Author Topic: [XP] Advanced Analyze System  (Read 20469 times)

Offline Blizzard

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[XP] Advanced Analyze System
« on: January 10, 2008, 12:02:38 AM »
Advanced Analyze System
Authors: Blizzard
Version: 2.3b
Type: Enemy Scan Window and Skill
Key Term: Battle Add-on

Introduction

This script will allow your characters to retrieve information about enemies during battle and show them in a window. It also has built-in compatibility for my "Bestiary" script and allows adding enemies to it only if enemies were analyzed at least once. This script can easily be used for Pokémon typed games.

This work is protected by the following license:
Quote
Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

You are free:

to Share - to copy, distribute and transmit the work
to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the author's moral rights.

Features

  • make one or more skills to be able to analyze enemies
  • display of full data of enemies
  • option to disable different information
  • integrated support for my "Bestiary" script and option to override it and only add analyzed enemies
  • press SHIFT/ENTER to change the appearance of the analyze window
  • use LEFT/RIGHT/UP/DOWN to navigate through the information database
v1.1b
  • shorter, better and more simple code
  • fixed the bug where trying to use a skill in the menu caused loss of SP no matter if the skill was used or could not be used
  • updates now the spriteset while the Analyze window is visible
v1.2b
  • improved coding (uses less RAM now and processes faster)
v1.3b
  • increased compatibility
v2.0b
  • completely overworked and fixed compatibility issues
v2.1b
  • added custom info possibility
v2.2b
  • rewritten conditions using classic syntax to avoid RGSS conditioning bug
  • improved coding
v2.21b
  • improved coding
v2.3b
  • improved coding

Screenshots

(click to show/hide)

Demo

Advanced Analyze System

Script

Just make a new script above main and paste this code into it.
Script Download

Instructions

Inside the script in the first comment.

Compatibility

96% compatible with SDK v1.x. 70% compatible with SDK v2.x. May cause incompatibility issues with exotic CBS-es. WILL corrupt your old savegames.

Credits and Thanks

  • Blizzard

Author's Notes

Do NOT give enemies analyzing skills! You MUST configure the one part if you have scripts that use dummy elements! Do NOT give your enemies MORE than 8 elements/status effects of one resistance type (e.g. 9 or more elements, that are absorbed), because they won't be displayed. Do NOT use this skill on party members.

If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D
« Last Edit: July 28, 2009, 09:27:32 PM by Blizzard »
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Offline Calintz

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Re: Advanced Analyze System
« Reply #1 on: January 13, 2008, 07:15:52 AM »
This si compatible with Chaos Limit and everythin, correct?? ???

Offline Nortos

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Re: Advanced Analyze System
« Reply #2 on: January 13, 2008, 09:31:49 AM »
yeah it's just a skill so it wouldn't do anything bad unless the person was really bad scripter and we know Blizzard is godly :P
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Re: Advanced Analyze System
« Reply #3 on: January 13, 2008, 09:33:24 AM »
Yes...yes we do know that...
 - Then I will probably use this...

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Re: Advanced Analyze System
« Reply #4 on: January 13, 2008, 09:42:21 AM »
yeah I'm using it for my hunter class in my game gonna use different animation though
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Re: Advanced Analyze System
« Reply #5 on: January 13, 2008, 10:29:59 AM »
Nice... ;D

Offline Fantasist

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Re: Advanced Analyze System
« Reply #6 on: January 13, 2008, 11:39:31 AM »
All of Blizzard's scripts are compatible btw.
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Re: Advanced Analyze System
« Reply #7 on: January 13, 2008, 11:41:47 AM »
with each other yeah and with almost all scripts cept like CRLS with  advanced CBS or battle commands (though I made mine compatable with a cross command window :))
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Offline GAX

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Re: [XP] Advanced Analyze System
« Reply #8 on: July 14, 2008, 02:00:50 AM »
Necroposting a script, but with a good question.

I have monsters that would be unaffected by specific WEAPON classes.  I have separated weapon classes by creating an element for each weapon (1handed sword, 2handed sword, Katana, etc.), but I figure it might look a little wierd if the Weapon immunity appears as a status immunity.

Any way to get around this or should I just deal with it and refer to them as "Weapon Elements" instead of "Weapon Classes"?

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Re: [XP] Advanced Analyze System
« Reply #9 on: July 14, 2008, 08:03:53 AM »
Can't you just put that element in the dummy element section? and than write that it's immune to that weapon somewhere else?
Or am I missing the problem?
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Offline Blizzard

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Re: [XP] Advanced Analyze System
« Reply #10 on: July 14, 2008, 02:38:03 PM »
It would appear as elemental immunity. Well, you'll have to edit the script a bit if you want them to appear as weapon classes. The best way would be to add those elements as dummies and make an addition that displays the weaknesses for weapon class elements. You'd have to copy paste the code for the elements and change the number of pages.
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Offline Exiled_by_choise

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Re: [XP] Advanced Analyze System
« Reply #11 on: January 08, 2009, 06:03:01 AM »
I but your Advanced Analyse System and your Beastiary scripts into my game but they don't work together.

The beastiary works by itself but when I but the analysis system with it the skill wont work and i can't see the monster.

Can you help me?? :) :)

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Offline Exiled_by_choise

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Re: [XP] Advanced Analyze System
« Reply #13 on: January 09, 2009, 02:55:17 AM »
Thanx that really helped :) :) :)

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Re: [XP] Advanced Analyze System
« Reply #14 on: February 06, 2009, 05:56:52 AM »
How can use with RTAB  :???:

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Re: [XP] Advanced Analyze System
« Reply #15 on: February 06, 2009, 06:49:15 AM »
Hopefully it works like usual with the RTAB. I do not see any compatibility issues with RTAB, but I have not tested this, so I'm quite unsure. Just configure it like how you usually configure a skill script like this. (Look in the Configuration part of the script and read the instructions :x).

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Re: [XP] Advanced Analyze System
« Reply #16 on: April 08, 2009, 10:09:55 AM »
v2.21b is up. After about 2 years. xD
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Re: [XP] Advanced Analyze System
« Reply #17 on: July 28, 2009, 09:28:39 PM »
*double posts*

Update to v2.3b.
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LordOfThunder

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Re: [XP] Advanced Analyze System
« Reply #18 on: October 18, 2009, 03:46:31 PM »
Hi,

at first: Thanks for this precious script.
But I have a little trouble using it.

I want to have different Analyse-Skills which reveal more or less of the enemy, e.g.

Simple Analyse => Shows only BASIC and STATS
Better Analyse => Shows the above, plus EXTSTATS and XTRWEAK

Since now, I tried to set them via Common Event, made them global variables and have put them in an initialize function with a case-structure inside.
Unfortunately, nothing works. I always get some kind of error.

Can You help me please and tell me how to set the variables when calling a skill?

Thanks so far
Lord

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Re: [XP] Advanced Analyze System
« Reply #19 on: October 18, 2009, 04:09:15 PM »
I did not intend this system to be able to create different analyzing skills.
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