Passive Effects - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Passive Effects (/thread-2804.html) Pages:
1
2
|
Passive Effects - Trickster - 03-02-2008 Passive Effects
Version: 5.0 Introduction This script is one of my favorites. This script allows you to create skills that increase stats, among other things for the version. This version also allows you to define when the effect will fade (turns, time, attacks, skills, hits, battles, etc.), and from the thread I created about this script back in the .net days added more effects (change encounter rate, move speed, enchant weapon, elemental power, etc.), also in this version setup multiple passive effects, and setup a skill that deals damage and gives a passive effect. The uses for this script is endless: create a Zombified State, Halve Damage, Double the Amount of Hp Healed, etc. This script also allows you to set up and tag the effects to items, states, weapons, and armors. Screenshots None Needed Demo Download Here (Includes The Passive Effects Engine) Instructions Add All scripts Above main, including SDK if you don't have it The Method and class Library goes Below Scene_Debug but above custom scripts In the Script Setup your first concern is this Code: module Passive_Setup The comments explain themselves but I'll repeat myself: Set Time_Effect to 'active' if you want the passive effects to decrease during other scenes (Scene_Menu, Scene_Name, Scene_Whatever), set it to wait to make them only decrease in Scene_Map and Scene_Battle, this setting only affects effects with the time setting. Element_ID is the element id to active a passive skill from the database system tab Element_Rate effects how the method elements_correct calculates the elemental damage, the default is multiplitive, which is the best setting for this script, you can change this setting if you want
See the script RPG::Skill to setup the passive effect the format for that is hash[id] = {PASSIVE => [passive_type, faded?]} passive type is from setup the passive effect to give, faded is optional a string that tells when the effect fades Note: If no fade effect was given the effect lasts indefinately To Push an effect without using a skill just do .passive.push(Game_Passive.new(id)) where is an instance of Game_Battler (ex. $game_party.actors[0], $game_actors[2], $game_troop.enemies[4]) id is the id of the passive effect (defined in setup) to give FAQ Note: Permission granted by Trickster to post: Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support. Compatibility Requires SDK Requires Method and Class Library (included in demo) Don't know about Compatibility on this one, compatibility issues can range from features not working (giving an error), to the whole script not working. Should be compatible with an ABS if and only if when a skill is used it calls method skill_effect The method Game_Battler#elements_correct was unable to be aliased so note this Will Have to Merge RPG::Skill#extra if using in conjuction with my Skill Effects Credits and Thanks Sol_Fury for requesting some of the features Author's Notes if you want to know this was my second ever script released (the first was the Steal Script) Terms and Conditions Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too. Passive Effects - fgsfds - 12-30-2009 Sorry for necroposting, but I really liked this script cause of the various effect it give and the possibility of adding strategy, however I found an error, upon obtaining perfume, I was an idiot to use it instantly via menu. Here's the error Script 'Part 3 - Damage Mods' line 150: NoMethodError occurred. undefined method 'passive' for nil:NilClass I also used it when my SP is low via menu, but during battle, the item function just fine. Passive Effects - Trickster - 01-01-2010 Yep I believe I fixed that before and had it in my set of updates, though its on my other laptop so the official fix will have to wait. but I went and fixed it again so... in script Damage mods around line 96 replace this Code: # If In Battle with this Code: # If In Battle also in Script Part 1 Base line 546-547 needs to be this Code: user = $game_temp.in_battle ? $scene.active_battler : and in Script Passive Effects lines 146-147 needs to be this Code: user = $game_temp.in_battle ? $scene.active_battler : Meh its been like two years and no one has complained to me about that...... also DVV I will have to smack you for including this line in this repost Quote:As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support. I'll have you know that I do answer email if it is directed to tricksterguy@hotmail.com haha Passive Effects - fgsfds - 02-10-2010 I got an error, this time I implemented in my game then in playin with the demo. Can we chat over something to fix this error together? I got this error from the script and I get this error when I start the game Script 'Passive Effect' line 22: NoMethodError occurred undefined method 'each_pair' for ["maxhp","+amount"]:Array Passive Effects - Trickster - 02-10-2010 Looks as if you are missing a part of the script specifically MACL. Passive Effects - fgsfds - 02-10-2010 Oh, I got part of the MACL 2.3, I found the complete version thanks >.< Passive Effects - Trickster - 02-11-2010 No prob! Passive Effects - computerwizoo7 - 02-12-2010 Hey trickster, how about making some VX scripts now and then? Passive Effects - rm-rf - 02-12-2010 computerwizoo7: When you get 250 post counts, Trick will code something in VX Passive Effects - fgsfds - 02-15-2010 Trickster, there's another problem. When I go to the battle scene, when I try to damage the enemy and vice-versa, all damages equals to 0, do you know any short-quick solutions? I made a back up with the script and deleted all the script except this one, I dunno why the damage output is 0 on every weapon, attack, skill, and item. If it helps very much. http://www.mediafire.com/?jtynz2l21mi |