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Support Abilities V1.3

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Um, Trickster, i can't download the demo although i'm logged in.
Getright tells me there's some login error.
Can anyone who downloaded the demo post the script here, or PM me the script?
Thank you.
 
Um, can anybody get it un-SDKed? I badly need this!
And how do i change which hero to equip magic? I press left but it doesn't work..
Well, please..un-SDK it...
 
Bear with me if these questions have been answered somehow already.

Is there a way to disable the help window for certain support abilities? I mean, people can figure out that you gain HP from Drain. =x (Yes, I have tried getting rid of help_text but it still shows a blank.)
Also, can I make some skills act like equipment (IE, increases stats)?


Also, an un-SDK version would be nice also. I wanna know if I can use this with Minkoff's animation/Cogwheel's RTAB system.
Thanks!
 
Skills exclusively granted through weapon(maybe armor too) equipment do not disappear when, after equiping the support ability that grants them, the named weapon is unequiped. Was this supposed to be this way?
 
daigotsu;158467 said:
Skills exclusively granted through weapon(maybe armor too) equipment do not disappear when, after equiping the support ability that grants them, the named weapon is unequiped. Was this supposed to be this way?

And Fixed in the update
 
Tis your lucky day Trickster, another error from me!
http://img253.imageshack.us/img253/8408 ... rorah6.gif[/img]

I'm pretty sure it's caused because I'm merging things, but I can't find what the cause is. I have (in this order):

SDK 1.5 (2.0 gives me a few glitches, so I reverted to 1.5)
MACL 1.5
Sykval's Agility Based Battle
Cogwheel Bars
(Your Support Abilities)

Advanced Targetting (also yours, error appeared regardless of position)
My CMS (Edit of Catchm's FFX-2 CMS)
My Save Screen
Ccoa's UMS

Main

------------------------

I'm assuming all the other hash lines under this one will produce a similar error.
That line is actually line 166, I was trying another way around it:
instead of
Code:
      self.abilities.each_value do |ability|
      # Add ability skills
      skills += ability.parameters['skills'].to_a
    end
I put
Code:
    for ability in self.abilities
      skills += ability.parameters['skills'].to_a
    end
But it still gave errors.
 
Post the line the error appears on

if it's this line
Code:
    self.abilities.each_value do |ability|

Then I don't see how you are getting it since <game_actor>.abilities is a hash not an array :-/
 
I'll check through the scripts to see if there are any Game_Actor edits that change the variable type.

Found a
Code:
@abilities = [' ']
floating about... gonna work my way through the script and rewrite game_actor with abilities as hash

All I had to do was rewrite that line to @abilities = {} and comment out some methods. All good now, tested it out and everything.
 
Fomar0153's FFV-system script which I edited to fit the specs of my Script Request (which you can delete now if you want, I'm pretty much 80% done with it). I forgot to list it in the other post, but it edits Game_Actor in a messy way... when everything's all peachy with my game's system, I'm probably going to go back and have it load the job data like this script does abilities.
 
If using this in conjunction with my Passive Effects script (V4.0 or greater)

Then insert this in a new script above main

Code:
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?('Passive Skills') && SDK.enabled?('Support Abilities')
  
class Game_PassiveEffects
  #--------------------------------------------------------------------------
  # * Get Extra Passive Effects
  #--------------------------------------------------------------------------
  def get_extra_passive_effects(type)
    # Setup Effects Array
    effects = []
    # Get Map id
    map_id = $game_map.map_id
    # Get Map Passive Effects
    effects << $data_passive[Passive_Setup::Map_Effects[map_id]]
    # If in battle
    if $game_temp.in_battle
      # Get Battleback
      battleback = $game_temp.battleback_name
      # Get Battleback Passive Effects
      effects << $data_passive[Passive_Setup::Battleback_Effects[battleback]]
    end
    # Run Through Abilities
    @battler.abilities.each do |ability|
      # Skip if doesn't have passive tagging
      next if not ability.parameters.has_key?('passive')
      # Push Passive Effect
      effects << $data_passive[ability.parameters['passive']]
    end
    # Remove nils
    effects.compact!
    # Delete if effect not included
    effects.delete_if {|effect| !effect.effects.include?(type)}
    # Return Effects
    return effects
  end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end

Now you can tag effects to abilities just in the parameters hash add this

'passive' => effect_id

where effect_id is the id of the effect to invoke when the ability is equipped

Untested but it should work someone test it for me :D
 
Trickster;182843 said:
Untested but it should work someone test it for me :D

I'll have it tested within 2 hours, just want to finish up this small menu edit.

EDIT:
Finding #1 : I added "'passive' => 32" ('maxhp:+100') to the parameters of Drain and equipped it. Aluxes' MaxHP didn't increase by 100 when I went back to the menu.

Finding #2 : If I save a game with abilities equipped, they are unequipped when I load the game. They're still available, just not equipped.

Finding #3: Oddness. The 100 HP seems to be attached to the Bronze Sword, and not the ability itself. When I equip/de-equip the Ability it does nothing, but taking off the sword drops his HP by 100. This still occurred when I changed 'weapon_id' to not be 1 and created a new game.
 
You knew this was coming, my long list of ideas and suggestion to make this better.
  1. Using two skills at once
    Say you put Drain and COunter together, when you counter an attack it would also the drain the enemy, but it will not drain with a normal attack.
  2. Skills aviable by item
    Say you have the item that gives you, Counter, anyone can equip it but once equip no one can use it untill they de-equip it.
  3. works with you passive effect/ able to use effects from that for this
    Able to use some effects from you Passive, or skill effects with this.
  4. learn effects via script

That is it for now
HEHE more soon to come!!!!

EDIT-and yes i did the read the above script just reminding youto fix it!!!
 
I want to put it in my CMS(Scrolling Menu). I already did that but it only shows one character. Is there a way that you have to choose the actor first before showing the supportive skills window?

eg:

Item
Skill
Equip
Status
*Supportive Skills*
Save
End

When I press supportive skill, It will only take me to the leading character.
Can someone tell me how so that when you press supportive skill, you have to choose first which character you want to organize the skills.
 
Never mind. I've figured it out already. I only need to add (@status_window.index) next to the call script.

Sorry for double posting.
 
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