[XP] Tons of Add-ons

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

Previous topic - Next topic

Calintz

Cool, cool ...
Have you ever played Dragonquest VIII??

Do you think you could add the "hyper / focus / tense up" feature thing to tons??

Blizzard

Haven't played it. What does it do?
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.

Cid

October 20, 2009, 06:38:15 am #542 Last Edit: October 20, 2009, 06:47:09 am by Cid
Psyche Up. It's basically a "charge" type ability that can stack with itself up to four times to increase the damage dealt/HP healed by attacks and skills. I don't know the exact multipliers, but it seems to be something like:

First Psyche Up = x2
Second Psyche Up = x3
Third Psyche Up = x5
Fourth Psyche Up = x7

Your stored "tension" will disappear as soon as you break the chain of Psyche Ups, or if an enemy uses a skill that dispels it. The one exception is if you use a skill that isn't affected by the multipliers (ie: Full Heal, which heals 100% HP no matter what).

Also, in DQVIII you only have a chance of increasing to level 4 tension each time you attempt a Psyche Up. If you fail it will simply remain at level 3.

Blizzard

*points the Chain Status Effects*
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.

Calintz

Oooh, you're a sneaky little bastard Blizzard!! XD

Xelias

Can I suggest a new version for your Blue Magic, both via Skills and Status ?

Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blue Magic via Status Effect by Blizzard and edited by Xelias
# Version: 1.1
# Type: Skill Learning Status Effect
# Date: 02.11.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#   This actor will learn the enemy's skill he was attacked with while this
#   status effect is inflicted. If an actor is inflicted with more than one
#   "learning" status effect at the same time, every one of them contributes
#   to the chance of learning the skill.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

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

module BlizzCFG
 
  def self.blue_states(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Blue Status Database
#   
#   Set up the database below using following template:
#   
#     when STATE_ID then return [CHANCE, GROUP_1, GROUP_2, ...]
#     
#   STATE_ID - the state ID in the database
#   CHANCE   - the probability in % that the skill will be learned
#   GROUP    - "class" from which skills can be learned
#   
#   Every status effect that is not defined here has a chance of 0% to make the
#   attacked actor learn the skill of the attacker. Depending on the state,
#   only enemies', actors' or both groups' skills can be learned. Add one or
#   more of the following classes after the probability factor:
#     
#     Game_Enemy - represents enemies
#     Game_Actor - represents actors
#   
#   Keep in mind that you need at least one group from which skills can be
#   learned.
#
#   LEARNING_SKILL_IDS - include any IDs of Skills that can be learned by Blue Magic and separate them with
#                      commas (i.e. [20, 21]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 27 then return [100, Game_Enemy] # 50% chance to learn from enemies
    when 28 then return [10, Game_Actor, Game_Enemy] # 10% chance to learn from enemies or actors
    when 29 then return [20, Game_Actor] # 20% chance to learn from actors
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Blue Status Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    end
    return [0]
  end
 
end

LEARNING_SKILLS_IDS = [20,21]

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias skill_effect_bluestatus_later skill_effect
  def skill_effect(user, skill)
    if $game_system.BLUE_MAGIC_STATUS && self.is_a?(Game_Actor)
      @states.each {|id|
          data = BlizzCFG.blue_states(id)
          if data.size > 1 && rand(100) < data[0] &&
              data[1, data.size-1].include?(user.class)
if LEARNING_SKILLS_IDS.include?(skill.id)
            learn_skill(skill.id)
            break
          end
            end}
    end
    return skill_effect_bluestatus_later(user, skill)
  end
 
end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blue Magic via Skill by Blizzard and edited by Xelias
# Version: 1.6
# Type: Skill Learning Skill
# Date: 14.11.2006
# Date v1.6: 02.11.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#   This actor will learn one of the target's skills. Making this skill target
#   all allies/enemies, ONLY ONE SKILL WILL BE LEARNED FROM A RANDOM TARGET!
#   Make the skill do no damage to the target and use the hit rate to determine
#   the success chance of the skill.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

BLUE_MAGIC_IDS = [65] # add any Skill IDs and separate them with commas
BLUESKILLS_SKILLS_IDS = [66] #add any Skill IDS of skills that can be learned via BM Skills.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

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

class Scene_Battle
 
  alias make_skill_action_result_blue_later make_skill_action_result
  def make_skill_action_result(battler = nil, plus_id = nil)
    if battler == nil
      make_skill_action_result_blue_later
      battler, targets = @active_battler, @target_battlers
    elsif plus_id == nil
      make_skill_action_result_blue_later(battler)
      targets = battler.target
    else
      make_skill_action_result_blue_later(battler, plus_id)
      targets = battler.target
    end
    if $game_system.BLUE_MAGIC_SKILL &&
        BLUE_MAGIC_IDS.include?(battler.current_action.skill_id)
      targets.each {|target| target.damage = nil}
      target = targets[rand(targets.size)]
      if rand(100) < $data_skills[battler.current_action.skill_id].hit
        if target.is_a?(Game_Enemy)
          ids = []
          target.actions.each {|act| ids.push(act.skill_id) if act.kind == 1}
        elsif target.is_a?(Game_Actor)
          ids = target.skills.clone
        end
        if ids.size > 0
          skill = $data_skills[ids[rand(ids.size)]]
          if battler.skills.include?(skill.id)
            target.damage = "#{skill.name} known"
          else
           if BLUESKILLS_SKILLS_IDS.include?(skill.id)
            battler.learn_skill(skill.id)
            target.damage = "#{skill.name} learned"
            end
          end
        else
          target.damage = 'None available'
        end
      else
        target.damage = 'Miss'
      end
    end
  end
   
end


Now you can choose which skills you can learn via Skills/Status. Of course, you can setup different learnable. skills for Skills and Status. Is it worth an update ?



My sprites
Kuja Tales of the World style :

Blizzard

I'll just leave it as it is.
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.

Xelias



My sprites
Kuja Tales of the World style :

X-Law

Hey
Long time since the last time i posted in this forums lol. But now i'm back (just a little XD)
Well, i was testing this and found a glitch. Is in one of the oldest script in Toons (i think). The Death Toll one. Testing the variable values with F9, the variable assigned for every actor works well as far as i know, but the main variable for defeated enemy is the one that glitch. If you enter a battle and then escape if you look at the variable you can see it count as if you defeated the enemies. This can generate a way of statboosting if you want to give treasures (or something) to the player when he defeats X number of enemies  :naughty: xDDDD.
It's easy to understand isn't it? You fight Ghostx2 while variable "Death Toll" is 0, then in anytime during the battle you escape selecting "escape" (obviously XDD) and then.. oh! look! now the variable "Death Toll" has a new value "2".
(Yeah i like to put everything as examples lol)

AlbatrosStorm is on sale now!

Blizzard

I'll take a look at that. I made it years ago in 5 minutes so it's possible that I made a mistake. Funny that nobody ever noticed.
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.

X-Law

Thanks!
I like to test everything that interest me ^^. That's why i couldn't test untill now, cuz is now when i'm inserting scripts in my game. (something similar happened with your RO Job/Skill system when nobody noticed that enemies couldn't use skills. Then i came to report that error lol. At least i'm good at testing (instead of scripting  :(). It's usual that we just look at the script functionallity but didn't test it that's why things like this happens  :P

AlbatrosStorm is on sale now!

Holyrapid

Quick question about the centered battlers script. With how many party members does it work properly with? So, will it look good if i had it on, and then went to a fight with five guys in my party?

Blizzard

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.

Holyrapid

I guess i´ll have to just use four members...

Blizzard

Or change the script. It's like a few lines of editing.
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.

Holyrapid

I´m getting an error with TONS part 2 when i try to reset using F12. Been getting it for some time, and dicided to see what causes it, and it looks like tons is colliding with itself, because i moved all other scripts after it under main. The problem appears to be something with font override. I´ll give you a pic of the error messge.
My error: ShowHide

So, what causes this, and how do i fix it? And Font override isn´t even on, and it still gives me that error.

Blizzard

Normal F12 crash. Just get the F12 fix. It's something Enterbrain messed up with RMXP and it can't be fixed.
The general problem with F12 is that instead of resetting the entire application, the scripts stay untouched. If you have used an alias anywhere, RMXP will do the alias again and on first occasion where the aliased method should be called, the crash happens.
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.

Holyrapid

December 04, 2009, 04:34:52 am #557 Last Edit: December 04, 2009, 04:39:52 am by Pyhankoski
Oh, ok. Well, thanks. It´s good to know that it´s not something with Tons, or i´ve got a messed up version of RMXP. I´ll go get the patch now.
Except, that the site has apparently moved. (or was it RMXP.org that became HBgames...?) So, if anyone has this, please send me a download link via PM or something.

Blizzard

It was RMXP.org that became HBgames.

I thought Zeriab or me posted his F12 fix here. O_o
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.

Holyrapid

Well, i´ll give it a better look, but at least the search didn´t find it when i used F12 as the search prhase.