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Help with script

Ok sorry my answers aren't all perfect as mentioned I don't even have RMVX ace so can't test any of what I'm suggesting - normally you do stuff like this by fiddlign and testing lots...

For point 2 I thought you just wanted the unavailable classes to be removed for what you actually want you're going to need to add several ifs to the change class function (lines 578 to 584) basically 1 if for each possible affinity that could be being set and under each one use change_subclass(y) to set the correct starting subclass for the affinity.

For point 3 it sounds like you may need to look in some of the other scripts you're using I assume you're using the whole of yanfly's set which I was just skimming through everything is tweakable and that will be a minor edit just a case of finding the script behind the menu you're looking at and tweaking slightly.

For point 4 I said that was the first bit - note the system you're looking to use requires editing below the "here be dragons" style warning... ;) don't let that message stop you just save first.

Screenshot Survival 20XX

orange-: that is some very nice pixel art, not sure what else to say.

Help with script

author=Johan86
Thanks for the advice and all the tips Rhuan, but i think that this solution
creates more problems than it solves... for example:

How can I set a default subclass for an actor (to be already equiped at the start of the game) and make it so, that when changing back to "No affinity" option, to set back automaticaly the default subclass?

Also how can I set the labels to show only the subclasses names, unless I want my actor's classes to be named "No Affinity" or "Shiva"?

What about the levels of these classes, the skills they will activate and the jp points that will earn? From what i understand, the options you get for subclasses at this script on the editable region, are very limited.

I don't have the knowledge to change all that, as everything I mentioned, I believe require script changes.

Anyway, you're very kind to take the time and post this solution. I really appreciate it! Thanks again mate!

1. TO have a default subclass already equipped at the start you would add:
game_actors.change_subclass(class_id) (where x is the id number for the relevant character and class_id is the id number for the subclass) to any script called at the start of the game (e.g. your opening cutscene or something)

2. To set it so that changing to no affinity will take you back to the default no affinity class shouldn't take effort I think the script will already do that as long as all the affinfity classes are set as subclasses to affinities and the non-affinity classes are set as subclasses (but not to the affinities). I haven't tested this but it looks like it will work.

3. within class_system.rb change the bits in speech marks on lines 137 and 138, change "primary" to "Affinity" and "Subclass" to "Class". This will change the titles in the class selection menu there may be something else to change but I can't see it - I could spend a little longer looking later BUT as I don't have RMVX Ace I can never test any of this...

4. You can do anything with a subclass that you could do with a main class it will just take a little fiddling (the key one I can see is changing the 0.2 on line 108 to a 1.

Sorry I can't do it all for you as, as I mentioned above I don't have RMVX ace so can't test anything; if the above isn't enough to get you there maybe someone else could help you more.

Tutorials: Yay Or Nay?

I'm thinking about this a lot for my current project (if it every gets to a playable state...)

In that it will have a battle system that I've designed that's shaping up to be an odd hybrid of Fallout 1, Fire Emblem and Shadow Hearts - the interface will not be directly the same as any game I know of - I've considered having a wall of text to explain it but people will just say "TLDR"; trying to have helpful brief instruction boxes that pop up in one corner of the screen - probably quite tricky to implement but could work.

Or even using some voice recordings (of me) explaining the system(s) - this may be the best method.

(note when I say designed I mean I've put together the ideas the script to do it is less than 10% written I'm working on it slowly...)

Screenshot Survival 20XX

dethmetal: that looks pretty nice with one possible exception - is that lake meant to be a cultivated area where plants/trees have been intentionally planted by a gardener or forester in particular spots? The current pattern looks var to uniform to be the result of nature - it looks like an intentionally planned scenic area - now if it's owned by a wealthy family/king or something that would make sense, if it's an area out in the wilds miles from civilisation it should be messier.

BadLuck: I don't like the font but meh; other than that I definitely see your point on too dark, if it's meant to be a night scene it's probably ok - I probably wouldn't have the whole game like this would take a lot of effort for someone to keep paying attention.

[RMMV] Type Error

The error will relate to how you're adding the enemy graphic which you haven't shown us in the screenshots above.

Based on the wording of the error it appears to be failing to find the image and thinking that it has an enemy with no image - transparency should be irrelevant.

Screenshot Survival 20XX

@punkitt - nice feels, reminds me strongly of earthbound is that what you were going for?

Help with script

OK It's RMVX Ace I'd have to learn the function calls for...

From having a read of what you want + the script the simplest method I can see wouldn't involve changing the script. Instead you would make:

1. "Affinity" classes - these would be the primary classes and would be set as primary only, note you'd need a "No affinity" class to use prior to earning affinities - it would be important to set everyone to that to begin with.

2. All of your other classes would then be set as subclasses either to the "No affinity" class or to the appropriate affinity class. (Note you may want to change a few of the settings in the first 150 lines of the class system script - e.g. by default it sets skill inheritance rate from a sub-class to 0.2 if your subclasses are going to be your main classes you'd probably want to increase that to 1.

Making it so only one character can use an affinity class at a time would take a script edit, and may be slightly tricky currentlt the class system does not track who can equip each class BUT it does give you:

$game_actors.unlock_class(y)
# This allows actor x to unlock class y, making it available for switching in
# and out in the Class scene.

#$game_actors.remove_class(y)
# This causes actor x to remove class y from being able to switch to and from.
# If the actor is currently class y, the class will not be removed. If the
# actor's current subclass is y, the subclass will be unequipped.

you could effectively apply the second of those two functions to all characters whenever an affinity class is equipped and then apply the first one whenever its unequipped.

Possibly by editing the change class method on rows 578-584 of the class system script - it would be a non-simple edit though - if this was javascript I could write it for you - I don't think i can write it in Ruby without spending a while in the tutorials which you could do.

[RMMV] Making actions play out immediately despite multiple actions.

I've had a quick look and if you want to "fix" the script to do what you want it could be slightly tricky.

From reading through the cooldown script when a cooldown is set it appends it onto a condition checking function from the battle engine core script this condition checking function is called before any action is processed; the simplest "fix" would be to remove it from the actions queue processing function whilst leaving it in the actions selection - but this would be a bit of a bodge and may break something else - there's over 3000 lines to this script and so without spending several hours at it I can't be sure how it all works.

Another option would be to block selecting the extra skill by triggering the cooldown on selection rather than on usage - this would probably be easier and may make more sense? - I can't immediately see what line(s) we'd need to edit but this should be a relatively easy change.


(disclaimer I've never used or written any RPG maker script my scripting skills are from sphere but the syntax is the same)

Help with script

I think you may be misunderstanding the intent of the script, why would you want to do that?

The idea at the moment is that it makes it so you can set a class (say ninja) as a subclass to another class (say theif) so that a character has to be a thief before they can become a ninja.

If you need to swap around the requirement order surely you can simply swap which one you label as a subclass?

I could probably edit it for you if I spent half an hour reading how RMMV's function calls work - from giving the script a quick read it mostly makes sense but I think it may be better to check what you actually need first.