[XP] Tons of Add-ons

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

Previous topic - Next topic

Nadim13

Quote from: Blizzard on June 03, 2010, 07:16:45 am
*points to signature*

*points to first post*

Quote from: Blizzard on January 09, 2008, 08:50:47 am
Insert the 3 parts in the correct order and the system should work without problems. Do NOT remove any of the parts, the script NEEDS all 3 parts to work with other systems.


Oh, sorry, haven't seen...

Nadim13

Only a question, if I may...
What does it mean 90% compatibility with SDK 1.x, 80% with SDK 2.x?
That 9 times to 10 a script doesn't work? Or what?

Thanks for the help. :)

G_G

I think its saying 90% of the add-ons work with sdk 1. While only 80% of them work with sdk 2.

Blizzard

It's more like "90% of the code might need to have some changes so it works properly with SDK", but G_G got it pretty well.
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.

nathmatt

how about this only problem is it requires custom controls

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Name Input Update Script by Nathmatt
# Version: 1.00
# Type: Add On
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
if $tons_version != nil && $tons_version >= 6.4 && TONS_OF_ADDONS::CUSTOM_CONTROLS
  class Scene_Name
 
    alias name_input_update update
    def update
      (65...91).each{|i|
      if Input.trigger?(i)
        $game_system.se_play($data_system.decision_se)
        let = Input::Key.index(i)
        let = let.downcase unless Input.press?(Input::Key['Shift'])
        @edit_window.add(let)
      end}
      if Input.trigger?(Input::Key['Backspace'])
        $game_system.se_play($data_system.cancel_se)
        @edit_window.back
      end
      if Input.trigger?(Input::Key['Enter'])
        @actor.name = @edit_window.name
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to map screen
        $scene = Scene_Map.new
      end
      name_input_update
    end
 
  end
 
end
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


cortash55

?!??!?!?! how the he** can we put blue magic on!?  :???: :???: :???: ???????????

WhiteRose

Quote from: cortash55 on June 17, 2010, 03:37:28 pm
?!??!?!?! how the he** can we put blue magic on!?  :???: :???: :???: ???????????

If you're asking how to enable it, just change the default "false" to "true" in the config at the beginning of Tons part 3 for either Blue Magic via Status Effect or Blue Magic via Skill. If you're asking how to use it, it is explained well in the respective config sections in Tons. Just read the commented header before the config for the add-on.

cortash55


Subsonic_Noise

Quote from: cortash55 on June 17, 2010, 03:37:28 pm
?!??!?!?! how the he** can we put blue magic on!?  :???: :???: :???: ???????????

You didn't put enough question marks, I barely noticed it was a question like this.

GAX

How the fuck would I go about setting up immunity to Demi Skill?  Seriously, I used Demi on a superboss and took out more damage than all but one of my other attacks.

Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

G_G

Just guessing here, place in element in the demi skills called Demi. Go into the enemies and mark the element Demo to an E

Blizzard

I don't think it will work.
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.

GAX


Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

megapoopy

i get this error when i level up w/ passive skill

other scripts im using
-Easy overdrive system
-bestiary

WhiteRose

Quote from: megapoopy on July 06, 2010, 06:17:57 pm
i get this error when i level up w/ passive skill

other scripts im using
-Easy overdrive system
-bestiary

Are you sure the scripts are in the right order, or are you using an old save file?

megapoopy

July 06, 2010, 06:43:40 pm #675 Last Edit: July 06, 2010, 08:19:39 pm by megapoopy
Quote from: WhiteRose on July 06, 2010, 06:30:10 pm
Quote from: megapoopy on July 06, 2010, 06:17:57 pm
i get this error when i level up w/ passive skill

other scripts im using
-Easy overdrive system
-bestiary

Are you sure the scripts are in the right order, or are you using an old save file?

yes they are in order, no im not using an old save file, it happens with both old save/new game

edit: ok... i turned everything off (except passive skills of course), and all other scripts, and im STILL GETTING THE ERROR!

WhiteRose

Are you sure you have it configured correctly?

G_G

July 06, 2010, 08:58:36 pm #677 Last Edit: July 06, 2010, 09:02:19 pm by game_guy
no theres a missing variable or method "old_level" that blizz messed up on. I can look into it real fast.

EDIT Fixed.

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Passive Skills by Blizzard
# Version: 1.2b
# Type: Game Alteration
# Date: 13.7.2008
# Date v1.0b: 21.7.2008
# Date v1.1b: 19.10.2008
# Date v1.2b: 18.4.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#   This add-on allows that skills passively change attributes and gold/exp
#   rates. It is recommended that you make those skills be never usable.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module BlizzCFG
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # will cause skills to only be effective during battle
 BATTLE_ONLY = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 def self.passkl_database(id)
   case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Passive Skills Database
#  
#   Use following template to configure your database below:
#    
#     when ID then return [HP, SP, STR, DEX, AGI, INT, ATK, PD, MD, EVA, G, EXP]
#  
#   ID  - ID of the skill
#   HP  - change of max HP (added)
#   SP  - change of max SP (added)
#   STR - change of STR (added)
#   DEX - change of DEX (added)
#   AGI - change of AGI (added)
#   INT - change of INT (added)
#   ATK - change of ATK (added)
#   PD  - change of PDEF (added)
#   MD  - change of MDEF (added)
#   EVA - change of EVA (added)
#   G   - change of gold (multiplied)
#   EXP - change of EXP (multiplied)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   when 1 then return [100, 100, 10, 10, 10, 10, 0, 0, 0, 0, 1.0, 1.0]
   when 2 then return [0, 0, 0, 0, 0, 0, 10, -10, -10, 10, 1.0, 1.0]
   when 3 then return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1.5, 1.0]
   when 4 then return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1.0, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Passive Skills
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   end
   return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1.0, 1.0]
 end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor
 
 alias base_maxhp_passkl_later base_maxhp
 def base_maxhp
   result = base_maxhp_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[0]}
   end
   return result
 end
 
 alias base_maxsp_passkl_later base_maxsp
 def base_maxsp
   result = base_maxsp_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[1]}
   end
   return result
 end
 
 alias base_str_passkl_later base_str
 def base_str
   result = base_str_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[2]}
   end
   return result
 end
 
 alias base_dex_passkl_later base_dex
 def base_dex
   result = base_dex_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[3]}
   end
   return result
 end
 
 alias base_agi_passkl_later base_agi
 def base_agi
   result = base_agi_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[4]}
   end
   return result
 end
 
 alias base_int_passkl_later base_int
 def base_int
   result = base_int_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[5]}
   end
   return result
 end
 
 alias base_atk_passkl_later base_atk
 def base_atk
   result = base_atk_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[6]}
   end
   return result
 end
 
 alias base_pdef_passkl_later base_pdef
 def base_pdef
   result = base_pdef_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[7]}
   end
   return result
 end
 
 alias base_mdef_passkl_later base_mdef
 def base_mdef
   result = base_mdef_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[8]}
   end
   return result
 end
 
 alias base_eva_passkl_later base_eva
 def base_eva
   result = base_eva_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[9]}
   end
   return result
 end
 
 def gold_rate
   return 1 if BlizzCFG::BATTLE_ONLY && !$game_temp.in_battle
   result = 1.0
   @skills.each {|id| result *= BlizzCFG.passkl_database(id)[10]}
   return result
 end
 
 def exp_rate
   return 1 if BlizzCFG::BATTLE_ONLY && !$game_temp.in_battle
   result = 1.0
   @skills.each {|id| result *= BlizzCFG.passkl_database(id)[11]}
   return result
 end
 
end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult
 
 attr_accessor :gold
 attr_accessor :exp
 
end

#==============================================================================
# Window_BattleStatus
#==============================================================================

class Window_BattleStatus
 
 attr_accessor :level_up_flags
 
end

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

class Scene_Battle
 
 alias start_phase5_passkl_later start_phase5
 def start_phase5
   unless $game_system.PASSIVE_SKILLS
     start_phase5_passkl_later
     return
   end
   old_gold, old_exp, old_level = $game_party.gold, [], []
   $game_party.actors.each {|actor|
       old_exp.push(actor.exp)
       old_level.push(actor.level)}
   start_phase5_passkl_later
   new_gold = $game_party.gold - old_gold
   $game_party.lose_gold(new_gold)
   gold_rate = 100
   $game_party.actors.each {|actor| gold_rate *= actor.gold_rate}
   @result_window.gold = (new_gold * gold_rate / 100).to_i
   $game_party.gain_gold(@result_window.gold)
   new_exp = 0
   $game_party.actors.each_index {|i|
       if $game_party.actors[i].exp - old_exp[i] > 0
         new_exp = $game_party.actors[i].exp - old_exp[i]
       end
       $game_party.actors[i].exp = old_exp[i]}
   exp_rate = 100
   $game_party.actors.each {|actor| exp_rate *= actor.exp_rate}
   @result_window.exp = (new_exp * exp_rate / 100).to_i
   @result_window.refresh
   $game_party.actors.each_index {|i|
       @status_window.level_up_flags[i] = false
       unless $game_party.actors[i].cant_get_exp?
         $game_party.actors[i].exp += @result_window.exp
         @status_window.level_up(i) if $game_party.actors[i].level > old_level[i]
       end}
 end
 
end


Replace the passive skills add-on in there with this one.

Blizzard

Don't use old save files, start a new game.
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.

G_G

That wasn't the problem blizzard. You had this line setup.
old_gold, old_levels, old_exp = 0, [], []

When it should have been
old_gold, old_level, old_exp = 0, [], []


Because in the rest of the add-on you used old_level instead of old_levels