8 hours ago
I am about to die... 
First off... that script I said yesterday would be the hard one to translate and work upon? Well, I just spent 10 hours translating all the content, repeatedly testing the "Element Tagging" that was originally in Japanese to ensure everything functioned, and REPAIRED STUFF!!!!!
One of the features was to allow for the prevention of selected skills from being usable unless the caster was blessed with (or inflicted with) a defined status effect. Indeed, the original script author intended for developers to do things like... "You can only cast ICE if you are inflicted with VENOM state." ... which does sound weird. But after some investigation in this 1000 line monstrosity from 2006, I found the issue and fixed it.
Testing-wise, I had to determine what worked with the intended battlesystem in the request. Surprisingly, quite a lot worked fine. Just a couple of things that are a no-go. This single system's version of "Skills that use HP" is IMHO garbage. It allows you to use either SP 'or' HP to be used by a skill. What is in use in the current project allows BOTH. WHY THE LIMIT, GIRLFRIEND???
One of the FUN additions in this monstrosity was the Chained Skills feature. Seriously, girlfriend needed to use other names for variables... but for compatability with her other stuff, I can't change em. What is a chained skill? As I said, it works with Element tagging. So if I made an element named "Chain7", it would look at the element, see the '7' at the end. And after I use a weapon or skill that has that element, it will immediately fire off the FIRE spell right after.
Yes,, if I applied that element to Skill #7 Fire, it would INDEED keep casting and firing off the fire spell until the caster ran out of SP! HIGH-larious.
Now the thing about the chain effect is the part that got me ticked off....
REALLY ticked off...
The notes I translated that talked about the Chained feature understandably said "You can only chain to skills that your actor has already learned." Okay.... that makes sense.
But then it said, there were three scripts that can be used with this in order to bypass that requirement.
OH REALLY?
One of them was called ExpansionAX. Well, damn. Her site from 2006 lost that because the internet archive didn't catch that one in time. Another script that worked was called SuperEX “Counterattack”. Sounds badass! But yep, that one had a dead link too. So the last hold out was...
A freakin 2400 line battlesystem written and abandoned in betamode in 2003.
So here I was, already hip deep having translated a 1000 line script that I had to ensure worked with element tagging which is a finicky thing in the first place when you're working with a script that isn't in your native language. And now I have to go through a script over double in size to find the mechanics employed to allow chained skills to work even if the caster didn't learn them?
Well... yes I did. I went and looked line by line. And when I reached the halfway part, I found... ExpansionAX within the battlesystem just waiting...waiting... wai ... wai... WHAT THE HELL IS THIS??????
THIS IS IT?
THIS IS WHAT I SPEND AN HOUR SEARCHING THROUGH HER SITES, CHECKING FOR ANY HINT OF ACTIVITY WITH THIS SCRIPT? AND WHEN I FIND IT, IT JUST ... REMOVES EVERYTHING BUT THE SUPERCLASS COMMAND?
Well, honestly... it kinda makes sense. You cast skills that you learn. Why is there a check asking the actor if he learned the skill if he can only cast skills in his spellbook anyway?
BUT THIS?
I'm calling it a night ...

First off... that script I said yesterday would be the hard one to translate and work upon? Well, I just spent 10 hours translating all the content, repeatedly testing the "Element Tagging" that was originally in Japanese to ensure everything functioned, and REPAIRED STUFF!!!!!
One of the features was to allow for the prevention of selected skills from being usable unless the caster was blessed with (or inflicted with) a defined status effect. Indeed, the original script author intended for developers to do things like... "You can only cast ICE if you are inflicted with VENOM state." ... which does sound weird. But after some investigation in this 1000 line monstrosity from 2006, I found the issue and fixed it.
Testing-wise, I had to determine what worked with the intended battlesystem in the request. Surprisingly, quite a lot worked fine. Just a couple of things that are a no-go. This single system's version of "Skills that use HP" is IMHO garbage. It allows you to use either SP 'or' HP to be used by a skill. What is in use in the current project allows BOTH. WHY THE LIMIT, GIRLFRIEND???
One of the FUN additions in this monstrosity was the Chained Skills feature. Seriously, girlfriend needed to use other names for variables... but for compatability with her other stuff, I can't change em. What is a chained skill? As I said, it works with Element tagging. So if I made an element named "Chain7", it would look at the element, see the '7' at the end. And after I use a weapon or skill that has that element, it will immediately fire off the FIRE spell right after.
Yes,, if I applied that element to Skill #7 Fire, it would INDEED keep casting and firing off the fire spell until the caster ran out of SP! HIGH-larious.
Now the thing about the chain effect is the part that got me ticked off....REALLY ticked off...

The notes I translated that talked about the Chained feature understandably said "You can only chain to skills that your actor has already learned." Okay.... that makes sense.
But then it said, there were three scripts that can be used with this in order to bypass that requirement.
OH REALLY?

One of them was called ExpansionAX. Well, damn. Her site from 2006 lost that because the internet archive didn't catch that one in time. Another script that worked was called SuperEX “Counterattack”. Sounds badass! But yep, that one had a dead link too. So the last hold out was...
A freakin 2400 line battlesystem written and abandoned in betamode in 2003. ME at the time
So here I was, already hip deep having translated a 1000 line script that I had to ensure worked with element tagging which is a finicky thing in the first place when you're working with a script that isn't in your native language. And now I have to go through a script over double in size to find the mechanics employed to allow chained skills to work even if the caster didn't learn them?
Well... yes I did. I went and looked line by line. And when I reached the halfway part, I found... ExpansionAX within the battlesystem just waiting...waiting... wai ... wai... WHAT THE HELL IS THIS??????
#==============================================================================
# ▼▲▼ XRXS37AX. Skill Learned Not Required for Skill Use ▼▲▼
#------------------------------------------------------------------------------
# by Sakuraga Zaito
#==============================================================================
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
return super
end
end
# ▼▲▼ XRXS37AX. Skill Learned Not Required for Skill Use ▼▲▼
#------------------------------------------------------------------------------
# by Sakuraga Zaito
#==============================================================================
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
return super
end
end
Translation by DerVVulfman
THIS IS IT?
THIS IS WHAT I SPEND AN HOUR SEARCHING THROUGH HER SITES, CHECKING FOR ANY HINT OF ACTIVITY WITH THIS SCRIPT? AND WHEN I FIND IT, IT JUST ... REMOVES EVERYTHING BUT THE SUPERCLASS COMMAND?Well, honestly... it kinda makes sense. You cast skills that you learn. Why is there a check asking the actor if he learned the skill if he can only cast skills in his spellbook anyway?
BUT THIS?
I'm calling it a night ...

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