Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Expiration States with Atoa acbs: error
#1
Yes, my dear friends. I need your wisdom again.
I found a pretty nice little script called Expiration States here in this forum. It makes a doom state ike in the final fantasy series where there is a turn count to die for a character. I wanted to make use of it and implemented it in a blank project with just Atoa acbs in it (only his battle sytem). Whenever doom is ready to kill the infected hero I get a error message on Game battler 2 line 223. I've underlined the line. I really dont understand why I get a error message on that point, maybe because the def remove_states_auto is rewritten or because the script is SDK and contradicts everything non SDK.
[Image: bugmug2340gdi7qo19y_thumb.jpg]

From Game_Battler 2    line 218-229
#--------------------------------------------------------------------------
 # * Natural Removal of States (called up each turn)
 #--------------------------------------------------------------------------
 def remove_states_auto
   for i in @states_turn.keys.clone
    if @states_turn[i] > 0
       @states_turn[i] -= 1
     elsif rand(100) < $data_states[i].auto_release_prob
       remove_state(i)
     end
   end
 end


The script
Code:
#===============================================================================

# ** States : Expiration States
#===============================================================================

#-------------------------------------------------------------------------------
# * SDK Log
#-------------------------------------------------------------------------------
#if Object.const_defined?(:SDK)
#  SDK.log('States.ExpirationStates', 'Kain Nobel ©', 4.0, '2013.01.02')
#end

#===============================================================================
# ** RPG::State
#===============================================================================

class RPG::State
 #-----------------------------------------------------------------------------
 # * Expiration
 #-----------------------------------------------------------------------------
 Expiration = {}
 Expiration[25] = 26 # Doom 3 to Doom 2
 Expiration[26] = 27 # Doom 2 to Doom 1
 Expiration[27] = 1  # Doom 1 to Death
 #-----------------------------------------------------------------------------
 # * Expiration Default (*Don't touch*)
 #-----------------------------------------------------------------------------
 Expiration.default = []
 #-----------------------------------------------------------------------------
 # * Experation States
 #-----------------------------------------------------------------------------
 def expiration_states
   # If expiration states nil
   if @expiration_states.nil?
     # Get expiration states setting
     @expiration_states = Expiration[@id]
     # Convert to value to array if integer
     @expiration_states = [@expiration_states] if @expiration_states.is_a?(Integer)
     # If value isn't set as array, return an empty array
     @expiration_states = [] unless @expiration_states.is_a?(Array)
   end
   # Return expiration states
   @expiration_states
 end
end

#===============================================================================
# ** Game_Battler
#===============================================================================

class Game_Battler
 #-----------------------------------------------------------------------------
 # * Alias Listings
 #-----------------------------------------------------------------------------
 alias_method :expirestates_gmbattler_removestate,       :remove_state
 alias_method :expirestates_gmbattler_removestatesauto,  :remove_states_auto
 #-----------------------------------------------------------------------------
 # * Remove States Auto
 #-----------------------------------------------------------------------------
 def remove_states_auto
   # Enable flag to check for expiration states
   @check_expiration_states = true
   # The usual
   expirestates_gmbattler_removestatesauto
   # Disable flag to check for expiration states
   @check_expiration_states = nil
 end
 #-----------------------------------------------------------------------------
 # * Remove State
 #-----------------------------------------------------------------------------
 def remove_state(state_id, force = false)
   # Check if state already inflicted
   state_inflicted = state?(state_id)
   # The usual
   expirestates_gmbattler_removestate(state_id, force)
   # End method if state invalid
   return unless state_id > 0
   # End method if state still exists
   return if state?(state_id)
   # End method unless checking expiration states
   return unless @check_expiration_states
   # End method unless state was previously inflicted before removal
   return unless state_inflicted
   # Get state object
   state = $data_states[state_id]
   # End method if expiration states empty
   return if state.expiration_states.empty?
   # Force the addition of each expiration state
   state.expiration_states.each {|i| self.add_state(i)}
 end
end


Any ideas?
Reply }
#2
Trump!
I mean BUMP!
Reply }
#3
Bump
Reply }
#4
Hrm.. Problem is the fact that it 'is' an SDK script. There is that and the author just went on a vacation last month or so. He does so for a while. He is the expert on that script and I believe any changes to 'un-SDK' it woul d require some extra rewirtes you might not like.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
#5
Oh.. By rewrite do you mean a rewrite on the expiration state addon or the core script?
Is there any other non-SDK doom script for the RPG XP that i could test? I did only find that.
Reply }
#6
Non SDK? Not that I know. The feature requires a more modular version of Game Battler. That is to say, a version where methods like 'attack_effect' are broken down into smaller parts.

THAT BEING SAID........ You may find that within my RTAB with Extras demo (just look for RTAB in here), that I employ a system by Trickster entitled "Trickster's Bag Of Skill Effects". While it is an SDK script, it uses SDK 1.5 with no problem. In fact, I believe there is a rewrite within the RTAB demo of Trickter's script that has been Un-SDKed.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   ACBS - Atoa Custom Battle System and TP System zlsl 2 3,572 10-20-2021, 05:09 AM
Last Post: zlsl
   I want to add an Atoa Custom Battle System command cut-in. zlsl 11 11,528 11-11-2019, 08:55 PM
Last Post: DerVVulfman
   Question about ACBS (Atoa Custom Battle System) aeliath 10 10,581 08-08-2019, 02:50 PM
Last Post: aeliath
   Remaining turns of states Melana 3 6,250 08-01-2018, 02:43 PM
Last Post: kyonides
   (RMVXace) Battle error with Tankentai's battle system, help. x( Starmage 0 3,396 02-14-2018, 04:25 PM
Last Post: Starmage
   Atoa Individual Battle Commands Geminil 3 6,001 08-02-2017, 03:17 AM
Last Post: DerVVulfman
   Scan skill should show states Tumen 5 8,077 05-02-2017, 03:33 AM
Last Post: DerVVulfman
Shocked  Help needed with Atoa's CBS jreagan406 2 4,978 02-16-2017, 12:36 PM
Last Post: jreagan406
   Problems with counteraatack addon of Atoa Custom Battle System Djigit 22 30,838 01-05-2017, 08:05 PM
Last Post: Noctis
   Atoa ACBS HP Regen Skill Lightness 11 12,038 03-11-2016, 10:43 PM
Last Post: Lightness



Users browsing this thread: