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Mar 26 2010, 04:19 AM
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#1
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![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
Combo Timing v1.3VX by rusted_71 export by wltr3565 XP version: http://rpgmakerid.forumotion.net/rmxp-scri...vator-t1332.htm It's in Indonesian. You might want to get a translator to read it. Introduction A friend of mine, Rusted_71, has made something that's similar to Legend of Dragoon. Unfortunately, it was for XP, and for Tankentai as well. But many of VX users want to use this. Since it's possible to export it, I exported this for VX use. Note: I never played Legend of Dragoon in my life, so don't ask me for the detailed mechanism. Features - Plug and Play (maybe? You still have to set you skill animations though) - A really cool function to time your attack! Try yourself. I don't get it. Just press the C button while the shrinked square is at the same size as the smaller one. - Interchangeable combo attacks. Screenshots ![]() Trust me, it's better in VX ![]() Added an extra for the VX version. How to Use Adjust things in the script below. For the functions: - Combo Learning: To make an actor to learn a new combo, use this in the script command: $game_system.learn_combo(actor_id, combo_id) actor_id represents the learning actor's id, and combo_id represents the learned combo's id. The equipped combo won't be used in an instant. It must be equipped first. - Combo Adjusting Screen. To make the players adjust their actors' combo attacks, use this in the script command: $scene = Scene_Combo.new(actor_index) actor index represents the actor's party index. Like this: $scene = Scene_Combo.new(1) Defaultly, will show Ulrika's combo menu. If you want the skills do things like normal attacks in this demo, just set the skill's sequence from the sequence below. Demo http://www.mediafire.com/?n2j2mmmvvng Script Spoiler: Terms of Use Credit Rusted_71 especially! He made this first. Crediting me, wltr3565 will be very nice. Oh, don't ask me about commercial uses. Ask Rusted_71. Thanks - Rusted_71: He made this first in XP. - Trickster: Rect draw method for this script. - Sony: Legend of Dragoon... Is it? All hail to the blu-ray king! This post has been edited by wltr3565: Apr 30 2010, 07:33 AM -------------------- This place is empty, just like I restarted myself.
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Mar 26 2010, 05:27 AM
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#2
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![]() Type: Undisclosed Alignment: Unaligned |
Never played Legend of Dragoon either, but timing those hits correctly was surprisingly rewarding.
It does overwrite some SBS-created methods which the ATB overwrites as well so I'm unsure if it's completely compatible with the ATB installed. Will need to do some testing. Thanks for sharing, wltr! And thanks to Rusted as well. -------------------- I no longer support Tankentai.
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Mar 26 2010, 05:31 AM
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#3
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
kinda same system like the one the xbox360 game Infinite Undiscovery uses... but they use a big circle instead of the square ^^
http://blogs.the217.com/anothercastle/file...undiscovery.jpg nice script, gotta try it out some time -------------------- |
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Mar 26 2010, 07:38 AM
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#4
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![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
@Mr.Bubbles:
Oh yeah, the playing_action method... I need to update it (and tell rusted so he can do something with the XP version's ATB). I can't upload for a while, so I'll update the script that's posted here. Now this can be used in ATB as well without any future problems. -------------------- This place is empty, just like I restarted myself.
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Mar 26 2010, 10:45 AM
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#5
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![]() Newb Hunter ![]() Type: Writer Alignment: Neutral Good |
Noticed its kinda hard to successfully combo when you hit them and theres that flash covering the timing button.
Hmm i asked for something like this before and no one tried to help -------------------- QUOTE Grand Moff Lyonn two wrongs don't make a right har har har. BUT! Two Negatives make a Positive :). And thats Math. Har Har Har, HAR. If we burn, you burn with us. ORIGIN OF PURE EVIL (Read my posts to know) -Current Projects- ![]() ![]() ![]() |
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Mar 26 2010, 10:48 AM
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#6
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![]() ![]() Type: Writer Alignment: True Neutral |
Great script wltrrr:D!
Its funny you would make thisk ind of script and Ive jsut started playing LOD for the first time in years recently I will try it out when I have time. I think its a nice script -------------------- |
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Mar 26 2010, 11:43 PM
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#7
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![]() your RGSS kitteh! ![]() Type: Coder Alignment: Chaotic Evil |
Uhm, I kinda need help on this one...
After I installed and configured the script, I get an error saying "Line 203: SystemStackError occured. stack level too deep." Then I went to line 203. I changed the $data_combo creation method from start to initialize, and I tested again. Still the same error, but instead of Line 203, it became Line 542. Am I using too much scripts? Please help. -------------------- |
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Mar 27 2010, 04:41 PM
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#8
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L. Khaos ![]() Type: Undisclosed |
Tried the demo... this is awesome!
Easy to implement too! Good work^^ EDIT: due to profane words <.< got too carried away, ma bad. This post has been edited by flipsomel: Apr 2 2010, 01:09 PM -------------------- Some of my scripts:
KGC OVERDRIVE ADDON - State Afflictions [LUS] Cover for SBS Tankentai Games you must try: ![]() |
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Apr 2 2010, 09:55 AM
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#9
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![]() your RGSS kitteh! ![]() Type: Coder Alignment: Chaotic Evil |
I was able to use this script properly now xD
But there's something wrong... Damage calculations aren't working too well. The script still calculates like the default damage for every hit. Oh, and I tried to remove one thing: set_attack_damage_value (method) ;3 nothing happened after I removed it. -------------------- |
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Apr 2 2010, 10:41 AM
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#10
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![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
QUOTE Oh, and I tried to remove one thing: set_attack_damage_value (method) ;3 nothing happened after I removed it. @dairu: Damage calculations? I don't see the script to overwrite the damage calculation for both normal attacks and skills... Maybe another script override it... QUOTE Tried the demo... this is fuckin awesome! @flip: A bad word note... -------------------- This place is empty, just like I restarted myself.
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Apr 2 2010, 11:10 AM
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#11
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![]() Type: Undisclosed Alignment: Unaligned |
Played around with this a little more with the ATB. I was a bit surprised when I saw that the item/skill windows already hide themselves while an actor does timed hits while you are selecting a command for another actor. It does look a little weird though when the skill/item window quickly blinks in and out multiple times if the sequence has a lot of timed hits. But it's still good since it prevents any potential errors.
Nice job with the errorproofing. -------------------- I no longer support Tankentai.
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Apr 3 2010, 02:36 AM
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#12
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![]() Newb Hunter ![]() Type: Writer Alignment: Neutral Good |
How would i move the Combo Button(the one that appears after the first hit) so it wont be infront of the flashing enemy. Or atleast make the Square Darker.
-------------------- QUOTE Grand Moff Lyonn two wrongs don't make a right har har har. BUT! Two Negatives make a Positive :). And thats Math. Har Har Har, HAR. If we burn, you burn with us. ORIGIN OF PURE EVIL (Read my posts to know) -Current Projects- ![]() ![]() ![]() |
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Apr 3 2010, 02:43 AM
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#13
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![]() Type: Undisclosed Alignment: Unaligned |
Noticed something you might want to take a look at:
Spoiler: There are no PDEF, STR, and DEX stats in VX, only in XP. The elements_correct(attacker.element_set) method doesn't exist. It's been changed to elements_max_rate(obj.element_set) in VX. The reason why this isn't popping up as an error is because set_attack_damage_value(attacker) isn't even used in another method. -------------------- I no longer support Tankentai.
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Apr 3 2010, 07:21 PM
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#14
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![]() Type: Undisclosed |
Is there any way to change the button so that the user has to press like Z the first time, then like A (example), then Z again?
Or is it always going to be the default button? zomg first post. :] |
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Apr 5 2010, 10:26 AM
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#15
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![]() Passing Through member ![]() Type: Artist Alignment: Chaotic Neutral |
btw nice script...
but how to replace the default "FAILURE_ATTACK" sequence which cancels the combo with ONE more hit that only deals half of exact damage of his/her(the character's) weapon? can't get it? consider Mario in Gameboy or DS. -------------------- |
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Apr 7 2010, 02:38 AM
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#16
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![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
@mr.bubble:
Now that you mention it, the battle formula... I'll fix it if I can. @richter: You... So Rusted's way doesn't work? I can't help you for now. @Bunchies: There's a way. Search for Input.trigger?(Input::C). Changes the alphabet at the end of it (in this case, C, which means it's Z button keyboard and spacebar) to the desired button like Input::B or Input::X. @Kovu: Find the method that configures the window position, or search for these: CODE @target_x = x @target_y = y As you already know, the x one configures the horizontal position, and y configures the vertical position. Change it to your liking by giving it some + or - for the value. Seems that I have to add some more configurations for the next update -------------------- This place is empty, just like I restarted myself.
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Apr 8 2010, 06:56 PM
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#17
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![]() Type: Undisclosed |
This is a great script...do EVA, HIT, and CRI factor in to the combo attacks/regular attack when using this? I answered my first question (they do factor in), but
I found an issue when tinkering with the damage values. I was hoping to use both the double and triple slash combos in my game, but found when you modify the damage multipliers (1, 0.5, 0.1) or (0.5, 0.6), they all do 1x damage. The same thing happens for both combo types. EDIT: Looking through the code, I found that the above error is caused by the same problem that Mr. Bubble mentioned about set_attack_damage_value(attacker) never being called in the script. Could you or someone make the change so that damage modifiers array has an effect on each of the attacks in the combo? I would love to use this script. Thank you very much. This post has been edited by sbethune81: Apr 12 2010, 12:04 AM -------------------- Manifest - A complete 30 hour rpg, 4 years in the making:http://www.filefactory.com/file/c028461/n/Manifest.rar
Check out Manifest on Facebook: http://www.facebook.com/pages/Manifest/163...ll&filter=1 |
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Apr 15 2010, 12:36 AM
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#18
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![]() ![]() Type: Undisclosed |
but I have to ask i've run into a problem and must ask how to properly create a new move because I believe i must be doing something wrong since I get the error
error.jpg ( 27.7K )
Number of downloads: 44I believe its a problem on my part as I have added this technique to your script and the sbs configuration under skill sequence
error_2.jpg ( 82.39K )
Number of downloads: 46If You need me to show more information i'd be glad too if you just let me know what it is I should show |
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Apr 15 2010, 12:40 AM
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#19
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![]() The Interloper ![]() Type: Writer Alignment: Chaotic Evil |
Try putting a comma after the end of the 'Flee Reset"] thing.
-------------------- ![]() QUOTE "You die a lot. That's not healthy." QUOTE Real life contains glitches, what the %&$@? |
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Apr 15 2010, 07:08 PM
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#20
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![]() ![]() Type: Undisclosed |
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| Lo-Fi Version | Time is now: 20th May 2013 - 12:27 AM |
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