Author Topic: [XP] Weapon Training System v1.00  (Read 20890 times)

Offline tSwitch

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[XP] Weapon Training System v1.00
« on: July 19, 2008, 06:31:14 PM »
Weapon Training System
Authors: NAMKCOR
Version: 1.00
Type: Custom Equipment System
Key Term: Custom Equipment System

Introduction

Think FF2 with this one.  Characters all have 'skill levels' with types of weapons that grant them bonuses with those types of weapons.  They gain experience every time they attack with the weapon, and each weapon skill level gives them bonus skill in determining attack damage, the accuracy, and the critical rate of that weapon type.

Version History

  • v1.00 - Completed System

Planned Future Versions

  • v?.?? possible efficiency upgrades and bug fixes

Features

  • Easy to configure bonus rates
  • Easy to configure experience/level requirement
  • Easy to configure default level values
  • Uses weapon elements to make weapon categories a breeze

Screenshots

N/A for this type of script

Demo

N/A

Script

(click to show/hide)

Instructions

Comments and instructions for the individual customizations will be given right where they are located.  Only real skills needed are reading, typing, and copy&paste.

Compatibility

incompatible with RTAB, trying to figure out a merge or something

Credits and Thanks

  • created by NAMKCOR
  • FF2 for inspiring the system
  • Zeriab and Falcon for bits of help in IRC

Author's Notes

If you find any Bugs/Incompatability issues with this script, please contact me at the following e-mail addresses: Rockman922@aol.com and rockmanamkcor@yahoo.com, and please be descriptive with your e-mail subject, as I delete spam on sight.

This is my first foray back into scripting for a while, I'm glad it finally worked, and I hope y'all like it \o/

Created for the Websites: Chaos Project, RPG Maker Resource Kit
(www.chaos-project.com ; www.rmrk.net)                     
If this script is hosted on any other website, then it is stolen, please contact me at either of the locations given

If you use this script in your game, please link me to the topic
I love to see what my work is used for

do NOT use this script in a commercial game unless you get my permission first
« Last Edit: February 21, 2009, 01:03:50 PM by shdwlink1993 »

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Re: [RGSS 1.0] Weapon Training System v1.00
« Reply #1 on: July 19, 2008, 07:10:35 PM »
Update CP's link in "Restrictions". BTW, want me to add that to Tons?
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Re: [RGSS 1.0] Weapon Training System v1.00
« Reply #2 on: July 19, 2008, 07:35:29 PM »
yeah, I'll update the link in a few

not unless you can figure out why it hates RTAB so much.
I tried changing the battle settings to fit with it, and it gave me a spriting error that I couldn't tackle.

would need to add the variables to module NAMKCOR as well.

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Re: [RGSS 1.0] Weapon Training System v1.00
« Reply #3 on: July 19, 2008, 07:49:53 PM »
Alright, when you update it, I'll add it to Tons and make it compatible with RTAB.
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Re: [RGSS 1.0] Weapon Training System v1.00
« Reply #4 on: July 19, 2008, 10:22:53 PM »
Yay! With Tons, everything is easy to use!

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Re: [RGSS 1.0] Weapon Training System v1.00
« Reply #5 on: July 21, 2008, 02:03:10 PM »
And it's compatible as hell. ^_^
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Re: [XP] Weapon Training System v1.00
« Reply #6 on: December 08, 2008, 08:02:21 PM »
I'd really want to add this script to my game ^^ But it sort of don't work with the blizz abs (at least I think so..) So I can't wait till it gets added to tons =D

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Re: [XP] Weapon Training System v1.00
« Reply #7 on: December 09, 2008, 09:49:33 AM »
NAMK, if you move the stuff from Scene_Battle#make_basic_action_result to Game_Battler#attack_effect and it will work with Blizz-ABS. BTW, didn't you want to update it so I can add it to Tons? xD
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Re: [XP] Weapon Training System v1.00
« Reply #8 on: December 09, 2008, 08:39:30 PM »
I haven't had a chance to do much scripting lately, or much RM related at all since the GIAW4 competition.  I've been just swamped with schoolwork and other things.

I don't even remember what I was going to update.

I'll look it over and see what I can do when I get the time.

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Re: [XP] Weapon Training System v1.00
« Reply #9 on: March 25, 2009, 12:25:51 AM »
Surely there has been some sort of update that backwards rockman has been hiding from us all, right?
I like Tons.
I like it when things work nicely together.
Therefore, I will be happier when this gets updated...
but did this become a forgotten cause?
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Re: [XP] Weapon Training System v1.00
« Reply #10 on: June 12, 2009, 01:12:22 PM »
is there some kind of update for this that will show the weapon's level in the equip screen.
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Re: [XP] Weapon Training System v1.00
« Reply #11 on: June 17, 2009, 12:23:23 AM »
NAMKCOR, this would be PERFECT if it weren't for the fact that it ignores all other weapon elements. Do you have any idea why? I've tried looking at it, but can't discern why it would skip the other elements entirely. You mention it briefly in the comment. The worst part is the fact that I have another script which animates those with a "gun element", so that they shoot. Because your script makes the game ignore other elements, they effectively ignore the gun element. Meaning that my battlers run up and bayonet their targets.

XD

Please help me out - thank you for your time, and *powers up* for an awesome script!

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Re: [XP] Weapon Training System v1.00
« Reply #12 on: June 17, 2009, 05:34:07 AM »
is there some kind of update for this that will show the weapon's level in the equip screen.

you'd need a cms for that, not an update for my script.

NAMKCOR, this would be PERFECT if it weren't for the fact that it ignores all other weapon elements. Do you have any idea why? I've tried looking at it, but can't discern why it would skip the other elements entirely. You mention it briefly in the comment. The worst part is the fact that I have another script which animates those with a "gun element", so that they shoot. Because your script makes the game ignore other elements, they effectively ignore the gun element. Meaning that my battlers run up and bayonet their targets.

XD

Please help me out - thank you for your time, and *powers up* for an awesome script!

that is -weeeeeeeeeeeeeeeeeeeeeird-
it shouldn't interfere with elements at all, all it does is read the ones that are declared as weapon elements when determining experience...

I'm not sure what to tell you..
what's your script order, I guess?

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Re: [XP] Weapon Training System v1.00
« Reply #13 on: June 17, 2009, 05:56:52 AM »
is there some kind of update for this that will show the weapon's level in the equip screen.

you'd need a cms for that, not an update for my script.

NAMKCOR, this would be PERFECT if it weren't for the fact that it ignores all other weapon elements. Do you have any idea why? I've tried looking at it, but can't discern why it would skip the other elements entirely. You mention it briefly in the comment. The worst part is the fact that I have another script which animates those with a "gun element", so that they shoot. Because your script makes the game ignore other elements, they effectively ignore the gun element. Meaning that my battlers run up and bayonet their targets.

XD

Please help me out - thank you for your time, and *powers up* for an awesome script!

that is -weeeeeeeeeeeeeeeeeeeeeird-
it shouldn't interfere with elements at all, all it does is read the ones that are declared as weapon elements when determining experience...

I'm not sure what to tell you..
what's your script order, I guess?


I'm not sure if it ignores ALL other elements, but it DOES ignore this script:

Code: [Select]
#==============================================================================
# Add-On: Guns 1.1
# by Kylock
#------------------------------------------------------------------------------
# This Add-On allows you to use additional animations for guns.
# To use this script, verify if your guns have the attribute with the same
# ID as GUN_ELEMENT in the weapon's tab of your database.
#==============================================================================

module N01
   # $game_actors.animation_id
  # Element for the weapon/skill that has the Gun Animation
  GUN_ELEMENT = 27
  ANIM = []
  # Attack Animation
         ranged_anime = {
         "GUNSHOT" => ["sound", "se",  100, 100, '357_magnum'],}

           
         ANIME.merge!(ranged_anime)
=begin
         "OBJ_ANIM_WEIGHT"
=end
         # Action Sequence
  RANGED_ATTACK_ACTION = {
    "GUN_ATTACK" => ["JUMP_AWAY","WPN_SWING_V","30", "OBJ_ANIM_WEAPON", "WPN_SWING_V",
        "12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only",
        "16","Can Collapse","JUMP_TO","COORD_RESET"],}
  ACTION.merge!(RANGED_ATTACK_ACTION)
end

module RPG
  #------------------------------------------------------------------------------
  class Weapon
    alias kylock_guns_base_action base_action
    def base_action
      # If the "Gun" attribute is marked on the weapon's element,
      # the new attack sequence is used
      if $data_weapons[@id].element_set.include?(N01::GUN_ELEMENT)
        return "GUN_ATTACK"
      end
      kylock_guns_base_action
    end
  end
  #------------------------------------------------------------------------------
  class Skill
    alias kylock_sguns_base_action base_action
    def base_action
      # If the "Gun" attribute is marked on the weapon's element,
      # the new attack sequence is used
      if $data_skills[@id].element_set.include?(N01::GUN_ELEMENT)
        return "GUN_ATTACK"
      end
      kylock_sguns_base_action
    end
  end
end

Which is what defines what a "gun" type weapon is.

In your script, you mention this:

Code: [Select]
#==============================================================
    # @elements : which elements are used to store weapon types
    #----------------------------------------------------------------------------------------------------------------
    # simply place the indexes of the elements you plan on using in the array below
    # a REMINDER that only the first numerical value of an element will be taken
    # into consideration.  So if you make a weapon with elements 17 and 20, only
    # element 17 will be taken into consideration.
    # ALSO a weapon type -must- be set, or else you will get a range error
    #==============================================================
    $WTSelements = [17, 18, 19, 20, 38]
   

What I understood from that was that if any other element came before the weapon level one, it would-

Ok, wait, i understand that. It means that a weapon can't be two different types.

Ok, I pretty much have tankentai sideview CBS, and all of its addons, then a few non-battle type scripts, my custom damage script, my piercing script (Magic defense VS piercing = %of damage taken total), then weapon lvs, then main.

Does that help, or do you need anything more specific?
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Re: [XP] Weapon Training System v1.00
« Reply #14 on: June 17, 2009, 07:06:00 AM »
is it possible to add the need variables during scene equip so that it shows weapon level after the weapon is equipped. if so where would one add these varibles and just checking but it is these  variables right: @WTSweapon_experience
                     @WTSweapon_levels

thx in advance
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Re: [XP] Weapon Training System v1.00
« Reply #15 on: June 17, 2009, 12:28:42 PM »
NAMK, just check what I did in Skill Separation System in Tons for the elements.
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Re: [XP] Weapon Training System v1.00
« Reply #16 on: June 17, 2009, 06:49:59 PM »
Ok, for some reason, NAM, I figured it out. If the element assigned to GUN ELEMENT is not the first element on the weapon (IE before any other element that is also on the weapon), then they bayonet the guy. Point being, my bad, and it works.

Bad news is that, although it's a BAD *** script, and would be PERFECT for my game, my custom damage system also defines hitresult(or similar, can't remember offhand.) Permission to attempt an edit, and tips?

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Re: [XP] Weapon Training System v1.00
« Reply #17 on: June 17, 2009, 11:22:45 PM »
hrm...

the reason it overwrites the damage thing is because of where I put the experience calculation.  you could easily merge the two scripts, I think.

just back everything up before you try, just in case.

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Re: [XP] Weapon Training System v1.00
« Reply #18 on: June 17, 2009, 11:34:56 PM »
hrm...

the reason it overwrites the damage thing is because of where I put the experience calculation.  you could easily merge the two scripts, I think.

just back everything up before you try, just in case.

I'll probably try doing it as soon as I can finish my sidearm script edits. It shouldn't be TOO hard. D'you think I should try to alias the two?

I knew you'd HAVE to define hitresult, it just sucks that they BOTH do. I don't think I'll have a problem with them, though.

Yeah, I prolly should back them up. I usually back things up before I edit them. Good habit to get into.
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Re: [XP] Weapon Training System v1.00
« Reply #19 on: October 02, 2009, 05:48:40 PM »
When I attack with a character with no weapon equipped,it gives me an error on line 126.Does it need an element like the weapon too?Or must a player have a weapon in their hand?