[XP] Ryex's Weapons Unleash Skills

Started by Ryex, May 11, 2009, 12:08:10 am

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Ryex

May 11, 2009, 12:08:10 am Last Edit: November 18, 2014, 08:39:18 pm by KK20
Ryex's Weapons Unleash Skills
Authors: Ryex
Version: 1.22
Type: Weapon Add-On System
Key Term: Battle Add-on



Introduction

Implements a Unleash system like the one found in Golden sun



Features


  • Allows Weapons to have a chance to "Unleash" skills from the database
  • Customizable unleash rates/chance to unleash for every weapon



Screenshots

Spoiler: ShowHide






Demo

Media Fire



Script

Spoiler: ShowHide


#=============================================================================
#
# ** Ryex's Weapons Unleash Skills
#
#-----------------------------------------------------------------------------
#
# By Ryex
# V 1.22
#
#-----------------------------------------------------------------------------
#
# Features
#
#  * Allows Weapons to have a chance to "Unleash" skills from the database
#  * Customizable unleash rates / chance to unleash for every weapon
#
#  
#
#-----------------------------------------------------------------------------
#
# Instructions
#
# Place in a new script above main then fill out the Configuration.
#
#==============================================================================
module RPG
 class Weapon
   def unleash_id
     case self.id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration for the skills weapons unleash
# Use when <WeaponID> then return <ID of Unleash skill>
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then return 7
when 5 then return 10
when 25 then return 19
when 29 then return 22
#add new lines here
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     end
     return 0
   end
 
   def unleash_chance
     case self.id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration for unleash chance.
# this must be filled out other wise weapons will NEVER unleash
# Use when <WeaponID> then return <% chance of unleash (a # 0 - 100)>
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then return 100
when 5 then return 50
when 25 then return 25
when 29 then return 75
#add new lines here
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     end
     return false
   end
 end
end
 
class Game_BattleAction
 
 attr_accessor :unleash
 
 alias ryex_WUS_GBattleAction_clear_later clear
 def clear
   @unleash = false
   ryex_WUS_GBattleAction_clear_later
 end
 
 
end

class Scene_Battle

 alias ryex_WUS_SBattle_update_phase4_step2_later update_phase4_step2
 def update_phase4_step2
   if @active_battler.is_a?(Game_Actor)
     if @active_battler.current_action.basic == 0
       unless @active_battler.weapon_id == 0 || $data_weapons[@active_battler.weapon_id].unleash_chance == false
         if rand(100) <= ($data_weapons[@active_battler.weapon_id].unleash_chance)
           @active_battler.current_action.kind = 1
           @active_battler.current_action.skill_id = $data_weapons[@active_battler.weapon_id].unleash_id
           @active_battler.current_action.unleash = true
         else
           @active_battler.current_action.unleash = false
         end
       else
         @active_battler.current_action.unleash = false
       end
     end
   end
   ryex_WUS_SBattle_update_phase4_step2_later
 end
 
 alias ryex_WUS_SBattle_make_skill_action_result_later make_skill_action_result
 def make_skill_action_result
   if @active_battler.current_action.unleash == true
     # Get skill
     @skill = $data_skills[@active_battler.current_action.skill_id]
     @active_battler.current_action.unleash = false
     @status_window.refresh
     # Show skill name on help window
     @help_window.set_text(@active_battler.name+"'s Weapon Unleashes "+@skill.name, 1)
     # Set animation ID
     @animation1_id = @skill.animation1_id
     @animation2_id = @skill.animation2_id
     # Set command event ID
     @common_event_id = @skill.common_event_id
     # Set target battlers
     set_target_battlers(@skill.scope)
     # Apply skill effect
     for target in @target_battlers
       target.skill_effect(@active_battler, @skill)
     end
   else
     ryex_WUS_SBattle_make_skill_action_result_later
   end
   @active_battler.current_action.unleash = false
 end
 
end



Use the below version if you use Blizz ABS
BABS version: ShowHide


#=============================================================================
#
# ** Ryex's Weapons Unleash Skills BABS version
#
#-----------------------------------------------------------------------------
#
# By Ryex
# V 1.01
#
#-----------------------------------------------------------------------------
#
# Features
#
#  * Allows Weapons to have a chance to "Unleash" skills from the database
#  * Customizable unleash rates / chance to unleash for every weapon
#
#  
#
#-----------------------------------------------------------------------------
#
# Instructions
#
# Place in a new script above main then fill out the Configuration.
#
#==============================================================================
module RPG
 class Weapon
   def unleash_id
     case self.id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration for the skills weapons unleash
# Use when <WeaponID> then return <ID of Unleash skill>
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then return 7
#add new lines here
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     end
     return 0
   end
 
   def unleash_chance
     case self.id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration for unleash chance.
# this must be filled out other wise weapons will NEVER unleash
# Use when <WeaponID> then return <% chance of unleash (a # 0 - 100)>
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then return 50
#add new lines here
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     end
     return false
   end
 end
end
 
class Game_Actor < Game_Battler
 
 attr_accessor :unleash
 
 alias ryex_WUS_GActor_init_later initialize
 def initialize(actor_id)
   @unleash = false
   ryex_WUS_GActor_init_later(actor_id)
 end
 
 
end

class Map_Actor < Map_Battler

 def use_attack
   unless @battler.weapon_id == 0 || $data_weapons[@battler.weapon_id].unleash_chance == false
     if rand(100) <= ($data_weapons[@battler.weapon_id].unleash_chance)
       use_skill($data_skills[$data_weapons[@battler.weapon_id].unleash_id])
       @battler.unleash = true
     end
   end
   return super
 end
 
 alias ryex_WUS_Map_Actor_use_skill_latter use_skill
 
 def use_skill(skill)
   #if this skill in a waepon unleash
   if @battler.unleash
     @battler.unleash = false
     # remove last hpdamage and spdamage values
     @battler.hpdamage = @battler.spdamage = 0
     # execute skill
     result = $BlizzABS.skillitem_process(self, skill)
     # if used and not charging up
     if result
       # call common event
       common_event_call(skill)
       # set usage animation
       set_usage_animation(skill)
       # set up user damage display if necessary
       user_damage_display
       # reset action
       self.reset_action
       # if using skill sprites for this type of battler
       if BlizzABS::Config::A_SKILL_SPRITES
         # setup sprite extension with ID
         setup_sprites("_skl#{skill.id}")
       else
         # setup sprite extension
         setup_sprites('_skl')
       end
     end
     # used or charging
     return (result || charging?)
   else
     ryex_WUS_Map_Actor_use_skill_latter(skill)
   end
 end

end





Instructions

In Script


Compatibility

none know
May not work with old save games
works with all target scopes



Credits and Thanks


  • Ryex



Author's Notes

Wow this was WAY easer than I though it would be

Enjoy and post any bugs!
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G_G

Rye the $data_weapons thing wont work without modding module RPG

Ryex

May 11, 2009, 12:11:45 am #2 Last Edit: May 11, 2009, 12:13:15 am by Ryexander
It work trust me I've tried it

oh and
Quote

module RPG
 
  class Weapon
   
    attr_accessor :unleash_id
    attr_accessor :unleash_chance
   
    alias ryex_WUS_MWeapon_init_later initialize
    def initialize
      ryex_WUS_MWeapon_init_later
      @unleash_id = 0
      @unleash_chance = false
    end
   
  end
 
end


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G_G

I didnt realize you had put the module RPG in there sorry  :shy:

and in the other topic I was showing you another way to setup config that way people dont ahve to type up
$data_weapons


  • they can just use this

    module RPG
     
      class Weapon
       
        def unleash_id
          case id
          when 1 then return 2
          end
          return 1
        end
       
        def unleash_chance
          case id
          when 1 then return 100
          end
          return 50
        end
       
      end
     
    end


    That way people dont have to type up the long $data_weapons
    its a simple
    when x then return y

Ryex

May 11, 2009, 12:18:41 am #4 Last Edit: May 11, 2009, 12:21:27 am by Ryexander
but then they have to type longer

When <Weapon_Id> then return <Unleash chance or Skill_ID>

as opposed to
$data_weapons.unleash_id = <ID>


I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

G_G

Spoiler: ShowHide
#=============================================================================
#
# ** Ryex's Weapons Unleash Skills
#
#-----------------------------------------------------------------------------
#
# By Ryex
# V 1.00
#
#-----------------------------------------------------------------------------
#
# Features
#
#  * Allows Weapons to have a chance to "Unleash" skills from the database
#  * Customizable unleash rates / chance to unleash for every weapon
#
#   
#
#-----------------------------------------------------------------------------
#
# Instructions
#
# Place in a new script above main then fill out the Configuration.
#
#==============================================================================

module RPG
 
  class Weapon
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    def unleash_id
      case id
      # Use
      # when weapon_id then return skill_id
      when 1 then return 2
      end
      return 1
    end
   
    def unleash_chance
      case id
      # Use
      # when weapon_id then return chance
      when 1 then return 100
      end
      return 50
    end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   
  end
 
end
class Game_BattleAction
 
  attr_accessor :unleash
 
  alias ryex_WUS_GBattleAction_clear_later clear
  def clear
    @unleash = false
    ryex_WUS_GBattleAction_clear_later
  end
 
 
end

class Scene_Battle

  alias ryex_WUS_SBattle_update_phase4_step2_later update_phase4_step2
  def update_phase4_step2
    if @active_battler.is_a?(Game_Actor)
      unless $data_weapons[@active_battler.weapon_id].unleash_chance == false
        if rand(100) <= ($data_weapons[@active_battler.weapon_id].unleash_chance)
          @active_battler.current_action.kind = 1
          @active_battler.current_action.skill_id = $data_weapons[@active_battler.weapon_id].unleash_id
          @active_battler.current_action.unleash = true
        end
      end
    end
    ryex_WUS_SBattle_update_phase4_step2_later
  end
 
  alias ryex_WUS_SBattle_make_skill_action_result_later make_skill_action_result
  def make_skill_action_result
    if @active_battler.current_action.unleash == true
      # Get skill
      @skill = $data_skills[@active_battler.current_action.skill_id]
      @status_window.refresh
      # Show skill name on help window
      @help_window.set_text(@active_battler.name+"'s Weapon Unleashes "+@skill.name, 1)
      # Set animation ID
      @animation1_id = @skill.animation1_id
      @animation2_id = @skill.animation2_id
      # Set command event ID
      @common_event_id = @skill.common_event_id
      # Set target battlers
      set_target_battlers(@skill.scope)
      # Apply skill effect
      for target in @target_battlers
        target.skill_effect(@active_battler, @skill)
      end
    else
      ryex_WUS_SBattle_make_skill_action_result_later
    end
  end
 
end


I added the easy configure in there.
I dont get how it'd be longer its really easy.

Ryex

ok I see how this is simpler from a logic point of view but not speed or space
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

G_G

Its completely up to you I was just trying to help make it easier is all.  :^_^':


tSwitch

May 11, 2009, 09:02:03 am #8 Last Edit: May 11, 2009, 09:55:53 am by Elite Four NAMKCOR
Quote from: Ryexander on May 11, 2009, 12:24:20 am
ok I see how this is simpler from a logic point of view but not speed or space


by using the case/when it keeps all the config and such in one place, it also doesn't require that you make two new variables per weapon, which take up more memory and don't work significantly faster than going through a case/when.

Also, it puts code in less classes (no more game_system) which can help keep the code sleeker and more compatible with other scripts that may also modify the same classes.

lastly, it's just as easy for someone to understand how to configure a case/when, if not a little easier, because the syntax is clear and is almost pseudocode.  "when 1 then return 5" sounds like english whereas "$data_weapons[1].unleash_id = 5" can look pretty cryptic to noncoders.

edit:
oh and I forgot, you'd have to call $data_weapons.unleash_id(id) rather than $data_weapons[id].unleash_id, but that's not a significant difference tbh.


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Ryex

May 11, 2009, 03:30:18 pm #9 Last Edit: May 11, 2009, 08:36:16 pm by Elite Four Aqua
Alright I relent.

Script updated win new config :P

Edit:
Important UPDATE  I found Two rather huge bugs and promptly fixed then with three lines of code..


Aqua's Note:
Don't double post within 24 hours.  A simple edit to your post would have automatically bumped this. ^_^"
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Ryex

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Calintz

I can't say whether or not I will use this, but this is cool.

Aqua

Think this works with Blizz-ABS?

Might use it if it does... lol

Calintz


Ryex

June 11, 2009, 07:20:38 pm #14 Last Edit: June 11, 2009, 07:26:38 pm by Ryexander
Quote from: Aqua on June 11, 2009, 06:05:28 pm
Think this works with Blizz-ABS?

Might use it if it does... lol

that would be a bit more complex as skills work differently in Babs, but I could work on it you you want. and it would be a bit weird (i think) if you were swinging you sword about and fire balls randomly fly out... come to think of it that would be AWESOME!
I would have to make a babs only version i think.
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Kagutsuchi

It seems like when you block, you can do a Unleash skill instead. I think that should be removed.

Calintz

So, is this kinda like in Final Fantasy Tactics, when you hit someone with a flame rod as a regular attack, and the rod casts magic all by itself!?

G_G


Calintz


Ryex

Quote from: Kagutsuchi on June 12, 2009, 11:26:41 am
It seems like when you block, you can do a Unleash skill instead. I think that should be removed.


caused by a typo

UPDATED TO V1.22!
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Jackolas

love the script... it should be a must have in RMXP itself :P

Ryex

ok i'm looking at Blizz ABS thinking about creating a BABS version of this script

correct me if I'm wrong but all i need to do is


class Map_Actor < Map_Battler

  def use_attack
      unless $data_weapons[@battler.weapon_id].unleash_chance(@battler.weapon_id) == false
        if rand(100) <= ($data_weapons[@battler.weapon_id].unleash_chance(@battler.weapon_id))
            use_skill($data_skills[$data_weapons[@battler.weapon_id].unleash_id(@battler.weapon_id])
        end
      end
    super
  end

end       

and then a slight mod of use skill to remove sp cost and other things if it is an unleash. am I correct?
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Blizzard

Yes. But you additionally need to return the result from the superclass method and you might want to skip executing the attack at all. It's up to you, though.
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Ryex

BABS Script Version: ShowHide


#=============================================================================
#
# ** Ryex's Weapons Unleash Skills BABS version
#
#-----------------------------------------------------------------------------
#
# By Ryex
# V 1.00
#
#-----------------------------------------------------------------------------
#
# Features
#
#  * Allows Weapons to have a chance to "Unleash" skills from the database
#  * Customizable unleash rates / chance to unleash for every weapon
#
#  
#
#-----------------------------------------------------------------------------
#
# Instructions
#
# Place in a new script above main then fill out the Configuration.
#
#==============================================================================
module RPG
 class Weapon
   def unleash_id(id)
     case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration for the skills weapons unleash
# Use when <WeaponID> then return <ID of Unleash skill>
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then return 7
when 5 then return 10
when 25 then return 19
when 29 then return 22
#add new lines here
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     end
     return 0
   end
 
   def unleash_chance(id)
     case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration for unleash chance.
# this must be filled out other wise weapons will NEVER unleash
# Use when <WeaponID> then return <% chance of unleash (a # 0 - 100)>
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 1 then return 100
when 5 then return 50
when 25 then return 25
when 29 then return 75
#add new lines here
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     end
     return false
   end
 end
end
 
class class Game_Actor < Game_Battler
 
 attr_accessor :unleash
 
 alias ryex_WUS_GActor_init_later initialize
 def initialize(actor_id)
   @unleash = false
   ryex_WUS_GActor_init_later(actor_id)
 end
 
 
end

class Map_Actor < Map_Battler

 def use_attack
   unless $data_weapons[@battler.weapon_id].unleash_chance(@battler.weapon_id) == false
     if rand(100) <= ($data_weapons[@battler.weapon_id].unleash_chance(@battler.weapon_id))
       use_skill($data_skills[$data_weapons[@battler.weapon_id].unleash_id(@battler.weapon_id])
       @battler.unleash = ture
     end
   end
   return super
 end
 
 alias ryex_WUS_Map_Actor_use_skill_latter use_skill
 def use_skill(skill)
   #if this skill in a waepon unleash
   if @battler.unleash
     @battler.hpdamage = @battler.spdamage = 0
     # call common event
     common_event_call(skill)
     # set usage animation
     set_usage_animation(skill)
     # set up user damage display if necessary
     user_damage_display
     # reset action
     self.reset_action
     # if using skill sprites for this type of battler
     if BlizzABS::Config::A_SKILL_SPRITES
       # setup sprite extension with ID
       setup_sprites("_skl#{skill.id}")
     else
       # setup sprite extension
       setup_sprites('_skl')
     end
     @battler.unleash = false
     return true
   else
     ryex_WUS_Map_Actor_use_skill_latter(skill)
   end
 end

end



I'm not quite sure if this works as I haven't tested it. dose it look right to you Blizz? 
if some one can verify that it works i'll add it to the main post.
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Blizzard

Looks alright to me on first sight. You should just add a return before "ryex_WUS_Map_Actor_use_skill_latter(skill)".
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Ryex

there is a return it's at the bottom of the if @battles.unleash statment right before the else
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Blizzard

Yes, but you need to return the original result as well in case the skill doesn't work.
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Ryex

June 19, 2009, 08:59:09 pm #27 Last Edit: June 19, 2009, 09:02:27 pm by Ryexander
what original result? the why i set it up it will return true if it @battler.unleash it true otherwise it will run like normal and there is no other result to return because ryex_WUS_Map_Actor_use_skill_latter(skill) will return the result of a normal skill use.
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Blizzard

Yeah, right, you might not want that. Well, basically what I am saying is that you should return the result of the original method. But as you said, you probably don't need it in this case.
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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.

Sally

how awesome would it be if there was a whole golden sun script set?

Ryex

Quote from: Sally on June 20, 2009, 01:45:39 am
how awesome would it be if there was a whole golden sun script set?

Very

So any one tried the Blizz ABS version yet? like Aqua? I'm fairly sure that Aqua said s/he would use it if there was a Blizz ABS version.
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Aqua

Girl! XD

And um... I'm focusing on the Boss Battle Competition, and that can't use an ABS...
I'll try the Blizz-ABS version when I go back to another of my projects XD

Ryex

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Shining Riku

Hey Ryexander! I'm gonna use this script too. It's awesome.  :D
Keep up the good work ok?  ;)

Power up!

This Side Backwards

Really useful script that I'm hoping to use, unfortunately, the Blizz ABS version isn't working... There are a few syntax errors and a little typo, (ture instead of true).

Great idea with the script though, hope it can be fixed! Oh one more thing, does the script bypass the attack? (When you unleash the skill, do you still swing/shoot you weapon?)

Ryex

truth be told I never got a chance to test the system with babs, could you upload a demo with the problems so I can test it and get rid of bugs for you?
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This Side Backwards

Sent you the demo via PM. Thanks again for the help!

Ryex

I knew I couldn't be something big. fixed version posted.
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This Side Backwards

Still a bit buggy, I sent another PM with the details and a demo.

Ryex

ok I've got it fully working now thanks for trying it out and not going away when it didn't work.  :P
check first post
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This Side Backwards

November 08, 2009, 09:27:57 pm #40 Last Edit: December 04, 2009, 02:27:48 am by Sourseb
Thanks for fixing it! Really useful script!
*levels up!*

This Side Backwards

BABS version doesn't work with 2.7... Not glitching up, but not unleashing anything either.

Holyrapid

Hey, uh a small question. I´m using in my game, both the regular battle system, and BABS, and i was wondering would it be possible for me to use this in my game aswell? Do i need to use both version, confirgure them both the same, etc...?

Ryex

you would need both scripts but you only need to configure the one that is closer to the bottom of the script editer.
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Holyrapid


Lanzer

hi, sorry for necroposting
but i was thinking if you can make it compatible with armors
kindda ( when "x" armor is equiped you have a "x" chance to do "asd" when struck in combat, cast a spell or use a physical skill, etc)




Ryex

that is a completely different system in terms of how it would be implemented, if you really want something like it make a request
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Shining Riku

Sorry for necroposting...

I love this script, but the BABS version has a few odd things it does that aren't good.

So far I've noticed that it causes the user of any unleashing weapon, let's say Actor 1, to stop consuming MP when using skills. If Actor 1 doesn't use any unleashing weapons he's fine, but once he uses one he stops using MP for his skills. Also if the skill is magic, if he has a state inflicted on him that should prevent him from using magic he can use it anyways. I can remove the weapon and this will not change. Other actors are fine unless if they start using the weapons as well and then they're in the same condition.

Do you know what might cause this? I don't know if these are just freak bugs i'm getting because of all the scripts I have, but I can't figure out why these issues would appear either. Any insight you can offer me will help tremendously.

Ryex

sorry, I was a indroit and forgot to turn the unleash state off. thus after a unleash skill was used all skills were considered unleashes. fixed now.

all your problems are now fixed. sorry again.
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Shining Riku

Hey, don't be hard on yourself. It's a great script, and i'm glad you were able to fix the problem so easily!

Thank you so much! ^_^

mafioso

Is this compatible with Cogwheel's RTAB?
Coz i get an error whenever i paste this script in the game I'm making

Ryex

no it isn't. and I don't have time to make a version that would. sorry.
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karldaylo

Hello Sir,

This Script is really a useful plugin for my game

there's only one problem im havin within this...

i use BLIZZ-ABS version 2.84

and eveytime the character unleashed the skill (it worked perfectly at the moment where to unleash the skill)
but after it is about to unleasshed.. this error pop outs:
*script 'Blizz-ABS Script Part 3' Line 7225: ArgumentError occured.
wrong number of arguments(2 for 1)*

i looked out the problem but i have no idea what could be the bug (im still a newbie programmer)

i didnt configure the script yet (i uses the BABS version of your script) im about to test it but then... that error shows up

heres the part of the bliss abs script
if targets != false
      # set the target
      $game_player.ai.target = targets[0]
      # use skill or item
      case $game_temp.select_data[0]
      when RPG::Skill then $game_player.use_skill($game_temp.select_data[0], true)
      when RPG::Item then $game_player.use_item($game_temp.select_data[0], true)
      end
    end


the
Quotewhen RPG::Skill then $game_player.use_skill($game_temp.select_data[0], true)
part is the line 7225th

i tried configuring the class(of my main character) to fire type.. as well the weapon current;y equiped

respond will be trully appriciated...

thanks
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ForeverZer0

I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

G_G

I think the use_skill and use_item methods were changed. It sounds like there are too many arguments being called.

karldaylo

Quote from: ForeverZer0 on April 20, 2011, 01:08:41 am
First thing, are your scripts in the right order?


yes indeed

at first i tried putting it below blizz abs, next the whole other script and exactly above main's, and lastly i tried it before blizz abs (and different error occured)

additional information bout my script i inputed:
Quote
1 universal mesage system by ccoa
2 MOG_Location_Name V2.3
3 MOG - I Hud 1.0  
4 Blizz-ABS by Blizzard and winkio v2.84 (3 parts coordinately)
5 Ryex's Weapons Unleash Skills BABS version
6 Game Data Reloader by Blizzard
7 Blizz ABS Damage Sprite
8 Mouse Controller by Blizzard
9 ritical for Blizz-ABS by Blizzard
10 EXP in HUD for Blizz-ABS by Blizzard
11 Save File System by shdwlnk1993

the exact order of script as mentioned above...
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karldaylo

Quote from: game_guy on April 20, 2011, 01:13:46 am
I think the use_skill and use_item methods were changed. It sounds like there are too many arguments being called.


i dont follow... what should i do for it to work?
thank you sir for responding :D
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G_G

These lines here
when RPG::Skill then $game_player.use_skill($game_temp.select_data[0], true)
      when RPG::Item then $game_player.use_item($game_temp.select_data[0], true)


Not sure if this will work or not so don't count on it, but replace them with this
when RPG::Skill then $game_player.use_skill($game_temp.select_data[0])
      when RPG::Item then $game_player.use_item($game_temp.select_data[0])

karldaylo

Quote from: game_guy on April 20, 2011, 01:26:48 am
These lines here
when RPG::Skill then $game_player.use_skill($game_temp.select_data[0], true)
      when RPG::Item then $game_player.use_item($game_temp.select_data[0], true)


Not sure if this will work or not so don't count on it, but replace them with this
when RPG::Skill then $game_player.use_skill($game_temp.select_data[0])
      when RPG::Item then $game_player.use_item($game_temp.select_data[0])



THE SCRIPT PERFECTLY WORKED WELL (asside from me forgetting make a sprite of _skl1 for using the skill XD)

THANK YOU VERY MUCH... i really do appreciate this help...

althou theres one thing bugging me.... are any compatibility issue will held in future bcoz the abs script were modded (or simply deleting two arguments "true") :)..

thanks anyways... il report whatever error may poped out regarding this script.. thanks
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G_G

Well if there are any more issues, we'll try and help. :)

Ryex

wow, how I miss this topic being replayed to I don't know. I don;t really have time to look into the Blizz ABS scripts right now and see if that will be a fix for ever but if you have more errors with a BABS version I'll take a look.
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karldaylo

bug repport:

error when the character has no weapon... XD

it can be fixed by giving a wepon to the character, but i just wanted to report this.. since its a bug XD
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Magus

June 13, 2011, 03:40:44 pm #62 Last Edit: June 13, 2011, 04:14:02 pm by Magus
Sorry, but this just doesn't work for Blizz-abs.  No matter what I do, I get this error. I deleted this. It appeared to be an awesome script, perfect for my game, Generations (Since the bosses I created have a lot of characteristics and HP) but look at this:
Spoiler: ShowHide


That error occurs whenever the skills is being executed.

Edit:  after reinstalling it, trying the orders, etc, it still doesn't work. In fact, it completely stopped working, so I'm going to leave it as "Not compatible with blizz-abs 2.84 in my book"  I'll just try something else. But, this script does appear to be awesome, so other users out there don't give up on it.
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Blizzard

Have you tried putting it over/under Blizz-ABS? Maybe your script order is messing up things.
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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.

Ryex

That error looks like it it could be caused by the arguments of a method changing between versions of Babs. I'll look into it and fix the no weapon glitch while I'm at it.
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TrueCynder

Hey sorry for pushing the topic but i got a bug report and a question

1) If a player doesnt have a weapon equipt it will crush

2) is there a way the script could ask to unleash the skill ?
or could it happen in additon to a normal attack so that actor pretty much attacked twice in that turn ?