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Multi Equip V3.1.4

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Vivere

Member

Thanks Trickster, that was the problem. I guess it seems obvious in hindsight, but it definitely wasn't obvious to me right away. But I guess you learn from mistakes :) which, speaking of, I have another error now...which comes from the multi-attack portion I think...cuz it happens right when my character tries to attack. I'm so confused with this stuff, and I truly do apologize if it should be obvious >_<

Script'Merging'line 136: NoMethodError occurred.
undefined method `each_with_next_and_index' for [0, 7, 8] Array

which is this

# Run Through with next element
damage_frames.each_with_next_and_index do |start, finish, i|

*hopelessly confused, is an artist, not a programmer >_<*
 
It's possible to reduce the speed of the turns, i reffer to the speed of the animations and all these things..because the turns are very fast and give an ugly effect to the battles.

Its possible?..

Another Thing.

Can you add a [REMOVE] when you want to remove a weapon of armor..?

Will you agree a Switches Equipment?? (When you equip something a swithed its activated o desactivated)

Another Cursed weapon (when you attack you cause selfdamage to you [obvius]....)

Well and another stupid thing, why dont make a level weapon system?, with breakeable weapons and smithering and all these.

Thanks.


PD: I found another Little bug.

When you used an item that cure (Life and/or magic) just before the battle there are an error in the flash animation, and the damage appears. (check the demo and use a potion before begin a battle, and you can see the bug) i think this bug its provocated by the Seph multidamage.

Pdpd: the bug consist in the Animation timing and fading.
 

Vivere

Member

Thanks for all the help so far Trickster. But now a new error:

Script'Scene_Battle'line 82: NoMethodError occured.

undefined method `weapon_damage' for #<Game_Enemy:0x3c8a8a8>

which is this line:

damage = target.weapon_damage.shift

This error occurs right when my character who uses 2 weapons tries to attack. It doesn't happen if he is only holding 1 weapon in either hand, but does if he's holding two.
 
mephisto;256888":16kazuqi said:
It's possible to reduce the speed of the turns, i reffer to the speed of the animations and all these things..because the turns are very fast and give an ugly effect to the battles.

Its possible?..

Another Thing.

Can you add a [REMOVE] when you want to remove a weapon of armor..?

Will you agree a Switches Equipment?? (When you equip something a swithed its activated o desactivated)

Another Cursed weapon (when you attack you cause selfdamage to you [obvius]....)

Well and another stupid thing, why dont make a level weapon system?, with breakeable weapons and smithering and all these.

Thanks.


PD: I found another Little bug.

When you used an item that cure (Life and/or magic) just before the battle there are an error in the flash animation, and the damage appears. (check the demo and use a potion before begin a battle, and you can see the bug) i think this bug its provocated by the Seph multidamage.

Pdpd: the bug consist in the Animation timing and fading.

The timing bug is caused my Seph's script not mine so go bug him about it :/

and you are going to have to type better than that because I can't understand you

Vivere;257910":16kazuqi said:
Thanks for all the help so far Trickster. But now a new error:

Script'Scene_Battle'line 82: NoMethodError occured.

undefined method `weapon_damage' for #<Game_Enemy:0x3c8a8a8>

which is this line:

damage = target.weapon_damage.shift

This error occurs right when my character who uses 2 weapons tries to attack. It doesn't happen if he is only holding 1 weapon in either hand, but does if he's holding two.

Seems like you are missing a part of the script since there is no way the method weapon_damage turns up missing
 
Sorry for my Bad English.

the problem that mentions is not causes by Seph's Script , The problem is that when combine script of sephirot and yours to make the MultiSlot script works correctly.

Exists some chance of you will make an own Multiple damage script to make it work and 100% correctly with your system?
 
I apologize third time around.

Do I make myself clear:


Sephirotspawn's script by oneself does not give problems, the problem happens when it is combined with your 's script.

In conclusion:

Why do you not make out your own script of Multiple damages?.
In order that 's script work correctly and demonstrate all your potential.

If this does not get along well, that the god forgive me...
 

Vivere

Member

I'm slowly weeding out the problems, but they still keep coming. For instance, I have my animations set up exactly like the ones in the multi-attack demo, but the damage still shows up twice. It's not actually attacking twice, but it's definitely showing the damage twice for everything, as well as showing all healing twice. When I kill something, it even plays the monster death sound twice in a row. Also, when I equip 2 weapons, it doesn't show separate damages. I have 1 dagger that does 100 Attack and the other does 50, but it just repeats the damage sprite of the 100 Attack dagger instead of showing the damage of the 50 Attack one. Also, sometimes it shows a 0 followed by a miss.
 
Trickster,

I'm currently trying to use both your State Cycling script and your Multi Equip script. The Multi Equip script works flawlessly by itself, but when I attempt to add in the scripts for State Cycling, I receive the following error:

Script 'Method and Class Library 2.0' line 5198: SystemStackError occured.

stack level too deep

I'm barely a novice at reading RGSS script myself, so I thought I would turn to the scripts' creator. What do I need to do to make them compatible?
 
Trickster, thanks for a great script!

I have one question though. I have defined an armor class (Boots for example.) The game will recognize that the boots I created are boots and can be equipped to that slot when they are in my inventory. Is there a way to equip the item in game if it already exists in my inventory?

I assumed that this was how it was to be done:

I created an event, and used the script command. When the box opened for me to type my script, I typed:

<Game_Actor>.equip(3, 255)

and also tried...

<Game_Actor>.equip(a4, 255)

(where 3 is the boot slot and 255 is the id of the boots)

When the event calls the script a syntax error occurs and closes the game. What am I doing wrong?

Thanks,
-Av
 
My one says

System stack error or something like that it says RSc hidden file/SDK 2 and Sdk 1 and it says System stack error


oh and when i took it off my caterpillarsystem stoped working
 
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