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Announcement
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New threads (complete scripts) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
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Dec 21 2008, 02:09 AM
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#1
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Skill Functions v 2.3 by Mithran NOTE: v 2.2 and beyond will have the instructions separated from the actual script due to spoiler tag length. The customization section is with the actual script. It is still recommended that the instructions section be copied in with the script for reference. Introduction You know those boxes where you can set attack f and spirit f for skills? Well, why dont they have function boxes for every single stat? Now you do, including any you want to set yourself. Includes various other features. Features - Easy setup for most features with note tags - Function values for every default stat - An additional, nearly limitless expansion for user defined stats - set as many as you want (see customization section) - 'Ignore Guard' set to have skills ignore guard - HP and MP damage scaling - alter the final damage of a skill based on the user's current HP or MP - recoil damage - set a skill to reflect a certain percent of damage inflicted back onto the user - damage both HP and MP - allow a single skill to damage to both HP and MP at the same time (also works with absorb check box) - absorb percent - sets a skill to only absorb a portion of the damage instead of 100% - HP based weapon - A weapon that gains attack based on a set percentage the actor's current HP. - HP (inverted) based weapon - A weapon that gains attack based on the actor's missing HP. - Exact damage - deal an exact amount of damage with a skill - Non Fatal - A skill that will always leave the target with 1 HP remaining. - New - Heal on use - Recover a certain amount or percentage of your max hp when a skill connects. Screenshots N/a How to Use Place it above main on the script list. If you use my critical skills script, you must place it below critical skills for both to work. Full instructions are here and should be copied above the script for reference. Instructions and Use: Spoiler: Demo None at the moment. Script Spoiler: FAQ q. Ignore guard doesn't seem to completely ignore guard.. a. Currently, ignore guard is approximate in that the guard is applied to the base formula then later reversed. One or two damage points may be lost to rounding. With the exact damage method in, there are no plans to change this further unless I get a specific request. q. What are function values? a. Percentage rates for how much 'weight' a certain stat has toward the outcome of a given skill. You probably already know attack_f and spirit_f, this script just adds them for every stat. See the top of the script for further details. q. I get an error message that says: "Oops! There seems to be an error with your damage formula. The current formula is..." a. You will get this error by default in playtest if you dont have a value defined for res. Ingame, it will simply do nothing. To disable the error, put a # in front of this line. :res => "res", If you get this error for another stat, you probably did something wrong when writing it out. If you provide me with the formula you typed into the script editor and the formula in the error message, I will see if I can help. Credit and Thanks - Mithran - Request for 'recoil damage', 'hp damage scale', 'hp based weapon' and 'damage both hp and mp' by JDLXYZ - Request for 'heal on use' by flipsomel Author's Notes Let me know what you think, if there are any bugs, etc. Your comments are welcome. Please give credit if you plan to use it. Future Plans Pending bugfixes, further requests, and random ideas by myself, there are no future updates planned. This post has been edited by Mithran: Sep 4 2009, 08:48 AM -------------------- 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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Dec 21 2008, 02:26 AM
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#2
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![]() ![]() Type: Writer |
I love you...this is just what I needed...I'll try it now!
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Dec 21 2008, 10:39 AM
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#3
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What goes here? ![]() Type: Writer |
You're awesome, man. If you need a writer or anything of the planning sort for your game, let me know! It's really the only unique talent I have when it comes to games and I feel I must repay you.
This post has been edited by JDLXYZ: Dec 21 2008, 11:09 AM |
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Dec 21 2008, 09:21 PM
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#4
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![]() Chick Magnet ![]() Type: Writer Alignment: Chaotic Good |
Nice!
It will be useful Is there any compatible problem with KGC scripts for skills or tankentai etc...? This post has been edited by farr: Dec 21 2008, 09:22 PM |
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Dec 23 2008, 07:12 AM
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#5
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
@farr - There are no known compatability issues at the moment. I aliased every single method I changed, so if in doubt, try placing my script lower on the list.
So, now for the reason I am really here: *Update* Version 2.0 Bugfixes - Fixed a calculation error with extra function values and healing skills (extra function values weren't adding on skills with a base damage of below zero) Fixed an error that would cause recoil damage to do more damage than intended when fighting low HP enemies (limitied the damage reflected to the reflection percent of the remaining hp rather than 100% of the remaining HP) Fixed a compatability error with my Critical Skills script. If you use both, Critical Skills should now go below Skill Functions. Also, upgrade to the latest version of critical skills here. Some code optomization. New Features - User Defined function values - set values and formulas for any stat you may have defined in another script (see customization section) Exact Damage - set a skill to do exactly the stated amount of damage, completley bypassing guard for slighlty more accurate values than 'ignore guard' Absorb Percent - set a skill to absorb a percent of the damage dealt, instead of 100% Non Fatal - set a skill to always leave at least 1 HP remaining on the target HP (inverted) weapon - sets a weapon's bonus attack to a percent of the actor's missing HP See the original post for the 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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Dec 29 2008, 03:59 AM
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#6
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![]() Type: Undisclosed |
I get an error when I use skills:
Script "Skill Functions" Line 608:TypeError occured nil can't be coerced into Fixnum. How can I fix this? |
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Dec 29 2008, 09:49 AM
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#7
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
I get an error when I use skills: Script "Skill Functions" Line 608:TypeError occured nil can't be coerced into Fixnum. How can I fix this? I can't seem to duplicate this problem. My line 608 is @mp_damage = damage * obj.hpmpdmg_extra / 100 If your line 608 differs from mine, let me know. There is an issue with my script not properly initializing in battletest mode (from the database>troops menu) but it crashes far before this method. Normal playtest using the 'play' button in the main editor and normal game play both work fine. If you are running battletest from the database menu, then this is the issue, Ill try and update soon. If not, then I'll need more info to iron this out. It would also be helpful if you could search your installed scripts for 'hpmpdmg_extra' without the quotes and let me know if any other scripts besides mine use this variable. Also, any that say 'def load_database' without the quotes and let me know if any (besides Scene_Title) use it. The technical: » Click to show Spoiler - click again to hide... «
-------------------- 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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Dec 29 2008, 08:52 PM
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#8
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![]() Type: Undisclosed |
You're right, it only crashes in battletest mode, the script works fine during normal playtest.
The script probably just needs a little fine tuning in some areas. |
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Jan 26 2009, 05:31 AM
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#9
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Sorry, it slipped my mind that I hadn't posted the fix on the battletest crash issue yet.
*Update* Version 2.0b Bugfixes - Fixed the crashing error with battletest mode. Previous changes- » Click to show Spoiler - click again to hide... « See the original post for the script. Please let me know if you have any further issues. -------------------- 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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Jan 26 2009, 07:58 AM
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#10
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![]() Unconfirmed member of the church of Deb. ![]() Type: Designer |
Thank you, for this and all your other script.
-------------------- Questing once again for infinite bliss...
No time to work on anything, it's sad with so many ideas... |
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Jan 27 2009, 07:35 AM
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#11
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![]() Type: Designer Alignment: Lawful Neutral |
Mithran, thank you so much for this script, it allows so many unique skills...I am almost speechless. I can barely whisper thanks.
-------------------- |
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Jan 27 2009, 07:39 AM
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#12
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![]() Sneaking into the night ![]() Type: Designer |
wow, this is such a nice script. I just wanted to say thanks for it, definitely going to be playing around with it for a bit.
-------------------- ![]() Story-90%, Event/scripts-25%, Maps-5%, Other-10% Thanks for the userbar Zabre! ![]() GrandmaDeb's Resource Index GrandmaDeb's Script Index ![]() Thanks Even Angels! You call me arrogant because I speak the truth when I proclaim myself to be superior to you. If it wasn't the truth, then you would be calling me a liar not arrogant. you can only get the clap so many times before it turns into applause |
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Jan 27 2009, 07:48 AM
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#13
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![]() ![]() Type: Writer Alignment: Lawful Evil |
good and fine script :. danke,merci,thanks,dank u,gracias,hvala,děkuji ti, ありがとうございました!!
or in normel words: Thank you! <>Chiem1000 |
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Jan 27 2009, 05:37 PM
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#14
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![]() Type: Designer |
Mithran, your scripts are awesome.
Thank you very much. \(^_^)/ |
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Jan 30 2009, 02:10 AM
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#15
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![]() Type: Musician |
The script looks amazing, great job! But I can't seem to get it to work. Copied the script, read the instructions...
I made a skill, which is supposed to deal damage equal to the HP the character has missing, but when I use it, it deals no damage. This is what I wrote in the note section of the skill: " <hpi_f 250> <ignore_guard> " The skill has 0 base dmg, 0 variance, 0 attack f, 0 spirit f, it has no elemtents and sets no states. I also checked the Ignore Defence box. I tried removing it and the <ignore_guard>, I tried commenting all my other scripts, it still doesn't work. I also tried switching hpi to agi, but it still dealt no damage. I'm guessing that I screwed up the syntax somehow, but I'm very new to the whole thing, plus it's like 4:00 in the morning over here. Any help would be appreciated, and thanks again for the fantastic script! Even if you can't help, I'll figure something out. |
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Jan 30 2009, 02:27 AM
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#16
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
The script looks amazing, great job! But I can't seem to get it to work. Copied the script, read the instructions... I made a skill, which is supposed to deal damage equal to the HP the character has missing, but when I use it, it deals no damage. This is what I wrote in the note section of the skill: " <hpi_f 250> <ignore_guard> " The skill has 0 base dmg, 0 variance, 0 attack f, 0 spirit f, it has no elemtents and sets no states. I also checked the Ignore Defence box. I tried removing it and the <ignore_guard>, I tried commenting all my other scripts, it still doesn't work. I also tried switching hpi to agi, but it still dealt no damage. I'm guessing that I screwed up the syntax somehow, but I'm very new to the whole thing, plus it's like 4:00 in the morning over here. Any help would be appreciated, and thanks again for the fantastic script! Even if you can't help, I'll figure something out. Hrm, I was having the script follow the same rules as normal skills for determining how it should do damage. I think the problem lies here - if your base damage is zero, the skill wont inflict damage. This is the way it is for unmodded skills, so I came to the decision to make it so for this script, too. Now, I'm not sure if I want to change this in the script or not, but if you want to change it manually for your copy, you can change the line (its around line 565) Change: CODE if obj.base_damage > 0 to: CODE if obj.base_damage >= 0 Just add that little '=' symbol. If you are uncomfortable doing it, PM me and I'll send you a copy with just that line changed. This will let the script know your skill is intended to do positive damage if the base is zero, and negative only if the base is negative. It will still skip, however, normal damage calculation (spi_f and atk_f), however, but it sounds like you dont need that, here. Let me know if it doesnt work. I will consider making this a permanent change to this script, because I think it may be implied well enough that if base damage is NOT negative that you want the skill to do positive damage. My thinking at the time was that it should detect heals versus damage skills just like normal skills, but this is really a less than optimal method. Thanks for bringing it to my attention. Edit: Another small note. You will still need the ignore defense check box to ignore the target's defense. <ignore_guard> changes whether or to modify the damage based on if the target is using the action "guard". If <ignore_guard> is set, nothing will modify it. This post has been edited by Mithran: Jan 30 2009, 06:52 AM -------------------- 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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Jan 30 2009, 10:56 AM
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#17
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![]() Type: Musician |
Wow, thanks for the quick reply! I changed the script and it works perfectly. To be honest, I was expecting something like this, but I don't know enough about RGSS2 to have gone into the script to find the check. Actually, I thought my syntax was wrong, this was a distant second.
Anyway, thanks again, the script is great! Just a quick question. Is there any way to make the damage based on the opponent's stats? For example, I want to make a 'gravity' type attack, a la Final Fantasy, which deals damage relative to the target's current HP. And then I can make a 'gravity' element, so bosses aren't affected by it. Making it possible to base skills on the opponent's stats would give quite a new dimension to the whole thing, I think, but I'm not sure if it'll be easy to code. |
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Jan 30 2009, 03:09 PM
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#18
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Wow, thanks for the quick reply! I changed the script and it works perfectly. To be honest, I was expecting something like this, but I don't know enough about RGSS2 to have gone into the script to find the check. Actually, I thought my syntax was wrong, this was a distant second. Anyway, thanks again, the script is great! Just a quick question. Is there any way to make the damage based on the opponent's stats? For example, I want to make a 'gravity' type attack, a la Final Fantasy, which deals damage relative to the target's current HP. And then I can make a 'gravity' element, so bosses aren't affected by it. Making it possible to base skills on the opponent's stats would give quite a new dimension to the whole thing, I think, but I'm not sure if it'll be easy to code. There actually is, its a more advanced function of the script. I didn't add percent based damage to the script originally because KGC_RateDamage (in the KGC scripts package at the top) already had it, and I had other things to do, but I do plan to add support for it eventually. So, you could either use the KGC script, wait for my next version ( could be a while, I have other open projects ), or set up your own formula. Heres how to set up your own: » Click to show Spoiler - click again to hide... « Yeah, I probably could make that more 'user friendly'. Copy paste is your friend here. Looking back at it, I could have made it clearer where you are supposed to type things, too, so I'll look into this. If/when I push out a new version of this, I'll see about adding opponent parameter function values to the list of built in features. Thanks for the feedback. This post has been edited by Mithran: Jan 30 2009, 03:33 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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Jan 30 2009, 07:23 PM
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#19
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![]() Type: Musician |
I did it just like you said, and it works perfectly! I'll even change the other values to make it more sensitive to small changes, like the skill I mentioned earlier, which deals damage equal to the missing hp of the user. Right now it only deals multiples of 4.
Anyway, I'm rambling. Thank you! This script really makes a lot of things possible, perfect for what I'm doing right now. I'll be looking forward to updates, as well as other scripts, hopefully they'll help me start making my own. |
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May 3 2009, 10:25 PM
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#20
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![]() Back for Forgotten Legacy! ![]() Type: Designer Alignment: True Neutral |
This is a great script! Though, how come when I insert something like the hpinvert xxyy thing, when I use the skill, it just does nothing?
-------------------- I'm back to remake Forgotten Legacy! Visit my blog to check for daily updates!
Visit the blog for all my updates! Updated 15/10/2011 AWESOME SIG BY EVENANGELS! ![]() |
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| Lo-Fi Version | Time is now: 24th May 2013 - 11:58 PM |
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