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Messages - Raziel 0128

1
RMXP Script Database / Re: [XP] Tons of Add-ons
June 28, 2016, 09:33:09 am
Not sure which topic to post this in so apologies if it's in the wrong place. But there's an error when used with the Downward Ice sliding script.

The game crashes upon loading a new game with the following error:
QuoteScript "Downward ice Sliding" line 677:NoMethodError occured.
undefined method '[]' for nil:NilClass


This occurs in a fresh project with only those two scripts (Tons + both required ice scripts). There are no changes made to either or any script activated with tons of addons. Altering the order of the scripts makes no difference.
2
RMXP Script Database / Re: [XP] ACE Item System
February 16, 2013, 07:45:23 am
That fix works, thank you.
3
RMXP Script Database / Re: [XP] ACE Item System
February 15, 2013, 12:31:39 pm
This looks like a great script but I've discovered an error.

It can be replicated in a completely new project with absolutely no modification or configuration to any script. The scripts present are:


In that order.

Loading the item menu (With/Without items in your inventory) and then exiting it with the ESC or Z key causes a crash with the following message:

QuoteScript 'Item' line 1027: NoMethodError occured.

undefined method 'return scene' for #<Scene_Item::0X4005840>


Any idea how to fix this issue?
4
Apologies for bumping an old topic.

I had a quick question about using the success proc function. I'm trying to use this script on an NPC enemy moving around on the map. I'm trying to make it head towards the exit of the map unless the player is within 5 tiles of the player in which case it'll chase after you until you get too far away and return to heading to the exit. Once at the exit I'd like to activate either a regular switch or a self switch to turn the event off permanently.

The event itself is a parallel process event with an enemy graphic, and uses the [url =Event Range Conditions]http://forum.chaos-project.com/index.php/topic,9516.0.html[/url] script inside a conditional branch to determine how close the player is. It the activates a "Set move route" and move towards the player with if the player is close and in the "else" branch is uses this script to return to its route.

I've used the following code inside a call script.
pathfind("Exit",0, 48, 1, Proc.new { 
$game_switches[434] = true })


The event will successfully aggro and break aggro with the player however once it reaches the exit event the game crashes and gives the following error:
QuoteScript: 'Game_Map' line 216: SystemStackError occured.
stack level too deep


How do I solve this issue? Thanks for any help.
5
Thanks for taking the time to fix this I appreciate it.
6
After some more testing I've found that if a map contains more than one event proximity icon and you save and reload you get the following error:
"Script 'Proximity Icons' line 140: NoMethodError occurred.
undefined method '[]' for nil:Nilclass"

This occurs even in a fresh project with just this script installed. For example if you create two npcs with TALK or one npc with TALK and SEARCH either will crash the game when reloaded from a save.
7
Script Requests / Re: [XP] Conditions Disabling Skills
January 11, 2012, 06:49:52 pm
Quote from: KK20 on January 10, 2012, 05:44:27 pm
Game_Battler: ShowHide
#==============================================================================
# Class Game_Battler
#  << Edit by KK20 >>
#==============================================================================
class Game_Battler
  #~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
  #         C O N F I G U R A T I O N
  #~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
  def switch_limits(skill_id)
    #----------------------------
    # Define an array of switch IDs that prevent the skill in question from
    # being used.
    #    when skill_id then return [array of switch IDs]
    #----------------------------
    case skill_id
    when 1 then return [1,2,3] #Heal can't be used if Switch 1,2,or 3 is ON
    when 2 then return [2,3] #Greater Heal can't be used if Switch 2 or 3 is ON
    when 3 then return [3] #Mass Heal can't be used if Switch 3 is ON
    else
      return []
    end
  end
 
  def state_limits(skill_id)
    #----------------------------
    # Define an array of state IDs that prevent the skill in question from
    # being used.
    #    when skill_id then return [array of state IDs]
    #----------------------------
    case skill_id
    when 1 then return [4,5,6] #Can't use Heal if Dazzle,Mute,or Confused
    when 2 then return [5,6] #Can't use Greater Heal if Mute or Confused
    when 3 then return [5] #Can't use Mass Heal if Mute
    else
      return []
    end
  end
  #~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
  #         E N D       C O N F I G U R A T I O N
  #~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 
  alias skill_can_use_orig skill_can_use?
  #--------------------------------------------------------------------------
  # * Determine Usable Skills
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def skill_can_use?(skill_id)
    # Check if a switch is on that prevents this skill from use
    unless switch_limits(skill_id) == []
      switch_limits(skill_id).each{|id| return false if $game_switches[id]}
    end
    # Check if a state is applied that prevents this skill from use
    unless state_limits(skill_id) == []
      state_limits(skill_id).each{|id| return false if self.state?(id)}
    end
    # Call original 'skill_can_use?' method
    skill_can_use_orig(skill_id)
  end
end

Configuration is located inside the script. Place anywhere after Game_Battler and before Main (duh...). Did this pretty quick.


Thanks I tried it and it worked perfectly, thanks a lot.  :)
8
Script Requests / [XP] Conditions Disabling Skills
January 08, 2012, 08:49:45 am
Hello I have what is hopefully a relatively simple request.

Can someone make a script where you can disable (so the skills grey out and are unusable). Ideally if under X state or if Y switch is on. I know the mute status does this to an extent, but I'd like to further diversify my skills. So that some conditions disable certain skill "types." So it's easier to selectively disable skills when under a state rather than just based on which attributes they use. With different states disabling different skills.

I was also hoping to use switch or variables to designate battle "conditions/environments" like "You can't use X skilltype."

As far as I'm aware there's no script that does this. So if anyone feels like making one I'd be very grateful.
9
Script Requests / Re: [XP] Conditional Skills
July 17, 2011, 03:28:25 pm
Just a small bump on this. How easy is it to make these scripts work when Monsters use them? As most skill-scripts tend to only work for actors
10
Ah good I've been waiting for this. Thanks for the fix.
11
Script Requests / Re: [XP] Conditional Skills
June 22, 2011, 07:49:13 am
Yes that's exactly what I meant; I tested the script and it works perfectly so far so thank you.
Some of these skill types work well in reverse too where they take away or add a condition at a threshold or heal more/less.

Thanks again for the quick response.
12
Script Requests / [XP] Conditional Skills
June 21, 2011, 09:22:44 pm
Hi I was wondering if someone can make a script where skills require a certain condition to either activate or gain a bonus effect in the default battle system that you can define by their id individually or as a group.
What I mean by this is say you have a healing skill that heals for a certain amount. But has a bonus effect if a condition is fulfilled.
Some conditional skill type examples:

Purge Poison "If the target has the 'Poison' state then it heals for 50% extra on top of the regular healing amount.
Verge of Death "If the target is under 50% HP heal for 50% on top of the regular amount".

Or skills that do more damage to the enemy if they have a condition (a specific state/ half health/sp).

Burning hatred "Deal X amount of damage. Deal 50% more damage if the target is burning."
Misfortune  "If the target has X state then this skill has a  100% chance to deal a critical hit." 
Impale "Deals piercing damage. If the target has the state "Broken armour" and is hit with that attack they also gain the "Bleeding" state, but the skill cannot inflict bleeding without broken armour."

Ideally my intention is to allow skills to have greater synergies with each other. Rather than regular skills that only heal a set amount or just inflict the condition if the target is not immune. I know there is a similar script that lets a skill only work if the user has a condition but I have yet to find one that depends on the targets condition. This also isn't quite the same as "Bleeding" can only be inflicted if the target has "Broken Armour" just that that particular skill can only inflict bleeding if the target has broken armour but another skill can inflict bleeding regardless.

In summary I am requesting a script that lets you define a skill as either requiring a specified effect to function at all, or to gain a bonus effect to the regular skill damage/whatever if a secondary condition is met. Condition examples being the presence of lack of a state on the target. HP/SP above/below a certain threshold. With bonus effects being "Inflict an additional condition." "Deal/heal X more damage." "the attack has 100% chance to crit if the condition is met."

As far as I know no script lets you do this directly but I could always be wrong. I have used the search function and manually looked through pages.
13
Your script works nicely and is very useful but I've discovered an error with it.
If you attempt to save on a map using this code then you will get the following error:
"Script 'Scene_Save' Line 80: Type error occurred.
no marshal_dump is defined for class Bitmap"

This happens in your demo as well.
In future versions could you also allow glowing AND icons at the same time, for example if I wanted to have one item glow but another bring up a speech bubble?