FFIX Skills Activation System, Version 0.3
#21
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
Reply }
#22
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.
[Image: 76561198077561206.png]
Reply }
#23
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.
Reply }
#24
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
[Image: 76561198077561206.png]
Reply }
#25
!!! but that is the event that creates the list interfering! the event with the code:

Code:
$outfile = File.new("list.txt", "a")
list=Array.new(100)
list.each_index { |index|
  list[index]=5*index
}
$outfile.write sprintf ("%p",list)
$outfile.write "\n"
$outfile.close

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.
Reply }
#26
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^^
[Image: 76561198077561206.png]
Reply }
#27
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.
Reply }
#28
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.
[Image: 76561198077561206.png]
Reply }
#29
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
  alias stas_remove_states_battle remove_states_battle
  def remove_states_battle
    stas_remove_states_battle
    return if self.is_a?(Game_Enemy)
    for skill in @active_state_skills
      add_state(SKILL_TO_STATE_LINKS[skill.id])
    end
  end
end
Reply }
#30
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^^
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   The Wanderers: The Customizable Encounters System DerVVulfman 0 264 08-24-2024, 07:12 PM
Last Post: DerVVulfman
   Super Simple Vehicle System - Enhanced DerVVulfman 65 94,878 06-02-2023, 06:16 PM
Last Post: Sujabes467
   Klass Change & Skills XP kyonides 1 1,260 05-29-2023, 07:39 AM
Last Post: kyonides
   KDualWield & Accessory Skills XP kyonides 1 1,355 02-10-2023, 06:53 AM
Last Post: kyonides
   Zenith Tactical Battle System Plus (ZTBS+) DerVVulfman 0 2,852 05-10-2022, 10:42 PM
Last Post: DerVVulfman
   Commercial System Package DerVVulfman 11 14,329 01-04-2020, 12:37 AM
Last Post: Pelip
   KItemDesc XP Zilsel Version kyonides 4 7,738 12-01-2019, 06:11 AM
Last Post: kyonides
   ACBS - Atoa Custom Battle System 3.2 Victor Sant 150 256,115 03-02-2019, 04:47 AM
Last Post: dragonprincess44
   DerVV's Simple Popup System DerVVulfman 4 12,245 10-08-2017, 04:53 PM
Last Post: DerVVulfman
   Melly-Mel's Calendar System DerVVulfman 23 43,660 12-02-2016, 04:31 AM
Last Post: DerVVulfman



Users browsing this thread: 8 Guest(s)