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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!
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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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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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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.
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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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.
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
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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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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?
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
This post has been edited by johnsilva9: Apr 28 2011, 07:18 AM
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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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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
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
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?
I'd warn you for quoting, but I can't because it's not against the rules (even though it's really annoying, and we know what you're talking about) But I will warn you for double double-posting, because that is against the rules - Night_Runner
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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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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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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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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... :<