[XP] Tons of Add-ons

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

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PhoenixFire

Nope. TOA is the bottommost script I'm using currently..

Screenshot: http://www.tiikoni.com/tis/view/?id=e9d3b8a  in case something doesn't look right to you? I use minimal scripts right now.
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

KK20

You wouldn't happen to be playtesting, would you?

if TONS_OF_ADDONS::FULLSCREEN && !$DEBUG #<=== That guy.

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LiTTleDRAgo

Quote from: firevenge007 on September 25, 2013, 02:55:00 am
I used all 3, but when I don't even touch any of them, it automatically redirects me to that line in the 1st script.


try redownload the script again

firevenge007

Quote from: Blizzard on September 24, 2013, 11:07:08 am
Quote from: Blizzard on January 09, 2008, 08:50:47 am
Compatibility

90% compatible with SDK v1.x. 80% compatible with SDK v2.x. Some add-ons will corrupt your old savegames. If you experience the "Stack level too deep" error, you might already use one of these add-ons. All of these add-ons here work with each other with a success rate of 99%. This add-on collection itself WILL corrupt your old savegames.


EDIT: TO fix the F12 thing, put this above all your other scripts:

if $game_exists
  Thread.new {system('Game')}
  exit
end
$game_exists = true


This script has to stay the topmost script, no matter what.
The crash happens because of a problem in RMXP when using aliasing of already existing methods to improve compatibility between scripts.


I tried doing that, but it just keeps opening new windows for the game every second

PhoenixFire

No, I tried it in both playtest, and, in installed mode.
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

LiTTleDRAgo

Quote from: firevenge007 on September 26, 2013, 02:20:31 pm
I tried doing that, but it just keeps opening new windows for the game every second


this will solve your problem
http://forum.chaos-project.com/index.php/topic,3613.0.html

Quote from: DigitalSoul on September 26, 2013, 09:19:35 pm
No, I tried it in both playtest, and, in installed mode.


probably somewhere in your custom script(s), exist something like $DEBUG = true

KK20

Quote from: LiTTleDRAgo on September 26, 2013, 09:36:07 pm
probably somewhere in your custom script(s), exist something like $DEBUG = true

And if not that, it's either you have $game_started = true somewhere or you never activated the script in the first place (lol--please don't be that)

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firevenge007

Quote from: LiTTleDRAgo on September 26, 2013, 09:36:07 pm
Quote from: firevenge007 on September 26, 2013, 02:20:31 pm
I tried doing that, but it just keeps opening new windows for the game every second


this will solve your problem
http://forum.chaos-project.com/index.php/topic,3613.0.html

Quote from: DigitalSoul on September 26, 2013, 09:19:35 pm
No, I tried it in both playtest, and, in installed mode.


probably somewhere in your custom script(s), exist something like $DEBUG = true


All this seems to do to me is pause the game.

Blizzard

Yeah, setting $DEBUG to true in release mode will freeze the game so don't do that.
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LiTTleDRAgo

Quote from: firevenge007 on September 27, 2013, 12:06:54 am
All this seems to do to me is pause the game.


yeah, there aren't any solution that can fix f12 bug right now,
so, you should just disable it, problem solved

Simon Greedwell

Greeting and salutations. I'm currently using a standalone version of Blizzard's Multi hit script. For some odd reason it stopped working when I tested it today. There's the script:

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Multi-Hit by Blizzard
# Version: 1.51b
# Type: Weapon/Skill/Enemy Enhancement
# Date: 12.8.2007
# Date 1.3b: 23.2.2008
# Date 1.4b: 23.7.2008
# Date 1.5b: 19.10.2008
# Date 1.51b: 6.10.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   95% compatible with SDK 1.x. 70% compatible with SDK 2.x. Might be
#   incompatible with exotic skills and/or CBS-es. Compatible with CRLS 5.1b or
#   higher.
#
#
# Explanation:
#
#   This add-on will allow that skills, weapons and enemies attack more than
#   once.
#
# new in v1.3b:
#   - now you can define weapons/skills/enemies which's other attacks will
#     target a random target instead of the originally chosen target
#   - now beta
#
# new in v1.4b:
#   - better compatibility with SP Cost Mod
#   - improved coding
#   
# new in v1.5b:
#   - added Multi-Hit items
#   
#   
# Configuration:
#   
#   Set up the following constants to configure the script:
#   
#   WEAPON_RANDOM - add any weapon IDs here and separate them with commas to
#                   make those specific weapons attack another random target
#                   for each other hit than the first
#   SKILL_RANDOM  - add any skill IDs here and separate them with commas to
#                   make those specific skills attack another random target
#                   for each other hit than the first
#   ITEM_RANDOM   - add any item IDs here and separate them with commas to
#                   make those specific items attack another random target
#                   for each other hit than the first
#   ENEMY_RANDOM  - add any enemy IDs here and separate them with commas to
#                   make those specific enemies attack another random target
#                   for each other hit than the first
#   
#   Further there are 4 configurations. Configuration 1 is for weapons,
#   Configuration 2 is for skills, Configuration 3 is for items and
#   Configuration 3 is for normal enemy attacks. Use following template to set
#   up how many hits should be done:
#
#     when ID then return HITS
#
#   ID   - ID of weapon, skill, item or enemy, depending on the configuration
#          number
#   HITS - number of hits
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Basic Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  WEAPON_RANDOM = [1, 2]
  SKILL_RANDOM = [89, 98, 127]
  ITEM_RANDOM = [12]
  ENEMY_RANDOM = []
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Basic Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  def self.weapon_hits(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 1
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return 3
    when 2 then return 4
    when 3 then return 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 1
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    end
    return 1
  end
 
  def self.skill_hits(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 89 then return 2
    when 98 then return 2
      when 127 then return 3
        when 132 then return 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    end
    return 1
  end
 
  def self.item_hits(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 3
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 3
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    end
    return 1
  end
 
  def self.enemy_hits(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 4
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 4
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    end
    return 1
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias update_phase4_step1_multi_hit_later update_phase4_step1
  def update_phase4_step1(battler = nil)
    if battler != nil
      update_phase4_step1_multi_hit_later(battler)
      return
    end
    update_phase4_step1_multi_hit_later
    @repeat = [1, 1, 0]
    return unless @active_battler != nil
    if @active_battler.current_action.kind == 0
      if @active_battler.current_action.basic == 0
        if @active_battler.is_a?(Game_Actor)
          hits = BlizzCFG.weapon_hits(@active_battler.weapon_id)
        elsif @active_battler.is_a?(Game_Enemy)
          hits = BlizzCFG.enemy_hits(@active_battler.id)
        end
        @repeat = [hits, hits, 2]
      end
    elsif @active_battler.current_action.kind == 1
      @repeat[2] = 3
    elsif @active_battler.current_action.kind == 2
      @repeat[2] = 4
    end
  end
 
  alias update_phase4_step2_multi_hit_later update_phase4_step2
  def update_phase4_step2(battler = nil)
    if battler != nil
      update_phase4_step2_multi_hit_later(battler)
      return
    end
    update_phase4_step2_multi_hit_later
    if @phase4_step != 1
      if @repeat[2] == 3
        hits = BlizzCFG.skill_hits(@skill.id)
        @repeat = [hits, hits+1, 4]
      elsif @repeat[2] == 4
        hits = BlizzCFG.item_hits(@item.id)
        @repeat = [hits, hits+1, 4]
      end
    end
  end
 
  alias update_phase4_step5_multi_hit_later update_phase4_step5
  def update_phase4_step5(battler = nil)
    if battler != nil
      update_phase4_step5_multi_hit_later(battler)
      return
    end
    update_phase4_step5_multi_hit_later

      if @active_battler.current_action.kind == 1
        if BlizzCFG::SKILL_RANDOM.include?(@skill.id)
          if @active_battler.is_a?(Game_Actor)
            @active_battler.current_action.decide_random_target_for_actor
          elsif @active_battler.is_a?(Game_Enemy)
            @active_battler.current_action.decide_random_target_for_enemy
          end
        end
      elsif @active_battler.current_action.kind == 2
        if BlizzCFG::ITEM_RANDOM.include?(@item.id)
          if @active_battler.is_a?(Game_Actor)
            @active_battler.current_action.decide_random_target_for_actor
          elsif @active_battler.is_a?(Game_Enemy)
            @active_battler.current_action.decide_random_target_for_enemy
          end
        end
      elsif @active_battler.is_a?(Game_Actor)
        if BlizzCFG::WEAPON_RANDOM.include?(@active_battler.weapon_id)
          @active_battler.current_action.decide_random_target_for_actor
        end
      elsif @active_battler.is_a?(Game_Enemy)
        if BlizzCFG::ENEMY_RANDOM.include?(@active_battler.id)
          @active_battler.current_action.decide_random_target_for_enemy
        end
      end
      @phase4_step = 2 if @repeat[0] > 1 && @repeat[2] > 0
      @repeat[0] -= 1

  end
 
  alias make_skill_action_result_multi_hit_later make_skill_action_result
  def make_skill_action_result(battler = nil, plus_id = nil)
    if battler != nil
      if plus_id != nil
        make_skill_action_result_multi_hit_later(battler, plus_id)
      else
        make_skill_action_result_multi_hit_later(battler)
      end
      return
    end
    make_skill_action_result_multi_hit_later
    @help_window.visible = false if (@repeat[1] - @repeat[0]) > 1 #<======================================= Add this here
    if @repeat[2] > 3
      sp_cost = @skill.sp_cost
      #----- you can remove these 3 lines if you want----
     
      #--------------------------------------------------
      @active_battler.sp += sp_cost
      @status_window.refresh
    end
  end
 
end


Skill 127 only hits twice rather than 3 times ands skill 132 only hit once as opposed to twice. What could possibly be causing the problem?
Bury with my...money!

KK20

I guess no one likes to use Multi-Hit all that much; it's not working correctly on my end. Even tested it with all the TONS scripts. Testing all the configuration options and it's all wonky. Items are being used repetitively until zero are left, skills hitting either twice or until all enemies are dead...

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Simon Greedwell

... I should've asked for a brand new script.
Bury with my...money!

KK20

Thanks to your reports, you have now brought attention to a script that really deserves fixing.

I can probably take a stab at it some time this weekend.

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Simon Greedwell

Glad to know that at least something good will most likely come out of this whole mess.
Bury with my...money!

russianmblue

How do I configure the blue magic via skill? I don't know how to script  :^_^':

KK20

Open up your Database and look at your Skills tab. Make a skill called "Blue Magic: Learn" or something like that. Make it target one or all enemies, do zero damage, and adjust its hit rate (i.e. success rate of learning). Memorize the skill ID.

Then go into your Scripts. Find this line in Part 3 of TONS.
BLUE_MAGIC_IDS = [92] # add any Skill IDs and separate them with commas

Change the 92 to whatever the skill ID of your "Learn" skill is. For example, Heal's skill ID is 1. Cross Cut's skill ID is 57. Don't put any leading zeroes (even though it says in the skill database 001, just put 1).

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Sagi007

August 08, 2015, 03:48:04 pm #917 Last Edit: August 08, 2015, 03:55:04 pm by Sagi007
Im getting a error when using the Arrow Over Player add. popup msg says:

Script 'Tons_of_adds_1' line 3218 NoMethodErro occurred. undefined method'>' for nil:NilClass.


Blizzard

Make sure you are bot using old save games.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Sagi007

Issue here is i dont have any savefiles. its just during testplay. Nor does it occur on evry tile i walk over but it does keep reoccuring on the same tiles over and over again.
Could it be an issue that some parts of my maps are literal copys of other parts?