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> Yggdrasil 1x6, UPDATE (1 bug fixes 4 new features (Surprise)) 1.6b
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pikakapi
post Mar 20 2012, 05:41 AM
Post #61



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Icy... You forgot to fix the gold decimal bug...
Can you include ".to_i" without quotation mark at the end of the line 832?
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IceDragon
post Mar 20 2012, 01:40 PM
Post #62


I demand cookies.
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Uggggh, you know what... >.> That update was due over 3 months ago, so I didnt know about (I just grabbed it and tossed it here)

I'll just quickly do that.

But after
From now on, Yggdrasil 1x6 is discontinued


EDIT:
By the way around 800 is the Random variation method, its not suppose to return an integer, you should have modified the calc_gold method (Which I believe I fixed)
>,> Man 3 months really messes me up


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exodus1386
post Mar 21 2012, 05:44 PM
Post #63


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i am interested to see this ported over to ace! I have been using your system since the old days. Now I am transferring project over to ace and would love to continue to use your battle system still smile.gif hope to see it soon


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pikakapi
post Mar 22 2012, 02:12 PM
Post #64



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@IceDragon
Oh... I see, and I'll already saw the discontinuation coming.
I'll looking forward to your awesome stuffs on Ace. wink.gif
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eman_360
post Mar 31 2012, 06:09 PM
Post #65



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I just have one problem how do you make enemies weapons icon show when they attack.

I mean i tried adding it as a comment and in the database and it still doesn't show

HELP!!!


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rgangsta
post Apr 7 2012, 02:28 AM
Post #66


The Handyman
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You can try this:
CODE
ev = $game_map.events[x]
ev.iex_weapon_icon = y

Where "x" is the event ID that is the enemy and "y" being the icon ID you want as the weapon.
This worked in Yggdrasil 1.5.

This ABS can be very difficult to use if you don't know what you're doing.
The best way is to see how IceDragon did the eventing in the Yggdrasil demo.

This post has been edited by rgangsta: Apr 7 2012, 02:40 AM


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infernalni
post Apr 8 2012, 09:02 AM
Post #67



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I dont know if there is any support for this anymore since its discontinued, but im running into an issue.

the only "add-on" to the vanilla RPGMVX is this ABS(version 1.6b) so its most likely not another script giving this issue, BUT, whenever i have a weapon, or armor that isnt equipped in my inventory, and i attempt to go to my item_set to set my potions and whateva, i get this error:

CODE
Script 'Yggdrasil 1x5' line 1027: TypeError occurred.

cannot convert nil into Array


then, boom crash burn.

Line 1027 code:
CODE
"ivboss"  => ImmortalVarBoss,


which confuses me a bit more cuz im pretty sure that has nothing to do with my error...

This post has been edited by infernalni: Apr 8 2012, 09:03 AM
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Ambrosia
post Apr 9 2012, 06:21 PM
Post #68



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Has anyone solved problem with ranged attack (like a bow that shoots arrows)?
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Safebox
post Jun 2 2012, 03:30 PM
Post #69



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QUOTE (Ambrosia @ Apr 9 2012, 07:21 PM) *
Has anyone solved problem with ranged attack (like a bow that shoots arrows)?


Put
<action 1=ProjectileTest>
<use target select>
in the weapons notebox!

Now to my question, how do you setup linear weapons (such as that of a gun or missile)?
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dreo
post Jun 9 2012, 02:52 PM
Post #70



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I don't knwo if you know this, but if you use your script but start with no initial party your script does not work, but the way around this is to creat an entirly blank actor but I would GREATLY appreciate it if you could tell me how to make it work with no initial party members and here is the error that shows if you do this with no intial party, but with the black actor the bar appears where they would spawn. so other then that quick look its really cool. love this script by the way. anyways Dreo out.

This post has been edited by dreo: Jun 9 2012, 02:54 PM
Attached File(s)
Attached File  Ygg_s_error.JPG ( 23.32K ) Number of downloads: 8
 
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Suppy
post Jun 17 2012, 10:34 AM
Post #71



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I know this might be alot to ask for but is it possible to add party members on the battlefield and give them AI's too? I know it wasn't originally you idea to do this but if it's possible this Battle System would be perfect for my game happy.gif
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Safebox
post Jun 17 2012, 10:55 AM
Post #72



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use <actor: x> in an event comment (replace x with actor ID)
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AlphaNexus
post Jun 25 2012, 10:23 AM
Post #73



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QUOTE (infernalni @ Apr 8 2012, 09:02 AM) *
I dont know if there is any support for this anymore since its discontinued, but im running into an issue.

the only "add-on" to the vanilla RPGMVX is this ABS(version 1.6b) so its most likely not another script giving this issue, BUT, whenever i have a weapon, or armor that isnt equipped in my inventory, and i attempt to go to my item_set to set my potions and whateva, i get this error:

CODE
Script 'Yggdrasil 1x5' line 1027: TypeError occurred.

cannot convert nil into Array


then, boom crash burn.


I am experiencing the same error.

I ruled out the compatibility by testing the demo itself. Whenever I have a unequipped weapon or armor, the "cannot convert nil to Array" problem. I tried using your updated v1.6c script, but the same problem occurs, though a different line is stated in the error.

Please, Icy, do your best to fix this problem. I think this is a fairly simple one. Since you demand a cookie, here's one:

I would also accept a solution that involves manually eventing through script calls the equipping of the items to their slots, even though the method could be difficult. Thank you in advance!

**UPDATE: I tried investigating the cause of the error, and I found the root cause through $log.trace() method by jfjohnny5 located here in line 9769:

CODE
return [nil] + ($game_party.items.inject([]) { |r, i| r << i if i.is_a?(RPG::Item) }) + [nil]


I'm not that knowledgeable in scripting, so please somebody out there help me... Thanks again!

**UPDATE2:@infernalni: I was able to create another way around the error by doing this: In the code, I changed the line into this:
CODE
return [nil] + ($game_party.items.inject([]) { |r, i| r << i}) # if i.is_a?(RPG::Item) }) + [nil]

Thus, by doing so, I disabled the conditions in checking whether the item was a weapon or not. Therefore, all weapons will be included in the item slot, and I don't want that to happen. Therefore, I inserted <cant_equip_slot> tags on ALL weapons. In that way, even though it's displayed in Scene_ItemSet.new, there's no way it could be equipped in item slots.

This post has been edited by AlphaNexus: Jun 25 2012, 12:16 PM


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Maoam
post Jul 7 2012, 03:01 PM
Post #74



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Does 1.6 have more extras than 1.5? I'm really not sure... I think in 1.6 are missing quite much things.
Or is it an illusion? mellow.gif
What exactly was deleted?

And how can I remove the debugging box? xD

Is it in "ISS000 - Core 2.4" in line 89?
I have changed it to: DEBUG_MODE = nil


Will there be someday a complete demo? (an easier one tongue.gif )?
If you need help, I could help.

This post has been edited by Maoam: Jul 8 2012, 04:11 PM
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IceDragon
post Jul 17 2012, 05:57 PM
Post #75


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o-e Seriously?

Maybe.. just maybe I should patch this up..

Can I have the version number please.

Indeed, Yggdrasil 1x6 is a performance strip.
I made 1x6 with the intent of improving performance and not adding more features.
I will admit the bulkiness of the script has discouraged me from continuing it.

I will not be fixing any future bugs encountered with this version of the script.

Besides I believe my latest update was
Yggdrasil 1.6c (Script)

Anyway lemme see if I can explain something:

@AlphaNexus
CODE
return [nil] + ($game_party.items.inject([]) { |r, i| r << i if i.is_a?(RPG::Item) }) + [nil]

This code is used to create the item list as you guessed.

But to break it down:
CODE
items  = [nil] # // Used for Unequip
all_items = $game_party.items
all_items.select! { |i| i.is_a?(RPG::Item) }
items += all_items
items += [nil] # // Used for Unequip
return items


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LazyViking
post Sep 30 2012, 09:01 AM
Post #76



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I know this is kinda necroing, and i know that this project is discontinued, but i was hoping that either IceDragon or someone whos familiar with this script could help me with a thing or two:

1) when i equip an item to a hotkey and use it ut it isn't removed from the hotkey bar. for example: ifi have 2 potion and equip potion to the hotkey bar, i should be able to press the hotkey twice and use 2 potions, but since i dont have anymore potions in my inventory, is it possible to automaticly remove it from the skillbar?

2) i cant get the bow to work sad.gif i have tried both:


QUOTE (pikakapi @ Nov 14 2011, 09:52 AM) *
@Rosenblack
EDIT: Turns out the projectile action is buggy, use this tag...
<action 1=TargetSelectTest>
It does not shoot projectiles like the old demo, but it works similarly.
Oh, you may get rid of the "SET_SKILL" line of that action,
or you're using free cost of skill 81. (Yay, free Burst xD)


and

QUOTE (Safebox @ Jun 2 2012, 04:30 PM) *
Put
<action 1=ProjectileTest>
<use target select>
in the weapons notebox!

Now to my question, how do you setup linear weapons (such as that of a gun or missile)?



and it wont work and is there a way to get the old bow function back like it was in 1x5?



3) is there a way to get that magic bullet that was in 1x5 or is it possible to set the range for spell targeting since now when i use a spell i can target any enemy on the map.


thanks, hope someone can help me with this smile.gif

-lazyV
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jesse120
post Oct 29 2012, 02:12 AM
Post #77


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how do you use a shield?


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IceDragon
post Mar 28 2013, 04:11 PM
Post #78


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smile.gif

From here on:
Yggdrasil 1x6 is free to use in all commercial projects



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robbieagray
post May 2 2013, 05:56 AM
Post #79


I am not insane... YET!!! :D
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Now this may have already been covered but I am just wondering out of all the scripts, common events, and variables, which ones from the demo are necessary?


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rgangsta
post May 2 2013, 11:10 AM
Post #80


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QUOTE (robbieagray @ May 2 2013, 02:56 AM) *
Now this may have already been covered but I am just wondering out of all the scripts, common events, and variables, which ones from the demo are necessary?


Just the scripts. The common event and variables are used to control the ABS and enemies. Like specifying the x and y you would like a skill to affect.


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