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Conditional + Combo Skills

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Error found in demo:

What I did from the beginning.
  • Grabbed all 'Super **** Stones' from the EV002 event
  • Learned all the Combinations from the EV004 event.
  • Then went into battle with the EV001 event.
    * I set Aluxes to Cross Cut Ghost #1
    * I set Hilda's Fire spell onto Ghost #2
    * Basil... I merely defended

Basil's 'defend' action occurred first and this is what I got:

Script 'Combo Script' line 125: NoMethodError occurred.
undefined method `scope' for nil:NilClass
Code:
[b]        target_index = true if [0,2,4,6,8].include?($data_skills[skill_id].scope)[/b]
 

Shiro

Member

Do you have any plans to converting this to SDK 2.0? The script causes a bit of errors when used with 2.0 + patch for 1.5.

The problems I have are:
1. Actors are unable to use any skills
2. When using choices, the window freezes
3. When exiting the menu, the window does not dissapear.
 
Just a followup...
DerVVulfman;163916 said:
Error found in demo:
  • Grabbed all 'Super **** Stones' from the EV002 event
  • Learned all the Combinations from the EV004 event.
  • Then went into battle with the EV001 event.
    * I set Aluxes to Cross Cut Ghost #1
    * I set Hilda's Fire spell onto Ghost #2
    * Basil... I merely defended
Basil's 'defend' action occurred first and this is what I got:

Script 'Combo Script' line 125: NoMethodError occurred.
undefined method `scope' for nil:NilClass
Code:
[b]        target_index = true if [0,2,4,6,8].include?($data_skills[skill_id].scope)[/b]
On a small examination, it looks like Basil's 'defend' state is being misinterpreted as a SKILL and not a BASIC attack maneuver. Wondering if you're working on an upgrade...
 
Once more, I can't dL the demo... If i get this right about how it works, judging from the screenshots, it's simply amazing! In my project i have about 20 actors, each with unique story and class and skills. Now imagine what sweet things I could do with this baby...
 

___

Sponsor

Two things I noticed, running SDK 2.0: the combo screen doesn't show up on my menu, which isn't a problem for me because of the way I'm using the script, and it is totally incompatible with test battles as the test battles don't have any combos saved to the party. I tried to make the test battle system set all the combos to learned as part of its initialization phase but it apparently didn't work as I'm no good with RGSS yet, but I assume that's doable and would be helpful in some cases.

Edit: Turns out my regular skills don't work now, either.
 
I'm getting the same bug as DerVVulfman.
Maybe it was initially intended for the "defend" basic action to be usable in the combos (is it?), so it's treated as a skill.

Suggestions:
-Make the basic actions available for use in the combos
-add a message/se/animation/flash/whatever when a combo is successfully executed.

Really nice script. No, more than that.
 
Actually in my signature I says I am working on a new version of this script so please wait until I finish that

Closed since I haven't touched this script in awhile and I will reopen once the new version is ready. You can play with the version in my signature but it is awfully coded and probably has a few hidden bugs
 
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