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Jan 26 2012, 07:03 PM
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#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 Here are the scripts I'm using (There's quite a few, but each serves their purpose Spoiler: The script I use for Display Victory Aftermath is below. This post has been edited by ArcaneKn1ght: Jan 26 2012, 07:42 PM
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Jan 26 2012, 07:11 PM
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#2
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![]() Type: Coder Alignment: Neutral Good |
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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Jan 26 2012, 07:29 PM
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#3
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![]() ![]() Type: Undisclosed |
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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Jan 31 2012, 02:38 AM
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#4
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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 -------------------- 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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Jan 31 2012, 03:08 PM
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#5
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![]() Type: Coder Alignment: Neutral Good |
@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
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Feb 1 2012, 12:08 AM
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#6
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![]() ![]() Type: Undisclosed |
@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 |
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Feb 1 2012, 03:47 PM
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#7
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![]() ![]() Type: Undisclosed |
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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Feb 1 2012, 04:01 PM
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#8
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![]() Type: Coder Alignment: Neutral Good |
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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Feb 1 2012, 04:58 PM
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#9
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![]() Type: Coder Alignment: Neutral Good |
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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Feb 1 2012, 08:23 PM
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#10
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![]() ![]() Type: Undisclosed |
Awesome! It works now!
Thanks a ton for the update and fix. +Rep and *High Five* You have my gratitude. |
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Feb 2 2012, 02:00 AM
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#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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Feb 2 2012, 10:50 AM
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#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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| Lo-Fi Version | Time is now: 18th May 2013 - 06:48 PM |
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