[XP] Tons of Add-ons

Started by Blizzard, January 09, 2008, 08:50:47 am

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Luke

I just need the multi-drop part. I copy and pasted the multi-drop stuff from part2 into a new script in my game. What do i do next? How do i customize this to fit my needs in the game? I tried making sense of the info it gave me but where do i put the stuff it said like 'when 1 then return [[1, 2, 50], [3, 15, 10], [2, 4, 5]]'

Blizzard

Quote from: Champion Blizzard on January 09, 2008, 08:50:47 am
Author's Notes

Tons of Add-ons now has to be used as 3-parts script because of a weird behavior of RMXP during bug detection. Insert the 3 parts in the correct order and the system should work without problems. Do NOT remove any of the parts, the script NEEDS all 3 parts to work with other systems.
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Sase

I don't know if this is supposed to come here but you already have a script that edits the slip damage.
Is is possible to have multiple different poison states, with each one with different damage.
As far as I know the normal slip damage is 1/10 of the health +- random value. Is it possible to add customizable amount of customizable slip damage states? (in addition to the HP/SP Regen/dmg script in this pack)

Luke

Okay, i have all of the scripts. For the multi-drop thing, if i want an enemy(ID 42) to have a 100 percent drop of a item with ID 1, a 100 percent drop of a item with ID 2, and a 100 percent drop of item ID 3, is this right? when 42 then return [[1, 1, 100], [1, 2, 100], [1, 3, 100]]
I put it in line 869 of script 2, below the example or the one already there;
when 1 then return [[1, 2, 50], [3, 15, 10], [2, 4, 5]]

All that right?

This works with an action battle system right?

Blizzard

It works with Blizz-ABS. I don't know about other Action Battle Systems (most probably not).
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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Alton Wyte

Using Minkoff's animated battlers, I noticed that on the enemy staus in battle, it only displays on the first turn. Which script is tha error in? Also, it will display if you move enemies, but there is nothing you can do about it if there is only one.



Caligatio

Wow, this is just awesome! This is some really good shit out here!  8)

Tyril132

March 22, 2010, 08:45:02 pm #629 Last Edit: March 22, 2010, 08:48:28 pm by Tyril132
First off, thanks to each and every developer that contributed to this list... it's a fantastic collection and it's one of the most user-friendly compilations I've encountered.

That said, I have to sheepishly admit that I'm having problems with Blizzard's Arrow over Player script.

Walking over a specific segment of my map causes a crash that's 100% reproducible, but oddly... doesn't seem to cause a crash with other instances of that tile. The transparency / priority settings on the tile are normal. I disabled all other scripts for testing, in case of a compatibility issue.

It breaks on line 3162 on the first part of the Tons of Add-ons script:
if tile_id != nil && tile_id != 0 && $game_map.priorities[tile_id] > 1

With the error:
Script 'Tons of Addons Pt. 1' line 3162: NoMethodError occurred.

undefined method '>' for nil:NilClass
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Blizzard

Your maps are out of date. It's trying to check a tile on the map that doesn't exist in the tileset anymore. (e.g. when you resize the tileset graphic file)
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Tyril132

March 23, 2010, 02:48:11 am #631 Last Edit: March 23, 2010, 03:09:55 am by Tyril132
Quote from: Champion Blizzard on March 23, 2010, 02:42:39 am
Your maps are out of date. It's trying to check a tile on the map that doesn't exist in the tileset anymore. (e.g. when you resize the tileset graphic file)


That's strange. I'm using an RTP tileset and haven't modified it in any way. I'll try importing the tileset from a different project and see if it changes anything.

At any rate, thanks for the reply.

Edit:  Hmmm. I've tried manually overwriting the tiles (on all possible layers,) reverting to an imported copy of the original RTP tileset file (I never modified it, was using the one internally packaged with the project,) and shifting the map to an entirely different tileset.

The same co-ordinate always causes a crash. X:11, Y:5 every time.

Sorry if I'm just not getting what you're suggesting here, Blizzard, but short of scrapping the entire map I'm at a loss.
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Blizzard

Then try overwriting that single tile only. I never had any problems with that add-on in my own game.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Tyril132

Yeah, that was basically the first thing I tried. I finally gave up, deleted the map, and remade it from scratch.

It seems like it was a bizarre one-time glitch that seemed to be with RMXP not updating the tile, not your script. For that matter, I've noticed RMXP has problems updating chipset/maps in general... ie: I'll create a map, then adjust the priority or passability settings and they simply won't change unless I make a new map.
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Blizzard

Well... If you are using Blizz-ABS with INTELLIGENT_PASSABILITY on, it won't update all your maps when you edit the tileset. You have to either edit all the affected maps in at least a bit and save them or delete Data/MapData.abs and let the game recreate the passability file the next time you run the game in DEBUG mode.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Tyril132

For the record, I wasn't using BABS or any other ABS add-on, and I seemed to have this problem after disabling all scripts other than Tons of Add-ons.

I'm at a complete loss for what was finally causing it. In the end, it was faster to just remake the map.
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Jragyn

is there a way I can make it so that enemies drop XXXX item given a switch/variable condition?

I tried something like this::

    when 1 && $game_switches[90] == true then return [[1,1,100]]


but it didn't work, nor did::

 when 1 then return [[1,1,100]] if $game_switches[90] 


I tried to make it an if/else statement as well, but I just can't get it to work.

Effectively, the idea is that enemies won't drop said quest item or whatever until the quest is activated.
Or that enemies won't drop said rare item unless you learned about it first.
Or that people who are battling on higher difficulty modes could possibley yield unique drops.

numerous possibilities with this idea, but my scripting knowledge is faililng me.
Someone push me in the right direction?
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

zevyndeluze

I noticed that the caterpillar script is designed to prevent other events from moving through the other characters. What changes should I make to the script if I want to change this? I want monsters to be able to walk up to the main character and start the battle using an event touch. If the monster cannot walk through the characters in the caterpillar, then the player could use the characters as a shield from the monsters.

G_G

I know you retired from RMXP, so I'm asking, are you still going to add any add-ons to this at all? Like other peoples scripts or not? Just wondering.

If not then oh well. If so then yay?

Blizzard

I'll add them for now until somebody takes over my job.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.