BloodOrchid
May 1 2009, 10:26 AM
Thanks alot^-^ Sorry it took so long to reply, contruction caused my net to go down for awhile.
I ran into a few problems at first; i had to remove your Alias' and the attr_combine_class(id_1, id_2, id_new). Dunno why you alias'd them or why that attr was there, it wasnt even called once =o. Hopefully you accidently left htem in there during testing, otherwise i may have caused something to mess up without me seeing it. However if i didnt remove those, the game repeatadly crashed

The only problem i have now, is that the text that tells you what class you chose is not appearing. thats really no big deal, because you can tell by what attributes you have...Everything works fine, the new attributes appearing included. But the text wont disaply...
Also, if you change class one time, youll get the attributes, but if you change class again, you wont gain any attributes and they wont be taken away, even with updating them. That is fine, i really dont care about that since you dont get to change classes at any point in the game. But i just thought id bring it to your attention.
Anyways, thanks so much for that, i really appreciate it =)
332211
May 1 2009, 11:28 AM
QUOTE (BloodOrchid @ May 1 2009, 07:26 PM)

I ran into a few problems at first; i had to remove your Alias' and the attr_combine_class(id_1, id_2, id_new). Dunno why you alias'd them or why that attr was there, it wasnt even called once =o. Hopefully you accidently left htem in there during testing, otherwise i may have caused something to mess up without me seeing it. However if i didnt remove those, the game repeatadly crashed

The only problem i have now, is that the text that tells you what class you chose is not appearing. thats really no big deal, because you can tell by what attributes you have...Everything works fine, the new attributes appearing included. But the text wont disaply...
You have the script instaled above my patch, right?
QUOTE (BloodOrchid @ May 1 2009, 07:26 PM)

Also, if you change class one time, youll get the attributes, but if you change class again, you wont gain any attributes and they wont be taken away, even with updating them. That is fine, i really dont care about that since you dont get to change classes at any point in the game. But i just thought id bring it to your attention.
bug solved in 2.5.3
kaimonkey
May 1 2009, 01:34 PM
On the demo its says only pass if you have the script by...?
Please type the name KaiMonkey as its my script! Also, thankyou for doing this, its very very helpful! Tomorrow I'll make a thing on my scritp, suggesting yours! Once again thankyou, and please give me the credit for my multi-class script!
Octople Threat
May 2 2009, 01:50 PM
It's a great script, but my only gripe with it that you have to call the attribute shop from an external source. I need it so that you can access it anytime from the menu. I have not enough scripting knowledge to do this, so could somebody please help me?
BloodOrchid
May 2 2009, 05:24 PM
Script is installed above it, that's when i get the problems. All the alias's don't need to be aliased, just deleted the aliases and one of the variables, and it works more than perfectly. i also found the name fix myself, so i got it working bug free, save for the attributes not updated if you have start out with a class, go get 2 new classes and then update the attributes, and then go change your class too 2 other ones. its fine if you only change them once. anymore than that, and the attributes dont update, and the ones from the old class remain(Although im sure you just didnt code fro their removal)
@KAiMonkey; It is a great script, and im sure he will give credit next official update. thanks to the both of you =). Also, shared advertising in each others scripts is always great for promotion

@Octople; I believe theres a script around here that you insert the call that is in the events into the script, and it shows. and its easier than editing the menu script thats already there. i cant find it now, but if you still need help tommorow, ill explain it when i wake up. Although i think itsa bit different in VX, ill need to double check.
332211
May 7 2009, 10:58 AM
Update!
Version 2.5.4 with a new info box.
Yanfly
May 7 2009, 12:13 PM
Love the new info box. =]
Mind if I make a little suggestion though? That would be to turn the back opacity of the window to 255 so that it doesn't become transparent. The transparency makes it difficult to read with all the extra windows in the back.
332211
May 7 2009, 12:24 PM
QUOTE (Yanfly @ May 7 2009, 09:13 PM)

Love the new info box. =]
Mind if I make a little suggestion though? That would be to turn the back opacity of the window to 255 so that it doesn't become transparent. The transparency makes it difficult to read with all the extra windows in the back.
You're right. It becomes a lot easier to read, so Done!
And thanks.
MadlyPlinge
May 31 2009, 03:45 PM
Thanks man, I have a couple requests tho ...
MadlyPlinge
Jun 2 2009, 07:08 AM
Requests
Hi, I'm using a custom battle system called Requim ABS 5. Its were monsters walk around and you must kill them from the map. And I wanted when you kill the event(lets say... a slime), you get 5 A.P. Then, you go and kill a Bush, and that would give you 10 A.P. I know how to do the event.
Pretty much, what I'm asking for is a script command thatyou can put in a event, which gives you X amount of A.P.
Puppet Of Fate
Jun 16 2009, 05:54 PM
I just had a question on how to access other party members. Like maybe you can cycle through your active party members by pressing left and right.
332211
Jun 17 2009, 10:02 AM
MadlyPlinge
CODE
$game_actors[id].attr_points += x
where id is the hero's ID (index)
and x is the value
Kira
You can by using L and R (default keys: Q, W, Page Up, Page Down)
AlphaWhelp
Jun 22 2009, 11:19 AM
I'm having some issues with the script. When I attempt to call the scene_attributes from my game, it throws an error on line 955 with error message undefined 'each' method for nil:NilClass. I thought the issue was maybe the fact that I was using Yanfly's Scene Menu Redux to call the attributes script, but I downloaded the demo and copied the scene menu script into the demo and it worked fine. It looks like for some reason my actors don't have attributes?
332211
Jun 25 2009, 12:52 PM
QUOTE (AlphaWhelp @ Jun 22 2009, 08:19 PM)

I'm having some issues with the script. When I attempt to call the scene_attributes from my game, it throws an error on line 955 with error message undefined 'each' method for nil:NilClass. I thought the issue was maybe the fact that I was using Yanfly's Scene Menu Redux to call the attributes script, but I downloaded the demo and copied the scene menu script into the demo and it worked fine. It looks like for some reason my actors don't have attributes?
try putting the attributes script below everything (but main), if it doesn't work, PM your all the scripts you're using
AlphaWhelp
Jun 27 2009, 08:19 AM
that worked... yanfly's menu scene said to put all the scripts with new scenes above it so that's what I did initially and I guess that was the issue. thanks.
kinloads
Jun 27 2009, 08:48 AM
Man that's is cool script ....Dude, thanks...
DLuna3
Jul 12 2009, 06:05 PM
I love the script but I have some important questions...
For one, I don't seem to be gaining any points when I kill an enemy with the tag. Why is that? I have Yanfly's Display Victory Aftermath if that helps. The tag is <bonus point chance 100> right? That should be correct, but it isn't working.
Secondly, how do I assign attribute levels initially? For example, lets take "Fire Mastery", how do I make it so one of my actors has level 3 "Fire Mastery" at the start of the game? (Without adding points)
Lastly, (If I can get the enemy point thing to work) How can I make certain enemies drop a certain amount of points? Obviously I will want enemies that are later in the game to drop more points than the enemies at the start of the game to avoid balance issues. Also, how do I set the amount of points gained by leveling up? Could I even remove that?
If some of those things cannot be done in the config, perhaps you could allow them too?
Thanks.
EDIT: Also, is there anyway I can reset all point distribution with an event? (For all party members) The reason for that is so the player won't be screwed if they accentally use points on certain attributes they may not want. Also, confirmation box when upgrading attributes would be brilliant too. I'm guessing not on the first one, since once points are used, they cannot come back, right? Even if it's just points for the level they are?
332211
Jul 13 2009, 01:12 PM
QUOTE (DLuna3 @ Jul 13 2009, 03:05 AM)

I love the script but I have some important questions...
For one, I don't seem to be gaining any points when I kill an enemy with the tag. Why is that? I have Yanfly's Display Victory Aftermath if that helps. The tag is <bonus point chance 100> right? That should be correct, but it isn't working.
Secondly, how do I assign attribute levels initially? For example, lets take "Fire Mastery", how do I make it so one of my actors has level 3 "Fire Mastery" at the start of the game? (Without adding points)
Lastly, (If I can get the enemy point thing to work) How can I make certain enemies drop a certain amount of points? Obviously I will want enemies that are later in the game to drop more points than the enemies at the start of the game to avoid balance issues. Also, how do I set the amount of points gained by leveling up? Could I even remove that?
If some of those things cannot be done in the config, perhaps you could allow them too?
Thanks.
EDIT: Also, is there anyway I can reset all point distribution with an event? (For all party members) The reason for that is so the player won't be screwed if they accentally use points on certain attributes they may not want. Also, confirmation box when upgrading attributes would be brilliant too. I'm guessing not on the first one, since once points are used, they cannot come back, right? Even if it's just points for the level they are?
1. Definitively has some compatability issues though I don't know Yanfly's Display Victory Aftermath well enough to be 100% sure.
2. Read the tread. Really. I think I've already atalked about it twice.
3. Not yet. And has already been answered. (99,9% sure)
Extra: Yes there is, once again I think I've already said how; yet I'm not certain... this time.
So:
CODE
# to completely remove the attribute
$game_actors[ID].remove_attribute(Attribute_ID)
# ID = actor/hero ID
# Attribute_ID
# to go one level down
$game_actors[ID].attribute_down(Attribute_ID)
# ID = actor/hero ID
# Attribute_ID
About the confirmation box... or any other updates. Please keep in mind that I have a life, I get bored easily and I'm bored of this script.
So don't get your hopes high. Or anything.
DLuna3
Jul 13 2009, 03:01 PM
Thankyou for the reply! I apologise on not reading the whole thread.
As for the confirmation box, I understand. But if there is of course, a way to remove all points, then that doesn't matter. Glad that there is!
DLuna3
Jul 14 2009, 02:59 PM
Got a problem, Thing is...
$game_actors[ID].attribute_down(Attribute_ID)
Removes the attribute if it is level 1. Not only that, but it doesn't reset points. If it doesn't reset points, then there is no point in removing levels at all. That's the big, big major problem with your script. If you place points in an attribute to level it up, those points are lost forever, especially if your actors only gain points from leveling up. Also, point distribution is extremely fragile, there is no confirmation box, a single button press will increase an attributes level, that's a bit extreme if the points spent will never come back. I don't want my players to feel like they might wasting points too. Espeically if they feel that they made a wrong decision in spending points earlier in the game.
Thing is, I don't want points gained from battles or points bought from shops, because then, the characters will have an unlimited amount of points, and that would disrupt balance. A fixed amount of points from leveling up means that won't happen. But if the player ends up putting points in things they may regret later, then that would be a big problem.
Please, please correct me if I am wrong. If not, could I make an event which gives attribute points to the party? (Not shops, but for an event, so that I could perhaps make them quest rewards)
EDIT: I think I found another flaw. Skills learned from attributes do not become unlearned if you reduce the attributes level below the level the skill was learned. So either way, I believe that even if the above problem was fixed, this flaw would still create problems...
However, like I said before, if there is a way to give attribute points to the party due to an event, then that should be enough to solve most problems.
Last question, is there are a way to alter the stats bonuses attributes give you? At the moment, the stat growth is increased by the default setting (So if you set the bonus to 4, then the stat bonus would be lvl1=4 lvl2=12 lvl3=24 lvl4=40 etc... how do I get rid of this growth, and just make it lvl1=4 lvl2=8 lvl3=12 lvl4=16 etc...?) Because at the moment, if I set the stat bonus to 1, that means that at attribute level 12, then the stat bonus would be 78! O_o ...When it could just be 12.
Garge
Jul 14 2009, 05:31 PM
QUOTE
Last question, is there are a way to alter the stats bonuses attributes give you? At the moment, the stat growth is increased by the default setting (So if you set the bonus to 4, then the stat bonus would be lvl1=4 lvl2=12 lvl3=24 lvl4=40 etc... how do I get rid of this growth, and just make it lvl1=4 lvl2=8 lvl3=12 lvl4=16 etc...?) Because at the moment, if I set the stat bonus to 1, that means that at attribute level 12, then the stat bonus would be 78! O_o ...When it could just be 12.
If you just want your stats to go up by the amount you put in, like +1 atk per attribute rank, goto lines 478-483 and 495-500, and remove the * 1 at the end. It should look like this:
CODE
def attribute_up(attribute_id)
@attr_levels[attribute_id] += 1
l = @attr_levels[attribute_id]
attr = ATTRIBUTES[attribute_id]
attr_bonus = attr[1]
if !attr_bonus.nil?
@maxhp_plus += attr_bonus[0]
@maxmp_plus += attr_bonus[1]
@atk_plus += attr_bonus[2]
@def_plus += attr_bonus[3]
@spi_plus += attr_bonus[4]
@agi_plus += attr_bonus[5]
end
attr_skills = attr[3][@attr_levels[attribute_id]]
learn_skill(attr_skills) if !attr_skills.nil?
end
def attribute_down(attribute_id)
l = @attr_levels[attribute_id]
@attr_levels[attribute_id] -= 1
attr = ATTRIBUTES[attribute_id]
attr_bonus = attr[1]
if !attr_bonus.nil?
@maxhp_plus -= attr_bonus[0]
@maxmp_plus -= attr_bonus[1]
@atk_plus -= attr_bonus[2]
@def_plus -= attr_bonus[3]
@spi_plus -= attr_bonus[4]
@agi_plus -= attr_bonus[5]
KPaxian
Jul 15 2009, 07:39 AM
That's a nice script but not quite the way I need it. Can you make it raise different weapon types' damage like:
Spear attribute for spears, Sword for swords etc..
DLuna3
Jul 17 2009, 03:06 AM
QUOTE (KPaxian @ Jul 15 2009, 04:39 PM)

That's a nice script but not quite the way I need it. Can you make it raise different weapon types' damage like:
Spear attribute for spears, Sword for swords etc..
Yep! That's the reason I use this script. You can assign each attribute to a certain element. Just place the element ID in the "Damage bonus" of each attribute. Below all your attributes there is the formula to actually change the damage bonus that the attributes give you. It's originally at 0.15, but you can change it, I have it at 0.05 for example.
Oh, and Garge, thanks for the info.
KPaxian
Jul 17 2009, 07:06 AM
QUOTE (DLuna3 @ Jul 17 2009, 03:06 AM)

QUOTE (KPaxian @ Jul 15 2009, 04:39 PM)

That's a nice script but not quite the way I need it. Can you make it raise different weapon types' damage like:
Spear attribute for spears, Sword for swords etc..
Yep! That's the reason I use this script. You can assign each attribute to a certain element. Just place the element ID in the "Damage bonus" of each attribute. Below all your attributes there is the formula to actually change the damage bonus that the attributes give you. It's originally at 0.15, but you can change it, I have it at 0.05 for example.
Oh, and Garge, thanks for the info.
Gee, thanks! You saved my ... game!
332211
Jul 19 2009, 07:45 AM
Due to recent talk about the script I ended up updating the script. This new version was made in a hurry since I don't have more time.
I'll be absent for the next month or so, so report any bug you find to this topic and eventually it will be fixed.
redyugi
Jul 19 2009, 11:01 AM
QUOTE (332211 @ Jul 19 2009, 11:45 AM)

Due to recent talk about the script I ended up updating the script. This new version was made in a hurry since I don't have more time.
I'll be absent for the next month or so, so report any bug you find to this topic and eventually it will be fixed.
already found one.
Script 'Game_BattleAction' line 120: TypeError occured
cannot convert RPG::Skill into Integer
this was in the demo
DLuna3
Jul 19 2009, 01:34 PM
Excellent patch. I got to admit, this is potentially one of the best scripts out there. It really is amazing. In terms of presentation It was a bit rough on the edges before and still is in some ways. But, I have to give it to you that it is a brilliant concept and the presentation is far better now (In terms of a few things; the config, the info box and the confirmation box). The patch fixed a great number of important problems too.
But from the looks of things, I guess you want to move on from this script. However, I wouldn't give up on it. It's already really good. But it can potentially be incredible.
332211
Jul 19 2009, 01:42 PM
QUOTE (redyugi @ Jul 19 2009, 08:01 PM)

QUOTE (332211 @ Jul 19 2009, 11:45 AM)

Due to recent talk about the script I ended up updating the script. This new version was made in a hurry since I don't have more time.
I'll be absent for the next month or so, so report any bug you find to this topic and eventually it will be fixed.
already found one.
Script 'Game_BattleAction' line 120: TypeError occured
cannot convert RPG::Skill into Integer
this was in the demo
Still here:
find:
CODE
class Game_BattleAction
include Attibute_Def
#--------------------------------------------------------------------------
# * Set Normal Attack
#--------------------------------------------------------------------------
alias attr_set_attack set_attack
def set_attack
activated_special_skill = false
if !battler.attributes.nil?
auto_skills = []
for id in battler.attributes.keys
if rand(100) < battler.attributes[id].level * Action_Chance
auto_skills.push(battler.attributes[id].auto_skill)
activated_special_skill = true
end
end
if activated_special_skill
skill = auto_skills[rand(auto_skills.size)]
set_skill(skill)
battler.action.forcing = true
end
end
if activated_special_skill
activated_special_skill = false
else
attr_set_attack
end
end
end
and replace
CODE
set_skill(skill)
with
CODE
set_skill(skill.id)
ALSO:
replace the lines: 480-497
CODE
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * End Target Enemy Selection
#--------------------------------------------------------------------------
alias attr_end_target_enemy_selection end_target_enemy_selection
def end_target_enemy_selection
attr_end_target_enemy_selection
if @active_battler.action.forcing and @active_battler.is_a?(Game_Actor)
for attr in @active_battler.attributes.keys
if @active_battler.action.skill == @active_battler.attributes[attr].auto_skill
unless [1,3].include?(@active_battler.action.skill.scope)
@active_battler.action.decide_random_target
end
end
end
end
end
end
redyugi
Jul 19 2009, 03:11 PM
QUOTE (332211 @ Jul 19 2009, 05:42 PM)

QUOTE (redyugi @ Jul 19 2009, 08:01 PM)

QUOTE (332211 @ Jul 19 2009, 11:45 AM)

Due to recent talk about the script I ended up updating the script. This new version was made in a hurry since I don't have more time.
I'll be absent for the next month or so, so report any bug you find to this topic and eventually it will be fixed.
already found one.
Script 'Game_BattleAction' line 120: TypeError occured
cannot convert RPG::Skill into Integer
this was in the demo
Still here:
find:
CODE
class Game_BattleAction
include Attibute_Def
#--------------------------------------------------------------------------
# * Set Normal Attack
#--------------------------------------------------------------------------
alias attr_set_attack set_attack
def set_attack
activated_special_skill = false
if !battler.attributes.nil?
auto_skills = []
for id in battler.attributes.keys
if rand(100) < battler.attributes[id].level * Action_Chance
auto_skills.push(battler.attributes[id].auto_skill)
activated_special_skill = true
end
end
if activated_special_skill
skill = auto_skills[rand(auto_skills.size)]
set_skill(skill)
battler.action.forcing = true
end
end
if activated_special_skill
activated_special_skill = false
else
attr_set_attack
end
end
end
and replace
CODE
set_skill(skill)
with
CODE
set_skill(skill.id)
ALSO:
replace the lines: 480-497
CODE
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * End Target Enemy Selection
#--------------------------------------------------------------------------
alias attr_end_target_enemy_selection end_target_enemy_selection
def end_target_enemy_selection
attr_end_target_enemy_selection
if @active_battler.action.forcing and @active_battler.is_a?(Game_Actor)
for attr in @active_battler.attributes.keys
if @active_battler.action.skill == @active_battler.attributes[attr].auto_skill
unless [1,3].include?(@active_battler.action.skill.scope)
@active_battler.action.decide_random_target
end
end
end
end
end
end
Haha. Works now. I went through it again and didn't find anymore bugs so good job
DLuna3
Jul 21 2009, 03:22 PM
For some strange reason, if you use an skill repeatively in battle, the skill gets stronger. Why is that?
Normal attacks are okay, but I found that after using a damage/healing skill (learned from an attribute) over and over again, the damage/healing keeps increasing. I'm guessing this is related to the attributes damage bonus. Can this be fixed? Because it ends up making the actors uber! (Like doing 10x more damage with a skill than they should, after using it about ~20 times) This resets when reloading the game.
I don't really know what that is, but I'm guessing that the damage bonus from the attribute is related to the problem. So if the damage bonus is 1.1, then skills of that element will increase by damage by 1.1 every time you use it. So first it would do 100 damage, then 110, then 121, then 133 etc... each time it increases by 1.1 damage which stacks, instead of just staying at 100 damage which it should.
EDIT: Not only that, but for some reason, my actors sometimes use an autoskill (ID 4) during a normal attack, but their attributes all have nil in the auto skill section.
332211
Aug 4 2009, 01:20 PM
Bump!
New version that hopefuly mends the bugs...
FauxMask
Aug 7 2009, 12:08 PM
So Im using your newest version, 3.1, and I tried to add attributes by copying and pasting some of them and renaming them, but when I tried to start my game I got a SyntaxError on this line:
CODE
Actor_attributes =
{
# Actor Id 1
1 => {
#~ 2 => [0]
},
# Actor Id 3
3 => {
}
}
Any ideas?EDIT:
Nevermind, it was my own stuipd error. I copied it wrong. Fixed now

Great script
DLuna3
Aug 11 2009, 09:59 AM
Looking at the new version, the changes look really good, especially the individual damage/defence customisation.
If you are still working on the script, may we make some suggestions to give the script even more depth? One of the best things you could do with the script now would be to involve weapons and armor in some way. What I mean by that, is that perhaps only certain weapons or armor can be equiped by the actor if a certain attribute is at a certain level (Or higher). Lets take the swordsmanship attribute; obviously it has an emphasis on swords. But perhaps certain swords can only be equiped if the swordsmanship attribute is at a certain level, for example, you could make it so an iron sword can only be equiped if the attribute is at level 1 and the steel sword can only be equiped while the attribute is level 2 etc...
EDIT: Also, about auto skills. For a weapon attribute, your gonna want to have some auto skills related to that weapon (Say, "double slash" for sword), but what if the actor changes weapon? They are going to be activating "double slash" when an axe is equiped because their sword attribute has taught them that auto skill. An idea would be to make it so only certain auto skills activate when a certain weapon/armor is equiped. (similar to the above suggestion) This would solve the strange problem of randomly using a bow archery skill when say a lance is equiped (If your bow attribute is at a certain level)
Of course, those are just suggestions (Although the second one seems needed), but if you don't feel like working on the script anymore then don't.
As for the bugs, I haven't checked to see if they are fixed, but I will look into them, especially the problem I had before.
Puppet Of Fate
Aug 11 2009, 10:01 AM
When is the new version coming out?
DLuna3
Aug 11 2009, 10:47 AM
QUOTE (Kira @ Aug 11 2009, 07:01 PM)

When is the new version coming out?
It is out? Check for 3.1 on the original post.
332211
Aug 11 2009, 01:08 PM
QUOTE (DLuna3 @ Aug 11 2009, 06:59 PM)

Looking at the new version, the changes look really good, especially the individual damage/defence customisation.
If you are still working on the script, may we make some suggestions to give the script even more depth? One of the best things you could do with the script now would be to involve weapons and armor in some way. What I mean by that, is that perhaps only certain weapons or armor can be equiped by the actor if a certain attribute is at a certain level (Or higher). Lets take the swordsmanship attribute; obviously it has an emphasis on swords. But perhaps certain swords can only be equiped if the swordsmanship attribute is at a certain level, for example, you could make it so an iron sword can only be equiped if the attribute is at level 1 and the steel sword can only be equiped while the attribute is level 2 etc...
EDIT: Also, about auto skills. For a weapon attribute, your gonna want to have some auto skills related to that weapon (Say, "double slash" for sword), but what if the actor changes weapon? They are going to be activating "double slash" when an axe is equiped because their sword attribute has taught them that auto skill. An idea would be to make it so only certain auto skills activate when a certain weapon/armor is equiped. (similar to the above suggestion) This would solve the strange problem of randomly using a bow archery skill when say a lance is equiped (If your bow attribute is at a certain level)
Of course, those are just suggestions (Although the second one seems needed), but if you don't feel like working on the script anymore then don't.
As for the bugs, I haven't checked to see if they are fixed, but I will look into them, especially the problem I had before.
Those are really great suggestions.
I never had the intent of bringing equipment to this script, but now it seems necessary.
Your interest in my script is pushing it forward.
In a few days, I might release that update.
Thanks
DLuna3
Aug 11 2009, 02:01 PM
QUOTE (332211 @ Aug 11 2009, 10:08 PM)

Those are really great suggestions.
I never had the intent of bringing equipment to this script, but now it seems necessary.
Your interest in my script is pushing it forward.
In a few days, I might release that update.
Thanks
I'm glad you like my ideas!
I think the first would create a lot of synergy with other scripts, especially a few that involves special equipment propeties or skills learned from equipment. The second is more of a problem that needs fixing, since it creates occurrences where an actor would use a weapon/magic skill regardless of their equipment, resulting in laughable/conflicting animations or imbalance.
Your script's interesting because it offers good customisation but also lots of potential in terms of that. It's definitely one of the best, at least I think so.
332211
Aug 12 2009, 05:19 PM
New Version (3.2)
Check the main entry.
About the auto skills activation, read the headlines in the script.
Armisael191
Aug 12 2009, 05:40 PM
got an error on this line
return skill? ? $data_skills[@skill_id] : nil
line 120
when fighting hornets in the woods.
sorry, should've specified the error.
it said "no implicit conversion from nil to integer"
hope that helps.
I'm guessing it only happens when the "add" effect is trying to take place.
captainregal
Aug 12 2009, 09:37 PM
Look I feel stupied and I have read all the above posts. However I can not seam to get the script to accept new attributes. I want to incorperate water mastery and ect.. But everytime I change something to fix what I think is the problem. Is their any way you can extend the comment section in the script detailing how to add attributes? It would really help me out. I am sorry for this post if it offends anyone.
THOMAS1
Aug 20 2009, 01:20 AM
Ok ummm i understand most this script but i seem to have a problem. If you use the non usable thing in the note place on a
item it doesn't work. It will make the sound that it didn't give my guy the skill but when i go look he still learned it.
Simply the "characters can be stopped from using a items based on their class" doesn't work because they learn it anyway.
332211
Aug 20 2009, 03:24 AM
QUOTE (THOMAS1 @ Aug 20 2009, 10:20 AM)

Ok ummm i understand most this script but i seem to have a problem. If you use the non usable thing in the note place on a
item it doesn't work. It will make the sound that it didn't give my guy the skill but when i go look he still learned it.
Simply the "characters can be stopped from using a items based on their class" doesn't work because they learn it anyway.
QuickfixFind:
CODE
def item_effect(user, item)
attr_item_effect(user, item)
item.start_attr_cache
for t in item.teach_attributes
user.start_attribute(t) if !user.attributes.include?(t)
end
end
And then change this line:
CODE
user.start_attribute(t) if !user.attributes.include?(t)
To this
CODE
user.start_attribute(t) if !user.attributes.include?(t) and !@skipped
Lockheart
Aug 20 2009, 07:28 AM
QUOTE (Armisael191 @ Aug 12 2009, 09:40 PM)

got an error on this line
return skill? ? $data_skills[@skill_id] : nil
line 120
when fighting hornets in the woods.
sorry, should've specified the error.
it said "no implicit conversion from nil to integer"
hope that helps.
I'm guessing it only happens when the "add" effect is trying to take place.
I got this error as well, hopefully it can be fixed cause I'm considering how to fit this script into my game, but this error is causing problems for me as well, so I thought I'd bump it in hopes of it being fixed or at least noted.
332211
Aug 20 2009, 10:44 AM
Bugs fixed. New version (3.2.1), no demo.
THOMAS1
Aug 20 2009, 11:23 AM
Thanks for the help 332211. Great script you have here keep up the great work.
quostin
Aug 21 2009, 03:58 PM
There is something wrong with the newest version of the code, that or it doesn't work for me. You can not attack UNLESS you have 1 level on any attribute. I tested it on a fresh project, and it still does the same thing. The 3.2.0 works fine.
After looking at both codes, i believe the error is in the Game_battlerAction
3.2.1 has:
CODE
#==============================================================================
# ** Game_BattleAction
#------------------------------------------------------------------------------
# This class handles battle actions. This class is used within the
# Game_Battler class.
#==============================================================================
class Game_BattleAction
include Attibute_Def
#--------------------------------------------------------------------------
# * Set Normal Attack
#--------------------------------------------------------------------------
alias attr_set_attack set_attack
def set_attack
activated_special_skill = false
if !@battler.attributes.nil?
auto_skills = []
for id in @battler.attributes.keys
if rand(100) < @battler.attributes[id].auto_skill_chance
s_id = @battler.attributes[id].auto_skill
@battler.learn_skill(s_id)
if @battler.skill_can_use?($data_skills[s_id])
auto_skills.push(s_id)
activated_special_skill = true
end
@battler.forget_skill(s_id)
end
end
if activated_special_skill
skill = auto_skills[rand(auto_skills.size)]
set_skill(skill)
@battler.action.forcing = true
end
else
attr_set_attack
end
end
end
3.2.0 has
CODE
#==============================================================================
# ** Game_BattleAction
#------------------------------------------------------------------------------
# This class handles battle actions. This class is used within the
# Game_Battler class.
#==============================================================================
class Game_BattleAction
include Attibute_Def
#--------------------------------------------------------------------------
# * Set Normal Attack
#--------------------------------------------------------------------------
alias attr_set_attack set_attack
def set_attack
battler = @battler
activated_special_skill = false
if !battler.attributes.nil?
auto_skills = []
for id in battler.attributes.keys
if rand(100) < battler.attributes[id].auto_skill_chance
s_id = battler.attributes[id].auto_skill
auto_skills.push(s_id) if battler.skill_can_use?($data_skills[s_id])
activated_special_skill = true
end
end
if activated_special_skill
skill = auto_skills[rand(auto_skills.size)]
set_skill(skill)
battler.action.forcing = true
end
end
if activated_special_skill
activated_special_skill = false
else
attr_set_attack
end
end
end
After replacing 3.0.1 code with 3.0.0 code in that area, i was able to attack again.
icecold49
Aug 23 2009, 09:58 PM
This is a really great script that I would love to use in my project. Thank you very much. I have a suggestion though. I would really like to see the attribute points that are earned after battle in the victory message box. Also, it would be cool if you could learn skills based on attributes increased in more than one category (ex. 2 levels in fire mastery and 3 levels in sword mastery makes you learn the skill 'flame slash').
quostin
Aug 23 2009, 11:40 PM
QUOTE (icecold49 @ Aug 23 2009, 09:58 PM)

This is a really great script that I would love to use in my project. Thank you very much. I have a suggestion though. I would really like to see the attribute points that are earned after battle in the victory message box. Also, it would be cool if you could learn skills based on attributes increased in more than one category (ex. 2 levels in fire mastery and 3 levels in sword mastery makes you learn the skill 'flame slash').
I'm pretty sure it tells you how many AP you earned after battle...
Except, it this script doesn't work with Victory Screen by Yanfly.
icecold49
Aug 24 2009, 09:28 AM
Yeah you're right lol. Anyways I'd still like to see skills learned through a combination of attribute points from other categories. Still using this awesome script regardless if this gets added or not.
332211
Aug 24 2009, 12:30 PM
QUOTE (icecold49 @ Aug 24 2009, 06:58 AM)

This is a really great script that I would love to use in my project. Thank you very much. I have a suggestion though. I would really like to see the attribute points that are earned after battle in the victory message box. Also, it would be cool if you could learn skills based on attributes increased in more than one category (ex. 2 levels in fire mastery and 3 levels in sword mastery makes you learn the skill 'flame slash').
You can always change the skill's requirements.
QUOTE
The following tag
<req attribute_name x>
Can be applied to skills
The skill, though it appears on the skills menu (when learnt)
can only be used if the required attribute levels are met.
Version 3.2.1.1 released with the latest bufixes.
It seems the script is not compatible with YERD Victory Screen yet.
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