Skill Leveling
#11
Great script ! Love it though i dont have much use for it XD
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#12
@DerVVulfman:
Hm, I seem to do something wrong, I didn't get it to work ^^' Re-reading the instructions in the script didn't help either...I'll try again at the weekend and hopefully will get it then, since it is really a nice script =D
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#13
:D Hate to be that guy to keep bringing old scripts up but...what would I have to do to get this RTAB compatible? lol. Would this upgrade limit breaks too if I set the limit break skill up? I guess I would have to try using this with the limit break script and see what happens.

[Image: crono.png]
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#14
Hey, Crono. I'm at work, so I don't have my RMXP up. This is off the top of my head.

I didn't think about adapting it for RTAB or making it cross platform, however it can be done.

Within the Scene_Battle codes, the routines that ask for @active_battler within the methods, need to be changed to battler:
return unless @active_battler.current_action.kind == 1
to
return unless battler.current_action.kind == 1

And some of the methods need to have this... (battler = @active_battler) ... attached to the method name
def make_skill_action_result
to
def make_skill_action_result(battler=@active_battler)

Certain ones in Scene_Battle were replaced with their own 'similarly' named versions

The def skill_effect code in Game_Battler may need to be changed/adapted in a similar fashion.

*waves to Milady yamina and Chrono*
DerVVulfman's 'regular Joe' account for testing and permissions use.
Who watches the Watchmen?
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#15
So do all of the @active_battler code in scene_battle to @battler or is it not that simple? :/

Apparently not. I guess my lack of knowledge is trying to decide what and how everything needs to go.

Ill keep playing around and see what I get. =/
[Image: crono.png]
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#16
Actually to 'battler'... not '@battler'. MOST of it should be that simple. Cogwheel redefined the active battler value so each actor's actions were tracked. Using '@' in the code would let the one value be reused by all the actors (n enemies), so Cogwheel decided to set 'battler' to be in instance value unshared by all the actors.
DerVVulfman's 'regular Joe' account for testing and permissions use.
Who watches the Watchmen?
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#17
So when I change it to "battler" (I did this for all that said @active_battler); On all of the def's, do I need to do (battler=@active_battler)?

Doing the edits that I've done. Changing all @active_battler to battler and putting (battler=@active_battler) on every def that had the @active_battler code in it. I now get an error in the RTAB script itself on lines 1552 and 1553

Code:
when 2
      update_phase4_step2(battler)

wrong number of arguments 1 for 0.

Ill keep messing around.
[Image: crono.png]
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#18
Perdy much. Winking Well, the ones that use 'battler' anyway.
DerVVulfman's 'regular Joe' account for testing and permissions use.
Who watches the Watchmen?
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#19
Ok, apparently I didnt find all of the active_battler.

Now I did, and Im getting this error now:

wrong number of arguments 1 for 0

line 683:
Code:
skill_level_update_phase4_step2

Am I missing something?
[Image: crono.png]
Reply }
#20
Yes.

In RTAB, that particular method probably ALSO requres the (battler=@active_battler) parameter, so it looks like

skill_level_update_phase4_step2(battler=@active_battler)

Meh... If I was at home...... Confused BUT, you're probably about done. Laughing
DerVVulfman's 'regular Joe' account for testing and permissions use.
Who watches the Watchmen?
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