[XP] Tons of Add-ons

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

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Boba Fett Link

I have Babs after Tons. What specific add-ons are you using?
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Magus

October 14, 2011, 11:15:29 am #781 Last Edit: October 14, 2011, 11:18:15 am by Magus
Okay, it doesn't give me the errors anymore. But yeah.. I can't get difficulties to work :/ damn.
UH...
Damn... It's because of the "Now Loading..." script.  If I want difficulty, I have to get rid of it... BUT I NEED IT...
-_-  Game_Guy.... is there anyway I can make your script compatible with Ton's Difficulties.
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

stripe103

Why do you need the "Now Loading" script? It just makes it take more time to actually continue to play. I myself don't see much of a point in it. Except that it looks cool, but I don't think that is anything that should be added if it actually isn't necessary.

Magus

Quote from: stripe103 on October 14, 2011, 12:12:34 pm
Why do you need the "Now Loading" script? It just makes it take more time to actually continue to play. I myself don't see much of a point in it. Except that it looks cool, but I don't think that is anything that should be added if it actually isn't necessary.

Well you see, my rpg can't change its screen color tone all the way to black anymore due to another script, so I use the Now Loading script somewhat as a replacement. It works well with automatic cutscenes. (example, character is simply walking and then suddenly, it says "now loading," signaling an approaching cutscene)
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

ForeverZer0

You can simply use a black picture picture with 640x480 dimensions and change the opacity.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Blizzard

Or just do what I did in CP. I'm fading in movie strips when a cutscene is about to start- You don't need a script for that.
Check out Daygames and our games:

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Drinking Game for Android      Never have I ever for Android
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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.

Magus

Quote from: Blizzard on October 14, 2011, 04:25:13 pm
Or just do what I did in CP. I'm fading in movie strips when a cutscene is about to start- You don't need a script for that.

That is true @Zero. @Blizzard; Movie strips. Good idea.  Did you use pictures to do the strips?
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

Blizzard

Yeah. I think I even posted mine a long time ago. It could be in the Resource Database or the normal Resources section.
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.

bigace

December 22, 2011, 02:00:59 am #788 Last Edit: December 22, 2011, 03:03:35 am by bigace
Hey Bliz for the Mulit-Hit Script in the Tons, I was wondering if you can add a percentage rating for how freqenetly the player's weapon attacks instead of always multi-hiting. Also the lower the Actor's HP the more frequent he'll use Multi-Hit.

{Ex. 25% chance Weapon Id 1 will multi-hit.}


Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.

finalholylight

I have a problem with Connected Attacking Ver 1.03

when I add part 2,and use item, error in "Connected Attacking Ver 1.03" in line: target.item_effect(@item, battler)

when I add part 3, and use skill, error in line: make_skill_action_result(battler, attack[1] - 100)

Starrodkirby86

Perhaps the Connected Attacking script isn't compatible with Tons of Add-ons? I'm not really sure what to say of this because I don't really know what this script is myself.

I assume it's this script.
http://save-point.org/showthread.php?tid=2652

If that is the script you're using, then note that it's made for RTAB... There's a few compatibility issues when it comes to that.

QuoteThis add-on collection is semantically compatible with RTAB v1.16 with all Plugins, though, several add-ons will not work:
Center Battler - will cause a crash (it's rather useless in Side-View RTAB anyway)
Multi-Hit - will not react at all if RTAB is being used due to the heavy changes in the methods supported by the DBS
Charge Skill - the countdown will be start at 0 and the skill will be executed right away
It is possible that more add-ons don't work, but it is very unlikely.


Though I'm not sure if that's a related item in this case... Perhaps it's related to the Multi-Hit issue?

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




Blizzard

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.

finalholylight

http://save-point.org/showthread.php?tid=2652 <<< Yes, that is the script I'm using, and I found my problem:

In part 2, I deleted "Actor-specific Item Usability", and it don't cause error anymore when actor use item.

In part 3, I deleted "HP Consuming Skill", and the error when I use skill was solved,too.

darkelite

December 28, 2011, 06:44:30 pm #793 Last Edit: December 31, 2011, 06:03:09 pm by game_guy
Hello guys,
I have a small problem here. I've activated the @ENEMY_STATUS script (Tons of Add-ons part 2) but when I chose 'ATTACK' prior of using a skill, it does not show the Enemy status in the Help Window. Anyone knows how to fix this please? :)

Here is the scripts:


For @ENEMY_STATUS:

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Enemy Status in Battle by Blizzard
# Version: 1.0b
# Type: Information Display Alteration
# Date: 17.2.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   99% compatible with SDK v1.x. 90% compatible with SDK v2.x. Might cause
#   incompatibility issues with exotic CBS-es, CMS-es and custom enemy status
#   displays.
#
#
# Explanation:
#
#   This add-on will not only show enemies' names, but even HP, SP and status
#   in the help window during battle.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# Window_Help
#==============================================================================

class Window_Help
 
 alias set_enemy_status_later set_enemy
 def set_enemy(enemy)
   $game_system.ENEMY_STATUS ? set_actor(enemy) : set_enemy_status_later(enemy)
 end
 
end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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_levels = $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




For Window_Help:
(Maybe this is where the problem is)

Spoiler: ShowHide

#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
#  This window shows skill and item explanations along with actor status.
#==============================================================================

class Window_Help < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 640, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
 end
 #--------------------------------------------------------------------------
 # * Set Text
 #  text  : text string displayed in window
 #  align : alignment (0..flush left, 1..center, 2..flush right)
 #--------------------------------------------------------------------------
 def set_text(text, align = 0)
   # If at least one part of text and alignment differ from last time
   if text != @text or align != @align
     # Redraw text
     self.contents.clear
     self.contents.font.color = normal_color
     self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
     @text = text
     @align = align
     @actor = nil
   end
   self.visible = true
 end
 #--------------------------------------------------------------------------
 # * Set Actor
 #     actor : status displaying actor
 #--------------------------------------------------------------------------
 def set_actor(actor)
   if actor != @actor
     self.contents.clear
     draw_actor_name(actor, 4, 0)
     draw_actor_state(actor, 140, 0)
     draw_actor_hp(actor, 284, 0)
     draw_actor_sp(actor, 460, 0)
     @actor = actor
     @text = nil
     self.visible = true
   end
 end
 #--------------------------------------------------------------------------
 # * Set Enemy
 #     enemy : name and status displaying enemy
 #--------------------------------------------------------------------------
 def set_enemy(enemy)
   text = enemy.name
   state_text = make_battler_state_text(enemy, 112, false)
   if state_text != ""
     text += "  " + state_text
   end
   set_text(text, 1)
 end
end


class Window_Help
 
 alias set_enemy_status_later set_enemy
 def set_enemy(enemy)
   $game_system.ENEMY_STATUS ? set_actor(enemy) : set_enemy_status_later(enemy)
 end
 
end



Please use [code][/code] tags when posting code. ~ G_G

bigace

Quote from: bigace on December 22, 2011, 02:00:59 am
Hey Bliz for the Mulit-Hit Script in the Tons, I was wondering if you can add a percentage rating for how freqenetly the player's weapon attacks instead of always multi-hiting. Also the lower the Actor's HP the more frequent he'll use Multi-Hit.

{Ex. 25% chance Weapon Id 1 will multi-hit.}


I guess this can't be done?


Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.

Little.Dot

Can i make an cemetery (like a spawn point where you respawn after dead) with Auto-Revive Status?

KK20

Quote from: Little.Dot on January 10, 2012, 01:55:43 pm
Can i make an cemetery (like a spawn point where you respawn after dead) with Auto-Revive Status?
That's not what Auto-Life/Revive does. What you are asking for is something completely unrelated to ToA. You can event that actually.

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Little.Dot

Quote from: KK20 on January 10, 2012, 04:37:50 pm
Quote from: Little.Dot on January 10, 2012, 01:55:43 pm
Can i make an cemetery (like a spawn point where you respawn after dead) with Auto-Revive Status?
That's not what Auto-Life/Revive does. What you are asking for is something completely unrelated to ToA. You can event that actually.

Oh i see ... thanks for the replay btw :)

Diamond Star

Hello!
I see this perfect script , it's include many thing I have needied it.
but I want to suggest a small addition to "Blue Magic via Status Effect" category,I need it.

-Where attacked battler be attacked and succed in learning a skill, then a text should displayed in Window Mwssage shows : " X succed to learn Y"
where X is the attacked battker.
Y is the learned skill.
If this can be done then I'm very thank you, but maybe the new script can easily replaced with the old one,wich starts at LINE:825 of Part3 of whole script.
Anyway thanks for everyone contributed to make that perfect script.
I have many dreams and look for who understand me and help me to achieve them

sirSLR

i'm trying to make a class like alchemy  so i am trying to make a skill use one or more items... unfortunately when i put a skill use 1 item it works but doesn't use an item... :(  same happens when i try using 2 items

can aneyone help pls