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1
RMXP Script Database / Re: [XP] Tons of Add-ons
Last post by KK20 - June 26, 2022, 08:39:02 pm
Quote from: Blizzard on June 26, 2022, 05:16:47 pmDo I need to fix anything on my end in the original script?
I think only the targets.any? fix. If the user is unable to use the skill in make_skill_action_result, the alias still returns an empty list of targets, I think.
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RMXP Script Database / Re: [XP] Tons of Add-ons
Last post by Blizzard - June 26, 2022, 05:16:47 pm
Do I need to fix anything on my end in the original script?
3
RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by KK20 - June 25, 2022, 12:52:38 am
Already answered in PM but repeating anyways.

Screenshot clearly shows mkxp-z usage which doesn't allow 32-bit DLLs. And if you rebuild the DLL for 64-bit, RGSS Bitmap data is not the same as mkxp's, so some editing would be required.
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RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by Tahona - June 23, 2022, 03:05:19 am
Quote from: KK20 on June 22, 2022, 08:06:05 pmDid Heretic's demo run for you?

Yep

Quote from: Tahona on June 22, 2022, 07:53:48 pmHowever the game doesn't run following the same error: failed to load TransformBitmap.

Here's a screenshot of the error:

Spoiler: ShowHide
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RMXP Script Database / Re: [XP] Tons of Add-ons
Last post by KK20 - June 22, 2022, 10:51:20 pm
It should just be
if $game_system.BLUE_MAGIC_STATUS && self.is_a?(Game_Actor) && !BLUE_MAGIC_UNLEARNABLE_SKILLS.include?(skill.id)
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RMXP Script Database / Re: [XP] Tons of Add-ons
Last post by Wraith89 - June 22, 2022, 09:23:50 pm
Wow it was such a simple fix. Thank you as always!

Also I wasn't sure how to edit the Blue Magic by Status skill to have a configuration to ignore certain skills as the Blue Magic as skills one.

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)
            learn_skill(skill.id)
            break
          end}
    end
    return skill_effect_bluestatus_later(user, skill)
  end
 
end

I assume it was editable here but it didn't seem to carry over the configs from the skill version sadly so any attacks that connect gets learnt. How would I do this one?
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RMXP Script Database / Re: [XP] Tons of Add-ons
Last post by KK20 - June 22, 2022, 08:30:56 pm
    if $game_system.BLUE_MAGIC_SKILL &&
        BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) &&
        targets.any?
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RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by KK20 - June 22, 2022, 08:06:05 pm
Did Heretic's demo run for you?
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RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by Tahona - June 22, 2022, 07:53:48 pm
Hi everyone!
Same here:
Quote from: driffychris on June 08, 2022, 10:30:31 amHaving issues with loading the TransformBitmap.dll file. Just getting an error that says "failed to load TransformBitmap.dll". Not sure how to proceed and new to this stuff so I'm kinda clueless lol.

I have already pasted the Dynamic Light script, load the lights graphic bin and placed the .dll in the game.exe path as said...

However the game doesn't run following the same error: failed to load TransformBitmap.

How can I fix this? Any clue? 🙏🏼

I was very very excited to get started with the Lighting... 😢
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RMXP Script Database / Re: [XP] Tons of Add-ons
Last post by Wraith89 - June 22, 2022, 12:29:23 am
Going back to the particular script for Blue Magic learn skill for Tons, I noticed that I would get a NoMethodError for 'damage' if the Blue Magic User uses the skill but has no MP to cast it at that time (for example if enemy deals MP damage to the caster).

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blue Magic via Skill by Blizzard
# Version: 1.5
# Type: Skill Learning Skill
# Date: 14.11.2006
# Date v1.5: 17.2.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#   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 = [92] # add any Skill IDs and separate them with commas
BLUE_MAGIC_UNLEARNABLE_SKILLS = [1,2,3,4,5,6,7,8,9,10] #Unlearnable blue magic 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 rand(100) < $data_skills[battler.current_action.skill_id].hit
         ids = []
         if target.is_a?(Game_Enemy)
         target.actions.each {|act| ids.push(act.skill_id) if act.kind == 1 &&!BLUE_MAGIC_UNLEARNABLE_SKILLS.include?(act.skill_id) }
       elsif target.is_a?(Game_Actor)
         target.skills.each {|skl| ids.push(skl) if !BLUE_MAGIC_UNLEARNABLE_SKILLS.include?(skl) }
        end
        if ids.size > 0
          skill = $data_skills[ids[rand(ids.size)]]
          if battler.skills.include?(skill.id)
            target.damage = "#{skill.name} known!"
          else
            battler.learn_skill(skill.id)
            target.damage = "#{skill.name} learned"
          end
        else
          target.damage = 'None available'
        end
      else
        target.damage = 'Miss'
      end
    end
  end
   
end

Here's a slightly modified version made by KK20 where one can define which skills are unlearnable by caster. The error is on 'target.damage = 'None available'' line when playtesting. This can be replicated by turning on SP damage, having caster slower than the enemy, taking SP damage, and trying to cast blue magic learn skill. Is there a way to fix this? Thank you.
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