Chaos Rage Limit System
Authors: Blizzard
Version: 6.3
Type: Actor Transformation System, Enhanced Limit Break System
Key Term: Custom Skill System
IntroductionThis script allows the use of the "Soul Rage System" (SRS), the "Soul Limit System" (SLS) and the "Chaos Drive System" (CDS) at the same time.
Special Thanks to GuardianAngelX72 for the idea for Chaos Drive.This work is licensed under BSD License 2.0:
QuoteCopyright (c) Boris "Blizzard" Mikić
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
You may use this script for both non-commercial and commercial products without limitations as long as you fulfill the conditions presented by the above license. The "complete" way to give credit is to include the license somewhere in your product (e.g. in the credits screen), but a "simple" way is also acceptable. The "simple" way to give credit is as follows:
QuoteChaos Rage Limit System licensed under BSD License 2.0, Copyright (c) Boris "Blizzard" Mikić
Alternatively, if your font doesn't support diacritic characters, you may use this variant:
QuoteChaos Rage Limit System licensed under BSD License 2.0, Copyright (c) Boris "Blizzard" Mikic
In general other similar variants are allowed as long as it is clear who the creator is (e.g. "Chaos Rage Limit System created by Blizzard" is acceptable). But if possible, prefer to use one of the two variants listed above.
If you fail to give credit and/or claim that this work was created by you, this may result in legal action and/or payment of damages even though this work is free of charge to use normally.
Features- Chaos Drive, Soul Rage and Soul Limit Systems in one script
- configure your databases easily
- using Blizzard gradient styler 4.x with 7 different styles
- contains universal font fix, never ever "I can't see the letters"
- completely overworked all three systems
- compatible with Tons of Add-ons
- maximum compatibility with other scripts
- moving Chaos Drive/Soul Rage/Soul Limit command in defineable color and a faster animated cursor
SRS specific features- use multiple skills per equipment part
- SR % increase when you get attacked, use it to unleash SR skills
- cycle through available skills with LEFT/RIGHT
SLS specific features- configure Soul Limit for each character separately
- using a limit can kill a character if you set it up that way
- use a different command than the actual SL skill name (example: command name is "Bahamut", skill name is "Giga Flare")
CDS specific features- replaces entire party with one Chaos Drive OR transforms only the actor who is using the CD skill
- revert Chaos Drive anytime
- configurable conditions like in Soul Limit
v5.3b- compatible with Multi-Hit from Tons of Add-ons v5.x and higher
- rewritten conditions using classic syntax to avoid RGSS conditioning bug
- added possiblities that status effect, armors and weapons can increase the SRS_rate for a character
- fixed a couple of bugs and glitches
- removed the barstyle plugin, please get the newest version of Tons of Add-ons if you want to keep using the bars
- Chaos Drive Status Effect can now be named however you like, but you need to configure it anyway
- improved coding
v5.31b- fixed a slight bug that would never occur anyway
- now the global variable for compatibility contains the version of CRLS
v5.32bv5.4b- now it is possible to define actors who can use SRS/SLS/CDS and who can't
- other bugs were not fixed, I was too drunk to fix them at the time being
v5.5b- fixed the bugs that were not fixed in the last version
v5.6b- made easy renaming of the systems possible
- added SR_REVERSAL option
- decreased lag during the slide-from-the-right animation
- organized configuration a little bit better
- commented code
v5.7b- now compatible with Item Requirement System from Tons of Add-ons
v6.0b- now compatible with Guilamme777's Multi-Slot Equipment System
- now compatible with RTAB v1.16 + majority of plugins
- now compatible with Blizz-ABS v1.99 or higher (requires the additional compatibility plugin)
- better coding
v6.01b- fixed the bugs that occured at the end of battle
v6.02b- added Chaos Drive state removal upon reversal for convenience and full Blizz-ABS compatibility
v6.03b- fixed bug when using a Soul Limit would take SR additionally to SP instead of the real SR rate
v6.04b- fixed updating issue with SDK 2.x
v6.1b- improved customizability and compatibility with Blizz-ABS
v6.11b- improved coding and customizability
v6.12bv6.2b- now compatible with HP Consuming Skills from Tons of Add-ons
v6.3- added new license
- added usage and crediting instructions
ScreenshotsPlease note: A "Centered battlers" and a "shaded text" add-on were applied in the demo to make it look better.
(http://img162.imageshack.us/img162/2152/snap156oh9.th.png) (http://img162.imageshack.us/img162/2152/snap156oh9.png)
(http://img162.imageshack.us/img162/2820/snap157ar7.th.png) (http://img162.imageshack.us/img162/2820/snap157ar7.png)
(http://img520.imageshack.us/img520/8584/snap158vo6.th.png) (http://img520.imageshack.us/img520/8584/snap158vo6.png)
(http://img522.imageshack.us/img522/4523/snap159uw9.th.png) (http://img522.imageshack.us/img522/4523/snap159uw9.png)
(http://img162.imageshack.us/img162/4482/snap160du2.th.png) (http://img162.imageshack.us/img162/4482/snap160du2.png)
(http://img520.imageshack.us/img520/49/snap161hb4.th.png) (http://img520.imageshack.us/img520/49/snap161hb4.png)
(http://img162.imageshack.us/img162/4884/snap162yo8.th.png) (http://img162.imageshack.us/img162/4884/snap162yo8.png)
(http://img520.imageshack.us/img520/6383/snap163lq0.th.png) (http://img520.imageshack.us/img520/6383/snap163lq0.png)
DemoChaos Rage Limit System (https://downloads.chaos-project.com/scripts/Chaos Rage Limit System.zip)
ScriptJust make a new script above main and paste this code into it.
Script Download (https://downloads.chaos-project.com/scripts/Chaos Rage Limit System.txt)
InstructionsInside the script in the first comment.
Compatibility98% compatible with SDK 1.x. 70% compatible with SDK 2.x. WILL corrupt your old savegames. Can cause incompatibilty issues with following scripts and/or systems:
- exotic CBS-es
- Limit Break systems
- Custom Equipment systems (i.e. 2 accessories) (can be EASILY merged)
- needs the 6.x version of the Scene_SoulRage add-on if you use one
RTAB specific Compatibility Issues and Notes- Compatible with RTAB 1.16 and a majority of the available plugins.
- COMPLETELY INCOMPATIBLE WITH CONNECTED ATTACKING!!! Remove Connected Attacking and turn it off, otherwise you WILL experience bugs! Also remove the Consume Items Patch for Connected Attacking if you have it!
- Disables LEFT/RIGHT selection of actors in battle, use Q/W instead.
- Seph's slant bars will be used when using the DRAW_BAR option
- not compatible with Chaos Drive System, refrain from using it in RTAB
Credits and Thanks- Boris "Blizzard" Mikić
- idea for Chaos Drive System by GuardianAngelX72
Author's NotesIf you want to use this system with Blizz-ABS, you additionally need the compatibiliy plugin (the plugin comes BELOW CRLS!):
Script Download (http://downloads.chaos-project.com/scripts/CRLS + Blizz-ABS plugin.txt)Download Scene_SoulRage plugin from here (the plugin comes BELOW CRLS!):
Script Download (http://downloads.chaos-project.com/scripts/CRLS Scene_SoulRage.txt)
Download Soul Force Combo System plugin from here (the plugin comes BELOW CRLS!):
Script Download (http://downloads.chaos-project.com/scripts/CRLS Soul Force Combo System.txt)
If you find any bugs, please report them here:
http://forum.chaos-project.com
That's it! Enjoy! =D
Did anybody find any bugs with v5.5??
- You made this version capable of having characters use the enhancements at will, correct??
edit
I have tested this version, and it works fine with my game, so that's good news ;D
It's v5.4. xD I DO have v5.5 on my HDD, but I haven't tested it yet and I wanted to do something else on the script before releasing it.
how can you increase the height of the SR bar?
Only SR bar or all bars?
If you want it only for the SR bar, find (by default line 839) this here:
self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
and change w to something like "w + 4" (without double quotes).
If you want it for all bars, find in Tons the line (by default 1086) that says
def gradient_bar(x, y, w, color1, color2, color3, rate)
and add below something like "w += 4" (without double quotes).
i think that would only increase the width (length) of the bar. I'm trying to make it taller.
Whoops!
It depends on the bar style, but if you increase "offs" just at the beginning of "def gradient_bar", it will draw the slanted styles taller. If you want the rectangle styles taller, find the pieces of code that process style 5 and 6 and simply increase the height parameter (the 4th from left) in the draw_rect methods.
SUCCESS! Thanks Blizz!
Eh... Sorry guys, I completely forgot that I never released 5.5b. <_<;
*puts it up*
EDIT:
I updated the Soul Force Combo Plug-in to 1.1b
That's when two ppl have so much Soul Rage, they can use a combined attack, right??
Yes.
Cool...
So then you just recently added the update?? I have v5.5b, but do I need to get a new one to have the Soul Force??
I completely forgot to post v5.5b, lol! Soul Force is a separate plug-in which I updated today. I added some little functionality that mumerus needed. Feel free to use the new version, you have a link to the script in the first post.
Ok, thank you!!
Actually you don't need 5.5 to be able to use Soul Force, the requirement is 5.3, but I suggest you do as I've fixed some bugs since then. <_<;
Sounds like a plan!!
This is gonna be ideal for my game...
As soon as Blake and Gil bring down their barriers, and become friends, I'll unlock a join attack for them. It'll be sweet
Updated to v5.6b.
Beautiful...
Grabbing now. ;D
@Blizzard:
The new v5.6b conflicts with your CMS...This error below
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Error.png)
I just found out. Tons 6.02 also does. I'll update the CMS tomorrow along with EPS which had a problem with SDK 2.x if using the new battle switch option. I also messed up an overwrote the new v1.1 of the Soul Force Combo Plugin which I have to rewrite.
I'm not experencing that problem with tons, and I have v6.02, thought mine is "v6.02b"...
Didn't know if you knew, but happy that this problem will be resolved...Did you say you already fixed the error with the SFSC add-on?? (Soul-Force Soul-Combo)
It wasn't an error, it was just a little update.
Oh, so then the only problem is with CRSLS, which you sid you'll fix soon??
Yes, I will update the CMS tomorrow to fix that problem. I will also browse through my other scriptsto see if there are problems.
Oh...the problem is in the CMS??
I just edited your CMS the way I like it...Booger. I have to do it again??
Actually no, you will only have to replace some code. The problem is that I changed some Add-ons, so i.e. the 1 SP state is not there anymore which the CMS is trying to check if it's available. Then it crashes. Also, in the newest version of CRLS, the configurations can't be tested anymore like DRAW_SR, but need to be tested like BlizzCFG::DRAW_SR. It's not much code change, but I need to do it. If you don#t want to update the whole CMS version, I suggest you simply find the lines that say "$tons_version" and replace those conditions and branches with the one from the new version.
EDIT:
Done, you can get the new version of the CMS.
Alrighty, will do...
:-\ I'm having a small problem with the CRLS in the new version. When a character is healed, thier SR bar decreases. It's like the opposite of what happens when a character is attacked. If you could quickly fix this problem i would greatly appreciate it. Oh and your CMS is working great now after getting the new versions of CRLS and tons of add-ons. :D
Turn off the SR_REVERSAL option. It's not a bug, it's a pretty useless new feature, except you want to make a game where low HP would often trigger SR abilities.
Heh, i see. Guess i'll change that right now. And yes, it is a pretty useless feature lol. :P
I don't know, sounds like it might be useful...I definitely wouldn't call it useless, I would just say that to see it used would be rare...The problem is, that a lot of ppl misuse features in games, and I don't mean getting bugs, I mean they don't see the feature for its full potential.
I for one Find it quite Useful, specially for Lloid & Monica's SR =X
*Grins, o more Healing when need the HP Below 30%*
v5.7b is out.
OMG your awesome Blizz I just re-downloaded this before I edit my CBS to allow these with cross command and your new code is nice before was getting error when changed height of the sr window because wasn't set up now it's fine :)
Commented the code!! I missed the release of 5.6!! and now there's 5.7!!.....Nice
Quote from: Nortos on February 25, 2008, 12:58:33 am
OMG your awesome Blizz I just re-downloaded this before I edit my CBS to allow these with cross command and your new code is nice before was getting error when changed height of the sr window because wasn't set up now it's fine :)
Yeah, I remodeled the way the commands are displayed, no wonder that it works with your cross command menu now. xD
Thats cool...
oooh is this the awesome thing from Chaos Project? in that case im so going to use this. =)
Yea.
Awesomeness at its best! Im definately going to use this. =)
Quoteoooh is this the awesome thing from Chaos Project? in that case im so going to use this. =)
Almost, but the CP Battle System has some subtleties which you're not likely to find.
AWESOME SUBTLETIES :P sorry had to do that I love his ring battle menu my cross command can't compete
Meta System, Unity Force, Unity Force Overload etc.
*adds to script test bed to screw around wit--test*
EDIT:
Woah, buggy...
??? Only problem I've ever countered is if wnting to use things like RTAB (which I dnt) or a ring menu of sorts which is easy enough to change
Just dl'ed the latest version. I'll have to see if this is directly compatible with a certain script of mine.
I have to release 6.0 soon which is compatible with RTAB. ._.
Question, Blizz: In your e-book package, there is a Soul Force Combo System in with it, but it isn't anywhere else, including here. Did you make it obsolete, or what?
Quote from: Blizzard on January 09, 2008, 03:47:55 pm
Author's Notes
[BIG RED TEXT]
Download Scene_SoulRage plug-in from here (the plug-in comes BELOW CRLS!):
Script file (http://chaos-project.com/downloads/scripts/Scene_SoulRage.txt)
Download Soul Force Combo System plug-in from here (the plug-in comes BELOW CRLS!):
Script file (http://chaos-project.com/downloads/scripts/Soul Force Combo System.txt)
If you find any bugs, please report them here:
http://forum.chaos-project.com
That's it! Enjoy! =D
Oops... must have missed that... sorry...
Hey Blizzard this is pretty sick and I was wondering if you could make a status screen add-on this only and compatibilize it with Blizz-ABS. You would have to do alot, rewrite the input for a new key and copy+paste and change the way the skill use is on Blizz-ABS and add a feature for the HUD. Also I need that before I use Soul-Rage, though the Status Screen wouldn't really be that hard all you have to do is move some parameters coordinates and add the new bar as in the Scene_BattleStatus (I believe that is where the stats are handled in Scene_Battle). Just say so if this is too much for you because I have already sent you the Weapon Master compatibility. Sorry for asking so much of you :P.
Also could I please still use it if I am mainly active on RMXP.org and Chaos-Project? Also if I can't what pieces of the script can I use, Soul-Rage only?
Hm... Ok, I think it's alright since you are active here as well and since you want to use only SRS.
I didn't have the time yet to make a compatiblity plugin for Blizz-ABS, but this is already planned. You will be able to map SRS, SLS or CDS skills like normal skills and the HUD will be enhanced with a red SR bar, that's what I was planning.
Can I use more than the SRS or no, just making sure because the more features the better ::), lol?
SLS is fine, but for CDS you have to ask GuardianAngelX72. I recommend sending him an e-mail.
Well I don't even know what that does and I only need the SRS so yeah I'll be all set.
EDIT: I'll keep building my game and when you finish the Blizz-ABS plug-in please PM me because I'll put it in when I get time, this will be great with the ABS, I'll use it as sort of a Counter Attack skill system kind of thing because you get more of the SR when you get damaged.
Alright, I'll try to remember PMing you when it's done. :)
In any case don't expect anything within the next month.
Don't worry about it I won't need it for about half a year :P. I am working on custom graphics for my game, all character sets/events, tilesets, icons and maybe even the windowskin will be made only for Darklands. It will be a pain to make but worth it.
This script seems to have been improved also.
Can't remember when I did the last update. The header should say. #_#
...hee
um yeah when i use chaos drive the characters don't come back after a battle
i did assigned a state but it still keeps happening
any thoughts on what to do?
The state really is inflicted?
Try the script in a new project and see if it works.
If you still can't get it to work, put a demo together from your project (one map is enough), upload it on sendspace.com and post a download link and I will take a look at it myself.
i managed to fix the problem kinda... it happens sometimes and it almost always happens when the chaos drive dies
I hate RTAB. It's so badly coded and so completely screwed up that I had a hell of a job to make CRLS compatible with RTAB. The worst part must is the CDS as RTAB doesn't actually support party member exchange during battle. And there's still a little bug with SRS...
Anyway, update to v6.0b.
EDIT: I just noticed something wrong with this version. I put up a fixed one, so redownload v6.0b.
We could always use an RTAB Made by blizz that can be even better than derwulf, lol. >:3
Yey for new update fix~
*Grabs*
DerVVulfman didn't even make it in the first place. DerVVulf is just the translator of the original script which I think was made by the japanese scripter cogwheel.
Well . . .. either so, this fixes the lag at least.
Im getting a bug with CRLS. Ive tested my project by removing each and every script and then trying to determine if that script was causing the bug. i continued to test until i determined it was CRLS. then I thought it just may be incompatible with another script im using... so I tried it in a new project. i got the same error. Then I figured it is probably my settings so I copied the script from CP forum, and pasted into another new project... same error...
anyway here is the error I receive:
'Scene_Battle 4' line 213: NoMethodError
undefined method 'attack_effect' for #<Array:0x35ea940>
anyways, I hope this is fixed shortly, because I love blizz's scripts so much... i just wish the other scripts were coded by him (clean, easy to read, easy to configure, VERY compatible...) ;)
I just tested it, it can't be CLRS v6.0b. I tested it in the demo, I tested it in a completely new project. Besides that CRLS doesn't even have anything to do with the determination of target battlers for attacking. -_-
ok, i just downloaded the demo and everything works until you defeat grid stalker. you kill it, and then its battler disappears, no victory sounds, nothing, but the game asks if you want to fight or escape, then when its time to deal damage, the game crashes with the above error. so this is present in my modified version of the script, the online .txt version, and the demo... i dont understand it, and I know that CRLS doesnt affect the determination of targets.
im not trying to be a bother, im just pointing out an error.
It crashes after Grid Stalker is dead? You should have said that right away. xD I'll look into it ASAP.
EDIT: O_O Fixing the bug required technically just adding a ! at the right place.
I just completely ditched RTAB for Chaotic Fury. I'd like to have it but it's much too laggy. I figure if someone makes an RTAB that isn't so fucked up and has more options available. I'd rather go with stability though, so yeah, saccrificed the high-speed RTAB and I'm sticking to the DBS, although it looks rather bland...
Have you tried my status window for RTAB? It decreases some of the lag.
EDIT: There was a bug, I put up v6.03b.
Hey Blizzard do you think you can update the downloads for your ABS compatability? :^_^': I really want to use this with it. :)
I think that I already have. In any case I uploaded it again.
Not working I keep getting error 404 on all of the compatability plugins.
I'm getting the 404 error as well.
I forgot to update the links, because I had to zip the stuff, because my host is a bitch, because it won't allow the display of .txt files anymore, because they think that PHP scripts can parse them, because they think that hackers will exploit that.
In any case, ANY file can be exploited in that way. -_- I fixed the links in the first post, it works now.
That must be annoying, @$#@% web host security, I hate when it gets in the way. Anyways, thanks for re uploading them, it was just in time (I needed it to get the work done today i wanted to get done)
Why don't you just switch to a different web host?
Quote from: MikeyUchiha on August 18, 2008, 11:21:42 pm
Why don't you just switch to a different web host?
Mikey, I don't think you've been reading the News section lately.
http://forum.chaos-project.com/index.php?topic=1529.0 (http://forum.chaos-project.com/index.php?topic=1529.0)
http://forum.chaos-project.com/index.php?topic=1545.0 (http://forum.chaos-project.com/index.php?topic=1545.0)
It'll take some time, but we'll get there, and hopefully Blizzard has enough moolah right now...or anytime soon. Either way, I'm patient since I don't use the scripts and all, but that doesn't matter. :P
Because every free host is worse than this one and I couldn't get my PayPal working so far. But now I almost have... MWUAHAHAHAHAHAHAHAHA!
I kinda have to agree with Blizz on this point. Pretty much every single free host out there has at least one thing that invariably makes them suck. I've been using a host recently, and I thought it was neat until I read the part in the Terms of Usage that said that you couldn't have ANY of these file types hosted:
.htacl, .htaclu, .avi, .mov, .mp2, .mp3, .mpeg, .ram, .asf, .quota, .vbs, .shs, .scr, .exe, .cmd, .torrent, .wmv, .wma, .rm, .zip, .rar, .tar, .gz
Owch...
Hay Blizz, i've been wondering if there is a way to make it so that a character can have 2 Soul Limits or using a list of Soul Limits
Not with the current system and I will not implement it either. I can't stand sets of limit attacks, it makes the limit attack kinda ordinary. If someone wants to make a plugin, you need to create a window and handling like in the SRS and CDS options.
Hey, I'm pretty new to the forum, and this script caught my eye immediately, since it's a lot more interesting than traditional limit systems.
However, I'm having a couple of problems. The script itself seems to work fine, but as soon as I add in the SDK, during the Window_SoulRage skill selection in a battle, it scrolls the index by two when you press down, causing it to jump a line and scroll to lines 1, 3, 5, 2, 4, 1, etc.
I know you're not a huge fan of the SDK, but is there any way it can be rewritten a little so that it's compatible?
Also, another problem when using the menu-based Scene_SoulRage, basically it won't show the cursor when trying to select which piece of equipment's Soul Rage Skill to use, and won't allow you to scroll between them, and when you select one of the skills to use, it won't allow you to select which party member to cast it on. (The cursor also stops flashing, too).
Both of these are caused by the SDK, since I pasted them both + the SDK into a new project and the problems persisted, removed the SDK from this project and it all worked fine. The Version numbers of the CRLS and the Scene_SoulRage addon match up ok (6.03b and 6.0)
Thanks in advance for any help.
EDIT I forgot to mention, the version of the SDK I'm using is 2.4.
Weird, I thought I already fixed that SDK issue. O.o; I'll fix it in a couple of minutes. I only have to upload some updates on the forum skin.
EDIT: Do me a small favor. I noticed that line 1289 in SDK 2.4 says "class Game_map" while it should probably be "class Game_Map". Report that bug, they will appreciate it. :)
Wow. Thanks for such a quick response, I didn't expect any help this fast. O.o
I did mention the bug in the SDK thread, but I don't know if it was worth mentioning, since I'm not sure how much of an impact case-sensitivity has on RGSS.
It's practically if the code wasn't even typed. You should report it. BTW, I updated CRLS and Scene_SoulRage. :)
Thanks for the help! The problems are sorted, unfortunately, except for one. I can now call Scene_SoulRage fine, and select which of the skills to use, but as soon as I select a skill (Say, Heal) and try to select who to cast it on, the cursor won't move, and I can only target the first actor.
I've looked through the Scene_Soulrage code to see if I can fix it on my own, but I'm having no luck, since I'm a pretty novice scripter.
Maybe I forgot something. Gimme a moment.
EDIT: Yes, I did. There you go.
Thanks for all your help. :)
Hey, I'm having a problem with the plugin for Blizz-ABS. When I try to go into the Hotkeys menu it crashes with the error 'Script 'CRLS plugin' line 593: NoMethodError occurred. Unidentified method 'icon_name' for nil:NilClass. And when I tried it on a copy with only those scripts in it said as soon as the game came up (before the title screen) 'error in CRLS plugin on line 176: NameError occurred. undefined method 'skill_can_use?' for class 'Map_Battler'. If you want I can send you the order of my scripts (I do have some that aren't yours).
Do you have them in the right order?
http://forum.chaos-project.com/index.php/topic,23.0.html
Yeah, that was the first thing I checked (I should have said that before . . .)
Can you send me a small demo of your game so I can fix it? Also, which other scripts are you using?
Okay . . . as well as the ABS I'm using:
Tons of add-ons
ccoa's Weather Lite
Syn's Max item limits
ccoa's UMS
ccoa's tst swap
Syn's Hunger and Thirst
your creation system, CRLS, ATES and custom stat growing system.
Edit: In the demo I've taken out your ST-CMS because I'm editing it to have the Controls and AI Setup options in the menu.
Wow, I never actualluy realised I had that many!
Here's a link to the demo (.rar cos it's easier but I can do zip if you prefer) http://www.megaupload.com/?d=5L1P94KK (http://www.megaupload.com/?d=5L1P94KK)
Are you sure that Tons of Add-ons is at the right place? Other people's scripts should be above Tons of Add-ons.
In any case, I'll download the demo and try to find the problem. BTW, I can open anything, just compress it and put it up. xD
Hey blizz, I asked this in your old forums but I lost the answer to it, how do you remove the decimal in the soul rage number in both the main menu and battle menu.
Sorry I forgot, this time I will write it down. I want it so instead of showing 23.80% SR I just want it to show 23% SR.
Please and Thank You
Yes, I definitely do. Actually I think my copy of Blizz-ABS may be faulty because now it won't play on any game I make . . . I don't know what I've done . . .
Line 1035 says:
return "#{@sr/10}.#{@sr%10}%"
Change it to:
Once again you amaze me with your quick support, thanks again man, I give you 5 thumbs up :D
Most admins I know never check there own forums.
That's somehow ironic. Admins are the people that should check their own forums the most. =/
Yeah, well you are the best admin we know!
Well that is really weird! I'd deleted the Config option ABSEAL_AUTOKILL! I'm still getting a bug when I try the hotkeys menu though . . .
Hmm, I implemented this addon in a fresh project that also has SDK. For some reason when both are enabled, during phase2 of battle when you can select to Fight or Escape, the text does not show up. I tested this relationship by disabling SDK, and the text displayed fine (vice versa when the CRLS script was disabled.)
Would anyone happen to have any idea why such an incompatibility would occur?
Font problem. Just install Tons of Add-ons and use "Ultimate Font Override".
Oh, and I forgot to thank you for making such an awesome script =] It's versatile and complex at the same time, I love it.
I love it for the summons, my favorite feature of all time ^_^
When using the SDK part 2+3, regular abilities in the Skills menu during battle cannot be cycled through. Is there any way to fix this incompatibility?
EDIT: Trying to describe the problem more accurately. Basically when you select Skills option for a character during battle, you can only move up and down to select skills (meaning abilities on the right side cannot be selected.)
This was asked just a few days ago and fixed already. Get the newest version.
Quote from: Arcor on September 30, 2008, 02:51:44 pm
Thanks for the help! The problems are sorted, unfortunately, except for one. I can now call Scene_SoulRage fine, and select which of the skills to use, but as soon as I select a skill (Say, Heal) and try to select who to cast it on, the cursor won't move, and I can only target the first actor.
I've looked through the Scene_Soulrage code to see if I can fix it on my own, but I'm having no luck, since I'm a pretty novice scripter.
EDIT:
Quote from: Zeldaknight on October 13, 2008, 11:11:06 pm
Yeah, well you are the best admin we know!
Well that is really weird! I'd deleted the Config option ABSEAL_AUTOKILL! I'm still getting a bug when I try the hotkeys menu though . . .
The options doesn't seem to have been generated by the config app form Blizz-ABS. Try regenerating the configuraton script again. If it doesn't work, send me your configuration file. It could be a problem in the app.
hay Blizzard, a couple of things with this, in the game i'm working on i see i have very little choice to use the Chaos Drive, but some of the characters in the game don't transform at all (even by logic skills they should since they are what some of the characters transform to), anyway, how would i go about setting up the Chaso Drive command to show up only when there's a Chaos Drive Skill learned
also are there call scripts that i can use to transform and revert, that way i can force a character to transform before a battle, and is there a way to turn off the auto revert because i notice that as soon as the battle ends, the character reverts back to normal and for what i'm planing, they shouldn't so that
There's a piece of code that checks whether you can use a CD skill or not. Just add a command that says "return if @cd_skills.size == 0" and that should prevent the command if there are not skills.
If you want them not to revert, you should be aware that those are different characters. You'd need a script that alters status effects. The character reverts when the status effect wears off. Or you can simply make the status effect not wear off after the battle ends. I haven't tested this as I didn't intend it for a use like this since Chaos Drives are different actors. But there is a good chance that it might work normally.
To transform an actor, simply use a script call with one of those two lines:
$game_actors[ID].use_chaos(SKILL_ID)
$game_party.actors[POSITION].use_chaos(SKILL_ID)
so if i use the script call again, i should revert back to normal right (like an in battle event)
No, there is a special command called "revert_chaos" without any parameters. You should make sure that the character is already in Chaos Drive state before using it. I didn't add a protection if it's called without being in Chaos Drive state already.
i found an error, after i kill my enemy, sometimes i'm still in the battle, when i go to try and attack again i get an error or right as the battle ends, i get an error, both errors are the same
Script 'Scene_Battle 4' line 213: NoMethodError occurred
undefined method 'attack_effect' for #<Array:0x1437018>
also, i have version 5.0b also and i tried what you said with stopping the reverting, the status was sent so it would still exsist after battle however the character still revert
You should probably update to the latest version, 6.04, as this bug might already be fixed.
just checked the script i had (the one i was getting the error in) for some reason, i downloaded it last week and it was 6.0, went and got the script file and yeh, error's gone but what i said about reverting still stands though
Quotev6.02b
added Chaos Drive state removal upon reversal for convenience and full Blizz-ABS compatibility
I'm guessing this is the feature you want?
If it is, then... you need to update your script since yours is 6.0
Always ensure that you are using the newest version if you find bugs. -_-
sorry for being a pain in the ass, but i've been reading the comments (after downloading the newest version) for a while and i can't find how to stop the reverting at the end of battle
At the very end of the script there are two lines saying "exit_chaos". Remove them.
EDIT: Update the CRLS plugin if you want to use it with Blizz-ABS v2.0.
EDIT: Update the CRLS plugin if you want to use it with Blizz-ABS v2.0 AGAIN (to v1.02b :P).
I found a error when you use the blizz-abs plugin and go into hot keys with blizz-abs.
ERROR MESSAGE:
Script '*Blizz-ABS Plugin' line 621: NoMethodError occurred.
undefined method `icon_name' for nit:NilClass
I'll check that today. BTW, are you using v1.1b of the plugin?
Yea im using 1.1b.My Scripts are:
Tons
Storm-Tronics CMS
Blizz-ABS+ EXP HUD
CRLS
Ok, I uploaded CRLS v6.1b and the plugin v1.2b. Try them and see how they work.
I installed the CBS by Nortos and also Blizz's Tons of add ons works without fault however if I add in the Chaos Soul Rage System underneath them both I get an error with this line.
@actor_command_window.set_player_command(@active_battler)
Can somone sort this? I know the CBS does work with the limit system.
It's probably not compatible. -_-
Quote from: Blizzard on January 28, 2009, 07:05:48 am
It's probably not compatible. -_-
It works if you put it above the tons of add ons script and above the CBS made by Nortos like it asks you to put it above the HP/SP/EXP Guage modification however it doesn't show up untill you put it below it and then when you click attack it comes up with an error with that line. I just hoped somone would be able to sort it out, I'll try and move some of the scripts around and see what happens.
#=========================================================================
# * Draw Actor Limit Break Bar
# actor : Actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#=========================================================================
def draw_actor_lb(actor, x, y, width = 144)
rate = actor.limitbreak.to_f / LB_MAX
plus_x = 0
rate_x = 0
plus_y = 15
plus_width = 0
rate_width = 100
height = 7
lb = (width + plus_width) * actor.limitbreak * rate_width / 100 / LB_MAX
# Drawing of gauge
if actor.limitbreak == LB_MAX
# Draw Silver Blue Bar
draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width,
width, height, od_color1 = Color.new(0,80,200,192),
od_color2 = Color.new(255,255,255,192))
else
# Draw Green Bar
draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width,
width, height, od_color1 = Color.new(31, 128, 0, 128),
od_color2 = Color.new(255, 255, 191))
Thats the one in the HP/SP/EXP Guage script which draws the limit break bar/soul rage however it doesn't work unless you put the soul rage below this script and then it breaks.
Quote from: Dragon X on January 28, 2009, 07:18:19 am
put it above the tons of add ons script and above the CBS made by Nortos
And that is exactly the reason why it's not working.
http://forum.chaos-project.com/index.php?topic=23.0
Put tons of add ons to the top, if I have soul rage below tons of add ons and above the CBS I get an error with the tons of add ons at the end of the battle, if I put the CBS below Tons of add ons and above the soul rage I get this~
Script 'Chaos Soul Rage system' line 1807: NoMethodEror occured.
undefined method 'set_player_command' for #<Window_Command_New:0x39be9e8
I already tested putting the CBS ontop of them all yesterday but I'll try again.
Put the CBS ontop of them all and I get the same NoMethodError. I think it's the CBS's Bar script however I'm not sure because it does show up underneath the Tons of add ons.
It's possible. That error seems to be because of an override that Nortos did. He used Window_Command_New instead of Window_Command. It might work if you rename Window_Command in the CRLS script to Window_Command_New. To do so find (CTRL+F) the line that says "class Window_Command" in the CRLS script.
In any case put the CBS on top.
Yay it works =). However why does my characters MP seem to be going down without any spells being cast?
I'm not sure. o.o; Did you configure everything right? Are you using any special add-ons that mod SP? Are you using Regen Status Effect from Tons of Add-ons?
I'll check, I had a problem with the chaos rage as well but I found out it was the skill seperation add on so i disabled it and it works however I will see about the regen status effect.
Fixed. Thanks for all your help Blizzard. I feel like somone is going to lose patience with me some day, I seem to break everything lol.
Update to 6.11b.
Are all the xtras o\t babs plug compatible with babs?
Scene_SoulRage is, Soul Force isn't. A combinated attack system like this simply doesn't work well with an ABS in general so I didn't bother making it compatible.
Just wanted to make sure ty blizz
Mister Blizzard:
This time, I took the liberty of searching your forums and whatnot for previous solutions to this problem, but it seems that none of them will fix this...again.
I too have come up with the error with BlizzABS in conjunction to CRLS(6.12b) and its plugin(1.2b).
For knowledge, I'm using TONS(6.81), BlizzABS(2.23), your CRLS&plugin as listed above, your stat distribution, your reflection system, an item creation script by LeonW, G777's multiequip, A 'showtext' editting script, and your save layout.
The problem is as listed before:
(*) CRLS plugin for ABS
Line 649.
NoMethodError occurred.
Undefined Method 'icon_name' for nil:NilClass.
And line 649 involves this chunk:
645 def draw_data(i, add)
646 # clean this display
647 self.contents.fill_rect(Rect.new(4, i*32, 288, 32), Color.new(0, 0, 0, 0))
648 # get icon bitmap
649 bitmap = RPG::Cache.icon(@data[i].icon_name)
650 # get opacity
651 opacity = self.contents.font.color == normal_color ? 255 : 128
652 # draw icon bitmap
653 self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)
654 # draw text with name
655 self.contents.draw_text(32, i*32, 204, 32, add + @data[i].name)
656 end
I have the most recent versions of all that you offer.
What do you recommend?
If there is a way you could arrange the 'Easy Overdrive' to add/remove the skills based on character's equip, I would be happy to just use that. It seems to work without problem. Ultimately, thats the only reason I'm using the whole CRLS over just the simple overdrive script.
SRS IS EOS with Equipment. It seems to me that there could be a problem with G777's script and CRLS. I'm sorry, I don#t have time to look into it right now.
As always this script rocks! :)
But i wanna know when is gonna be possible to use chaos drive with RTAB
is it too hard to make it compatible? :/
The reason is i wanna use RTAB in my game, but wanna use CRLS too. I tried chaging RTAB to XRXS cbs, but got an incompatibility when you try to use the "escape" option and when you try to enter in CR menu in battle.
So i must use then RTAB, but i need a transform technic like CR. And as far as i know, there is no transform system for RTAB, right? :/
Not yet. Both RTAB and XRXS CBS (if you don't mean XAS) are quite messed up so compatibility is hard to make. I didn't have time yet to make it work with RTAB fully yet. In case of XRXS CBS, there's no way I'm gonna waste time on making those two work together. Same with XAS. CRLS is compatible with Blizz-ABS, there's no way I'm gonna make it compatible with XAS.
Yeah, it's XRXS CTB (not XAS). The strange thing is that with a previous version of CRLS i will be able to make it compatible, cuz the problem is just with the "escape" option, but now i can't manage to make it work together, anyway. I don't want to be compatible with XRXS. I prefer that compatibility with RTAB tbh ^^. I think RTAB is best than XRXS'.
Don't worry, I'll be waiting for that compatibility Blizz, take your time ^^.
Just a question. If the system is almost compatible with RTAB, is it compatible with the new Cogwheel's CTB (basses on RTAB i think) too? (i think no lol)
I don't think it will work, but you can always try.
Hey blizz I keep getting ths error when I use blizz abs and go into the hotkeys menu, the same one as jragyn00
Quote
Script 'CRLS Blizz ABS' line 6449: NoMethodErroe occured
undefined method 'icon_name' for nil:NilClass
Have you had time to look into it yet?
Did you configure crls properly? By default you should get an error because it looks for more skills than you have. I think it was 52 or something.
I don't think so, here's the CRLS script
CRLS (http://files.teamshadowgamers.com/wing/crls.txt)
CRLS Blizz ABS plugin (http://files.teamshadowgamers.com/wing/crls-abs.txt)
I don't see a problem
Demo would help. I couldn't reproduce that error the last time.
Hiya!
Well, i found 2 errors/incompatiblities using CRLS with RTAB
I deactivated CD, but then i got to strange errors with SL.I configures the SL to have a limit when the SR is 100% and without using maximun HP and SP (100 and 100 i mean). So you can only use it when the bar is filled completely, just like a normal overdrive. The errors are these:
1-When use the SL, there is no skill animation or attack animation, just the damage pop without nothing happening o.O
2- When i use SL once, the SR returns to 0, but when use the attack command, it makes the SL again, instead of the normal attack... really strange.
Any solution? Maybe i'm doing something wrong?
Thx in advance
Cya
Hi there.
I have the same bug that Hellfire Dragon and jragyn00 are dealing with.
It only occurs when I choose hotkey in the blizz abs menu.
I made a quick demo.
http://cid-f9c338873d213fff.skydrive.live.com/self.aspx/RMXP%20Test/Project1.rar (http://cid-f9c338873d213fff.skydrive.live.com/self.aspx/RMXP%20Test/Project1.rar)
Sorry, I forgot how to change the name of the hyperlink.
Quote from: crimsonroark on April 26, 2009, 11:15:08 pm
Hi there.
I have the same bug that Hellfire Dragon and jragyn00 are dealing with.
It only occurs when I choose hotkey in the blizz abs menu.
I made a quick demo.
http://cid-f9c338873d213fff.skydrive.live.com/self.aspx/RMXP%20Test/Project1.rar (http://cid-f9c338873d213fff.skydrive.live.com/self.aspx/RMXP%20Test/Project1.rar)
Thanks, I'll look into it today.
Quote from: crimsonroark on April 26, 2009, 11:15:08 pm
Sorry, I forgot how to change the name of the hyperlink.
Don't worry about it. Here's the template for the future.
[url=http://my.web.site.com]DISPLAY_NAME[/url]
@X-Law:
Quote from: Blizzard on July 14, 2008, 10:07:03 am
I hate RTAB. It's so badly coded and so completely screwed up that I had a hell of a job to make CRLS compatible with RTAB. The worst part must is the CDS as RTAB doesn't actually support party member exchange during battle. And there's still a little bug with SRS...
Anyway, update to v6.0b.
So the solution is: No use RTAB at all :^_^': I tried the easy overdrive too, and got the same problems. Well then i'll have to use DBS instead :roll:
More or less yes. I haven't had the time to finish the compatibility mod for RTAB. For now either use DBS or bring up some patience until I finish it. xD
Finally i found a custom system where CRLS works xD. At least more compatible than with RTAB. It is Paradog's CTB (yeah i preffer ATB instead of DBS xDDD). It works right, just for one little error. When i use Chaos Drive, the character summoned can't use "revert" option nor Soul Rage. He shows a normal command window... a little strange. But anyway, when the battle finish the chaos drive reverts to normal and there is no problem :D
Now i have another question (too much i know :(). I'm using a menu like the one for Limit Break from DerVV, but i don't know how to show in there the SL for every character. I mean (based in the one configured by default) when you enter in the menu for Character ID 1, then in the "window_soullimit" (just example xD) must show the "skill" Devastator. How can i do this?
I based the idea for the menu in the Alistor's one for DerVV's limit break system (cuz i make possible to gain Soul Rage in different ways not just be damaged by enemy, that's why i need this menu :P)
Have you fixed the error with Blizz ABS? I'm also getting it.
I completely forgot about it.
@X-Law: Could you post that script? CRLS alters the normal command window. If you don't see the command, then the CTB doesn't use a normal command window in battle.
I am not making SR be gained by any other means than damage. I have said that several times now. The fun in such custom systems are the advantages and disadvantages they bring with themselves. If there are no rules and no limitations, you get overpowered and the game isn't fun anymore. 90% of the other ways are pointless and I don't know even one person using them. And that's all copying FFX anyway. The only other way that is more useful is to gain SR is by attacking and that causes you to get way overpowered (which is actually quite normal for any Final Fantasy).
Hi!
QuoteCould you post that script? CRLS alters the normal command window. If you don't see the command, then the CTB doesn't use a normal command window in battle.
But the strange thing is, that the first character shows the commands correctly, but not the chaos drived (i mean the summoned character) :S
Anyway this is the code
http://www.sendspace.com/file/x9gceg (http://www.sendspace.com/file/x9gceg)
QuoteI am not making SR be gained by any other means than damage. I have said that several times now. The fun in such custom systems are the advantages and disadvantages they bring with themselves. If there are no rules and no limitations, you get overpowered and the game isn't fun anymore. 90% of the other ways are pointless and I don't know even one person using them. And that's all copying FFX anyway. The only other way that is more useful is to gain SR is by attacking and that causes you to get way overpowered (which is actually quite normal for any Final Fantasy).
Well, don't worry about it, i made it by myself. I made it in Final Fantasy X style and the reason is, that the main person for what i'm creating my game, is my little brother and he's a TOTAL Final Fantasy X fan, that's why.
But my request is not about gain SR by other means. it's just that how can i show the Soul Limit name in a menu. Maybe to see a help of what that "limit" make. That's all i want. I mean in Final Fantasy VII for example, you can go to a menu option called Limitbreak, and in there you can see the limits you have (and can select what you want to use in battle, you can select from different levels). That's what i'm looking for, the way to show that SL name in a menu, but not the skill, just the value you give to "limit_name" in CRLS config ^^.
@Elite Four Aqua
Yeah, i realized when i see this posted xDD. Thx, i uploaded it to sendspace =D
Lol... the script doesn't fit XD
Try saving it as a .txt and uploading it somewhere (over the rainbow).
I seem to be having lots of problems lately. :'(
when I try teaching somebody a Chaos Drive with the script events, it doesn't show up in my actor's Chaos Drive command.
The Chaos Drive stays darkened as if I cannot use it, and it just plain doesn't let me use it. I have Chaos Drives all set up in the script and everything needed for it to work is set to true.
Still no Chaos Drives.
What the heck can I do to fix it!?
$game_actors[7].learn_cd(16)
^ this is the script command. I do NOT see anything wrong with it! I set it up exactly like the directions told me to...
When did you set up CD to be available anyway?
Quote from: X-Law on May 05, 2009, 06:49:16 pm
Well, don't worry about it, i made it by myself. I made it in Final Fantasy X style and the reason is, that the main person for what i'm creating my game, is my little brother and he's a TOTAL Final Fantasy X fan, that's why.
But my request is not about gain SR by other means. it's just that how can i show the Soul Limit name in a menu. Maybe to see a help of what that "limit" make. That's all i want. I mean in Final Fantasy VII for example, you can go to a menu option called Limitbreak, and in there you can see the limits you have (and can select what you want to use in battle, you can select from different levels). That's what i'm looking for, the way to show that SL name in a menu, but not the skill, just the value you give to "limit_name" in CRLS config ^^.
Then don't use CRLS. Soul Limit is meant to be a single limit attack. If you want multiple limits, better use my Easy Overdrive System.
lol so my english is worse than i thought :^_^': The multiple limits is just an example. I just wanna show the limit name in a menu, to show a help for it. I need to use CRLS, cuz i'm using CD, SR and SL ^^.
So i think i found MY error in the window command lol. I'm really silly xD. I forgot to add the summoned char ID into the chaos drive config. I added the ID and now it's working right :). So thanks anyway ^^
Now i just need that request before, the way to show the limit name in a menu :P
Post me the script of the Window_Skill you are using and I'll edit it.
EDIT:
Quote
Script 'CRLS Blizz ABS' line 6449: NoMethodErroe occured
undefined method 'icon_name' for nil:NilClass
CRLS configuration, specifically SL:
when 1
limit_name = "Devastator"
limit_id = 81
...
when 2
limit_name = "Summon Proximus"
limit_id = 82
...
The number of skills in your database: 80.
Now somebody tell me how can you expect an actor to be able to use skill #81 or #82 if the skill doesn't exist?
Well, if you were talking to me, Blizz, how do I turn CD's on then? :P
Is THAT why the CD option stays darkened in battle, even though I have everything turned on? :???:
I thought it was just as simple as setting CD's to true...... :huh:
ok, so actually i'm using the one used in Alistor's Menu, atm just to try it out. But maybe i just use the normal window_skills instead. I wanna use the most easy option
Quote#==============================================================================
# ** RMXP Standard Development Kit (SDK)
#------------------------------------------------------------------------------
# A system aimed to increase compatibility between RGSS scripts
#==============================================================================
module SDK
# Set Autodetect global to false
$lbadd_menu_sdk = false
# SDK Autodetect routine
if defined?(log_alias)
# Set Autodetect global to true
$lbadd_menu_sdk = true
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :lb_attack_detected
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias lbadd1_init initialize
def initialize
lbadd1_init
if @lb_height != nil
@lb_attack_detected = true
end
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :seperation # Seperation flag
attr_accessor :limitbreak_skills # Limit Break skill flag
attr_accessor :limit_menu # Limit Break menu flag
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias lbadd1_init initialize
def initialize
lbadd1_init
@seperation = true
@limitbreak_skills = false
@limit_menu = false
end
end
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
unless $gnd_lb_patch
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
unless @actor == nil
for i in 0...@actor.skills.size ("0...@actor.skills.size")
skill = $data_skills[@actor.skills]
unless skill == nil
if $game_temp.seperation
if $game_temp.limitbreak_skills
@data.push(skill) if skill.element_set.include?($lb_element_id)
else
@data.push(skill) unless skill.element_set.include?($lb_element_id)
end
else
@data.push(skill)
end
end
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
$game_temp.seperation = true
$game_temp.limitbreak_skills = false
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
unless HIDE_ZERO_SP && skill.sp_cost == 0
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Check Data
#--------------------------------------------------------------------------
def data
return @data
end
end
I'm not using SDK at all, so for the compatibility part just ignore it XD
Thanks in advance
Then put a demo together. That script doesn't seem to mess up anything. :/
Quote from: Scientist Riku on May 06, 2009, 05:58:51 pm
Well, if you were talking to me, Blizz, how do I turn CD's on then? :P
Is THAT why the CD option stays darkened in battle, even though I have everything turned on? :???:
I thought it was just as simple as setting CD's to true...... :huh:
Yes. You need to set the conditions for the CD command to become available. i.e.
cdsr_rate = 0
cdhp_rate = 100
cdsp_rate = 100
Dont forget to give your character the CD's in an event!
here's the demo ^^
http://www.sendspace.com/file/y8tuz4 (http://www.sendspace.com/file/y8tuz4)
Thanks guys. :P I feel blind.
I am SO sorry for being an idiot. I'll do what you all said.
I finally got it to work. I wasn't aware I had to set up those settings in the character's Soul Limit thingy. Sorry for all the trouble. :^_^':
But now I can continue things without a hitch. Thanks again!
EDIT: Whoa! Ok, something really weird happened. I tried the Chaos Drive, but whenever the transformed actor gets hit he dies instantly.
In another scenario he transformed while another actor attacked one of the foes with a skill. Transformed actor died instantly after that foe was damaged and subsequently defeated. He died any time damage was dealt, and it may be safe to assume if any damage is inflicted he'd die instantly for whatever reason.
Do you know what may be the cause Blizz? I'm clueless. :O_O:
# Additional info:
#
# You can use animations and common event calls (i.e. for enhanced
# animations) for any CD skill. It is recommended that CD skills target the
# user.
#
#
# Important note:
#
# Chaos Drives are not normal skills and should be NOT used as such. Chaos
# Drive skills as normal skills will not make a transformation happen. Do not
# assign two different characters the same Chaos Drive character. If you want
# them to access the same character, make a duplicate CD character in your
# database.
Quote from: X-Law
n00b at scripting :(
Eh men, me too :P
Tried to learn, but I got sick of useless hello world tutorials.
Maybe you should read my e-book. xD
EDIT: @X-Law:
Quote#==============================================================================
# ** Limit Break (DVV's)
#------------------------------------------------------------------------------
# by DerVVulfman
# version 2.6
# 07-25-2008
# Full SDK 2.2 Compatible (Does not need or require SDK 2.2)
#------------------------------------------------------------------------------
No, but it breaks my script because it defines SDK. -_- This section here:
module SDK
# Set Autodetect global to false
$lbadd_menu_sdk = false
# SDK Autodetect routine
if defined?(log_alias)
# Set Autodetect global to true
$lbadd_menu_sdk = true
end
end
Replace it with this one:
Secondly you put this script below the CRLS and you expect it to work? Lol.
Thirdly. When I define the SL configurations properly, everything works fine.
Fourthly. This piece of code here:
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
unless skill == nil
if $game_temp.seperation
if $game_temp.limitbreak_skills
@data.push(skill) if skill.element_set.include?($lb_element_id)
else
@data.push(skill) unless skill.element_set.include?($lb_element_id)
end
else
@data.push(skill)
end
end
end
Below it add this here:
skill = $data_skills[@actor.limit_id]
unless skill == nil
if !$game_temp.seperation || !$game_temp.limitbreak_skills
@data.push(skill)
end
end
Thanks Blizzard!
But well...
First, I changed the part of the SDK module to the line you gave
and then got 2 errors; One of undefined method Window_HorizCommand (this one is defined in sdk, but i don't use sdk), and the other error in window_base o.O. Anyway, with the module by default, it worked right with your scripts.
Secondly, i didn't expect it to work, that's why i'm asking for help -.-
QuoteThirdly. When I define the SL configurations properly, everything works fine.
what do you mean by that? i think i configured it properly too, and it works fine too, or what do you mean by works fine? in the menu option? lol
Fourthly, well i added that piece of code, but at the beggining it doesn't work i added in this way
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
unless skill == nil
if $game_temp.seperation
if $game_temp.limitbreak_skills
@data.push(skill) if skill.element_set.include?($lb_element_id)
else
@data.push(skill) unless skill.element_set.include?($lb_element_id)
end
else
@data.push(skill)
end
end
skill = $data_skills[@actor.limit_id]
unless skill == nil
if !$game_temp.seperation || !$game_temp.limitbreak_skills
@data.push(skill)
end
end
end
But it doesn´t work :(, then i changed this line
if !$game_temp.seperation || !$game_temp.limitbreak_skills
to this
if $game_temp.seperation || !$game_temp.limitbreak_skills
but it doesn't work neither, Then i realized that i must give the skill to the player, then it shows up in the window. But then the player can use the skill as a normal skill, and SL use the skill ID associated without have to learn the skill first :(. And then, once again i got drawed the name of the skill in the database instead of the name of the Limit. I mean, the skill associated in CRLS to Devastator is Sanctus. I want to show Devastator in the menu instead of Sanctus.
I'm my way of noob (lol) i tried adding some lines to "draw_item" method, changing
from
, to
$game_actors[@actor.id].limit_name
, then the limit name is drawed correctly :D. But maybe this can cause bugs, cuz this method is used to draw the skills in a normal window_skills :S
I'm a pain in the ass, i know, sorry :(. Maybe i'll just should leave the system without modifications -.-
Quote from: Mightylink on May 08, 2009, 03:27:01 am
Quote from: X-Law
n00b at scripting :(
Eh men, me too :P
Tried to learn, but I got sick of useless hello world tutorials.
yep i got sick too, i tried using some tutorials in my lenguage, but it doesn't get too far :( So, i´m still a n00b xD
Quote from: X-Law on May 08, 2009, 10:52:03 am
Thanks Blizzard!
But well...
First, I changed the part of the SDK module to the line you gave
and then got 2 errors; One of undefined method Window_HorizCommand (this one is defined in sdk, but i don't use sdk), and the other error in window_base o.O. Anyway, with the module by default, it worked right with your scripts.
That's weird. I didn't get any error when I did that along with putting it in the right order.
Quote from: X-Law on May 08, 2009, 10:52:03 am
Secondly, i didn't expect it to work, that's why i'm asking for help -.-
You need to put everything above CRLS.
Quote from: X-Law on May 08, 2009, 10:52:03 am
QuoteThirdly. When I define the SL configurations properly, everything works fine.
what do you mean by that? i think i configured it properly too, and it works fine too, or what do you mean by works fine? in the menu option? lol
As soon as I made my character be able to use an SL when he has 100% HP, 100% SP and 0% SR, I was able to use SL as much as I want. You need to set up SL right. There's a configuration section of all of it.
Quote from: X-Law on May 08, 2009, 10:52:03 am
Fourthly, well i added that piece of code, but at the beggining it doesn't work i added in this way
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
unless skill == nil
if $game_temp.seperation
if $game_temp.limitbreak_skills
@data.push(skill) if skill.element_set.include?($lb_element_id)
else
@data.push(skill) unless skill.element_set.include?($lb_element_id)
end
else
@data.push(skill)
end
end
skill = $data_skills[@actor.limit_id]
unless skill == nil
if !$game_temp.seperation || !$game_temp.limitbreak_skills
@data.push(skill)
end
end
end
But it doesn´t work :(, then i changed this line if !$game_temp.seperation || !$game_temp.limitbreak_skills
to this if $game_temp.seperation || !$game_temp.limitbreak_skills
but it doesn't work neither, Then i realized that i must give the skill to the player, then it shows up in the window. But then the player can use the skill as a normal skill, and SL use the skill ID associated without have to learn the skill first :(. And then, once again i got drawed the name of the skill in the database instead of the name of the Limit. I mean, the skill associated in CRLS to Devastator is Sanctus. I want to show Devastator in the menu instead of Sanctus.
Well, of course it's drawing the real name of the skill. I can't change that without hacking half of the Window_Skill code.
If this doesn't work:
skill = $data_skills[@actor.limit_id]
unless skill == nil
if !$game_temp.seperation || !$game_temp.limitbreak_skills
@data.push(skill)
end
end
then just use this:
skill = $data_skills[@actor.limit_id]
if skill != nil && !$game_temp.in_battle
@data.push(skill)
end
Yes, I set the skill to target the actor, and as far as I know I followed all the directions. The skill just has one animation, and I didn't do anything else with it.
Only the one actor knows the CD. I do read the instructions. :'(
I'll play around with some stuff, but I don't expect to find the cause.
EDIT: I DID find the cause! Holy crap I'm stupid!
I had doom states turned on and it happened to be set to the Transformation state. Dang....The second I turned the doom states off It got fixed. This has to be my stupidest mistake yet.
At any rate, it's solved! YAY! :w00t: It's all thanks to the simplicity of your scripts Blizz.
I seem to break what I touch, so this is an improvement for me. Sorry for all the trouble. I must really frustrate the fudge outta all of you.
Thanks for trying to help me though. I'm sorry to have wasted your time. :urgh:
Did you define into which actor the skill should transform the actor using that skill?
If RMXP had a feature to label states from the editor, this stuff would never be a problem. Hours of time could go unwasted.
Yeah, I have everything figured out now Blizz. :)
I know that only one particular CD can be owned by a character at a time, and yes I've figured out how to attach an "actor" to a particular CD.
I'm all good to go, seriously. It's all up and working now.
Glad you got it working. xD
Hi
So now that all of my other problems got fixed now. I encountered a error/incompatibility. I decided to use DBS finally, but i hate that Fight/Scape bar, so then i'm using the DerVV's script 'Laura's remove escape bar' (or something like that xD), it works but when i select the escape command for an actor, when it supossed to take effect, the game closes and gives me this error
"CRLS line 2135: Nomethoderror ocurred
Undefined method 'current_action' for nil:NilClass"
so the error is given in CRLS script, but it's an incompatibility with the escape option to be in the window_command i think.
How can i fix this? it's easy? or should i find another way to not show the fight/escape bar?
Thanks in advance
It's how the new command window is named. Can you post the escape bar script?
yeah
here it is
http://www.fileden.com/files/2008/10/3/2126590/Files/RPGMaker/RMXP/Scripts/Laura-DBS.doc (http://www.fileden.com/files/2008/10/3/2126590/Files/RPGMaker/RMXP/Scripts/Laura-DBS.doc)
I just went through it and it's not a problem with the escape bar script. It seems to be a problem with RTAB/not RTAB. Do you have RTAB by any chance? And do you have the RTAB_ACTIVE option turned on/off appropriately in CRLS? Also, check your script order once more. Laura's script needs to be below RTAB or above, I'm not sure.
QuoteI just went through it and it's not a problem with the escape bar script. It seems to be a problem with RTAB/not RTAB. Do you have RTAB by any chance? And do you have the RTAB_ACTIVE option turned on/off appropriately in CRLS? Also, check your script order once more. Laura's script needs to be below RTAB or above, I'm not sure.
Yeah, i'm using DBS, not RTAB, i set RTAB_ACTIVE to off, and the order is first "other people scripts" so escape bar is one of them and the below this Your scripts "CRLS" in this case, and is the only script that modify window_command in battle, and only get the error when i try to use the "escape" option :O.o:
Make a demo, I'll fix it then.
Ok, so here's the demo
btw, i added another demo, with an strange thing happening when enter in battle, just when CRLS is added (is a CBS) i hope you can give me a clue of why it's happening that. :^_^':
-More info on the "readme first" file-
http://www.sendspace.com/file/2tb30e (http://www.sendspace.com/file/2tb30e)
Thanks for the help
Lines 423 and 424 in Laura's script, comment them.
@actor_index = -1
@active_battler = nil
That fixed it for me.
As for the CBS problem, it's because of the constant refreshing of the entire status window. :/ You might wanna try this battle status window for Minkoff's RTAB (http://forum.chaos-project.com/index.php?topic=1244.0) which doesn't lag.
thank you very much Blizzard :D it worked for me too ^^
QuoteYou might wanna try this battle status window for Minkoff's RTAB which doesn't lag.
yeah i tried that, but still got the fps-low when make the last hit to the last enemy, i mean, when the victory pose must show up (ye, i'm using minkoff's animated battlers), and i have that other error i commented before, in the last few pages of this topic xD. Errors with SL and CD (yeah, i know it's incompatible, but i need Chaos Drive, that's why i can't use RTAB :(). So how about adapting that battle status to that CBS in the demo, or maybe changing the way the battle status is refreshed... mmm, but i don't know why, cuz that "time" bar must be refreshed constantly i'm afraid. So, maybe i just must be happy with the DBS ^^
I'm happy for your help in the escape bar removal anyway =D
really thanks
I'll see what I can do about RTAB+CLRS since exams are not over. I might get on it after I finish online battles for jc's PNO.
Hey Blizzard long time no see, quick question I have everything working with the Sideview battle system the Chaos Rage, Soul Rage and Soul Force, however I try to add a command to the Chaos Rage it doesn't quite work although I configured the ID's and the database correctly. It was supposed to run a scripted event for a summon like you gave an example of in one of your posts. I keep battle testing and taking the SR meter to the max but all I get is the Transform command on attack, the weapons that have abilities I added to them on skill and an empty list on defend when you scroll to the side. =/
Any suggestions?
Why are you using CDS if you have a common event executing the transformation?
The skill used activates the common event their seperate, one activates the general effect and then activates the damge stage through depleting SR so as the character can only summon say we call it the "mega" version through limit.
And this is not working? No wonder, Soul Limit is not a Chaos Drive.
Then why are all 3 systems linked? o.O Cos they are they wont work without each other. Well at least in my version.
No. They all use the SR attribute as base, but that's already it. They are all in 1 script due to compatiblity.
Say I wanted to create an "overdrive" that allows the player to fuse with another character and the outcome is based on their classes. Should i go with this or the easy overdrive system?
This one. Chaos Drive is probably more what you need. You'll just need a specific Chaos Drive for each character and etc. There's quite a bit of scripting that needs to be done.
EDIT: Update to v6.2b.
Hi, I'm relatively new to RMXP and prior to this, I've never had any encounters with scripts/coding, etc. I've spent the last few days reading these forums and I've learnt a lot but I'm having a little trouble with CRLS.
What I WANT to do is have my main character 'Upgrade' his soul limit after certain events in the story.
I get a syntax error when I call a script to learn a new limit, using this line:
$game_actors[1].set_new_limit('Meteor', 101)
After finally getting the Easy Party Switcher script to work (I read the entire forum) I found that people encountered layout problems (beginning a new line in the right place)
QuoteKeep in mind that you have to use
Code:
$game_party.actors[0].disabled_for_party =
true
or
Code:
$game_party.actors[0].
disabled_for_party = true
and not
Code:
$game_party.actors[0].disabled_for_party = true
Is it the same problem here?
Or maybe I have to 'forget' the previous limit beforehand somehow?
The skills in the limit database are like this:
when 1
limit_name = "Dark Slash"
limit_id = 100
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 100
slhp_consume = 50
slsp_consume = 0
cdsr_rate = 0
cdhp_rate = 0
cdsp_rate = 0
cdsr_consume = 0
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = false
when 1
limit_name = "Meteor"
limit_id = 101
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 100
slhp_consume = 50
slsp_consume = 0
cdsr_rate = 0
cdhp_rate = 0
cdsp_rate = 0
cdsr_consume = 0
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = false
One more problem: I noticed slhp_consume rate couldn't go over 50% (when it does, the move just doesn't appear), is there anyway to have it so that you can use it no matter how much HP you have (even at 100%), but then it reduces your HP to 1?
My head hurts...
Oh, one more thing... more of a shoutout really, You're awesome Blizzard. I've seen you help out people in need countless times in these forum (and promptly), It's refreshing to see an admin so comitted.
@angura
1: I'm not sure
2: Could you explain the problem?
3:That should be
when 1
limit_name = "Dark Slash"
limit_id = 100
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 100
slhp_consume = 50
slsp_consume = 0
cdsr_rate = 0
cdhp_rate = 0
cdsp_rate = 0
cdsr_consume = 0
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = false
when 2
limit_name = "Meteor"
limit_id = 101
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 100
slhp_consume = 50
slsp_consume = 0
cdsr_rate = 0
cdhp_rate = 0
cdsp_rate = 0
cdsr_consume = 0
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = false
I want to change the characters soul limit in game. But when I activate the event that calls the script I get "Syntax error occured while running script"
this is the event:
@>Text: Change Limit?
@>Show Choices: Yes, No
: When [Yes]
@>Script: $game_actors[1].set_new_limit
: : ('Meteor', 101)
@>
: When [No]
@>
: Branch End
@>
I noticed in the instructions these lines:
# If you want to change the Soul Limit skill ID and/or command ingame use the
# "Call script" event command and use this syntax:
#
# $game_actors[X].set_new_limit('NEW_NAME', ID)
#
# X - ID of the hero in the database and Y the ammount
anything to do with that "Y the amount" value that I can't see in the script?
Make it like this
$game_actors[1].set_new_limit(
'Meteor', 101)
Thanks heaps. I had a hunch it was something incredibly simple like that.
It stopped the error but now the move doesn't appear, probably due to me tampering with everything trying to figure it out on my own. I'll try and fix it.
EDIT: Ok, it's fixed. I can both USE the limits and change them, but I had to reduce slhp_consume even more. Also how do I set it up so that characters start off without being able to use a limit and has to 'learn' it later on? I'm guess it's something like my previous problem. an autorun event at the beginning of the game that calls the same script but with no values or something?
Also if someone could help me with this:
QuoteOne more problem: I noticed slhp_consume rate couldn't go over 50% (when it does, the move just doesn't appear), is there anyway to have it so that you can use it no matter how much HP you have (even at 100%), but then it reduces your HP to 1?
I thought I fixed that problem. I'll look into it.
I didn't implement it so you can change anything else than the skill ID and the name. That includes activating and deactivating SL. I'll change that in a future version.
Ok, so it can't be done then (yet). Atleast I know I should stop trying. Thanks for all of your help. Lookin' foward to the next release. Keep up the good work.
I have used this script before but know for some reason when I call this $game_actors[1].learn_cd(5) to a deffernt charcter other than actor 1 like $game_actors[3].learn_cd(86) it gives the CD skill to actor one but it won't give the CD skill to actor 2,3,4,5,6,7 or 8 and I never had this problem before. Please help I really want more than one character to have a CD transfromation skill. I cannot figure out why it's suddenly doing this.
Are you show you enabled CD transforms to actors 2-8 and not just 1?
Yes Aqua I did enable CD transforms to actors 2-8 and not just 1 and it's not giving 2-8 the CD skills for some reason.
I'm not sure why this is happening. A demo would help.
Here is a demo of the problem I'm having I only have two maps the openning of my game and a test map I set up to make sure things were working correctly. You will notice that on the test map I called
$game_actors[1].learn_cd(5) $game_actors[3].learn_cd(86) and $game_actors[4].learn_cd(87) but it only gave actor 1 their CD skill and not the other two theirs for some reason. NOTE: Download the file as soon as possible File Dropper doesn't keep files very long.
http://www.filedropper.com/bloodyrage
I'm getting the main page over and over. :/ Upload it on www.sendspace.com.
Sorry but for some reason my internet securiy which is still McAfee won't let me upload at Send Space for some odd reason. It only let's me upload at green sites. I know it counts as bad security and sometimes I want to delete McAfee then delete the recycle bin because of how annoying it can be. However I cannot aford any other secruity right now. So just get it from Mediafire they keep files a very long time.
http://www.mediafire.com/?mkzv0qz5nn2
You didn't configure the costs and conditions for CD. :P
I'm sorry can you give me a more detailed explanation I'm a little confused?
You didn't configure the script. I can't get more detailed than this statement.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Limit / Chaos Drive Database
#
# This is your Soul Limit/Chaos Drive Database. Below you can configure the
# Special attack and the command name of the Soul Limit. You can also
# configure the conditions that need to be met to allow the usage of Soul
# Limit and Chaos Drive. Use following syntax to setup the Soul Limit for
# each character:
#
# when ACTOR_ID
# limit_name = 'NAME'
# limit_id = SKILL_ID
# slsr_rate = VAL1
# slhp_rate = VAL2
# slsp_rate = VAL3
# slsr_consume = VAL4
# slhp_consume = VAL5
# slsp_consume = VAL6
# cdsr_rate = VAL7
# cdhp_rate = VAL8
# cdsp_rate = VAL9
# cdsr_consume = VALa
# cdhp_consume = VALb
# cdsp_consume = VALc
# allow_suicide = BOOL
#
# ACTOR_ID - the ID of the character in the normal database
# NAME - the name the limit command should have
# SKILL_ID - the ID of the Soul Limit skill in the normal database
# VAL1 - minimum SR (in %) needed to make the Soul Limit skill available
# VAL2 - maximum HP (in %) needed to make the Soul Limit skill available
# VAL3 - maximum SP (in %) needed to make the Soul Limit skill available
# VAL4 - SR (in %) cunsumed if Soul Limit is used
# VAL5 - HP (in %) cunsumed if Soul Limit is used
# VAL6 - SP (in %) cunsumed if Soul Limit is used
# VAL7 - minimum SR (in %) needed to make the Chaos Drive skills available
# VAL8 - maximum HP (in %) needed to make the Chaos Drive skills available
# VAL9 - maximum SP (in %) needed to make the Chaos Drive skills available
# VALa - SR (in %) cunsumed if Chaos Drive is used
# VALb - HP (in %) cunsumed if Chaos Drive is used
# VALc - SP (in %) cunsumed if Chaos Drive is used
# BOOL - true or false
#
# Example:
#
# when 2
# limit_name = "Saturn Cannon"
# limit_id = 101
# slsr_rate = 80
# slhp_rate = 50
# slsp_rate = 100
# slsr_consume = -10
# slhp_consume = 10
# slsp_consume = 50
# cdsr_rate = 0
# cdhp_rate = 10
# cdsp_rate = 10
# cdsr_consume = 0
# cdhp_consume = 0
# cdsp_consume = 10
# allow_suicide = false
#
# (let's say skill number 101 is called "Last Judgement")
#
# Character number 2 needs minimum 80% SR, his HP must be less than or equal
# to 50% and his SP must be less than or equal to 100% (in other words, SP
# don't affect the availability of the SL skill of character number 2). If he
# uses the Soul Limit command displayed as "Saturn Cannon", he will use the
# skill "Last Judgement" (ID number 101). He will gain 10% of his maximum SR,
# lose 10% of his maximum HP and lose 50% of his maximum SP. If his HP are
# less than or equal to 10% he will not die, but his HP will only decrease to
# 1. Chaos drive can be used if the HP and SP are 10% or lower. If used, 10%
# SP of the using actor will be consumed. If you are not using either SL or
# CD, you can just skip configuring those numbers.
#
# Side-notes:
#
# The VAL values can be from 0 to 100 (since it is in %). Every value over
# 100 is automatically limited to 100. Negative values will cause stat
# gaining instead of losing. (You can create skills, that heal the user AND
# attack the enemies without a common event call). If you set the values
# VAL1, VAL2 and/or VAL3 to a negative number, this character will have no
# Soul Limit.
#
# Notes:
#
# - you have the possibility to i.e. set a command to "Bahamut", but the
# actual skill name that will be displayed during its animation will be
# "Giga Flare" (does not work in Blizz-ABS)
# - to change a Soul Limit skill during the game read the instructions at the
# beginning of the script
# - do not set it up that way that the user dies from using a Chaos Drive. It
# might bug your game. Best is to let using a CD skill not consume any HP.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1
limit_name = "Devastator"
limit_id = 79
slsr_rate = 20
slhp_rate = 50
slsp_rate = 100
slsr_consume = 20
slhp_consume = 0
slsp_consume = 0
cdsr_rate = 0
cdhp_rate = 100
cdsp_rate = 100
cdsr_consume = 0
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = false
when 2
limit_name = "Summon Proximus"
limit_id = 80
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 20
slhp_consume = 0
slsp_consume = 0
cdsr_rate = 20
cdhp_rate = 100
cdsp_rate = 100
cdsr_consume = 100
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = true
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Limit / Chaos Drive Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Thank you it works with other characters now.
It is a headache.The chaos drive and thing s cannot work.I want to change the button of the chaos skill and drive to other buttons as my battle choice is to the right and the trigger is right.Where can I change the button?Please reply ASAP.Oh ya when I press the trigger button it shows an error that the line 1198 in the script cannot work wat thingy.Please help.
You are using a custom command window which is not compatible with this script. Ask the scripter who made it to make his window compatible.
Hey, Blizzy. I was wondering if it could be made so that you´d only stay tranformed for a certain time, and that transforming wouldn´t consume all of the %s, but it would instead become a timer, that when it runs out, you´d automatically reverse back. It would still grow from being hit.
Quote from: Pyhankoski on October 07, 2009, 04:46:10 am
I was wondering if it could be made so that you´d only stay tranformed for a certain time,
Make the state go away after X turns. -_-
Quote from: Pyhankoski on October 07, 2009, 04:46:10 am
that transforming wouldn´t consume all of the %s, but it would instead become a timer, that when it runs out, you´d automatically reverse back. It would still grow from being hit.
Script it yourself. This a WAY too specific feature for a generic system.
->Will this work on Nortos' 3 man CBS? :???:
Please & thanks!!! ^^
†
There's no reason why it shouldn't.
->AMF, I'm having problems with CRLS & every RTAB I encounter... When I put the RTAB script in the game, the characters cannot use CRLS... Pressing Q/W doesn't help either... Are there major compatibility issues so I have to choose between the two? Coz I really like them both!!! :O.o: If they have compatibility issues, I think I'd choose CRLS but please recommend a CBS that would work with this... Thanks!!! :D
Please & thanks!!! ^^
†
You're seriously telling me you did not see these giant letters in my first post?
Quote from: Blizzard on January 09, 2008, 03:47:55 pm
RTAB specific Compatibility Issues and Notes
And you did not see the entire paragraph below it explaining what's it about?
Quote from: Blizzard on January 09, 2008, 03:47:55 pm
- Compatible with RTAB 1.16 and a majority of the available plugins.
- COMPLETELY INCOMPATIBLE WITH CONNECTED ATTACKING!!! Remove Connected Attacking and turn it off, otherwise you WILL experience bugs! Also remove the Consume Items Patch for Connected Attacking if you have it!
- Disables LEFT/RIGHT selection of actors in battle, use Q/W instead.
- Seph's slant bars will be used when using the DRAW_BAR option
- not compatible with Chaos Drive System yet, refrain from using it in RTAB
->OOOOhhhhHHH.... :O.o: Didn't see the last line, very sorry... Anyway, hope you'll be able to fix it... BTW, what CBS would you recommend? Maybe at least an add-on to make the DBS look a bit better...
P.S.
Luv ya Blizz! You rock!!! (^~^)
†
RTAB is quite popular and it has quite a wide support in the community. Though, there are other simpler ATBs that are more compatible. There is also quite a number of good turn based systems that simply have a different view than the DBS. GTBS is a good TBS and for ABSes I recommend Blizz-ABS or XAS.
->I'm thinking between using the simpler ATB and BABS... Though my project would be more appropriate with a turn based, BABS seems very promising... Will you please tell me the topic with the simpler ATB? :plz:
Please & thanks!!! ^^
†
I don't think we have one here, but there should be a version at RMRK or Creation Asylum. Just google around a bit.
->Got a problem, some of my characters can't use CD... May I request a few possible causes? :^_^': The other characters seem to work fine...
†
Did you configure it right? That's the most common mistake people make. (Remember that you must NOT use leading zeroes when indexing actors like $game_actors[008]!)
Quote from: BlizzardCompatibility
98% compatible with SDK 1.x. 70% compatible with SDK 2.x. WILL corrupt your old savegames. Can cause incompatibilty issues with following scripts and/or systems:
exotic CBS-es
Limit Break systems
Custom Equipment systems (i.e. 2 accessories) (can be EASILY merged)
needs the 6.x version of the Scene_SoulRage add-on if you use one
So, i´m guessing this isn´t compatible even with your own EOS, huh? Too bad, since i would have used this for special attacks, and EOS for specific overdrives...
->Well, here's what I did:
1. Disabled SRS & SLS...
2. Set CDS_NAME to 'SpiritMeld'...
3. Set CD_EXP_NORM to true...
4. Set REMOVE_PARTY, CONNECTED & STAY_DAMAGED to false...
5. Set CD_USERS to [1, 2, 3, 4, 5, 6]
6. Configured the skills for CDS:
when 81 then return 7
when 82 then return 8
when 83 then return 9
when 84 then return 10
7. Made an event in the map with the following Script:
$game_actors[1].learn_cd(81)
$game_actors[2].learn_cd(83)
$game_actors[3].learn_cd(82)
$game_actors[6].learn_cd(84)
8. Made an event in the map that increases all the actors' SR by 50... (Copied from the demo)
And that's it... Actors 1 & 2 can use CD while actors 3 & 6 has a disabled CD but can still highlight it... Could there be something wrong in my config? Please help... Thanks in advance!!! ^^
†
Maybe they don't meet all of the requirements to use the skill?
Try making them with 9999 SP & full SR
->Still doesn't work... Maybe there's something wrong about my actors?
†
--EDIT:
->Oh noes! It seems that the only actors that can use CD are actors 1 & 2... :'( Here's my test map, anyone who's got the time please take a look:
http://www.sendspace.com/file/8f0hbb (http://www.sendspace.com/file/8f0hbb)
†
You still didn't configure "Soul Limit / Chaos Drive Database".
And Jesus Christ, people! How many times do I have to repeat SMALL DEMO? I'm sometimes on slow networks and downloading 30 MB would literally take hours!
->OMIGOSH, I can't believe I missed that... :stupid: So sorry... Well, I already fixed it but I think I missed something again... Some characters can use CD but can't revert... Plus, one of the characters don't have a SR bar but can still CD... I would really appreciate any form of help... Thanks!!!
†
->Just started making (slow) progress on my game again (at least I do some improvements occasionally). I was wondering why my characters lose their SR bar when they CD, and one of my characters doesn't even show her SR bar but she can still use CD. Another problem is, my CD characters can't use revert. I was planning on pros & cons when in basic form & CD form so I really need the revert. The arrow on the right side of Defend doesn't even show, & pressing it without the arrow doesn't do anything either. I'd be really thankful for any help for my problem.
Please & thanks!!! ^^
†
Then you didn't configure it right.
I get this error when I go into the hotkeys with blizz abs,
(http://img121.imageshack.us/img121/7481/83166581.png)
1. Have you updated the plugin?
2. Have you made sure there is no CD with ID 0?
3. Have you configured CRLS properly?
4. Have you made sure you don't have a CD/SR/SL assigned that doesn't exist anymore? (i.e. You make skill 153 a CD, teach an actor that skill and later you delete skill 153 and have only 150 in your game.)
Quote
1. Have you updated the plugin? Only downloaded it today
2. Have you made sure there is no CD with ID 0? Yep
3. Have you configured CRLS properly? Yeah
4. Have you made sure you don't have a CD/SR/SL assigned that doesn't exist anymore? (i.e. You make skill 153 a CD, teach an actor that skill and later you delete skill 153 and have only 150 in your game.) This one's fine too
:/
Then demo me.
Here ya go (http://www.mediafire.com/?ygy4mjwwwe2) :-*
Did you get around to looking at the demo yet Blizz?
Not yet, sorry. I've been very busy the last few days.
Kay, no prob Blizz :)
@HD:
Quote from: Hellfire Dragon on December 07, 2009, 05:48:13 pm
Quote
4. Have you made sure you don't have a CD/SR/SL assigned that doesn't exist anymore? (i.e. You make skill 153 a CD, teach an actor that skill and later you delete skill 153 and have only 150 in your game.) This one's fine too
:/
No, it's not fine. You have an SL defined as ID 79, but you have only 6 skills in your database.
I have SL set to false though :O.o: didn't think it'd matter.
Well it's working now anyway, thanks :)
Hey I don't know if this has been asked or not... But is it possible to allow a Chaos Drive monster a second (and plus) Chaos Drive?
I was thinking Saiyan style, where theres normal Goku, Saiyan Goku, and Super Saiyan Goku etc.
Only an example of course, mine has nothing to do with DBZ :haha:
Im fairly noobish at scripting and havn't found anything to change it >.<
No, I didn't allow that kind of thing. If you did that, the character would turn back into the second form and stay rather than returning to the first form.
Quote from: Blizzard on January 29, 2010, 05:46:58 am
No, I didn't allow that kind of thing. If you did that, the character would turn back into the second form and stay rather than returning to the first form.
Would there be no way to set a primary form that all other forms return to?
Spose I'll have to find a way around it... Ah well :D
No, they return always to th previous form. So if you had 3 forms, it would return to the 2nd from the 3rd and you'd be stuck there.
Should I use this or the Easy Overdrive System for BABS? Because i like CRLS, but idk if it would be good in an abs :P
EOS is a simple system while CRLS has many more features. It depends on what you need.
anyway to make the transformed actor and the summoner share the same hp?
for example: when the transformed actor gets hurt, the summoner will also get hurt
Find this line:
origin_actor.hp = 0 if BlizzCFG::CONNECTED && self.dead?
Change it to this:
if BlizzCFG::CONNECTED
origin_actor.hp = self.hp
origin_actor.sp = self.sp
end
And turn on the CONNECTED option. This will apply the current HP and SP to the actual actor. Use the EXP_NORMALIZE option to apply the proper EXP to the transformed actor. And finally make sure the transformed actor has the same max stats as the original actor at the same level.
I think im goin to use CRLS because the guys special is he transforms into this demonic, i guess u could say, form. i know its cliche, i didnt think of it:P
hi thankyou champion blizzard but when i do what you said, it doesn't work for some reason. the HP of the summoner/transformer is still the same after the battle. can you take a look at my game and see what's wrong?
http://www.filefront.com/15658247/Project1.zip
talk to the guy on the right with green hair to learn the chaos drive tech, then talk to the girl nearby the guy to start a battle (or just walk around for a battle). then use the chaos drive to transform into "Blue". get hit by the enemy then run away from battle. you will see that the summoner ("Red")'s HP is still the same. if you can help, thanks.
Alright...
1. Do you realize that by removing the license you're becoing liable to prosecution? My personal opinion is that everybody who removes the instructions of a script, ESPECIALLY CREDITS, should be shot. Do you have any idea how much problems removed credits have caused in the RM community? Would you like somebody to take your game, just cut out your name and distribute it? Didn't think so.
2. What do you think that "Do NOT remove any of the parts, the script NEEDS all 3 parts to work with other systems." in Tons of Add-ons means? I don't know how you possibly could have interpreted that sentence as "You may remove parts of the script", but you seem to have done that because I see an add-on that's part of Tons of Add-ons and Tons of Add-ons can't be found anywhere.
3. What do you think "CD_ID - set this value to the state ID of Chaos Drive" means? It certainly does NOT mean that you should set it to 0, a non-existing status effect.
4. If you can't follow simple instructions how to set up a script, you shouldn't expect it to work.
5. Script order. Most people do it wrong the first time. Set up your script order properly if you want your scripts to work. http://forum.chaos-project.com/index.php/topic,23.0.html
Please, in future, do not remove parts of script unless a scripter explicitely tells you to. And don't remove instructions or credits under any circumstances. There's nothing worse than knowing nothing about scripting and getting a cool script that's missing the instructions because somebody just deleted them.
sorry...i just deleted it so it would be easier to scroll down to the actual script. and this is not my real game, its just a test so i can get everything to work. when i make my real game i'll put the liscense in...
you might as well shoot me :uhm:
Edit: thanks for telling me the hard way. it works now. and sorry again for making you mad
and one more thing: the transformed actor doesn't have the same equipment as the original actor. how can i set his equipment to be the same as the original?
Quote from: AresWarrior on February 25, 2010, 04:11:58 pm
and one more thing: the transformed actor doesn't have the same equipment as the original actor. how can i set his equipment to be the same as the original?
I assume that would have to be a bunch of IF statements, like IF char has item equipped, equip CHAOS DRIVE char with same equipment? Therell be a lot depending on what equipment you have, and it'll have to be a parallel process
You could just give the chaos drive version a special weapon from the start and special armour :P
Nah... you'd just set the transformed actor's equipment to the original actors equipment which would take 1 line for each piece of equipment you have.
Quote from: AresWarrior on February 25, 2010, 04:11:58 pm
Edit: thanks for telling me the hard way. it works now. and sorry again for making you mad
Everybody makes mistakes. In future please make sure you don't repeat them. It's better that I got a bit mad at you (since I'm quite forgiving) than somebody else who wouldn't have warned you but instead sued you or something like that. I've even seen people getting banned from forums because they didn't give proper credit.
Quote from: AresWarrior on February 25, 2010, 04:11:58 pm
and one more thing: the transformed actor doesn't have the same equipment as the original actor. how can i set his equipment to be the same as the original?
About line 900 should be this one:
$game_actors[@chaos_id].chaos_action = @chaos_action = -1
After that line add this:
$game_actors[@chaos_id].weapon_id = @weapon_id
$game_actors[@chaos_id].armor1_id = @armor1_id
$game_actors[@chaos_id].armor2_id = @armor2_id
$game_actors[@chaos_id].armor3_id = @armor3_id
$game_actors[@chaos_id].armor4_id = @armor4_id
And add this script under CRLS:
class Game_Actor
attr_accessor :weapon_id
attr_accessor :armor1_id
attr_accessor :armor2_id
attr_accessor :armor3_id
attr_accessor :armor4_id
end
thankyou! and i'll be sure to not make any same mistakes in the future. have a nice weekend ;)
I'm sorry that I'm asking a lot of questions but I have another request.
I want my transformed actor to be able to transform again and have the option to revert. Right now the command menu looks like this:
Fight
Tech
Guard >> Chaos Drive/Revert
Item
I want the Chaos Drive option as a 5th option and Revert as a 6th option at the bottom so it looks like this: (the original actor will also have Revert, but will not be selectable)
Fight
Tech
Guard
Item
Chaos Drive
Revert
If you can help me, then thankyou. And sorry that I'm asking a lot of requests because I can't get my game to work without these.
You'll have to post a request. BTW, putting both the Chaos Drive and the Revert command is pointless. It's just needlessly taking up space and the commands will never be both available at the same time anyway.
ok...i dont think its pointless because when a digimon digivolves, it can digivolve even further so thats why i wanted to have both options available.
But with CRLS you can't have chained transformations, I already said that.
Could it be done with a some sort of a common event that forces the revert... Just saying my stupid opinion :P
You'd have to use script calls anyway and you'd end up coding the entire system with common events.
OK then. I was just tossing ideas around...
Is it possible to move the ">>" down? I would like the option be available at the last spot in the command window, instead of being on "Guard".
Fight
Tech
Guard pressing Right Button on this will not do anything.
Item
Last Spot >> pressing Right Button on this will switch the command.
Yes, but I'm too lazy.
:( does that mean you won't help me?
or... you could post a request.
Quote from: AresWarrior on March 11, 2010, 08:21:51 pm
:( does that mean you won't help me?
I'm sorry, but I don't have time to do every request somebody asks me to.
I just found out how to make it so when you reach a certain level, you learn the Chaos Skill, and it shows "Actor has learned Chaos Skill" when you level up. (I've spent hours trying to figure out how to make it so that it stops showing up after you learned it, and I've figured it out!)
under Scene Battle 2 under def start_phase5 add this:
@skill_texts = []
if $game_actors[ACTOR_ID].level >= 2 and not $game_actors[ACTOR_ID].cd_skills.include?(CD_SKILL)
@skill_texts.push("#{actor.name} learned #{$data_skills[CD_SKILL].name}!")
$game_actors[ACTOR].learn_cd(CD_SKILL)
end
in other words, if actor's level reaches 2 or higher and you don't already know the skill, then make text in help window:
"(Actor's name) learned (chaos skill's name)!"
Then, actor learns the chaos skill.
I'm just posting this just in case you want to add it to your script, or if anyone else needs to know how to do this. At least I didn't make a request about this. :P
Note: I haven't tested this without the Easy LvUp Notifier script. I inserted this into easy lvup notifier and it worked. Thanks for the lvup, although I'm a terrible scripter. :)
Nice work AresWarrior ^_^ *levels up*
okay i found a bug in the script. use the chaos drive to change the actor. then go to skills and select a skill but do not use it on an enemy. just go to where you select an enemy to use a skill on. now press back and try reverting. you will use your skill instead of reverting. is there a way to fix this? (no, i did not misplace any part of the script. this bug is shown in the demo too)
Since there's fourteen pages of text, i think it's smarter for me to just ask, but does the combo work with BABS? If it does how? And if it doesn't could it be made so that if enough actors are withn a certain range of each other, the combo would make them stop for it's execution, and deplete their SR%...
Umm, do you understand what i'm asking here?
RTFM.
(http://img839.imageshack.us/img839/275/snap627.png)
Oh, right... sorry.
Wow, alright, been a while since I looked for help on this...
I'm having a little...problem with Minkoff's animated battlers. Can someone just tell me where to edit to make it remove the other characters from the screen properly? Should be a real quick trick.
there is anyway ( chaos drive) to link the caster`s current equipment to the equipment of the transform??
I'm having a problem getting this to work, I'm using only the chaos rage limit, as the others are not needed by me at all. The problem I'm experiencing is even found in the Demo.
No skills get learned via script command, at least from what I can tell, I have to manually add the skills and link the skill with the character swap which is found within the script itself "when 5 than 4" or something similar.
When I run the demo, I cannot use the "Chaos Rage Skills" to transform into anything, I'm wondering if one of the settings of the other parts of the script are conflicting in any way.
I'm not even sure if the script is supposed to add a battle command to the battle menu or if you use a skill from the "Skill" tab in the battle menu.
Issue: Demo won't work correctly, cannot get anything to work in my own project.
Quote from: Pharoah on December 15, 2010, 10:18:49 am
I'm having a problem getting this to work, I'm using only the chaos rage limit, as the others are not needed by me at all. The problem I'm experiencing is even found in the Demo.
No skills get learned via script command, at least from what I can tell, I have to manually add the skills and link the skill with the character swap which is found within the script itself "when 5 than 4" or something similar.
When I run the demo, I cannot use the "Chaos Rage Skills" to transform into anything, I'm wondering if one of the settings of the other parts of the script are conflicting in any way.
I'm not even sure if the script is supposed to add a battle command to the battle menu or if you use a skill from the "Skill" tab in the battle menu.
Issue: Demo won't work correctly, cannot get anything to work in my own project.
It's been a while since I used this, but if I recall correctly, you hold "Right" while over one of the battle commands to access the Chaos Rage menu.
Awesome, that works perfectly, thanks for clearing that up for me :D
Wasn't there some sort of arrow next to the commands indicating that you should press/hold the right button?
There is yes, I never noticed it because I thought it added the command to the default list, not replaced an option in the list. Either way, it works perfectly, and I want to say for the record, Blizzard, you are single handedly the largest contributer to script resources I've ever encountered (I've been using RPG Maker programs since PRG maker 2 for the snes). And I thank you for it, half of what I intend to do with RMXP wouldn't be possible if it wasn't for the huge number of scripts you've written.
I'm glad I could be of help. :) Other people shared their graphics and their music with me, I felt that it was appropriate that I give something back. Since scripting was my strongest ability, I started sharing my scripts, sometimes even making special scripts that I never actually used myself. :)
Is there a way to make it so the Soul Rage (Skill on Weapon) doesn't require any SR? I'd like the skill attached to the weapon to be usable at any time. Is this possible?
I tried to make a common event that check's the value of SR, and if below 100%, to refill it to 100%, this would allow me to have a constant 100% full SR. But I'm not sure how to check the SR variable via conditional branch nor do I know if it will continue to function in battle.
Just give the skill 0 SP cost.
I was actually just sitting down to test just that, again, epic stuff.
do this script work with blizz-abs?
Quote from: Blizzard on January 09, 2008, 03:47:55 pm
If you want to use this system with Blizz-ABS, you additionally need the compatibiliy plugin (the plugin comes BELOW CRLS!):
Script Download (http://downloads.chaos-project.com/scripts/CRLS + Blizz-ABS plugin.txt)
Please read the first post properly before asking questions.
there r hundreds of comments!!!!!!! u dont expect me 2 read all the comments from the blizz-ABS Forum, right? That Topic Itself Has over 3k comments
Where do i get the CRLS(not the abs plugin) that has version 6.1 or higher
NVM, I Didn't Know What IS CRLS Just Now.........Its the main script.....i googled out the acronym.
theres an error on line 352 of the blizz-abs CRLS plugins..................I Think U Wrote that it was a hud control that changes exp bar into SR...i use a custom hud..i think that's why it didn't work.
Quote from: megaman30796 on January 01, 2011, 06:18:04 am
there r hundreds of comments!!!!!!! u dont expect me 2 read all the comments from the blizz-ABS Forum, right? That Topic Itself Has over 3k comments
Quote from: Blizzard on December 31, 2010, 04:55:50 am
Please read the first post properly before asking questions.
And yes, the plugin is for the default HUD.
ohhh.ic so nvm.....i prefer winkio's and moghunter's hud anyway.
Is it possible to make it impossible for one Chaos Drive actor to move (using BABS), like they can only turn and attack?
Quote from: The Niche on January 02, 2011, 10:46:12 am
Is it possible to make it impossible for one Chaos Drive actor to move (using BABS), like they can only turn and attack?
Set a Common Event in the summoning skill that disables movement, then re-enable it... somehow. Sorry, I'm a little tired and can't think of it off the top of my head. XD
Quote from: WhiteRose on January 04, 2011, 02:43:02 am
Quote from: The Niche on January 02, 2011, 10:46:12 am
Is it possible to make it impossible for one Chaos Drive actor to move (using BABS), like they can only turn and attack?
Set a Common Event in the summoning skill that disables movement, then re-enable it... somehow. Sorry, I'm a little tired and can't think of it off the top of my head. XD
Yeah, that's what I thought. I think it might be doable with terrain tags and a script that disables movement. Unfortunately, that means I'm now going to have to find it, unless I've, (hopefully) overlooked something in the set move route tools.
I'm experiencing a quite annoying bug when i use CRLS, I get game over each time a character dies instead of all of them.
I'm perfectly sure it's caused by CRLS (worked without it and the problem was there when using only CRLS and no other scripts) and I have the correct order of scripts.
I haven't edited the script in any way apart from configuration. Any idea of what is wrong?
What exactly happens?
The game over screen simply shows up when any actor is killed.
Here's the script with all modification done to it (in case that's the problem).
*SCRIPT REMOVED, IT'S TOO LONG*
EDIT: I fixed it now, I had left the Chaos Drive state ID at 1 (the KO state).
Lol, alright then.
Please don't double post but use the "Modify" button instead.
I`m not sure, if I`m just a idiot, or if I`ve got the only RTAB System which is not compatible with any scripts,
or both...When I use this script, I get two errors.
One, if a battler attacks, and an other if a character uses a rage/limit/chaos skill.
The first Error:
(http://s1.directupload.net/images/110510/temp/yxgj6rr5.png) (http://s1.directupload.net/file/d/2520/yxgj6rr5_png.htm)
The second Error:
(http://s7.directupload.net/images/110510/temp/cphi787l.png) (http://s7.directupload.net/file/d/2520/cphi787l_png.htm)
My RTAB System:
http://www.fileden.com/files/2008/10/3/2126590/Files/RPGMaker/RMXP/Scripts/Other%20Eastern/Cogwheel/RTAB%20116%20-%20e.doc
1. Don't use old save files.
2. Make sure your scripts are in the right order.
3. Make sure you have set up everything right. RTAB is a nasty piece of code and (as you already said) incompatible with everything.
What is the right order?
Should I put CRLS directly under the RTAB System, or under the add-on`s?
http://forum.chaos-project.com/index.php/topic,23.0.html
Hi, did you change the code since the last up date? I using the Asan'Tear_Battle_System with CRSL Plug in and it won't give the second actor the chaos drive even though it is configured. Please help me out here I want actor 1 and 2 to use the Chaos Drive. I know I asked about this before but now the problem is back and it won't give the second actor the chaos drive even though if it is configured in the script.
You probably just didn't configure it right. Post your configuration and I will take a quick look at it.
Okay here, let me know what I did wrong please.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Chaos Rage Limit System (Chaos Drive, Soul Rage, Soul Limit) by Blizzard
# Version: 6.2b
# Type: Actor Transformation System, Enhanced Limit Break System
# Date 5.0: 7.7.2007
# Date 5.0b: 12.7.2007
# Date 5.3b: 24.9.2007
# Date 5.31b: 25.10.2007
# Date 5.32b: 10.12.2007
# Date 5.4b: 6.1.2008
# Date 5.5b: 22.1.2008
# Date 5.6b: 26.1.2008
# Date 5.7b: 17.2.2008
# Date 6.0b: 13.7.2008
# Date 6.01b: 28.7.2008
# Date 6.02b: 1.8.2008
# Date 6.03b: 14.8.2008
# Date 6.04b: 30.9.2008
# Date 6.1b: 13.12.2008
# Date 6.11b: 7.3.2009
# Date 6.12b: 8.3.2009
# Date 6.2b: 26.7.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
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# #----------------------------------------------------------------------------
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# # 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.
# #
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# THIS SCRIPT MAY NOT BE USED BY PEOPLE WHO ARE MAINLY ACTIVE ON RMXP.ORG!!!
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# IMPORTANT NOTE:
#
# This script allows the use of the "Soul Rage System" (SRS), the "Soul Limit
# System" (SLS) and the "Chaos Drive System" (CDS) at the same time. Special
# Thanks to GuardianAngelX72 for the idea for Chaos Drive.
#
#
# Compatibility:
#
# 98% compatible with SDK 1.x. 70% compatible with SDK 2.x. WILL corrupt your
# old savegames. Can cause incompatibilty issues with following scripts
# and/or systems:
# - exotic CBS-es
# - Limit Break systems
# - Custom Equipment systems (i.e. 2 accessories) (can be EASILY merged)
# - needs the 6.x version of the Scene_SoulRage add-on if you use one
#
# RTAB specific Compatibility Issues and Notes:
#
# - Compatible with RTAB 1.16 and a majority of the available plugins.
# - COMPLETELY INCOMPATIBLE WITH CONNECTED ATTACKING!!! Remove Connected
# Attacking and turn it off, otherwise you WILL experience bugs! Also
# remove the Consume Items Patch for Connected Attacking if you have it!
# - Disables LEFT/RIGHT selection of actors in battle, use Q/W instead.
# - Seph's slant bars will be used when using the DRAW_SR_BAR option
# - not compatible with Chaos Drive System yet, refrain from using it in RTAB
#
#
# Features:
#
# - Chaos Drive, Soul Rage and Soul Limit Systems in one script
# - configure your databases easily
# - using Blizzard gradient styler 4.x with 7 different styles
# - contains universal font fix, never ever "I can't see the letters"
# - completely overworked all three systems
# - compatible with Tons of Add-ons
# - maximum compatibility with other scripts
# - moving Chaos Drive/Soul Rage/Soul Limit command in defineable color and a
# faster animated cursor
#
# SRS specific features:
# - use multiple skills per equipment part
# - SR % increase when you get attacked, use it to unleash SR skills
# - cycle through available skills with LEFT/RIGHT
# SLS specific features:
# - configure Soul Limit for each character separately
# - using a limit can kill a character if you set it up that way
# - use a different command than the actual SL skill name
# (example: command name is "Bahamut", skill name is "Giga Flare")
# CDS specific features:
# - replaces entire party with one Chaos Drive OR transforms only the actor
# who is using the CD skill
# - revert Chaos Drive anytime
# - configurable conditions like in Soul Limit
#
# new in v5.3b:
# - compatible with Multi-Hit from Tons of Add-ons v5.x and higher
# - rewritten conditions using classic syntax to avoid RGSS conditioning bug
# - added possiblities that status effect, armors and weapons can increase
# the SRS_RATE for a character
# - fixed a couple of bugs and glitches
# - removed the barstyle plugin, please get the newest version of Tons of
# Add-ons if you want to keep using the bars
# - Chaos Drive Status Effect can now be named however you like, but you need
# to configure it anyway
# - improved coding
#
# new in v5.31b:
# - fixed a slight bug that would never occur anyway
# - now the global variable for compatibility contains the version of CRLS
#
# new in v5.32b:
# - improved performance
#
# new in v5.4b:
# - now it is possible to define actors who can use SRS/SLS/CDS and who can't
# - other bugs were not fixed, I was too drunk to fix them at the time being
#
# new in v5.5b:
# - fixed the bugs that were not fixed in the last version
#
# new in v5.6b:
# - made easy renaming of the systems possible
# - added SR_REVERSAL option
# - decreased lag during the slide-from-the-right animation
# - organized configuration a little bit better
# - commented code
#
# new in v5.7b:
# - now compatible with Item Requirement System from Tons of Add-ons
#
# new in v6.0b:
# - now compatible with Guilamme777's Multi-Slot Equipment System
# - now compatible with RTAB v1.16 + majority of plugins
# - now compatible with Blizz-ABS v1.99 or higher (requires the additional
# compatibility plugin)
# - better coding
#
# new in v6.01b:
# - fixed the bugs that occured at the end of battle
#
# new in v6.02b:
# - added Chaos Drive state removal upon reversal for convenience and full
# Blizz-ABS compatibility
#
# new in v6.03b:
# - fixed bug when using a Soul Limit would take SR additionally to SP
# instead of the real SR rate
#
# new in v6.04b:
# - fixed updating issue with SDK 2.x
#
# new in v6.1b:
# - improved customizability and compatibility with Blizz-ABS
#
# new in v6.11b:
# - improved coding and customizability
#
# new in v6.12b:
# - fixed an issue with RTAB
#
# new in v6.2b:
# - now compatible with HP Consuming Skills from Tons of Add-ons
#
#
# General configuration:
#
# DRAW_SR - set this value to false if you don't want SR% display at all
# DRAW_SR_BAR - set this value to false if you don't want an SR bar at all
# (does not work if you don't have a script for HP/SP/EXP bars)
# SR_NAME - this is the name of the SR % if you have SRS turned off
# SR_ENABLED - add any actor ID of actors who actually have the SR attribute
# drawn in battle
# SR_REVERSAL - if you set this value to true, gaining HP will decrease SR
# RTAB_ACTIVE - set this value to true if you are using RTAB v1.16 by Minkoff
#
#
# Instructions:
#
# ...::: Soul Rage :::...
#
# Explanation:
#
# This script allows the player equipment to have built-in skills. If enemies
# attack a character a value (the Soul Rage or SR) will increase. With a
# certain ammount of SR it is possible to perform special skills that are
# implemented into equipment. Soul Rage is similar to "Ikari skills" from
# "Lufia 2 - Rise of the Sinistrals" for the SNES. Although, this script
# provides the possiblity of using more skills with one equipment part with
# several enhanced functionalities and allows using the SR value for more
# than just Soul Rage (like for Soul Limit and/or Chaos Drive).
#
#
# Configuration:
#
# Press CRTL+SHIFT+F and type into the window:
# Soul Rage Database
# You can jump now to the database directly. There are more instructions.
# Also please configure the following global variable found below:
#
# SRS_ACTIVE - set this value to false to disable Rage (if you do so you
# don't need to configure ANYTHING CONNECTED to Soul Rage)
# (Side-Note: It's pointless to disable both)
# SRS_NAME - the name displayed for the Soul Rage System
# SRS_RATE - set the filling rate of the SR, 1000 is standard, 500 is 2
# times slower and 2000 would be 2 times faster
# RAGE_COLOR - set the values in the () to numbers between 0-255, also note
# that they determine the color ammount in the color like this
# example: (RED, GREEN, BLUE, ALPHA) - note: alpha = opacity
# SR_USERS - add any actor ID of actors who can use SRS
#
#
# Additional info:
#
# If you want to change the value of the SR % ingame use the "Call script"
# event command and use this syntax:
#
# $game_actors[X].sr = Y
#
# X - ID of the hero in the database
# Y - new value of the SR
#
# You can also use another syntax:
#
# $game_party.actors[X].sr = Y
#
# X - position of the hero in the party
# Y - new value of the SR
#
# Note that X starts from 0 and NOT 1. The ammount is shown as 100,0%, this
# is 1000 SR. i.e. 59,1% would be 591 SR.
#
#
# Note:
#
# Using Soul Rage skills as normal skills is not recommended, because of the
# SP/SR cost. It is better you create a different skill if you want to use it
# as Soul Rage. But then again, you don't have to... In the other hand Soul
# Limit skills can be used as normal skills without any problems.
#
#
# ...::: Soul Limit :::...
#
# Explanation:
#
# Soul Limit is a special attack an actor can use if he has either low HP,
# high SR, etc. It is an enhanced version of Limit Break / Overdrive, but
# CONNECTED to the Soul Rage.
#
#
# Configuration:
#
# SLS_ACTIVE - set this value to false to disable Limit (if you do so you
# don't need to configure ANYTHING CONNECTED to Soul Limit)
# LIMIT_COLOR - set the values in the () to numbers between 0-255, also
# note that they determine the color ammount in the color
# like this example: (RED, GREEN, BLUE, ALPHA)
# note: alpha = opacity
# SL_USERS - add any actor ID of actors who can use SLS
#
# Press CRTL+SHIFT+F and type into the window:
# Soul Limit / Chaos Drive Database
#
#
# Additional info:
#
# Soul Limit is more superior than Limit Break as you can involve HP, SR and
# even SP conditions as well as consuming. You can create a game where a
# character can use his Limit skill as long as his HP are under 20% without
# consuming any stats. (i.e. Final Fantasy VIII) or create a game where the
# using of a Limit skill requires suicide just by setting the character's
# @hp_consume value to 100.
# If you want to change the Soul Limit skill ID and/or command ingame use the
# "Call script" event command and use this syntax:
#
# $game_actors[X].set_new_limit('NEW_NAME', ID)
#
# X - ID of the hero in the database and Y the ammount
# NEW_NAME - the new name for the SL command
# ID - ID of the new SL skill in the database
#
# You can also use another syntax:
#
# $game_party.actors[Y].set_new_limit('NEW_NAME', ID)
#
# Y - postion of the hero in the party, starts from 0 (NOT 1!)
# NEW_NAME - the new name for the SL command
# ID - ID of the new SL skill in the database
#
#
# ...::: Chaos Drive :::...
#
# Explanation:
#
# This script will allow the player to use Chaos Drive when in critical
# HP/SP/SR zone. Chaos Drive will transform the character into another and
# remove the entire party from battle. If a Chaos Drive dies, his original
# form will also die and the party will be brought back. Chaos Drives are
# always full with HP and SP when they enter the battle.
#
#
# Configuration:
#
# Press CRTL+SHIFT+F and type into the window:
# START Chaos Drive Database
# You can jump now to the database directly. There are more instructions.
# Also please configure the following macros found below:
#
# CDS_ACTIVE - set this value to false to disable CD (if you do so you
# don't need to configure ANYTHING CONNECTED to Chaos Drive)
# CDS_NAME - the name displayed for the Chaos Drive System
# REVERT_NAME - the name displayed for the Revert command
# CD_ID - set this value to the state ID of Chaos Drive
# CD_EXP_NORM - set to true if the EXP/LVL of your Chaos Drives should be
# set to the same as their caller (a stronger caller would
# call a stronger version of the same Chaos Drive then)
# REMOVE_PARTY - set to true if you want the party to disappear when a CD is
# called, set to false if you only want replace the caller
# MAX_PARTY - set to the value of the maximum size of your party
# CHAOS_COLOR - set the values in the () to numbers between 0-255, also
# note that they determine the color ammount in the color
# like this
# example: (RED, GREEN, BLUE, ALPHA) - note: alpha = opacity
# REVERT_COLOR - set the values in the () to numbers between 0-255, also
# note that they determine the color ammount in the color
# like this
# example: (RED, GREEN, BLUE, ALPHA) - note: alpha = opacity
# CONNECTED - if you set this value to false, when a Chaos Drive dies,
# the caster will still be alive
# STAY_DAMAGE - if you set this value to true, Chaos Drives will not be
# healed when they are reverted, they will stay dead when
# they get killed and calling them will be impossible until
# they are revived (can be used for summoning systems), note
# that you might need special add-on to allow that
# CD_USERS - add any actor ID of actors who can use CDS
#
# To add a new Chaos Drive to a characer use the "Call Script" event command
# and use following syntax:
#
# $game_actors[ID].learn_cd(CD)
#
# To remove a Chaos Drive from a character use this syntax:
#
# $game_actors[ID].forget_cd(CD)
#
# ID - ID of the actor in the database
# CD - ID of the Chaos Drive skill in the database
#
# Also create a status effect and set CD_ID to its ID in the database. Make
# the skill target the user or you will get a bug. Add whatever animation you
# want.
#
#
# Additional info:
#
# You can use animations and common event calls (i.e. for enhanced
# animations) for any CD skill. It is recommended that CD skills target the
# user.
#
#
# Important note:
#
# Chaos Drives are not normal skills and should be NOT used as such. Chaos
# Drive skills as normal skills will not make a transformation happen. Do not
# assign two different characters the same Chaos Drive character. If you want
# them to access the same character, make a duplicate CD character in your
# database.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
$crls = 6.2
#==============================================================================
# module BlizzCFG
#------------------------------------------------------------------------------
# This module serves for configuration in my scripts and for consistency.
#==============================================================================
module BlizzCFG
SR_KIND = 3
SL_KIND = 9
CD_KIND = 8
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Basic CRLS Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
DRAW_SR = true
DRAW_SR_BAR = true
SR_NAME = 'SR'
SR_ENABLED = [1, 2, 3, 4, 5, 6, 7, 8]
SR_REVERSAL = false
RTAB_ACTIVE = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Basic CRLS Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Rage Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SRS_ACTIVE = true
SRS_NAME = 'Soul Rage'
SRS_RATE = 1000
RAGE_COLOR = Color.new(255, 0, 0)
SR_USERS = [1, 2, 3, 4, 5, 6, 7, 8]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Rage Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Limit Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SLS_ACTIVE = true
LIMIT_COLOR = Color.new(0, 255, 0)
SL_USERS = [1, 2, 3, 4, 5, 6, 7, 8]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Limit Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Chaos Drive Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
CDS_ACTIVE = true
CDS_NAME = 'Chaos Drive'
REVERT_NAME = 'Revert'
CD_ID = 17
CD_EXP_NORM = false
REMOVE_PARTY = true
MAX_PARTY = 4
CHAOS_COLOR = Color.new(128, 64, 255)
REVERT_COLOR = Color.new(255, 255, 255)
CONNECTED = false
STAY_DAMAGE = true
CD_USERS = [1, 2, 3, 4, 5, 6, 7, 8]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Chaos Drive Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
def self.sr_database(equip_id, weapon = false)
skill_ids = []
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Rage Database
#
# This is your equipment Soul Rage database. To add a new Soul Rage skill to
# a weapon is very simple. Add another "when"-branch in the script snipplet
# below (they have comments next to it). Configure it like this template:
#
# when WEAPON_ID
# skill_ids.push(SKILL_ID)
# skill_ids.push(SKILL_ID)
#
# The same works for armors:
#
# when ARMOR_ID
# skill_ids.push(SKILL_ID)
# skill_ids.push(SKILL_ID)
#
# WEAPON_ID - the ID of the weapon in your database
# ARMOR_ID - the ID of the armor in your database
# SKILL_ID - the ID of the skill in your database
#
# The lines are commented below so you should have no problems with the
# script. To determine the percentage of Soul Rage consumed to use a skill,
# set the SP to the percentage. e.g. 33SP would mean 33% of the Soul Rage
# bar.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
if weapon
case equip_id # weapon IDs
when 1
skill_ids.push(1)
when 6
skill_ids.push(10)
skill_ids.push(11)
skill_ids.push(12)
when 10
skill_ids.push(8)
end
else
case equip_id # armor IDs
when 5
skill_ids.push(1)
when 17
skill_ids.push(25)
end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Rage Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return (skill_ids.size > 0 ? skill_ids : [0])
end
def self.sre_database(equip_id, weapon = false)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Rage Equipment Database
#
# This is your Soul Rage Equipment database. Adding equipment IDs here will
# cause them to increase or decrease the SRS_RATE if they are equipped. All
# values are in %, that means a value of i.e. 20 will cause 20 more SR, two
# values of 20 will cause 40, etc. Negative values will decrease the rate.
# Configure it like this template:
#
# when WEAPON_ID then return RATE
#
# The same works for armors:
#
# when ARMOR_ID then return RATE
#
# WEAPON_ID - the ID of the weapon in your database
# ARMOR_ID - the ID of the armor in your database
# RATE - the increase/decrease rate
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
if weapon
case equip_id # weapon IDs
when 2 then return 5
when 15 then return 5
end
else
case equip_id # armor IDs
when 3 then return 20
when 13 then return 10
end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Rage Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 0
end
def self.srs_database(state_id)
case state_id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Rage State Database
#
# This is your Soul Rage State database. Adding status effect IDs here will
# cause them to increase or decrease the SRS_RATE when they are inflicted.
# All values are in %, that means a value of i.e. 20 will cause 20 more SR,
# two values of 20 will cause 40, etc. Negative values will decrease the
# rate. Configure it like this template:
#
# when STATE_ID then return RATE
#
# STATE_ID - the ID of the status effect in your database
# RATE - the increase/decrease rate
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 17 then return 10
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Rage Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 0
end
def self.cd_database(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Chaos Drive Database
#
# Use following template to connect Chaos Drive skills and their Chaos
# Drives:
#
# when SKILL_ID then return ACTOR_ID
#
# SKILL_ID - the ID of the skill in your database
# ACTOR_ID - the ID of the actor in your database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 4 then return 8
when 5 then return 6
when 88 then return 7
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Chaos Drive Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 0
end
def self.crls_database(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Soul Limit / Chaos Drive Database
#
# This is your Soul Limit/Chaos Drive Database. Below you can configure the
# Special attack and the command name of the Soul Limit. You can also
# configure the conditions that need to be met to allow the usage of Soul
# Limit and Chaos Drive. Use following syntax to setup the Soul Limit for
# each character:
#
# when ACTOR_ID
# limit_name = 'NAME'
# limit_id = SKILL_ID
# slsr_rate = VAL1
# slhp_rate = VAL2
# slsp_rate = VAL3
# slsr_consume = VAL4
# slhp_consume = VAL5
# slsp_consume = VAL6
# cdsr_rate = VAL7
# cdhp_rate = VAL8
# cdsp_rate = VAL9
# cdsr_consume = VALa
# cdhp_consume = VALb
# cdsp_consume = VALc
# allow_suicide = BOOL
#
# ACTOR_ID - the ID of the character in the normal database
# NAME - the name the limit command should have
# SKILL_ID - the ID of the Soul Limit skill in the normal database
# VAL1 - minimum SR (in %) needed to make the Soul Limit skill available
# VAL2 - maximum HP (in %) needed to make the Soul Limit skill available
# VAL3 - maximum SP (in %) needed to make the Soul Limit skill available
# VAL4 - SR (in %) cunsumed if Soul Limit is used
# VAL5 - HP (in %) cunsumed if Soul Limit is used
# VAL6 - SP (in %) cunsumed if Soul Limit is used
# VAL7 - minimum SR (in %) needed to make the Chaos Drive skills available
# VAL8 - maximum HP (in %) needed to make the Chaos Drive skills available
# VAL9 - maximum SP (in %) needed to make the Chaos Drive skills available
# VALa - SR (in %) cunsumed if Chaos Drive is used
# VALb - HP (in %) cunsumed if Chaos Drive is used
# VALc - SP (in %) cunsumed if Chaos Drive is used
# BOOL - true or false
#
# Example:
#
# when 2
# limit_name = "Saturn Cannon"
# limit_id = 101
# slsr_rate = 80
# slhp_rate = 50
# slsp_rate = 100
# slsr_consume = -10
# slhp_consume = 10
# slsp_consume = 50
# cdsr_rate = 0
# cdhp_rate = 10
# cdsp_rate = 10
# cdsr_consume = 0
# cdhp_consume = 0
# cdsp_consume = 10
# allow_suicide = false
#
# (let's say skill number 101 is called "Last Judgement")
#
# Character number 2 needs minimum 80% SR, his HP must be less than or equal
# to 50% and his SP must be less than or equal to 100% (in other words, SP
# don't affect the availability of the SL skill of character number 2). If he
# uses the Soul Limit command displayed as "Saturn Cannon", he will use the
# skill "Last Judgement" (ID number 101). He will gain 10% of his maximum SR,
# lose 10% of his maximum HP and lose 50% of his maximum SP. If his HP are
# less than or equal to 10% he will not die, but his HP will only decrease to
# 1. Chaos drive can be used if the HP and SP are 10% or lower. If used, 10%
# SP of the using actor will be consumed. If you are not using either SL or
# CD, you can just skip configuring those numbers.
#
# Side-notes:
#
# The VAL values can be from 0 to 100 (since it is in %). Every value over
# 100 is automatically limited to 100. Negative values will cause stat
# gaining instead of losing. (You can create skills, that heal the user AND
# attack the enemies without a common event call). If you set the values
# VAL1, VAL2 and/or VAL3 to a negative number, this character will have no
# Soul Limit.
#
# Notes:
#
# - you have the possibility to i.e. set a command to "Bahamut", but the
# actual skill name that will be displayed during its animation will be
# "Giga Flare" (does not work in Blizz-ABS)
# - to change a Soul Limit skill during the game read the instructions at the
# beginning of the script
# - do not set it up that way that the user dies from using a Chaos Drive. It
# might bug your game. Best is to let using a CD skill not consume any HP.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1
limit_name = "Devastator"
limit_id = 79
slsr_rate = 20
slhp_rate = 50
slsp_rate = 100
slsr_consume = 20
slhp_consume = 0
slsp_consume = 0
cdsr_rate = 0
cdhp_rate = 100
cdsp_rate = 100
cdsr_consume = 0
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = false
when 2
limit_name = "Summon Proximus"
limit_id = 80
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 20
slhp_consume = 0
slsp_consume = 0
cdsr_rate = 20
cdhp_rate = 100
cdsp_rate = 100
cdsr_consume = 100
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = true
when 3
limit_name = "Flare"
limit_id = 80
slsr_rate = 100
slhp_rate = 100
slsp_rate = 100
slsr_consume = 20
slhp_consume = 0
slsp_consume = 0
cdsr_rate = 20
cdhp_rate = 100
cdsp_rate = 100
cdsr_consume = 100
cdhp_consume = 0
cdsp_consume = 0
allow_suicide = true
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Soul Limit / Chaos Drive Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
else
limit_name, allow_suicide = '', true
slsr_rate = slhp_rate = slsp_rate = cdsr_rate = cdhp_rate = cdsp_rate = -1
limit_id = slsr_consume = slhp_consume = slsp_consume = cdsr_consume =
cdhp_consume = cdsp_consume = 0
end
return [limit_name, limit_id, slsr_rate, slhp_rate, slsp_rate,
slsr_consume, slhp_consume, slsp_consume, cdsr_rate, cdhp_rate,
cdsp_rate, cdsr_consume, cdhp_consume, cdsp_consume, allow_suicide]
end
def self.find_chaos(id)
(1...$data_actors.size).each {|i|
if $game_actors[i] != nil
return $game_actors[i] if $game_actors[i].chaos_id == id
end}
end
end
#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# Enhanced with new variables.
#==============================================================================
class Game_System
attr_accessor :chaos_party
attr_accessor :bar_style
attr_reader :bar_opacity
#----------------------------------------------------------------------------
# override initialize
#----------------------------------------------------------------------------
alias init_crls_later initialize
def initialize
init_crls_later
# adding helping variables
@chaos_party = []
BlizzCFG::MAX_PARTY.times {@chaos_party.push(0)} unless BlizzCFG::REMOVE_PARTY
end
#----------------------------------------------------------------------------
# bar_opacity=
# alpha - new value
# Sets the new value of the bar opacity.
#----------------------------------------------------------------------------
def bar_opacity=(alpha)
if alpha > 255
@bar_opacity = 255
elsif alpha < 0
@bar_opacity = 0
else
@bar_opacity = alpha
end
end
end
#==============================================================================
# Game_Actor
#------------------------------------------------------------------------------
# Enhanced with variables and methods to handle CRLS.
#==============================================================================
class Game_Actor
attr_accessor :chaos_id
attr_accessor :chaos_action
attr_reader :cd_skills
attr_reader :sr
attr_reader :limit_name
attr_reader :limit_id
#----------------------------------------------------------------------------
# override setup
# commands - new commands
# Sets a new list of skills and updates the display.
#----------------------------------------------------------------------------
alias setup_crls_later setup
def setup(actor_id)
setup_crls_later(actor_id)
@cd_skills, @sr, @chaos_id, @chaos_action = [], 0, 0, 0
@limit_name, @limit_id, @slsr_rate, @slhp_rate, @slsp_rate, @slsr_consume,
@slhp_consume, @slsp_consume, @cdsr_rate, @cdhp_rate, @cdsp_rate,
@cdsr_consume, @cdhp_consume, @cdsp_consume, @allow_suicide =
BlizzCFG.crls_database(actor_id)
end
#----------------------------------------------------------------------------
# sr=
# sr - new SR value
# Sets a new value of SR.
#----------------------------------------------------------------------------
def sr=(sr)
if sr > 1000
@sr = 1000
elsif sr < 0
@sr = 0
else
@sr = sr
end
end
#----------------------------------------------------------------------------
# set_new_limit
# name - new Soul Limit name
# id - skill ID of the new Soul Limit skill
# Changes the Soul Limit of the actor.
#----------------------------------------------------------------------------
def set_new_limit(name, id)
@limit_name, @limit_id = name, id
end
#----------------------------------------------------------------------------
# learn_cd
# id - skill ID of the new Chaos Drive skill
# This method allows learning of CD skills. It is called by the user.
#----------------------------------------------------------------------------
def learn_cd(id)
# if valid CD skill
if id > 0 && !@cd_skills.include?(id)
# learn and sort by skill ID
@cd_skills.push(id)
@cd_skills.sort!
# teach the Chaos Drive character the skill as well
actor_id = BlizzCFG.cd_database(id)
$game_actors[actor_id].learn_cd(id) if self.id != actor_id
return true
end
return false
end
#----------------------------------------------------------------------------
# forget_cd
# id - skill ID of the Chaos Drive skill
# This method allows forgetting of CD skills. It is called by the user.
#----------------------------------------------------------------------------
def forget_cd(id)
# forget the CD skill
@cd_skills.delete(id)
# the Chaos Drive character forgets the skill as well
actor_id = BlizzCFG.cd_database(id)
$game_actors[actor_id].forget_cd(id) if self.id != actor_id
return true
end
#----------------------------------------------------------------------------
# use_chaos
# id - skill ID of the Chaos Drive skill
# This method processes the use of a CD skill.
#----------------------------------------------------------------------------
def use_chaos(id)
# get CD ID
@chaos_id = BlizzCFG.cd_database(id)
# stop if not a CD skill
return if @chaos_id == 0
# process extra configurations
$game_actors[@chaos_id].exp = self.exp if BlizzCFG::CD_EXP_NORM
$game_actors[@chaos_id].recover_all unless BlizzCFG::STAY_DAMAGE
# if to remove the entire party
if BlizzCFG::REMOVE_PARTY
# change settings of actors
$game_party.actors.each {|actor| actor.chaos_action = -1}
$game_system.chaos_party = $game_party.actors
# remove all actors
$game_party.actors = []
# add CD actor
$game_party.add_actor(@chaos_id)
# inflict CD state
$game_party.actors[0].add_state(BlizzCFG::CD_ID)
else
# store original actor
$game_system.chaos_party[self.index] = @id
# replace with CD actor
$game_party.actors[self.index] = $game_actors[@chaos_id]
# inflict CD state
$game_actors[@chaos_id].add_state(BlizzCFG::CD_ID)
# change settings
$game_actors[@chaos_id].chaos_action = @chaos_action = -1
end
# apply stat consumption
last_sr = self.sr
self.hp -= @cdhp_consume * self.maxhp / 100
self.sp -= @cdsp_consume * self.maxsp / 100
self.sr = last_sr - @cdsr_consume * 10
end
#----------------------------------------------------------------------------
# revert_chaos
# This method processes the reverting from the Chaos Drive.
#----------------------------------------------------------------------------
def revert_chaos
# remove Chaos Drive state
remove_state(BlizzCFG::CD_ID)
# if party was removed
if BlizzCFG::REMOVE_PARTY
# restore old party
$game_party.actors = $game_system.chaos_party
# remove all CD settings
$game_party.actors.each {|actor| actor.chaos_action = -1}
# delete temporary party storage
$game_system.chaos_party = []
# apply death if CONNECTED option used and died
BlizzCFG.find_chaos(id).hp = 0 if BlizzCFG::CONNECTED && self.dead?
else
# delete actor from temporary storage
$game_system.chaos_party[self.index] = 0
# get original actor
origin_actor = BlizzCFG.find_chaos(id)
# add original actor back into party
$game_party.actors[self.index] = origin_actor
# apply death if CONNECTED option used and died
origin_actor.hp = 0 if BlizzCFG::CONNECTED && self.dead?
# remove CD setting
origin_actor.chaos_action = @chaos_action = -1
end
end
#----------------------------------------------------------------------------
# sr_can_use?
# id - skill ID of SR skill
# This method tests whether an SR skill can be used.
#----------------------------------------------------------------------------
def sr_can_use?(id)
left = sr_left(id)
return (BlizzCFG::SRS_ACTIVE && item_req_test(id) && sr_left(id) != 0)
end
#----------------------------------------------------------------------------
# sl_can_use?
# This method tests whether the SL skill can be used.
#----------------------------------------------------------------------------
def sl_can_use?
return false if self.sr / 10 < @slsr_rate
return false if 100 * self.hp / self.maxhp > @slhp_rate
return false if 100 * self.sp / self.maxsp > @slsp_rate
return (BlizzCFG::SLS_ACTIVE && item_req_test(@limit_id) && sl_left != 0)
end
#----------------------------------------------------------------------------
# cd_can_use?
# This method tests whether any CD skill can be used.
#----------------------------------------------------------------------------
def cd_can_use?
return false if self.sr / 10 < @cdsr_rate
return false if 100 * self.hp / self.maxhp > @cdhp_rate
return false if 100 * self.sp / self.maxsp > @cdsp_rate
return (BlizzCFG::CDS_ACTIVE && !self.dead? && cd_left != 0)
end
#----------------------------------------------------------------------------
# sr_left
# id - ID of the SR skill
# Returns how many times this SR can be used.
#----------------------------------------------------------------------------
def sr_left(id)
return -1 if $data_skills[id].sp_cost == 0
return (self.sr / 10 / $data_skills[id].sp_cost)
end
#----------------------------------------------------------------------------
# sl_left
# Returns how many times SL can be used.
#----------------------------------------------------------------------------
def sl_left
return -1 if @slsr_consume == 0 && @slhp_consume == 0 && @slsp_consume == 0
sl = [@slsr_consume == 0 ? -1 : self.sr / 10 / @slsr_consume,
@slhp_consume == 0 ? -1 : 100 * self.hp / self.maxhp / @slhp_consume,
@slsp_consume == 0 ? -1 : 100 * self.sp / self.maxsp / @slsp_consume]
return (sl - [-1]).min
end
#----------------------------------------------------------------------------
# cd_left
# Returns how many times CD can be used.
#----------------------------------------------------------------------------
def cd_left
return -1 if @cdsr_consume == 0 && @cdhp_consume == 0 && @cdsp_consume == 0
cd = [@cdsr_consume == 0 ? -1 : self.sr / 10 / @cdsr_consume,
@cdhp_consume == 0 ? -1 : 100 * self.hp / self.maxhp / @cdhp_consume,
@cdsp_consume == 0 ? -1 : 100 * self.sp / self.maxsp / @cdsp_consume]
return (cd - [-1]).min
end
#----------------------------------------------------------------------------
# item_req_test
# This method tests if the Item Requirement System exists and whether a
# special skill can be used depending on item consumption.
#----------------------------------------------------------------------------
def item_req_test(id)
if $tons_version != nil && $tons_version >= 6.0 &&
$game_system.ITEM_REQUIREMENT
data = BlizzCFG.item_reqs(id)
return ($game_party.item_number(data[0]) >= data[1])
end
return true
end
#----------------------------------------------------------------------------
# override skill_can_use?
# id - skill ID
# This method was enhanced to disallow the usage of CD skills if the CD
# actor was killed previously.
#----------------------------------------------------------------------------
alias skill_can_use_crls_later? skill_can_use?
def skill_can_use?(id)
# if a CD skill
if @cd_skills.include?(id)
# can't use CD if required items not there
return false if !item_req_test(id)
# can use CD if STAY_DAMAGE is turned off
return true unless BlizzCFG::STAY_DAMAGE
# can use CD if Chaos Drive
return true if @states.include?(BlizzCFG::CD_ID)
# find the skill's corresponding CD actor
id = BlizzCFG.cd_database(id)
# can be used if skill onnfiguration exists and CD actor is not dead
return (id != 0 && !$game_actors[id].dead?)
end
# normal result processing
return skill_can_use_crls_later?(id)
end
#----------------------------------------------------------------------------
# use_limit
# This method processes stat consumption of SL use.
#----------------------------------------------------------------------------
def use_limit
last_sr = self.sr
self.hp -= @slhp_consume * self.maxhp / 100
self.hp = 1 if self.hp == 0 && !@allow_suicide
self.sp -= @slsp_consume * self.maxsp / 100
self.sr = last_sr - @slsr_consume * 10
end
#----------------------------------------------------------------------------
# sr_text
# This method returns SR in a text format.
#----------------------------------------------------------------------------
def sr_text
return "#{@sr/10}.#{@sr%10}%"
end
#----------------------------------------------------------------------------
# sr_equipment
# Returns weapon and armor IDs for SR recognition.
#----------------------------------------------------------------------------
def sr_equipment
# Guilamme777's Multi-Slot Equipment System Compatibility
return self.weapon_ids, self.armor_ids if defined?(G7_MS_MOD)
# normal weapons and armors
return [@weapon_id], [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
end
end
#==============================================================================
# Game_Battler
#------------------------------------------------------------------------------
# This class was enhanced with the capability to increase SR upon change of
# HP.
#==============================================================================
class Game_Battler
#----------------------------------------------------------------------------
# override hp=
# val - new value
# This method processes SR change upon HP change with considering the added
# extra values from armors and states.
#----------------------------------------------------------------------------
alias hp_is_equal_to_crls_later hp=
def hp=(val)
# store old value
last_hp = self.hp
# call normal process
hp_is_equal_to_crls_later(val)
# if actor
if self.is_a?(Game_Actor)
# if dead
if self.dead?
# remove all SR
self.sr = 0
# if got damaged or SR_REVERSAL is turned on and got healed
elsif self.hp < last_hp || BlizzCFG::SR_REVERSAL && self.hp > last_hp
# initialize normal increase rate
exrate = 100
# add equipment rate change
exrate += BlizzCFG.sre_database(@weapon_id, true)
[@armor1_id, @armor2_id, @armor3_id, @armor4_id].each {|i|
exrate += BlizzCFG.sre_database(i, false)}
# add state rate change
@states.each {|i| exrate += BlizzCFG.srs_database(i)}
# change SR
self.sr += (last_hp - self.hp) * BlizzCFG::SRS_RATE *
exrate / [last_hp, self.hp].min / 100
end
end
end
end
#==============================================================================
# Game_Party
#------------------------------------------------------------------------------
# This class was changed to support direct access to the instance variable
# actors.
#==============================================================================
class Game_Party
attr_accessor :actors
end
#==============================================================================
# Spriteset_Battle
#------------------------------------------------------------------------------
# This class was changed to be able to apply actor changes in the party during
# CD use/reversal so it looks nice.
#==============================================================================
class Spriteset_Battle
#----------------------------------------------------------------------------
# update_actors
# flag - flag to change the display instantly or with fading
# This method processes sprite update.
#----------------------------------------------------------------------------
def update_actors(flag = false)
# freeze display
Graphics.freeze
# for every actor
@actor_sprites.each_index {|i|
# set new actor
actor = @actor_sprites[i].battler = $game_party.actors[i]
# who exists and is about to change
if actor != nil && actor.chaos_action == -1
# remove old sprite
@actor_sprites[i].dispose
# load new sprite
@actor_sprites[i] = Sprite_Battler.new(@viewport2)
@actor_sprites[i].update
# sprite setup
@actor_sprites[i].battler, actor.chaos_action = actor, 0
end}
Graphics.transition((flag ? 0 : 20))
Graphics.freeze
update
Graphics.transition((flag ? 0 : 20))
end
end
#==============================================================================
# Window_Base
#------------------------------------------------------------------------------
# This class was enhanced with a couple of methods for additional drawing.
#==============================================================================
class Window_Base
#----------------------------------------------------------------------------
# draw_actor_sr
# actor - the actor
# x - x-coordinate
# y - y-coordinate
# width - maximal allowed width
# This method draws the SR attribute.
#----------------------------------------------------------------------------
def draw_actor_sr(actor, x, y, w = 144)
w = 120 if !$scene.is_a?(Scene_Menu) && !BlizzCFG::RTAB_ACTIVE
self.contents.font.color = system_color
self.contents.draw_text(x, y-16, width, 64, BlizzCFG::SR_NAME)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, w, 32, actor.sr_text, 2)
end
#----------------------------------------------------------------------------
# draw_actor_sr_with_bar
# actor - the actor
# x - x-coordinate
# y - y-coordinate
# width - maximal allowed width
# This method draws the bar of the SR attribute.
#----------------------------------------------------------------------------
def draw_actor_sr_with_bar(actor, x, y, w = 148)
w -= 12
rate = actor.sr.to_f / 1000
# SR bar colors
color1 = Color.new(80, 0, 0, 192)
color2 = Color.new(240, 0, 0, 192)
color3 = Color.new(80, 0, 0, 192)
# if using RTAB
if BlizzCFG::RTAB_ACTIVE
# set colors full opaque
color1.alpha = color2.alpha = 255
# draw Seph's megaslow and laggy bar
draw_slant_bar(x, y + 12, actor.sr, 1000, w, 6, color1, color2)
else
# draw the bar
self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
end
# draw the text
if $scene.is_a?(Scene_Battle)
draw_actor_sr(actor, x, y, w)
else
draw_actor_sr(actor, x, y)
end
end
#----------------------------------------------------------------------------
# draw_item_name_srs
# item - the item
# x - x-coordinate
# y - y-coordinate
# color - text color
# This method draw the equipment part's name in the given color. It is used
# by the SRS window.
#----------------------------------------------------------------------------
def draw_item_name_srs(item, x, y, color)
# stop if item doesn't exist
return if item == nil
opacity = self.contents.font.color == normal_color ? 255 : 128
# cache icon
bitmap = RPG::Cache.icon(item.icon_name)
# draw icon
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.color = color
# draw item name
self.contents.draw_text(x + 28, y, 288, 32, item.name)
end
end
#====================================[\code]
I am not sure that you have configured the CD part right. Did you teach the appropriate skills using cd_learn to the actors? Have you made sure that conditions for CD are set properly?
Yes I did that. I just now figured it out. It turned out that the skills had to have same values as the first skill in that part of the script. Thank you for trying to help though.
Sorry for the double post but is there away to make the Choas Drive character level up along with the characters that can change into them?
There is an option for that. It's called CD_EXP_NORM.
Thank you.