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> ~[Conditional Skills and Equipment VX]~
Syvkal
post Jun 29 2008, 10:14 AM
Post #1


Sir Spoon
Group Icon


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 5
The 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


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Is time the wheel that turns, or the track it leaves behind?


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spike_vii
post Jun 29 2008, 10:39 AM
Post #2


A Certain Lazy Student
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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


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Pokeplushy

Quotes (big, black, bullshit)
Spoiler:
Trying is the first step towards failure.

Pretty women make us buy beer. Ugly women make us drink beer.

Don't send funny greeting cards on birthdays or at Christmas. Save them for funerals when their cheery effect is needed.

Everything is funny as long as it is happening to Somebody Else.

Life is pleasant. Death is peaceful. It's the transition that's troublesome.

Music is what's painting inside you.

If you want a thing done well, do it yourself.

The good ended happily, and the bad unhappily. That is what Fiction means.

Put your hand on a hot stove for a minute, and it seems like an hour. Sit with a pretty girl for an hour, and it seems like a minute. That's relativity.

There's no such thing as a soul. It's just something they made up to scare kids, like the boogeyman or Michael Jackson.

Only two things are infinite, the universe and human stupidity and I'm not sure about the former.

Eighty percent of married men cheat in America. The rest cheat in Europe.

Hey, can you take the wheel for a second, I have to scratch my self in two places at once.

Great minds discuss ideas. Average minds discuss events. Small minds discuss people.
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Syvkal
post Jun 29 2008, 08:16 PM
Post #3


Sir Spoon
Group Icon


Type: Coder




Glad to see that you're happy to see me happy.gif

Didn't even know there was a download section lol, shall upload soon then xD


--------------------


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spike_vii
post Jun 29 2008, 08:29 PM
Post #4


A Certain Lazy Student
Group Icon


Type: Designer
Alignment: Chaotic Evil




thanks syvkal!

oh, btw, did u done this request i made on the RRR?


--------------------
Pokeplushy

Quotes (big, black, bullshit)
Spoiler:
Trying is the first step towards failure.

Pretty women make us buy beer. Ugly women make us drink beer.

Don't send funny greeting cards on birthdays or at Christmas. Save them for funerals when their cheery effect is needed.

Everything is funny as long as it is happening to Somebody Else.

Life is pleasant. Death is peaceful. It's the transition that's troublesome.

Music is what's painting inside you.

If you want a thing done well, do it yourself.

The good ended happily, and the bad unhappily. That is what Fiction means.

Put your hand on a hot stove for a minute, and it seems like an hour. Sit with a pretty girl for an hour, and it seems like a minute. That's relativity.

There's no such thing as a soul. It's just something they made up to scare kids, like the boogeyman or Michael Jackson.

Only two things are infinite, the universe and human stupidity and I'm not sure about the former.

Eighty percent of married men cheat in America. The rest cheat in Europe.

Hey, can you take the wheel for a second, I have to scratch my self in two places at once.

Great minds discuss ideas. Average minds discuss events. Small minds discuss people.
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Syvkal
post Jun 30 2008, 06:28 AM
Post #5


Sir Spoon
Group Icon


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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Syvkal
post Jul 5 2008, 04:50 PM
Post #6


Sir Spoon
Group Icon


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


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Syvkal
post Jul 6 2008, 11:29 AM
Post #7


Sir Spoon
Group Icon


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


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vitalice
post Jul 30 2008, 07:13 PM
Post #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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SeijiTataki
post Aug 31 2008, 11:42 AM
Post #9


Secret Asian Man
Group Icon


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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Enelvon
post Aug 31 2008, 12:49 PM
Post #10


The Lost One
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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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redm
post Sep 13 2008, 05:00 AM
Post #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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Raxier
post Sep 24 2008, 02:42 AM
Post #12



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Type: Undisclosed




QUOTE (Enelvon @ Aug 31 2008, 07:07 AM) *
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... biggrin.gif


--------------------
'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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Skids
post Nov 9 2008, 10:10 PM
Post #13


The Red Dreamer
Group Icon






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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Betasoft product...
post Nov 12 2008, 03:48 PM
Post #14



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Type: Undisclosed




i get an error in line 157 include NOTES; any suggestions?
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Radicon
post Dec 15 2008, 05:27 PM
Post #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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scottso06
post Dec 15 2008, 09:27 PM
Post #16



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Type: Spriter




QUOTE (Radicon @ Dec 15 2008, 12:45 PM) *
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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Radicon
post Dec 16 2008, 04:14 AM
Post #17



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Type: Designer




QUOTE (Radicon @ Dec 15 2008, 09:45 AM) *
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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Silver-X
post Dec 17 2008, 05:26 PM
Post #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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Ryver
post Feb 20 2009, 05:21 AM
Post #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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Cloakboy
post Feb 24 2009, 05:20 PM
Post #20



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Type: Undisclosed




QUOTE (Betasoft productions @ Nov 12 2008, 09:48 AM) *
i get an error in line 157 include NOTES; any suggestions?

I get this same error. It says "uninitialized game constant GameBattler:: NOTES". Did anyone else get this/know how to fix it?
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