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> Hoow to make Display Victory Aftermath display extra stats?
ArcaneKn1ght
post Jan 26 2012, 07:03 PM
Post #1



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Type: Undisclosed




[code][/code]Hey everyone, I'm curious if there is a way to make the Display Victory Aftermath Script also
show extra stats from YEM new battle stats script.

If not is there any extra battle stats script that will work with display victory aftermath?

In case anyone is unsure what I'm talking about, when I level up, It doesn't show the
DEX stat or the RES stat.
Any help would be great smile.gif

Here are the scripts I'm using (There's quite a few, but each serves their purpose tongue.gif)

Spoiler:
YEZ Custom Message System
YEM Equipment Overhaul
YEM Main Menu Melody
YEM New Battle Stats
YEM Status Menu Melody

All of the Core Scripts for Tankentai BS 3.4e and Add-Ons from the demo such as...
Notetags for Tankentai
Old Vers. Compatibility
EV. CMD's Through Sequence
Animation Overlay Patch
NightWalker's Sample Skills
Malexos' "Better" Bow Addon
Guns Action Sequence (K)

Display Victory Aftermath (Yanfly Engine RD)
Pixel Movement
Event Chase Player
Battle Backgrounds
Limited Inventory 1.1b
SSS - Minigame Bull's Eye
MOG_Location_Name_VX
Monster Bestiary
Neo Save System VI
CSA Gold/EXP Boost
Desperation Attacks
Nitro's Skill Set
Fog Effect
ReinoRPG HUD v. 0.6
Area parameter's (Not sure the exact name of script, but there's three parts and it's for displaying a textbox when walking on a designated "Area""


The script I use for Display Victory Aftermath is below.

This post has been edited by ArcaneKn1ght: Jan 26 2012, 07:42 PM
Attached File(s)
Attached File  Display_Victory_Aftermath.txt ( 74.72K ) Number of downloads: 13
 
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Alucard_2
post Jan 26 2012, 07:11 PM
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Yeah, there's a way, but, well, we'll need the scripts you're using and maybe screenshots of the actual Victory aftermath.
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ArcaneKn1ght
post Jan 26 2012, 07:29 PM
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QUOTE (Alucard_2 @ Jan 26 2012, 08:11 PM) *
Yeah, there's a way, but, well, we'll need the scripts you're using and maybe screenshots of the actual Victory aftermath.

Got the scripts I'm using posted and I'll post the Display Victory Aftermath script.

This post has been edited by ArcaneKn1ght: Jan 26 2012, 08:34 PM
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Minoan Royal
post Jan 31 2012, 02:38 AM
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QUOTE (ArcaneKn1ght @ Jan 26 2012, 04:03 PM) *
It doesn't show the DEX stat or the RES stat.


it hasto be one of the other scripts interfering with it, cuz I'm using melody as well, and it shows up for me. That, or the ReDux version of Victory Aftermath doesn't have support for the DEX and RES to show up at levelling. the first thing I would try would be to use the Melody VA script, IMO. if that doesn't work, slowly start disabling scripts to see if one of the others is causing problems.

This post has been edited by Minoan Royal: Jan 31 2012, 02:39 AM


--------------------
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Current project(s):
Lost in the Dark(working title): ±2% complete (resource editing)
Blacklight Menu System: -5% (planning stages)
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Alucard_2
post Jan 31 2012, 03:08 PM
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@Minoan Royal
To say the truth, there's no script causing "problem", it's just the fact that the Aftermath script that he's using doesn't has the commands to show those stats, because it was made to default RMVX stats.
Well, I started right now to modify the aftermath script, and it's almost done.

EDIT:
And here it is! Done!
It is very long, so I had to attach it.

Well, here are the good news and the bad news:

Good news:
QUOTE
- RES and DEX stats added;
- Everything is working nicely, and you can set the icon index for RES and DEX;


Bad news:
QUOTE
- With the addition of RES and DEX in the levelup window, there were not enough space for those two stats to appear. So I had to increase the levelup stats window's height and decrease the message window's height. You can adjust the increase/decrease of those windows in the new variable, just search for WINDOW_HEIGHT_ADJUST in the configuration module.


This post has been edited by Alucard_2: Jan 31 2012, 04:11 PM
Attached File(s)
Attached File  YEM_New_Battle_Stats_Modification.txt ( 76.72K ) Number of downloads: 8
 
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ArcaneKn1ght
post Feb 1 2012, 12:08 AM
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QUOTE (Alucard_2 @ Jan 31 2012, 04:08 PM) *
@Minoan Royal
To say the truth, there's no script causing "problem", it's just the fact that the Aftermath script that he's using doesn't has the commands to show those stats, because it was made to default RMVX stats.
Well, I started right now to modify the aftermath script, and it's almost done.

EDIT:
And here it is! Done!
It is very long, so I had to attach it.

Well, here are the good news and the bad news:

Good news:


Bad news:

Awesome! That's a relief ^^; I was worried I'd never be able to see those stats like the rest when leveling up.
I would definitely give you a rep point if I could xD You're a lifesaver smile.gif
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ArcaneKn1ght
post Feb 1 2012, 03:47 PM
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Hey Alucard_2, It seems the display part is working,
but the stat's don't seem to update properly for me in the results window.
Everytime I level up it shows dex going from 17>17 (Same number>same number) and I've tried altering the dex formulas of the characters.
It appears in-game at the menu it shows the stats are higher but the script isn't showing that. xP
I'll try it on a fresh game to see if it's another script clashing with it.


EDIT: I just tried it with only YEM New Battle Stats and Display Victory Aftermath and it wasn't working right for that either :/
Sorry to be a pain >.<

This post has been edited by ArcaneKn1ght: Feb 1 2012, 03:51 PM
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Alucard_2
post Feb 1 2012, 04:01 PM
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Yeah, I saw it before, but I'm having problems to do it >.<
I'll try to analyze the RTP's stats scripts to check how to fix it.
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Alucard_2
post Feb 1 2012, 04:58 PM
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OMG I DID IT!
Just add this above Main:
CODE
#===============================================================================
# Game_Battler
#===============================================================================

class Game_Battler
  
  #--------------------------------------------------------------------------
  # anti-crash method: clear_battle_cache
  #--------------------------------------------------------------------------
  unless method_defined?(:clear_battle_cache)
  def clear_battle_cache; @cache_params = {}; end
  end # method_defined?(:clear_battle_cache)
    
  #--------------------------------------------------------------------------
  # anti-crash method: parameter_limit
  #--------------------------------------------------------------------------
  unless method_defined?(:parameter_limit)
  def parameter_limit; return 999; end
  end # method_defined?(:parameter_limit)
  
  #--------------------------------------------------------------------------
  # anti-crash method: stack
  #--------------------------------------------------------------------------
  unless method_defined?(:stack)
  def stack(state); return 1; end
  end # method_defined?(:stack)
  
  #--------------------------------------------------------------------------
  # alias method: item_growth_effect
  #--------------------------------------------------------------------------
  alias item_growth_effect_nbs item_growth_effect unless $@
  def item_growth_effect(user, item)
    item_growth_effect_nbs(user, item)
    if item.stat_growth != {}
      for key in item.stat_growth
        stat = key[0]; value = key[1]
        case stat
        when :dex
          @boost_dex += value
        when :res
          @boost_res += value
        end
      end
    end
  end
  
  if $imported["DEX Stat"]
  #--------------------------------------------------------------------------
  # new method: dex
  #--------------------------------------------------------------------------
  def dex
    clear_battle_cache if @cache_params == nil
#    if $scene.is_a?(Scene_Battle)
#      return @cache_params[:dex] if @cache_params[:dex] != nil
#    end
    #---
    @dex_plus = 0 if @dex_plus == nil
    n = [base_dex + @dex_plus, 1].max
    for state in states
      stack(state).times do
        n = n * state.dex_rate / 100.0
      end
    end
    for state in states
      next if state.dex_set == 0
      n += state.dex_set * stack(state)
    end
    #---
    @cache_params[:dex] = [[Integer(n), parameter_limit].min, 1].max
    return @cache_params[:dex]
  end
  
  #--------------------------------------------------------------------------
  # new method: dex=
  #--------------------------------------------------------------------------
  def dex=(value)
    @dex_plus = 0 if @dex_plus == nil
    @dex_plus += value - self.dex
    @dex_plus = [[@dex_plus, -parameter_limit].max, parameter_limit].min
    clear_battle_cache
  end
  #--------------------------------------------------------------------------
  end # imported["DEX Stat"]

  if $imported["RES Stat"]
  #--------------------------------------------------------------------------
  # new method: res
  #--------------------------------------------------------------------------
  def res
    clear_battle_cache if @cache_params == nil
#    if $scene.is_a?(Scene_Battle)
#      return @cache_params[:res] if @cache_params[:res] != nil
#    end
    #---
    @res_plus = 0 if @res_plus == nil
    n = [base_res + @res_plus, 1].max
    for state in states
      stack(state).times do
        n = n * state.res_rate / 100.0
      end
    end
    for state in states
      next if state.res_set == 0
      n += state.res_set * stack(state)
    end
    #---
    @cache_params[:res] = [[Integer(n), parameter_limit].min, 1].max
    return @cache_params[:res]
  end
  
  #--------------------------------------------------------------------------
  # new method: res=
  #--------------------------------------------------------------------------
  def res=(value)
    @res_plus = 0 if @res_plus == nil
    @res_plus += value - self.res
    @res_plus = [[@res_plus, -parameter_limit].max, parameter_limit].min
    clear_battle_cache
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: make_obj_damage_value
  #--------------------------------------------------------------------------
  unless $imported["BattleEngineMelody"]
  def make_obj_damage_value(user, obj)
    damage = obj.base_damage
    if damage > 0
      damage += user.atk * 4 * obj.atk_f / 100
      damage += user.spi * 2 * obj.spi_f / 100
      unless obj.ignore_defense
        damage -= self.def * 2 * obj.atk_f / 100
        damage -= self.res * 1 * obj.spi_f / 100
      end
      damage = 0 if damage < 0
    elsif damage < 0
      damage -= user.atk * 4 * obj.atk_f / 100
      damage -= user.spi * 2 * obj.spi_f / 100
    end
    damage *= elements_max_rate(obj.element_set)
    damage /= 100
    damage = apply_variance(damage, obj.variance)
    damage = apply_guard(damage)
    if obj.damage_to_mp
      @mp_damage = damage
    else
      @hp_damage = damage
    end
  end
  end # $imported["BattleEngineMelody"]
  #--------------------------------------------------------------------------
  end # imported["RES Stat"]
  
end # Game_Battler
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ArcaneKn1ght
post Feb 1 2012, 08:23 PM
Post #10



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Awesome! It works now! biggrin.gif
Thanks a ton for the update and fix. +Rep and *High Five*
You have my gratitude.
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Minoan Royal
post Feb 2 2012, 02:00 AM
Post #11



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Type: Coder




JUst a question for the sake of argument, are you still using the ReDux Aftermath script, or did you upgrade to the Melody script and it somehow not work? NOt that it matters now, seeing as the issue has been fixed.


--------------------
See everything I'm up to in my web page.

Current project(s):
Lost in the Dark(working title): ±2% complete (resource editing)
Blacklight Menu System: -5% (planning stages)
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Alucard_2
post Feb 2 2012, 10:50 AM
Post #12



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Type: Coder
Alignment: Neutral Good




@Minoal Royal
Well, if I understood what you said, the last script (That I told him to add above Main) is an edit from YEM New Battle Stats (Just erasing 3 lines, but to explain would take too longer xD). And still using ReDux Aftermath, but with a little edits (see my attach above).
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