Ryex's Weapons Unleash Skills
Authors: Ryex
Version: 1.22
Type: Weapon Add-On System
Key Term: Battle Add-on
IntroductionImplements 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
(http://img22.imageshack.us/img22/7628/unleashsystem.jpg)
DemoMedia Fire (http://www.mediafire.com/?jizdzo0wtgn)
Script
#=============================================================================
#
# ** 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
#=============================================================================
#
# ** 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
InstructionsIn Script
Compatibilitynone know
May not work with old save games
works with all target scopes
Credits and Thanks
Author's NotesWow this was WAY easer than I though it would be
Enjoy and post any bugs!
Rye the $data_weapons thing wont work without modding module RPG
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
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
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>
#=============================================================================
#
# ** 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 = $data_skills[@active_battler.current_action.skill_id]
@status_window.refresh
# Show skill name on help window
@help_window.set_text(@active_battler.name+"'s Weapon Unleashes "+@skill.name, 1)
# Set animation ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# Set command event ID
@common_event_id = @skill.common_event_id
# Set target battlers
set_target_battlers(@skill.scope)
# Apply skill effect
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
else
ryex_WUS_SBattle_make_skill_action_result_later
end
end
end
I added the easy configure in there.
I dont get how it'd be longer its really easy.
ok I see how this is simpler from a logic point of view but not speed or space
Its completely up to you I was just trying to help make it easier is all. :^_^':
Quote from: Ryexander on May 11, 2009, 12:24:20 am
ok I see how this is simpler from a logic point of view but not speed or space
by using the case/when it keeps all the config and such in one place, it also doesn't require that you make two new variables per weapon, which take up more memory and don't work significantly faster than going through a case/when.
Also, it puts code in less classes (no more game_system) which can help keep the code sleeker and more compatible with other scripts that may also modify the same classes.
lastly, it's just as easy for someone to understand how to configure a case/when, if not a little easier, because the syntax is clear and is almost pseudocode. "when 1 then return 5" sounds like english whereas "$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.
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. ^_^"
anybody going to use this?
I can't say whether or not I will use this, but this is cool.
Think this works with Blizz-ABS?
Might use it if it does... lol
I really like it, I do.
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.
It seems like when you block, you can do a Unleash skill instead. I think that should be removed.
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!?
yup thats exactly what it does.
Then this is AWESOME!! =D
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!
love the script... it should be a must have in RMXP itself :P
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?
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.
#=============================================================================
#
# ** 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.
Looks alright to me on first sight. You should just add a return before "ryex_WUS_Map_Actor_use_skill_latter(skill)".
there is a return it's at the bottom of the if @battles.unleash statment right before the else
Yes, but you need to return the original result as well in case the skill doesn't work.
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.
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.
how awesome would it be if there was a whole golden sun script set?
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.
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
fair enough for me! XD
Hey Ryexander! I'm gonna use this script too. It's awesome. :D
Keep up the good work ok? ;)
Power up!
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?)
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?
Sent you the demo via PM. Thanks again for the help!
I knew I couldn't be something big. fixed version posted.
Still a bit buggy, I sent another PM with the details and a demo.
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
Thanks for fixing it! Really useful script!
*levels up!*
BABS version doesn't work with 2.7... Not glitching up, but not unleashing anything either.
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...?
you would need both scripts but you only need to configure the one that is closer to the bottom of the script editer.
Ok, thanks.
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)
that is a completely different system in terms of how it would be implemented, if you really want something like it make a request
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.
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.
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! ^_^
Is this compatible with Cogwheel's RTAB?
Coz i get an error whenever i paste this script in the game I'm making
no it isn't. and I don't have time to make a version that would. sorry.
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
First thing, are your scripts in the right order (http://forum.chaos-project.com/index.php/topic,23.0.html)?
I think the use_skill and use_item methods were changed. It sounds like there are too many arguments being called.
Quote from: ForeverZer0 on April 20, 2011, 01:08:41 am
First thing, are your scripts in the right order (http://forum.chaos-project.com/index.php/topic,23.0.html)?
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...
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
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])
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
Well if there are any more issues, we'll try and help. :)
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.
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
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:
(http://img94.imageshack.us/img94/6702/weaponunleashskills.png)
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.
Have you tried putting it over/under Blizz-ABS? Maybe your script order is messing up things.
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.
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 ?