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> “Linking” Scripts
Helios
post Apr 29 2011, 03:04 PM
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I know this sounds crazy for a complete scripting noob, but I still wanna give it a try.

Battle system is same as before, the ORBS.
http://www.rpgrevolution.com/forums/index....showtopic=49521

This system takes battle directly on map, ignoring Scene_Battle completely. So almost all attack/skill-related scripts, like ammo consuming ones, will simply not work.

So my guess is, if I can edit the ORBS core system to "call" the script when performing attack/skill, I might just get them working.

Is this possible? If so, how?

Thanks in advance.


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Kread-EX
post Apr 30 2011, 02:38 AM
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For a script like ORBS, you can't really simply adapt other battle-related scripts for it just like that. It's actually simpler to recode the functionality into ORBS - of course it also depends of the new feature you want to put in.


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Helios
post May 1 2011, 01:36 AM
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Actually I tried that before, by copying script part by part, and paste them under the same class. Didn't work tho.

Most of the time I got the error "stack level too deep", sometimes "wrong number of augment". Guess my beloved trial and error method won't work here.

The feature I wanted...well...

Queex's "Requirements for Skills", for limiting skills to weapon type. This script needs TagNote 2.0.
And modern algebra's "Recharge Skills", for skill cooldown.


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Kread-EX
post May 1 2011, 02:27 AM
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I'll adapt them for you. Give me a few days though because I've a lot of things to do.


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Helios
post May 1 2011, 05:33 AM
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That's really nice of you, much thanks! I'll make sure to check what you've changed and (hopefully) learn a few things.

I'm not in any hurry so take your time smile.gif

This post has been edited by Helios: May 7 2011, 11:11 PM


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Kread-EX
post May 8 2011, 02:20 AM
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Here's Queex's mofidied Skill Requirements script.

Clicky.
CODE
###########################
# Requirements for Skills #
##############################################################################
# Version 1.0                                                                #
# Author: Queex                                                              #
# ORBS compatibility: Kread-EX
# 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? rbs_skill_can_use?
  def rbs_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 << ORBS
  
  include TAGNOTE
  
  alias_method(:krx_qsr_orbs_ap, :action_process) unless $@
  def action_process(character, target_dir, action = 0)
    if action > 0
      skill = $data_skills[action]
      #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
    krx_qsr_orbs_ap(character, target_dir, action)
  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

Fortunately, both scripts are independent enough to avoid needing to recode the functionality from scratch. It's possible that I overlooked something while testing, so let me know.

I'll take care of the Recharge skills shortly.

EDIT: Here.

Clicky
CODE
#==============================================================================
#    Recharge Skills
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    ORBS compatibility: Kread-EX
#    Date: December 11, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This allows you to make it so that skills can be set to need to recharge
#   after use. In other words, you can make it so that once an actor uses Heal,
#   he or she cannot use Heal again for x number of turns. This script will
#   also allow you to make items, weapons, and states that can increase or
#   reduce the amount of time it takes to recharge a skill, as well as create
#   items and skills that can immediately recharge any skills that are charging
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11), above Main
#   but below any other custom scripts you might have.
#
#    Configuration is fairly easy. To specify how long a skill needs to take to
#   recharge, all you need to do is place the following code in its notebox:
#      \charge[x]
#   where x is the number of turns you want it to be unavailable for after
#   using it. It must be a positive integer.
#
#    Example:
#      \recharge[2]   # Will wait two turns before you can use this skill again
#
#    To set either an item or skill so that, when used, it will refresh all
#   skills and get rid of any remaining charges so that all skills will be
#   available, all you need to do is put the following code in the notebox:
#      \refresh
#
#    To set a weapon, armor, state, or enemy to reduce or increase the default
#   charge times of a skill, all you need to do is use the following code:
#      \recharge[x]
#
#    You can also specify recharge modifiers by class or actor. See the
#   Configurable Region at line 57 for instructions on setting those up. All
#   recharge modifiers stack, so if your class normally adds 1 and an armor the
#   actor wears adds 2, then it will take 3 extra turns to recharge the skill.
#   Also, recharge mods will only add to skills that have a recharge time to
#   begin with.
#==============================================================================

#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    New Constants - CLASS_RECHARGE_MODS, ACTOR_RECHARGE_MODS
#    Modified classes - UsableItem, Skill, Weapon, Armor, State, Enemy
#==============================================================================

module RPG

#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  CONFIGURABLE REGION
#``````````````````````````````````````````````````````````````````````````````
#    Here, you can set recharge modifiers for classes and actors, thus allowing
#   the recharge times to be different depending on which actor and what class.
#   They both work the same basic way:
#
#  CLASS_RECHARGE_MODS
#    Each line should look as follows (omitting the < and >):
#
#    <class ID> => <modifier>,
#
#       class ID : the ID of the class you want to modify. So, by default,
#         1 would be Paladin, 2 would be Warrior, 3 would be Priest, etc...
#       modifier : this can either be an integer or a positive decimal number.
#         If an integer, it will add it to the number of turns. If a decimal
#         number, it will multiply it by the number of turns.
#
#  If you don't do a line for a class, then it defaults to 0 modifier.
#  Remember to put a comma after EVERY one of these lines, except the last.
#
#  EXAMPLES:
#    2 => 1,
#      Whenever an actor with class 2 uses a skill, it will take one extra turn
#      to recharge than it would normally. So, if a skill should take 3 turns
#      to recharge, it will take 4 turns for actors with this class.
#    7 => 0.5,
#      Whenever an actor with class 7 uses a skill, it will take only half as
#      long to recharge as it would normally. If a skill takes 6 turns
#      normally, it will take 3 turns to recharge for actors with this class.
#
#  ACTOR_RECHARGE_MODS
#    This works the same way, except with actor ID instead of class ID:
#
#    <actor ID> => <modifier>,
#       actor ID : the ID of the actor. So, by default, 1 would be Ralph,
#         2 would be Ulrika, etc...
#       modifier : same as at line 71.
#
#  If you don't do a line for a class, then it defaults to 0 modifier.
#  Remember to put a comma after EVERY one of these lines, except the last.
#
#  EXAMPLES:
#    4 => -2,
#      Whenever Actor 4 uses a skill, it takes 2 less turns to charge. So if
#      the skill normally takes 5 turns, it will take only 3 turns for actor 4.
#    7 => 2.5,
#      Whenever Actor 7 uses a skill it 250% longer to recharge. So if a skill
#      normally takes 2 turns, it will take 5 turns for actor 7.
#
#  You can also change an actor's recharge modifier in game with a script call:
#    $game_actors[<actor ID>] = <modifier>
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CLASS_RECHARGE_MODS = { # <- Do not touch.
  1 => 0,
  2 => 1.0,
} # <- Do not touch.
ACTOR_RECHARGE_MODS = { # <- Do not touch.
  1 => 0,
  2 => 1.0,
} # <- Do not touch.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END CONFIGURABLE REGION
#//////////////////////////////////////////////////////////////////////////////
CLASS_RECHARGE_MODS.default = 0
ACTOR_RECHARGE_MODS.default = 0

#==============================================================================
# ** UsableItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - refresh_charges?
#==============================================================================

class UsableItem
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh_charges?
    return (self.note[/\\REFRESH/i] != nil)
  end
end

#==============================================================================
# ** Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - charge_time
#==============================================================================

class Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Charge Time
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_time
    return self.note[/\\CHARGE\[(\d+)\]/i] != nil ? $1.to_i : 0
  end
end

#==============================================================================
# ** Weapon, Armor, State, Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - recharge_mod
#    aliased method - ma_reset_note_values (if have Note Editor)
#==============================================================================

["Weapon", "Armor", "State", "Enemy"].each { |class_name|

RS_REGEXP = "/\\\\RECHARGE\\[(-?\\d+)(%?)\\]/i"

CLDEF = <<__END__
class #{class_name}
  def recharge_mod
    if !@recharge_mod
      if self.note[#{RS_REGEXP}] != nil
        if $2.empty?
          @recharge_mod = $1.to_i
        else
          x = $1.to_f / 100.0
          @recharge_mod = x >= 0 ? x : -1*x
        end
      else
        @recharge_mod = 0
      end
    end
    return @recharge_mod
  end
  if self.method_defined? (:ma_reset_note_values)
    alias ma_rchrg_restnot_8ik3 ma_reset_note_values
    def ma_reset_note_values (*args)
      ma_rchrg_restnot_8ik3 (*args) # Run Original Method
      @recharge_mod = nil
    end
  end
end
__END__

eval (CLDEF)

}

end

#==============================================================================
# ** Game_Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - initialize; skill_can_use?; skill_test; skill_effect;
#      item_test; item_effect
#    new methods - set_skill_recharge; update_skill_recharge; recharge_mod
#==============================================================================

class Game_Battler
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_skilchrg_initz_5tg2 initialize
  def initialize (*args)
    @sc_turns_count = {}
    @sc_turns_count.default = 0
    ma_skilchrg_initz_5tg2 (*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Can Use Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgbr_chrgskil_canus_9dv4 rbs_skill_can_use?
  def rbs_skill_can_use? (skill, *args)
    return false if @sc_turns_count[skill.id] > 0
    return malgbr_chrgskil_canus_9dv4 (skill, *args) # Return Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Test
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mal_rchrgskl_tst_4wp9 skill_test
  def skill_test (user, skill, *args)
    return true if skill.refresh_charges? && !@sc_turns_count.empty?
    return mal_rchrgskl_tst_4wp9 (user, skill, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mgba_rchrgskil_efct_2ok7 skill_effect
  def skill_effect (user, skill, *args)
    @sc_turns_count.clear if skill.refresh_charges?
    mgba_rchrgskil_efct_2ok7 (user, skill, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Test
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mogb_rchrg_itmtest_6yh2 item_test
  def item_test (user, item, *args)
    return true if item.refresh_charges? && !@sc_turns_count.empty?
    return mogb_rchrg_itmtest_6yh2 (user, item, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malga_rechrge_itmeffect_5th3 item_effect
  def item_effect (user, item, *args)
    @sc_turns_count.clear if item.refresh_charges?
    malga_rechrge_itmeffect_5th3 (user, item, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Charge
  #  skill : the skill used
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_skill_recharge (skill)
    return if skill.recharge_time == 0
    @sc_turns_count[skill.id] = skill.recharge_time
    direct, percent = recharge_mod
    @sc_turns_count[skill.id] += direct
    @sc_turns_count[skill.id] = (@sc_turns_count[skill.id] * percent).round
    @sc_turns_count[skill.id] += 1
    @sc_turns_count.delete (skill.id) if @sc_turns_count[skill.id] < 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Charges
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_skill_recharge
    for i in @sc_turns_count.keys
      @sc_turns_count[i] -= 1
      @sc_turns_count.delete (i) if @sc_turns_count[i] <= 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = 0, 1.0
    states.each { |state|
      x = state.recharge_mod
      x.is_a? (Float) ? percent *= x : direct += x
    }
    return direct, percent
  end
end

#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - setup
#    redefined super method - recharge_mod
#==============================================================================

class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :base_recharge
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Actor Setup
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgb_rechrg_initz_8ik2 setup
  def setup (*args)
    malgb_rechrg_initz_8ik2 (*args) # Run Original Method
    @base_recharge = RPG::ACTOR_RECHARGE_MODS[@actor_id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = super
    class_mod = RPG::CLASS_RECHARGE_MODS[class_id]
    class_mod.is_a? (Float) ? percent *= class_mod : direct += class_mod
    @base_recharge.is_a? (Float) ? percent *= @base_recharge : direct += @base_recharge
    equips.compact.each { |equip|
      x = equip.recharge_mod
      x.is_a? (Float) ? percent *= x : direct += x
    }
    return direct, percent
  end
end

#==============================================================================
# ** Game_Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    redefined super method - recharge_mod
#==============================================================================

class Game_Enemy
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = super
    x = enemy.recharge_mod
    x.is_a? (Float) ? percent *= x : direct += x
    return direct, percent
  end
end

class << ORBS
  
  alias_method(:krx_mar_orbs_ap, :action_process) unless $@
  def action_process(character, target_dir, action = 0)
    character.battler.update_skill_recharge
    if action > 0
      character.battler.set_skill_recharge($data_skills[action])
    end
    krx_mar_orbs_ap(character, target_dir, action)
  end
  
end

I recomment you to put it above Queex's script. Yay sundays.


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Helios
post May 8 2011, 01:01 PM
Post #7


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Great job as always Kread-EX, really appreciate it laugh.gif

Test result:

Requirements for Skills - works fine!

Recharge Skills - put "\CHARGE[2]" in the box and skill is permanently disabled after one use, even skill with "\REFRESH" won't help. And what dose "\RECHARGE" do? I'm confused...


Also, ORBS' party management seems to be broken... I've put the details in my previous thread, would be great if you could take a look into it (when you have time of course) smile.gif
http://www.rpgrevolution.com/forums/index....showtopic=49521


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Kread-EX
post May 8 2011, 01:17 PM
Post #8


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You misunderstood. \charge[2] doesn't mean that the skill is disabled after 2 uses. The skill is always disabled after one single use, and \charge[2] means it takes two turns before being usable again.

\recharge is a tag to use on weapons, armors, classes or enemies. It allows to alter the charge turns number. For instance, you can have an enemy that negates the recharging time necessary. Putting a \recharge[x] tag in the enemy notebox is the way to achieve this.

As for \refresh, it enables back the skill, even before the recharging turns are elapsed.


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Helios
post May 9 2011, 01:33 AM
Post #9


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Ah, I see how this work now, albeit a little different from what I expected.

The skill's recharge counts decrease only when the character attack or use another skill, but moving around or wait on spot won't count. This doesn't make sense, as moving and waiting also take a turn. Could this be fixed?


PS:

Line 271 seems to be redundant as it cause skills to have one extra turn of cooldown then they should have.
@sc_turns_count[skill.id] += 1
No idea why it's there, so I removed this line and problem solved...apparently.

=====================================================================

PS2:

Item with \REFRESH works, while skill with \REFRESH have no effect.

This post has been edited by Helios: May 10 2011, 01:36 AM


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Kread-EX
post May 9 2011, 02:49 AM
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Hmm... Yes I sticked the recharge method inside the attack process. Completely forgot about waiting or moving... O_o
Sorry about that, I'll fix it this evening after work.

EDIT: Done.

Clicky.
CODE
#==============================================================================
#    Recharge Skills
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    ORBS compatibility: Kread-EX
#    Date: December 11, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This allows you to make it so that skills can be set to need to recharge
#   after use. In other words, you can make it so that once an actor uses Heal,
#   he or she cannot use Heal again for x number of turns. This script will
#   also allow you to make items, weapons, and states that can increase or
#   reduce the amount of time it takes to recharge a skill, as well as create
#   items and skills that can immediately recharge any skills that are charging
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11), above Main
#   but below any other custom scripts you might have.
#
#    Configuration is fairly easy. To specify how long a skill needs to take to
#   recharge, all you need to do is place the following code in its notebox:
#      \charge[x]
#   where x is the number of turns you want it to be unavailable for after
#   using it. It must be a positive integer.
#
#    Example:
#      \recharge[2]   # Will wait two turns before you can use this skill again
#
#    To set either an item or skill so that, when used, it will refresh all
#   skills and get rid of any remaining charges so that all skills will be
#   available, all you need to do is put the following code in the notebox:
#      \refresh
#
#    To set a weapon, armor, state, or enemy to reduce or increase the default
#   charge times of a skill, all you need to do is use the following code:
#      \recharge[x]
#
#    You can also specify recharge modifiers by class or actor. See the
#   Configurable Region at line 57 for instructions on setting those up. All
#   recharge modifiers stack, so if your class normally adds 1 and an armor the
#   actor wears adds 2, then it will take 3 extra turns to recharge the skill.
#   Also, recharge mods will only add to skills that have a recharge time to
#   begin with.
#==============================================================================

#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    New Constants - CLASS_RECHARGE_MODS, ACTOR_RECHARGE_MODS
#    Modified classes - UsableItem, Skill, Weapon, Armor, State, Enemy
#==============================================================================

module RPG

#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  CONFIGURABLE REGION
#``````````````````````````````````````````````````````````````````````````````
#    Here, you can set recharge modifiers for classes and actors, thus allowing
#   the recharge times to be different depending on which actor and what class.
#   They both work the same basic way:
#
#  CLASS_RECHARGE_MODS
#    Each line should look as follows (omitting the < and >):
#
#    <class ID> => <modifier>,
#
#       class ID : the ID of the class you want to modify. So, by default,
#         1 would be Paladin, 2 would be Warrior, 3 would be Priest, etc...
#       modifier : this can either be an integer or a positive decimal number.
#         If an integer, it will add it to the number of turns. If a decimal
#         number, it will multiply it by the number of turns.
#
#  If you don't do a line for a class, then it defaults to 0 modifier.
#  Remember to put a comma after EVERY one of these lines, except the last.
#
#  EXAMPLES:
#    2 => 1,
#      Whenever an actor with class 2 uses a skill, it will take one extra turn
#      to recharge than it would normally. So, if a skill should take 3 turns
#      to recharge, it will take 4 turns for actors with this class.
#    7 => 0.5,
#      Whenever an actor with class 7 uses a skill, it will take only half as
#      long to recharge as it would normally. If a skill takes 6 turns
#      normally, it will take 3 turns to recharge for actors with this class.
#
#  ACTOR_RECHARGE_MODS
#    This works the same way, except with actor ID instead of class ID:
#
#    <actor ID> => <modifier>,
#       actor ID : the ID of the actor. So, by default, 1 would be Ralph,
#         2 would be Ulrika, etc...
#       modifier : same as at line 71.
#
#  If you don't do a line for a class, then it defaults to 0 modifier.
#  Remember to put a comma after EVERY one of these lines, except the last.
#
#  EXAMPLES:
#    4 => -2,
#      Whenever Actor 4 uses a skill, it takes 2 less turns to charge. So if
#      the skill normally takes 5 turns, it will take only 3 turns for actor 4.
#    7 => 2.5,
#      Whenever Actor 7 uses a skill it 250% longer to recharge. So if a skill
#      normally takes 2 turns, it will take 5 turns for actor 7.
#
#  You can also change an actor's recharge modifier in game with a script call:
#    $game_actors[<actor ID>] = <modifier>
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CLASS_RECHARGE_MODS = { # <- Do not touch.
  1 => 0,
  2 => 1.0,
} # <- Do not touch.
ACTOR_RECHARGE_MODS = { # <- Do not touch.
  1 => 0,
  2 => 1.0,
} # <- Do not touch.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END CONFIGURABLE REGION
#//////////////////////////////////////////////////////////////////////////////
CLASS_RECHARGE_MODS.default = 0
ACTOR_RECHARGE_MODS.default = 0

#==============================================================================
# ** UsableItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - refresh_charges?
#==============================================================================

class UsableItem
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh_charges?
    return (self.note[/\\REFRESH/i] != nil)
  end
end

#==============================================================================
# ** Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - charge_time
#==============================================================================

class Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Charge Time
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_time
    return self.note[/\\CHARGE\[(\d+)\]/i] != nil ? $1.to_i : 0
  end
end

#==============================================================================
# ** Weapon, Armor, State, Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - recharge_mod
#    aliased method - ma_reset_note_values (if have Note Editor)
#==============================================================================

["Weapon", "Armor", "State", "Enemy"].each { |class_name|

RS_REGEXP = "/\\\\RECHARGE\\[(-?\\d+)(%?)\\]/i"

CLDEF = <<__END__
class #{class_name}
  def recharge_mod
    if !@recharge_mod
      if self.note[#{RS_REGEXP}] != nil
        if $2.empty?
          @recharge_mod = $1.to_i
        else
          x = $1.to_f / 100.0
          @recharge_mod = x >= 0 ? x : -1*x
        end
      else
        @recharge_mod = 0
      end
    end
    return @recharge_mod
  end
  if self.method_defined? (:ma_reset_note_values)
    alias ma_rchrg_restnot_8ik3 ma_reset_note_values
    def ma_reset_note_values (*args)
      ma_rchrg_restnot_8ik3 (*args) # Run Original Method
      @recharge_mod = nil
    end
  end
end
__END__

eval (CLDEF)

}

end

#==============================================================================
# ** Game_Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - initialize; skill_can_use?; skill_test; skill_effect;
#      item_test; item_effect
#    new methods - set_skill_recharge; update_skill_recharge; recharge_mod
#==============================================================================

class Game_Battler
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_skilchrg_initz_5tg2 initialize
  def initialize (*args)
    @sc_turns_count = {}
    @sc_turns_count.default = 0
    ma_skilchrg_initz_5tg2 (*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Can Use Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgbr_chrgskil_canus_9dv4 rbs_skill_can_use?
  def rbs_skill_can_use? (skill, *args)
    return false if @sc_turns_count[skill.id] > 0
    return malgbr_chrgskil_canus_9dv4 (skill, *args) # Return Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Test
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mal_rchrgskl_tst_4wp9 skill_test
  def skill_test (user, skill, *args)
    return true if skill.refresh_charges? && !@sc_turns_count.empty?
    return mal_rchrgskl_tst_4wp9 (user, skill, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mgba_rchrgskil_efct_2ok7 skill_effect
  def skill_effect (user, skill, *args)
    @sc_turns_count.clear if skill.refresh_charges?
    mgba_rchrgskil_efct_2ok7 (user, skill, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Test
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mogb_rchrg_itmtest_6yh2 item_test
  def item_test (user, item, *args)
    return true if item.refresh_charges? && !@sc_turns_count.empty?
    return mogb_rchrg_itmtest_6yh2 (user, item, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malga_rechrge_itmeffect_5th3 item_effect
  def item_effect (user, item, *args)
    @sc_turns_count.clear if item.refresh_charges?
    malga_rechrge_itmeffect_5th3 (user, item, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Charge
  #  skill : the skill used
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_skill_recharge (skill)
    return if skill.recharge_time == 0
    @sc_turns_count[skill.id] = skill.recharge_time
    direct, percent = recharge_mod
    @sc_turns_count[skill.id] += direct
    @sc_turns_count[skill.id] = (@sc_turns_count[skill.id] * percent).round
    @sc_turns_count[skill.id] += 1
    @sc_turns_count.delete (skill.id) if @sc_turns_count[skill.id] < 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Charges
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_skill_recharge
    for i in @sc_turns_count.keys
      @sc_turns_count[i] -= 1
      @sc_turns_count.delete (i) if @sc_turns_count[i] <= 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = 0, 1.0
    states.each { |state|
      x = state.recharge_mod
      x.is_a? (Float) ? percent *= x : direct += x
    }
    return direct, percent
  end
end

#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - setup
#    redefined super method - recharge_mod
#==============================================================================

class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :base_recharge
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Actor Setup
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgb_rechrg_initz_8ik2 setup
  def setup (*args)
    malgb_rechrg_initz_8ik2 (*args) # Run Original Method
    @base_recharge = RPG::ACTOR_RECHARGE_MODS[@actor_id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = super
    class_mod = RPG::CLASS_RECHARGE_MODS[class_id]
    class_mod.is_a? (Float) ? percent *= class_mod : direct += class_mod
    @base_recharge.is_a? (Float) ? percent *= @base_recharge : direct += @base_recharge
    equips.compact.each { |equip|
      x = equip.recharge_mod
      x.is_a? (Float) ? percent *= x : direct += x
    }
    return direct, percent
  end
end

#==============================================================================
# ** Game_Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    redefined super method - recharge_mod
#==============================================================================

class Game_Enemy
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = super
    x = enemy.recharge_mod
    x.is_a? (Float) ? percent *= x : direct += x
    return direct, percent
  end
end

class << ORBS
  
  alias_method(:krx_mar_orbs_ap, :action_process) unless $@
  def action_process(character, target_dir, action = 0)
    if action > 0
      character.battler.set_skill_recharge($data_skills[action])
    end
    krx_mar_orbs_ap(character, target_dir, action)
  end
  
  alias_method(:krx_mar_orbs_tp, :turn_process) unless $@
  def turn_process
    for character in [$game_player] + $game_members + $game_map.enemies
      next if character.battler.nil?
      character.battler.update_skill_recharge
    end
    krx_mar_orbs_tp
  end
    
end


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Helios
post May 15 2011, 05:45 PM
Post #11


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Posts: 54
Type: None
RM Skill: Undisclosed




Yes it's working pinch.gif

Some minor issue still persists though, see PM smile.gif


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