no idea why!
This is what's on the line:
text = sprintf(Vocab::ObtainSkill, skill.name)
This CBS does nothing to modify the sprintf method in any way. I very much doubt its this script that's causing your problem. If you take this script out and it works, then its the combination of this script and another script you have that's causing the error.