Kingly Kounters - 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: Kingly Kounters (/thread-8504.html) |
RE: Kingly Kounters - kingray100 - 06-21-2022 I already mentioned the scripts I'm using initially. It's pretty bare bones. I'm just using the Battle Report Script, and the Advanced Shop Script. That's all. EDIT: Also found out that the crash isn't exclusive to the enemy. It seems to happen towards the end of a round of attacking. Not sure if that helps. RE: Kingly Kounters - DerVVulfman - 06-22-2022 No it doesn't. Again, your config shown below sets absolutely no chance of any attack. (06-21-2022, 02:11 AM)DerVVulfman Wrote: # Actor Counters and (06-21-2022, 02:11 AM)DerVVulfman Wrote: # Skip if there is no chance of counter Again, the system will not push any attack into your victim battler if you have no chance set. Chance of a counter attack defaults at 0 If a battler (actor or enemy) is not listed, the chance is set to 0 And in your configuration, all your defined battlers have '0' chance of a counter... so still 0 And if 0 chance of attack... no enemy targets will ever be selected for a counter. Battle Report scripts only affects the "Phase 5" or -end-of-battle phase of a battle system. And Shop Scripts, including Phylomortis's classic Advanced Shop Script, has nothing to do with battle systems. So your error message is not possible unless you have something else or had rewritten the basic engine in some way. Again.... Create a 'new' project. Nothing in it... Fresh. Then PASTE a copy of this script in place as you would any. And make a simple battle event to fight two ghosts. Use MY config as yours is borked, not allowing any counters to occur. RE: Kingly Kounters - kingray100 - 06-22-2022 I haven't altered the game beyond that... And I made a new project and added the script. For whatever reason, even if i put the counter at 100%, nothing happens at all. Edit: So I tried something different. I ran my project once, got the line 216 error. I then deleted the script. I had no problems. I then reapplied the script with it's default settings(without changing the actors or chances of things happening), and now it's a line 195 error. So does this help narrow things down? RE: Kingly Kounters - DerVVulfman - 06-22-2022 Okay, you need a demo? You have one. I just updated the main page with an attached demo. Within, the only script added to a base project is the script just as it is in the spoiler, complete with the default settings of a 100% counter-attack chance by ghosts and 50% counter by Basil. Basil is the ONLY one in the hero's party that will perform a counter-attack, and it is only a 50/50 chance per hit that he decides. This is the demo, this is the script, and this demo will show that there are counter attacks that will trigger and that the system works. RE: Kingly Kounters - kingray100 - 06-23-2022 I know I'm an idiot and everything, but I think the script is self-explanatory. I get all the percentages and stuff. It's just that it's not working for my project for whatever reason. The error changed from 216 to 195. I don't know if that gives any hints as to what the problem might be. So just to logic things out. - The script itself seems to be fine, allegedly. - The add ons I am currently using don't affect anything. - My project works fine without the script, but crashes with the script during battle. - Whether the default percentages are used or if I modify them, the game still crashes. - The script in above Main, but below the other 2 small add on scripts. What can I do at this point? Is it hopeless? RE: Kingly Kounters - kyonides - 06-23-2022 Have you ever tried to replace the 4 Scene_Battle scripts that are included among the default scripts with the same scripts that Wulfo included in his demo? OR try copying the Scripts.rxdata file found in Wulfo's demo and paste it in your project's Data directory. Make sure you have copies of your addon scripts saved on text files before doing this! Just in case, and even if it sounds totally illogical and useless, you could place KK above the 2 addons you've included in your game project. RE: Kingly Kounters - DerVVulfman - 06-23-2022 Consider this.... The demo which i uploaded and attached... does it work as described? If so... You have TWO other scripts, no more and no less. Copy the battle report script over to the demo which I uploaded. If it works fine still, then install the Advanced Shop Script into the demo as well and see if that too works fine. Now... if BOTH scripts do work fine in the demo as defined, then there are no conflicts with the scripts... again as defined. And if these are indeed the only scripts in your package, then the following should be no problem. Within the demo, there is a file called scripts.rxdata. This can be found within the demo's Data folder. This is the file holding the scripts database. Copy it and paste it into your own demo's Data folder, essentially replacing the Scripts Database from your own project. Unless there is something unknown or missing, or something we are not being told, this would solve your issues. We can only go by what we are being told and base it upon legal ownership of a legitimate version of RPGMaker XP. RE: Kingly Kounters - kingray100 - 06-23-2022 I can't open the demo. Says failed to load actor data. RE: Kingly Kounters - DerVVulfman - 06-23-2022 Then you have an extremely difficult problem. The actor.rxdata file within the project is the default and untouched actor.rxdata file from RPGMaker XP's package. No modifications were ever made to it at all, and the only things touched within the project are the inclusion of the singular script within the Scripts Database and the creation of a battle event on the first map. For you to not be able to open this give me serious questions about your system. RE: Kingly Kounters - kingray100 - 06-24-2022 Lol well I don't know what it would mean. I've had it for a VERY long time. So I guess I'm just screwed then. It's the story of my life lol. Guess I will just have to make do with the little I have. |