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Messages - Colinoliver

1
RMXP Script Database / Re: [XP] Blizz-ABS
August 23, 2009, 05:43:25 am
That done it! Equap skills/Blizz ABS is working perfecly now.
Thanks again!
2
RMXP Script Database / Re: [XP] Blizz-ABS
August 22, 2009, 07:18:09 pm
Oh no! Now I get this message  :^_^':
3
RMXP Script Database / Re: [XP] Blizz-ABS
August 22, 2009, 08:21:29 am
Boo! I get the exact same error message even with changing that line.
:(
4
RMXP Script Database / Re: [XP] Blizz-ABS
August 22, 2009, 06:59:04 am
Unfortunatly with using Equap Skills from Tons of Add-ons v7.32 and using Blizz ABS v2.57
I get this error message:

Here is that portion of the script
Spoiler: ShowHide


I'm positive that Equap skills is configured correctly. Any help on fixing this?
Thanks  :)
5
RMXP Script Database / Re: [XP] Tons of Add-ons
August 07, 2009, 06:45:40 am
Awesome thanks. I'll keep an eye on that for the update.
6
RMXP Script Database / Re: [XP] Tons of Add-ons
August 04, 2009, 02:27:28 pm
Oh cool!  :)
I hope he has fun then.
7
RMXP Script Database / Re: [XP] Tons of Add-ons
August 03, 2009, 01:02:53 pm
Cool  :^_^':
Is is it updated?
8
RMXP Script Database / Re: [XP] Tons of Add-ons
July 30, 2009, 10:39:30 pm
Hello, hello!
Any way I can make the Equap Skills compatible with Blizz ABS? I notice I'm not gaining any AP when killing enemies. Obviously Equap skills AP gain is set in battle scene not on the map layout.
Anything that can be done? I'd really appreciate the help again  :shy:
Thanks.
9
RMXP Script Database / Re: [XP] Blizz-ABS
July 30, 2009, 06:34:37 am
Everything is all fixed up and working perfectly now with Blizz ABS/Equap Skills.
Thanks for the fix!
:D
10
RMXP Script Database / Re: [XP] Blizz-ABS
July 28, 2009, 09:31:57 pm
Hello.
Yes the order of my scripts are correct (Dubble checked to make sure) :).
Re-Updated to Add-ons to 7.32.
Still getting the same error message. Might be something on my end, I've dubble check the script configuration; everything seems to be in order.
I can always set DISPLAY_AP_REQ = false, I don't get an error message then.

Sorry for posting it here, the error message was for the Blizz ABS script, so I assumed it was a problem with ABS, not the Add-ons.
*Shrug* I am the new :P
11
RMXP Script Database / Re: [XP] Blizz-ABS
July 28, 2009, 02:42:25 pm
Hello Again.
I'm using Blizz ABS 2.55 and Add-ons 7.31. But just in case I re-updated the scripts.
Unfortunately I still get the same error message.
Sorry for being problematic.
12
RMXP Script Database / Re: [XP] Blizz-ABS
July 28, 2009, 09:39:42 am
Hey hey!
Sorry for the bother but I get an error message when using Blizz ABS and the Equap Item in Tons of Addons. Both recent virsion.
It happens when I equip the item and attempt to set the skill to my hotkey bar.

Script 'Blizz ABS part3' line 7273: NoMethodError occurred.
Undefined method 'maxap' for #<Game_System:0x72c1610

Here is a few lines in the script:

               if @actor.skills.include?(@data.id) &&
                 $tons_version != nil && $tons_version >= 3.7 &&
                 TONS_OF_ADDONS::EQUAP_SKILLS && DISPLAY_AP_REQ
                 # get AP for this skill
Line 7273:    aps = $game_system.maxap(@data.id)
                 # add to text if skill has AP
                 text = "#{text} (#{@actor.ap(@data.id)}/#{aps})" if aps != 0
              end

I seem to have everything configured correctly in the Equap Skills script. Hope this helps.
Oh! I really enjoy learning this Blizz ABS. Excilent script! It has rekindled my RMXP game. I've had "writers block" for a while now and this has got me back at it again converting my old game.
Thanks :)
13
RMXP Script Database / Re: [XP] Blizz-ABS
July 16, 2009, 08:21:08 am
Hey hey!
I am having a little trouble and was woundering if I could get some help. I've read through the manual but still having troubles.
My trouble is with weapon sprites. Is there a way to have two weapons of the same weapon type to look different? For example; The weapon "Shortsword" is a weapon type: Sword, and ofcorse looks like a sword. When I create another weapon say "Battleaxe" and it is a weapon type: Sword, the visual animation still is that of the sword.
I have from what I can tell the proper sprites in order. The weapons also have unique icons named proper too.

Here is what I have.
Sprite list:
Charactername (Spriteset of the character)
Charactername_atk1 (Spriteset of the character)
Charactername_wpn1 (Spriteset of sword animation)
Charactername_Shortsword (Spriteset of sword animation)
Charactername_Battleaxe (Spriteset of axe animation)
Icon for Shortsword named Shortsword
Icon for Battleaxe named Battleaxe

I have tried changing Charactername_wpn1 to a blank image, but that causes no animation to be shown when attacking. So I gather it uses _wpn1 for visuals.
Am I doing something incorrect? Is it possible to have weapons of the same type have different visuals while attacking?
Help would be greatly appreciated  :)
14
RMXP Script Database / Re: [XP] Legacy Class Change
December 10, 2008, 07:14:22 am
Sorry for the late reply. Busy, busy, busy.

Thanks for the info! Made perfect sense. In actuality I did add the dummy class for each class in the game what I didn't do however was configure the return portion. Forgot to add the dummy class there. Works perfectly now.
Thanks alot!

Oh one more thing to think about. Would you think it would be possible to restrict an actors access to certain classes. Therefor allowing for unique classes for actors?
Just a thought.

Thanks again for the help :)
15
RMXP Script Database / Re: [XP] Legacy Class Change
December 08, 2008, 09:23:56 am
Awesome script. I'm totally using it for my game. Credits to you galore!
BUT unfortunately I may have found an incompatibility error with Blizzard's Tons of Add-ons script.
Here is what happens: Upon reaching level up durring a battle the game crashes with this error message:

Script "Tons of add-ons part 2" line 2647 NoMethodError occured.
undefined method `+' for nil:NilClass

Here is line 2647 of Add-ons part 2:
      @skills.each {|id| result += BlizzCFG.passkl_database(id)[0]}
    end

This error only occurs if the character reaches level up durring battle. Out of battle and level is increased there is no problem. It seems it has to do with the passive skills add-on portion. I have a few passive skills but even with the function disabled I still get the error. I've tried moving your script before and after Tons of add-ons but still the same result. Obviously it works without Legacy Class change that's how I found what script was incompatible. But your class change is too perfect to just remove! ;)
For now I have deleted the Passive skill portion of the script and it works fine. Class changing is more important than the few passive skills I have. But someone else might absolutely need both.
Anything that can be altered to make them compatible?
16
RMXP Script Database / Re: [XP] Tons of Add-ons
November 25, 2008, 09:26:02 am
Problem all fixed up.
I knew it was something I did. I did not set the required skill AP to a negative integer. So the skill was automatically learned upon equip.
Thanks for the heads up Blizzard. I would not have noticed the skill was not removed unless you mentioned.
:)
17
RMXP Script Database / Re: [XP] Tons of Add-ons
November 24, 2008, 10:25:49 pm
Just a wee question. Is there any way to have the Effects of a Passive Skill to be removed when the Passive Skill itself is removed?
For my case I am using the "Equap Skills" linked with a passive skill that increased HP. But if that item is removed the passive effect still remains.
Any thoughts or help?
Thanks. :)

EDIT: I just realized I could just use the "HP,SP Plus" script :P. *slaps face*

ANOTHER EDIT: I had to go to work so I didn't get a chance to test this. If instead of HP plus I use da Gold multiply passive effect. Yes the effect still lingers when the skill is gone.
                      Any thoughts?
18
RMXP Script Database / Re: [XP] Tons of Add-ons
November 01, 2008, 08:57:18 am
Awesome! Problem solved. Thanks a megaton!
19
RMXP Script Database / Re: [XP] Tons of Add-ons
October 31, 2008, 10:29:17 pm
Unfortunately the problem still occurs with the caterpillar script even with the Interpreter Script Call Fix installed (above Tons of Add-ons). I double checked the syntaxes that I used to make the script false. False is on a separate line.

Hope this helps.
:)
20
RMXP Script Database / Re: [XP] Tons of Add-ons
October 31, 2008, 08:23:46 pm
I recently found a little "glitch" in the caterpillar portion of the script: When caterpillar is turned to false via the call script function, rather than have the shown caterpillar members disappear
the shown caterpillar members will freeze in position. If the caterpillar script is set to true again while on the same map, they will resume mimicking the players movements from the location they were frozen in. This "glitch" only happens in v2.11b. I've used an early virsion of the caterpillar script (v2.0b) to test for the same problem. But it works fine.

I hate reporting bugs because it's a great script, best caterpillar script I've found actually. On the other hand I hope this helps prefect the script!
:)