FFIX Skills Activation System, Version 0.3 - 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: FFIX Skills Activation System, Version 0.3 (/thread-2213.html) |
FFIX Skills Activation System - Charlie Fleed - 02-05-2010 Ok, perfectly clear. That is what I had in mind too. I think I will work on a system that works like that. It will use skills that cannot be used neither in battle or from the menu and will be activated through a screen like the one used here. Each skill will be "linked" to a state and will activate the state. This way the system will work with any passive augments system that relies on states, like my battle system. I have always thought that states were the best way to implement passive skills, I guess the reason scripters have considered skills in the past is that only skills can be learned. Using states will allow not only exotic effects but also effects built from the database in the States tab to be controlled in this way. EDIT: am I fast... http://www.mediafire.com/download.php?yjwmhjwwgme FFIX Skills Activation System - Ace - 02-05-2010 i am just like... wow xD you're awesome :D just one problem: when I import the script in my project and it wants to create the list it gave me an error. then I imported the interpreter 1 script and it worked, but at the start of a battle there was a new error. I think I have to get both Interpreter Scripts together :D But awesome work^^ Oh and is it possible to create a state, which protects from poison? I took a look on it but I think this is only possible with armour or weapon. In the states database, you can only define the state change. FFIX Skills Activation System - Charlie Fleed - 02-05-2010 I didn't touch the Interpreter 1 script. I think you just copied the default Interpreter 1 script in your project... what was the error? And what error do you have now? Consider that your old savegame cannot work. You're right, state defense isn't possible for states. You need a script for that. FFIX Skills Activation System - Ace - 02-05-2010 Old Error (with my default Interpreter 1 Script): Script 'Interpreter 1' line 202: IOError occured. closed stream New Error (with your Interpreter 1 Script from this demo): Script 'CTB by Charlie - Windows' line 896: IOError occured. closed stream about the state defense: Hm i thought so, do you know if there's already a script like this? ty FFIX Skills Activation System - Charlie Fleed - 02-05-2010 !!! but that is the event that creates the list interfering! the event with the code: Code: $outfile = File.new("list.txt", "a") It's because it uses $outfile which is also used by the BS. Did you copy it in your project?? You're not supposed to do it. I'm sorry, I don't remember any script that gives state defense to states. FFIX Skills Activation System - Ace - 02-05-2010 ok now it works, i thought i have to do this with the event :D when I die in a battle and the char is gonne be revived, the states aren't active any more, even not after battle^^ FFIX Skills Activation System - Charlie Fleed - 02-06-2010 The states aren't active if the death state is configured to remove them or they are configured to be removed at the end of the battle. That is something that you control from the database. FFIX Skills Activation System - Ace - 02-06-2010 damn, this was my bad XD sorry to have bothered you with that -_-' So I think this is working awesome, I just have to find out now how to change elemental defense and attack with them :D Edit: Hm how could I make Auto Revive work like this: If it's activated in the States Activation Scene, it revives you just once per battle. So you die -> Auto Revive -> Die again -> K.O. -> after battle auto revive should be activated again This is just for Auto Revive, so maybe this is possible by creating a little script addon, where you can define a special state ID or state name. FFIX Skills Activation System - Charlie Fleed - 02-17-2010 First, you could make the AUTO_LIFE_ITEM_ID object remove the Auto Revive state. Then it remains the problem that the state should be reset at the end of the battle, but this is - I believe - a general problem affecting all the states controlled by the system. Try this, paste it at the end of the script. Code: class Game_Battler FFIX Skills Activation System - Ace - 02-17-2010 alright I pasted it in (at the end of the states activation system) but I got an error after battle in Game_Battler 2 (about line 39). But the trick with the Item_ID is working fine^^ |