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Jun 29 2008, 10:14 AM
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#1
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![]() Sir Spoon ![]() Type: Coder |
Conditional Skills and Equipment VX Version: 2.6.1 Introduction I was inspired by a request to make this script. It allows you to set special use conditions to any skills or equipement you want. It's a very simple script and is currently under development, but I wanted to post it anyway. Read Instructions Before Using Features Allows you to make skills and equipment that require special conditions to be used. These include: » Click to show Spoiler - click again to hide... « You can set the script to remove equipment when they don't meet their requirements anymore eg. A Begginers Below Level 5 Sword will be removed when you reach level 5The script can also hide any skills you want when they can't be used. Screenshots Can't really take a screenshot.... Script » Click to show Spoiler - click again to hide... « Instructions Put it under the Materials Section Place my 'Notes Field System' above this script: » Click to show Spoiler - click again to hide... « Further instructions can be found in the script header.Compatibility Compatible with most things I hope. However, this script is under development, so bugs may occur. The script also changes 'Window_Skill's 'refresh' command and 'Scene_Equip's 'update_item_selection' command. However the small pieces of coding can easily be added where you need it. This post has been edited by Syvkal: Jul 6 2008, 11:26 AM -------------------- ![]() Is time the wheel that turns, or the track it leaves behind? |
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Jun 29 2008, 10:39 AM
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#2
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![]() A Certain Lazy Student ![]() Type: Designer Alignment: Chaotic Evil |
yay! svykal is here! thanks to contribute here!
we're looking forward for your scripts! don't forget to put them on the script download section! This post has been edited by spike_vii: Jun 29 2008, 10:41 AM -------------------- Pokeplushy
Spoiler: Quotes (big, black, bullshit) Spoiler: |
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Jun 29 2008, 08:16 PM
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#3
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![]() Sir Spoon ![]() Type: Coder |
Glad to see that you're happy to see me
Didn't even know there was a download section lol, shall upload soon then xD -------------------- ![]() Is time the wheel that turns, or the track it leaves behind? |
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Jun 29 2008, 08:29 PM
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#4
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![]() A Certain Lazy Student ![]() Type: Designer Alignment: Chaotic Evil |
-------------------- Pokeplushy
Spoiler: Quotes (big, black, bullshit) Spoiler: |
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Jun 30 2008, 06:28 AM
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#5
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![]() Sir Spoon ![]() Type: Coder |
Not updated this script in a while, I'll have to do that at some point xD
-------------------- ![]() Is time the wheel that turns, or the track it leaves behind? |
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Jul 5 2008, 04:50 PM
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#6
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![]() Sir Spoon ![]() Type: Coder |
Update
Version 2.6 Only a small update, but an update none the less I have fixed a small bug (to do with NOSHOW) Add a new way of defining the conditions so it's compatible with my Passive Skills You may wana have a read through the script header before using it (And trying it out in a new Game, because there may be bugs... xD ) I also updated the Notes Module This post has been edited by Syvkal: Jul 5 2008, 05:03 PM -------------------- ![]() Is time the wheel that turns, or the track it leaves behind? |
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Jul 6 2008, 11:29 AM
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#7
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![]() Sir Spoon ![]() Type: Coder |
Update
Version 2.6.1 Another small update, but an update none the less I have added an 'Script Import' feature so now my 'Passive Skills' Script can work with or without this script A proper update will come soon, I hope xD -------------------- ![]() Is time the wheel that turns, or the track it leaves behind? |
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Jul 30 2008, 07:13 PM
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#8
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![]() Type: Undisclosed |
Very nice script, Not Compatible with any stat distrubition scripts, if you put a condition on an item for stats and raise the stats with the stat dist, you still can't equip item. I used two stat distr script same error occurs.
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Aug 31 2008, 11:42 AM
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#9
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![]() Secret Asian Man ![]() Type: Spriter |
Was working with this script, and I'm mildly curious if there's some way to set it up to activate a skill based on a number of possible items being equipped, rather than a specific combination.
IE; I'd like to have a set of abilities that are active with a certain type of armor/weapon equipped (five or six possible types of swords or shields, for example) to activate the related abilities. (Such as having a defense ability with a shield, slash attacks with a sword, sneak attacks with a dagger, etcetera.) At the moment, I'm scratching my head on to how to have the current "if has_tag?(@conditions,'WEAPON')" (or Armor) to expand for multiple possible entries. |
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Aug 31 2008, 12:49 PM
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#10
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![]() The Lost One ![]() Type: Coder Alignment: Neutral Evil |
It doesn't provide an OR option, thus multiple conditions must ALL be met, rather than just one.
This post has been edited by Enelvon: Aug 31 2008, 12:49 PM |
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Sep 13 2008, 05:00 AM
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#11
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![]() Type: Undisclosed |
I noticed if you you have no skill and select the 'blank' skill to use, it causes
undefined method 'note' for nil:NilClass |
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Sep 24 2008, 02:42 AM
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#12
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![]() ![]() Type: Undisclosed |
It doesn't provide an OR option, thus multiple conditions must ALL be met, rather than just one. just create a COPY of the weapon/skill you want to use the other condition with... -------------------- 'Without my flame, i have no game'
-------Games working on------- 'Everlasting Time' ----Story board---- "Everlasting Time" A story of a hero name 'Raxier' and a door called 'The Time ruk'. Raxier is the very first to see this door, and as two army's fight for the search of the door, they fail to find it,and a great Rein is started, along with it a evil foe was created! Raxier's moher warps him 2 melinia in the future, giving her life away! It is now up to Raxier, and a few friends to stop this Rein, and defeat the evil foe at the end! ---------------------------------- |
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Nov 9 2008, 10:10 PM
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#13
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The Red Dreamer ![]() |
Any chance you can make this compatable with KGC_DistributeParameter script? It doesn't consider an upgrade it stats real so you can't use this script and KGC's...It'd great if you could because then it would allow people to go for a more custom player.
-------------------- Current Project........................Future Projects..........................Supported Projects
Bliss - Our Life........................ Tower of the Shadow of Death.......... ............................................................................................ ![]() |
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Nov 12 2008, 03:48 PM
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#14
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![]() Type: Undisclosed |
i get an error in line 157 include NOTES; any suggestions?
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Dec 15 2008, 05:27 PM
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#15
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![]() Type: Designer |
With this script installed, it causes an error on healing skills out of combat. When I use the skills, the game makes an error noise and deducts no MP and heals no HP. However, if I leave the menu and come back the healing appears to have worked. The healing skills don't have any requirements to be cast, so I don't know why the script interferes, but if I pull it out then they go back to normal. Any clue of what I can do?
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Dec 15 2008, 09:27 PM
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#16
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![]() Type: Spriter |
With this script installed, it causes an error on healing skills out of combat. When I use the skills, the game makes an error noise and deducts no MP and heals no HP. However, if I leave the menu and come back the healing appears to have worked. The healing skills don't have any requirements to be cast, so I don't know why the script interferes, but if I pull it out then they go back to normal. Any clue of what I can do? I had the same problem before, too. I don't know why it works, but I fixed it by putting the following in the "NOTE" section of every healing spell: <skill> <skill> |
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Dec 16 2008, 04:14 AM
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#17
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![]() Type: Designer |
With this script installed, it causes an error on healing skills out of combat. When I use the skills, the game makes an error noise and deducts no MP and heals no HP. However, if I leave the menu and come back the healing appears to have worked. The healing skills don't have any requirements to be cast, so I don't know why the script interferes, but if I pull it out then they go back to normal. Any clue of what I can do? That worked! Thanks! One more question, the script crashes the game if I use the ITEM requirement on a skill, but not if I use the other requirements (such as the ITEMUSE). Any clues there? |
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Dec 17 2008, 05:26 PM
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#18
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![]() |
Hey, I have a question.
Do the feature *Whether certain items are in your inventory (which the skill can use up) support being used in battle mode? I am trying to get a spell components system working, but I dont think its doable without a script. Thanks. -------------------- |
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Feb 20 2009, 05:21 AM
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#19
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![]() Type: Artist |
Anyone knows why this script (even alone in a vanilla project) prevents correct behavior use of .healing. skills in the skill windows from the menu.
Strage In-Game behavior description : Select healing skill, apply skill to a target, no sound plays, stats don't move up, mp are not used, then when you get back to main menu, the hps are healed ? Can anyone help or point me what's is wrong ? |
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Feb 24 2009, 05:20 PM
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#20
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![]() Type: Undisclosed |
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| Lo-Fi Version | Time is now: 24th May 2013 - 02:57 AM |
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