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Messages - Kaiph

1
RMXP Script Database / Re: [XP] Tons of Add-ons
December 14, 2017, 09:50:27 am
That seems to have worked, thanks :)

Is the Passive Skills script restricted to stat and Gold/EXP changes or is it possible to have a skill that defends against status effects and elements?
In other words, could I use EQUAP and Passive together to teach my character to resist poison passively, or would that need an extension of the script to work?
2
RMXP Script Database / Re: [XP] Tons of Add-ons
December 13, 2017, 01:19:13 pm
I've had a look at what scripts I have, but the only scripts I have so far are your three Tons scripts, your Analyze script (placed below Tons), one which turns off the battle music change, and one to give element and status effects to enemies' physical attacks. (Plus a stack level fix at the top for good measure). They all seem to be in the right order and to my knowledge I haven't altered Game_Actor; I wouldn't know how.
3
RMXP Script Database / Re: [XP] Tons of Add-ons
December 13, 2017, 10:57:33 am
Sorry if this has already been answered before, but I don't have the patience to search through nearly a decade of posts.
I'm trying out the EQUAP system and have set up my actor with a weapon and armor which teach separate skills, just as a test for now. For argument's sake, let's say my armor teaches me 'Cure' and my weapon teaches 'Fire'. If I start gaining AP on both skills and then unequip my armor, I still gain AP on 'Cure', despite not having that skill equipped: when I re-equip after a couple more battles, my AP for 'Cure' and 'Fire' are the same, as if I'd never unequipped my armor.

Has this been noticed before? And is there a way I can fix it?

(I also understand this is 6 months since the last post, but I figured it'd be okay since it's relevant)
4
Thanks a bunch for that :) I'll give it a shot when I get a chance in the next couple of days.
Levelled you up because you're always really helpful.
5
One day I'll stop asking for help and actually contribute something.

In CP, Blizzard's equip screen has a feature where you can see the elemental (and status) affinities of equipment using icons. I've tried to do a remake of his equip screen and so far so good. But this has me stumped. I've tried looking at the whole Stormtronics CMS script in the database, but to me, since it's all one script, it looks a little jumbled and I can't work out which parts are relevant and which to take out to make it work smoothly with my menu. Plus I don't want to directly copy it because I want to expand my scripting knowledge but as it stands, a lot of it looks like jargon to me.

My questions here are:

  • How can I read the elemental and status affinities of equipment so I can then implement them into my equip screen?

  • Using this knowledge, how would I then be able to implement this information into my status screen?

  • Would this work in conjunction with using dummy elements which won't be read?



If anyone could shed light on this, or at least point me in the direction of somewhere where this has already been requested, I'd be grateful. I did a search and couldn't find anything on this forum, but I'd appreciate any help on this :)
Thanks.
6
That's worked perfectly, thanks :D I've done the same with def plus_state_set and minus_state_set so we'll see if that works the same way.

Level up though ;)
7
Edited my last post before I realised you'd replied xD
And yeah, I've tried putting it above and below tons, to the same effect. The thing is, if I remove either of them, the enhancements stop working.
8
So I've done some tests and come to the conclusion that it's a mix of Blizzard's Tons and Analyze scripts, since if I remove either of them, the elemental/status enhancements won't work at all. I'm gonna work through each of the Tons scriptlets I'm using and try to pinpoint which part(s) is/are conflicting with it and get back to you.

In the meantime, I've got around the issue by making the elemental/status enhancements fixed so that once they're applied, they can't be removed. Though I'm still curious as to why I can't get these enhancements to work without those scripts.

Edit:
At the start of Tons 1 is a little snippet which I'm assuming is to deal with the dummy elements earlier specified in the script. If I take out this bit of code, it stops letting me make the elem/stat enhancements. Same with if I put my elements in the dummy list.

Spoiler: ShowHide
class Game_Battler
 
  def elements_correct(elements)
    multiplier = size = 0
    elements.each {|i|
        unless $DUMMY_ELEMENTS.include?(i)
          multiplier += self.element_rate(i)
          size += 1
        end}
    return (size == 0 ? 100 : multiplier/size)
  end
 
end
9
I literally just made an enhancement with an elemental affinity. I made a little test game to try and replicate it using just those scripts and I've encountered the same problem as you, so I'll check my other scripts to see if I've added in anything that allows it, although I can't imagine myself having that kind of scripting knowledge about three years ago when I started this project. Will only have the time to do it tomorrow though.
The scripts.rxdata I uploaded only has the scripts for the enhancement system, so unless I've changed something in another script, or another script is conflicting with it, I dunno.
10
I didn't even realise there was a character limit, it looked fine in the post preview  :huh:
I'll sort that now, sorry.

Edit:
Uploaded the Scripts.rxdata and images :)
11
Hey guys, I'm having a little issue with a script I found in Pandora's Box.
It's a script which allows you to enhance your equipment temporarily with certain items. It works for the most part when I use it to increase stats, but I've added in a number of enhancements to give elemental and status attack/defense.
My issue is that once these enhancements have been removed from the equipment, their effects stick to that piece of equipment, so to speak.
Example, I equip a Fire enhancement to my weapon for a snowy area, but when I take it out in, say, a desert, my attacks are still dealing the fire damage. The effect is the same for elemental/status defense.

If anyone can offer any advice on this, I'd be grateful. The scripts are below and if you're wanting to use the script to run tests or whatnot, you'll need to import the attached images into your Pictures. Thanks :D

https://www.sendspace.com/file/zig9hz

Spoiler: ShowHide

Spoiler: ShowHide
12
Noted, its been a couple of years since I've been on a forum.
13
That's perfect, KK20! And it works with alternating between savegames. Thanks a bunch :)
One of these days I'll be able to undertand RGSS more so I don't have to keep asking for help xD

Also, thanks to whoever moved this. I figured it would come under events but I wasn't completely sure :')

Edit:
Just realised that was you too, KK20. Thanks :')
14
It's unusual for a whole planet to use one universal currency, right? I've already got a currency conversion event up and running and it works for what I need, but I'm looking for a way to change the name of the currency to make it more 'realistic' (as realistic as RPGs aren't).
I'm assuming it could be done with a simple call script but I'm stumped as to what to actually do in that. I've looked at some of the RTP scripts and I can't seem to work it out. If anyone could help, that'd be great.
I'd prefer to not have to use a whole new script just for this minor detail, but obviously if it's needed then I'm all ears :)
Thanks!

Edit:
Just tried
Spoiler: ShowHide
$data_system.words.gold = "Gold2"

And it worked, until I saved my game and quit. When I came back to it, the words had reverted back. Tried using "==" (I don't know exactly what the difference is but it's worked before) and the event just froze.

ALSO I just realised I posted this in the wrong section. Apologies for that, if it's worth moving to the Event Requests page, then please do ^_^
15
Welcome! / Re: Kreiss
February 04, 2016, 09:07:43 pm
Welcome to the family, Kreiss :)
16
Resource Database / Re: Chaos Project Resources
February 03, 2016, 11:25:04 am
Come to mention it, the floor does look a little Mode7. That explains why I haven't been able to find them anywhere though. And it never occurred to me that there were actually five variations. My attention to detail is obviously a little lax when there's other, more immediate threats on screen :haha:

Kudos for that though, Blizz. I'll be sure to add it to the list of reasons to credit you ;D
17
This is probably a quick fix but my brain is mashed today. I'm using a party changing script for part of my game, and at some point I'm wanting to 'activate' the command in the menu and then 'deactivate' it later when the party becomes smaller, with the use of a switch. You're going to be forced to use the same four party members from this point onwards so once the game reaches this point, the party changer will become null and void.
I've tried tinkering around with the menu script but my RGSS is a little rusty. I've looked at the Game_Switches script and I can't make heads or tails of how to incorporate it correctly.

Here's one of the ways I've tried.

Spoiler: ShowHide
    if $game_switches.switch_id(89) = false
      @command_window.disable_item(5)
    end


This gives me an error saying that 'switch_id' is undefined, which confuses me since in the Game_Switches script it's used freely without any need for definition. If anyone could shed light on this, I'd be grateful. Thanks.

Edit:

Never mind. Moments after posting this, I found the solution. But for anyone else who might have this problem:
I used
Spoiler: ShowHide
 if $game_switches[89] == false
      @command_window.disable_item(5)
    end


And further down where you tell it what to do with each option
Spoiler: ShowHide
      when 5
        if $game_switches[89] == false
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_PartySwitcher.new


Now how do I lock a topic?
18
Resource Database / Re: Chaos Project Resources
February 03, 2016, 05:46:29 am
After reading the rules I guess Necroposting is okay so long as it's relevant? Forgive me if I'm wrong and feel free to delete this if so.

I've been looking fora battleback you used in CP for weeks, and I can't find it anywhere, I can't see it on your Photobucket either. It's the one you used for places like Andras Temple and the Cravgon. Is there any chance you could upload it please? And the name of whoever made it so I can give credit where due :) Thanks!
19
Welcome! / Re: A wild Kaiph appears!
February 03, 2016, 03:23:29 am
I think I started towards the end of your time there. I left to avoid the trolls and flamers, but I do miss some of the actually decent members. I've noticed a couple on this forum, which makes me happy.  :haha:
I wasn't that noticeable tbh, I tried my hand at RGSS and managed to whip up a few scripts (you have a couple in your database actually) but they were only window systems so nothing spectacular. I might try again and see if I can expand my knowledge but we'll see :)
20
Welcome! / A wild Kaiph appears!
February 02, 2016, 09:29:52 am
Hey guys (and gals, and otherwise identified).

I'm not gonna lie, I've been stalking this forum for some time, looking for scripts and resources and you all seem like a friendly bunch.
A couple of you might remember me as Rune from RMRK; I had an account here too, long ago, but I've since lost the password to both that and the email it was registered with.

So yeah, hi! Looking forward to my stay :)