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Nov 15 2008, 02:17 AM
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#1
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Critical Skills 1.4 by Mithran Introduction Ever wish that you could get skills to deal critical damage instead of just normal attacks? No? Well, here it is anyway. Features - Allows specificed skills to critical through the use of note tags - customization section to allow or disallow certain types of skills the ability to crit by default - allows you to set the critical rate of each skill (default value is the battler's normal crit rate) How to Use Insert above main and follow the instructions at the top of the script. If you also use my Skill Functions script, place it below Skill Functions Demo None needed. Script Spoiler: FAQ Q: My skill wont crit, why not? A: By default, skills with a spirit_f value and skills without the physical attack box checked in the database will not crit. This can be changed in the customization section or through the use of the <CANCRIT> string tag. Also check your options for allowing criticals when no damage is dealt or heal criticals and make sure they are set correctly, because they will disallow even skills with the <CANCRIT> tag. Q: My skill never crits, no matter what I set! A: Skills that deal negative damage (absorbed elements) will never critical. If KGC Rate Damage is installed, skills tagged as rate damage will never critical. Exact damage skills set by my Skill Functions script will never critical. Q: My skill says critical, but the damage is way off! What gives? A: You probably have the order wrong. This script needs to go below most scripts that modify skill damage, and absolutely must go below my Skill Functions script. Credit and Thanks - Mithran Author's Notes Please credit if used. This is my second posted script. Feedback is welcome. This post has been edited by Mithran: Apr 19 2009, 04:30 PM -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Feb 11 2009, 03:40 AM
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#2
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![]() Type: Designer |
I hope this isn't considered necroposting.
For some reason none of my skills can actually crit, even with Autocrit etc. Is this compatible with sideview systems like Tankentai? |
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Feb 11 2009, 03:57 AM
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#3
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![]() Type: Undisclosed Alignment: Unaligned |
It should be working since I've been using it.
-------------------- I no longer support Tankentai.
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Feb 11 2009, 04:10 AM
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#4
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![]() Type: Designer |
Hmm. I've got all the options in the configuration set to "true", I have "<CANCRIT>" and "<Autocrit>" in the notes box for the skill, and it's placed below "Skill Functions" in the script editor.. I can't seem to figure out what I've messed up.
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Feb 11 2009, 05:20 AM
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#5
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Hmm. I've got all the options in the configuration set to "true", I have "<CANCRIT>" and "<Autocrit>" in the notes box for the skill, and it's placed below "Skill Functions" in the script editor.. I can't seem to figure out what I've messed up. Skills set to 'exact damage' in Skill Functions will not crit. Healing skills (negative base damage) wont crit. If KGC_RateDamage is imported, rate damage skills wont crit either. Barring any of these issues, Im not quite sure what the problem is. If you send me a demo, I'll take a look at it, though. Oh, one other thing. Each tag must be on a seperate line for the script to read them, such as: CODE <cancrit> <autocrit> If you did it like this: CODE <cancrit> <autocrit> Only one tag will be read, the other will be ignored. Maybe thats the problem. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Feb 11 2009, 06:33 AM
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#6
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![]() Type: Designer |
Skills set to 'exact damage' in Skill Functions will not crit. Healing skills (negative base damage) wont crit. If KGC_RateDamage is imported, rate damage skills wont crit either. Barring any of these issues, Im not quite sure what the problem is. If you send me a demo, I'll take a look at it, though. Oh, one other thing. Each tag must be on a seperate line for the script to read them, such as: CODE <cancrit> <autocrit> If you did it like this: CODE <cancrit> <autocrit> Only one tag will be read, the other will be ignored. Maybe thats the problem. They're on a separate line, exact damage is not set, it's not a healing skill, and it's not a rate damage skill. Hmm. Would the arrangement of the imported scripts have something to do with it? Right now my scripts go (using a spoiler tag for length) » Click to show Spoiler - click again to hide... « I'm hoping this is a simple fix >.< thanks This post has been edited by CrimsonPride: Feb 11 2009, 06:34 AM |
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Feb 11 2009, 06:39 AM
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#7
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
They're on a separate line, exact damage is not set, it's not a healing skill, and it's not a rate damage skill. Hmm. Would the arrangement of the imported scripts have something to do with it? Right now my scripts go (using a spoiler tag for length) » Click to show Spoiler - click again to hide... « I'm hoping this is a simple fix >.< thanks Enelvon's resist script completely overwrites the skill damage formula. I know that the resist script should be above ANY scripts that alter skill damage in any way. Not sure about his luck script too, but you might want to kick that one up a few spots to be sure. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Feb 11 2009, 06:51 AM
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#8
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![]() Type: Designer |
It's resist/luck the entire time? I had no idea
EDIT: I moved Enelvon's scripts directly above yours and now it all works flawlessly This post has been edited by CrimsonPride: Feb 11 2009, 06:54 AM |
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Mar 16 2009, 01:49 PM
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#9
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Just a few minor changes. This is not the final version, I am just preparing it for another project.
Update v 1.2 - New Feature: Vocab changer. Change the vocab when different 'types' of attacks score a critical hit. Customize the message used for each skill. Only works on battle systems that actualy display text, of course. Should not interfere in any way with others. - New Feature: Options to allow or disallow skills (both globally and indiviudally) skills that deal zero damage to be 'critical'. Different 'critical hit' message for zero damage hits. This will have no affect on the damage output of the skill, since it is zero anyway, but will affect the ability of the attack to inflict states (if you use my advanced state probability script). - New Feature: Option to allow or disallow healing (globally only) skills to be 'critical'. If you want to disable the ability for a certain heal skill to be critical, you can still use the other options. - Improvement: Now acknolwedges my "Physical Magical Ambiguity Fix" script when selecting the default skills that can/cannot critical (based on the options set), and the default message displayed when each 'type' criticals. - Coding: Minor method rewrites for future project compability. Modified script is in original post. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Apr 2 2009, 03:51 AM
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#10
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Just a minor update.
Update v 1.3 Bugfix - Fixed a crashing error when using items. Previous changes: Spoiler: Modified script is in original post. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Apr 19 2009, 04:29 PM
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#11
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Another minor update.
Update v 1.4 Compatability - Minor update for compatability with the newest version of Damage Limit / Critical Damage Selection. Previous changes: Spoiler: Modified script is in original post. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Apr 24 2009, 02:14 AM
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#12
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Hi Mithran, first off this is a really awesome script.
I'm not sure if your too concerned with compatibility between this script and others...but I was wanting to use this script with another and was wondering if you can patch this script to work with it. Anyways, I found a problem when using your script in conjunction with the KGC_ChangeSystemTerms. (Try it out for yourself and you'll see But basically I get this error when saving a game: QUOTE Script 'Scene_File' line 214: TypeError occurred. no marshal_dump is defined for class StrProc I just got into scripting so I'm not sure exactly what this means. I'm not sure why a system terms script would have a conflict with your script...seems a bit strange to me. So if you can just take a look at this, it would be much appreciated. PS: I did try to switch up the order of the two scripts and tried it out that way, but this did not remedy the situation. I don't know if that means anything to you, but I figured to mention it. -------------------- |
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Apr 24 2009, 07:37 AM
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#13
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Hi Mithran, first off this is a really awesome script. I'm not sure if your too concerned with compatibility between this script and others...but I was wanting to use this script with another and was wondering if you can patch this script to work with it. Anyways, I found a problem when using your script in conjunction with the KGC_ChangeSystemTerms. (Try it out for yourself and you'll see But basically I get this error when saving a game: I just got into scripting so I'm not sure exactly what this means. I'm not sure why a system terms script would have a conflict with your script...seems a bit strange to me. So if you can just take a look at this, it would be much appreciated. PS: I did try to switch up the order of the two scripts and tried it out that way, but this did not remedy the situation. I don't know if that means anything to you, but I figured to mention it. Well, its because I changed the system terms for CriticalToActor and CriticalToEnemy and I did it in such a way that other scripts wont be able to alter them. To fix it, you'll have to comment out the following lines in the KGC script: lines 124 - 125 CODE @system_terms[57] = Vocab::CriticalToEnemy @system_terms[58] = Vocab::CriticalToActor and lines 203 - 204 CODE Vocab::CriticalToEnemy == @system_terms[57] Vocab::CriticalToActor == @system_terms[58] (Those two lines seem incorrect to me, so I probably have an old version of the script) You can change critical terms through my script. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Apr 24 2009, 11:53 PM
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#14
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Well, its because I changed the system terms for CriticalToActor and CriticalToEnemy and I did it in such a way that other scripts wont be able to alter them. To fix it, you'll have to comment out the following lines in the KGC script: lines 124 - 125 CODE @system_terms[57] = Vocab::CriticalToEnemy @system_terms[58] = Vocab::CriticalToActor and lines 203 - 204 CODE Vocab::CriticalToEnemy == @system_terms[57] Vocab::CriticalToActor == @system_terms[58] (Those two lines seem incorrect to me, so I probably have an old version of the script) You can change critical terms through my script. Ahh, ok. Worked like a charm thanks a lot! Ya I see now what you did, I guess I wasn't paying too close attention before -------------------- |
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