[RMVX ACE] A SCRIPT THAT WAS WORKING BEFORE NOW DOESN'T WORK AT ALL.

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It's this one

http://pastebin.com/raw/FLPbDgHc

When I first installed it, it was working fine. Now it doesn't work at all. Is there something that could overwrite this script, and can someone take a look at it or test it to see if it's working for them?
SunflowerGames
The most beautiful user on RMN!
13323

Cut the script and put it below main, start a new game.
Then put it back and start a new game.

If your using other scripts put them below main and see if
they are causing conflicts.
Yeah, I put it in a new project and it's not working there either. Is it working for anyone else?
Marrend
Guardian of the Description Thread
21806
I put that script into a new project as well. I was little confused about where to place the note-tag. I think it supposed to be a property of a Class, Actor, or Enemy.

Anyway, I first tried putting <state_dmg: Baneblade> in Poison's Note field to no effect I could notice. I did notice a small difference, perhaps the 10% extra damage that could be associated with Baneblade, when I put that note-tag on an enemy. For full disclosure, the test-battle I did was with with two enemies with Baneblade that could either use Poison Cloud or attack.
author=Mar
I think it supposed to be a property of a Class, Actor, or Enemy.

That wouldn't really make sense though...it's supposed to be a State.


author=Marrend
Anyway, I first tried putting <state_dmg: Baneblade> in Poison's Note field to no effect I could notice. I did notice a small difference, perhaps the 10% extra damage that could be associated with Baneblade, when I put that note-tag on an enemy. For full disclosure, the test-battle I did was with with two enemies with Baneblade that could either use Poison Cloud or attack.

Did you try to test it with an increment higher than 10% for a noticeable difference?
Marrend
Guardian of the Description Thread
21806
I calculated what the normal damage range would be, given the stats of the monster, and the character, and it turns out you're right to be suspicious. The numbers I was seeing tended to be high, but within the 20% variance range (ie: between 8 and 12) that Attack had in the case of that monster and the actor under attack.

Out of curiosity, I made...

"Baneblade" => {
      [2,3,4,5,6,7] => 0.5,
    },

...this alteration to the code. If I'm reading the documentation right, this should cause an actor to receive 50% more damage when affected by states with an ID of 2, 3, 4, 5, 6, or 7. For reference purposes, Poison is state ID #2 by default. Yet, for the life of me, I could not see any change regardless of where I put the note-tag. I hoped forcing the monster that only attacked a state that applies the Baneblade property on turn 0 would let me see better numbers after Poison was applied, but, the damage being done by the monster was still within the 8 to 12 range.

I'm not sure if I'm getting something backwards, or what the heck is going on anymore. ;_;
So it's not just me, then. Can anyone else plug in what they got?
I think for the array to work, you need to have all the states applied to the enemy, not just one.
author=Kaneshon
I think for the array to work, you need to have all the states applied to the enemy, not just one.


After doing some testing, you're correct.

With this, for example;

"Merciful" => { 
      [2,3,4,5] => -0.5,
},


All of the states listed must be active simultaneously to have an effect.

However, if you do this;

"Baneblade" => {
      2 => 0.25, # +10% damage if the target is poisoned (state 2 inflicted)
      3 => 0.25,
      4 => 0.25, 
      5 => 0.25, 
      6 => 0.25, 
      7 => 0.25, 
    },


Any of those states applied, separately or together in any combination will product the desired results. I'll do some more testing, but I think I got this in the bag.

Thanks, guys.
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