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maihime Senior
Posts : 677
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-20, 20:16 | |
| Baiklah! Kalau gitu langsung coba ah~ bdw, thx ya~ | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-20, 22:19 | |
| UPDATE! Sekarang versinya jadi v1.3!!! Yang baru: - Simple Mode bisa buat nama karakter ditulis atau tidak. - Turn pertama bisa di randomisasi. - Time Skill sudah ditambahkan!!! - Penghitungan kartu sudah dibenarkan. | |
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shikami Member 1000 Konsep
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-21, 09:44 | |
| anyway,ada bug d patch 1.3, mungkin ga compatible yg 3.4 c non kaduki,dbaris 270 | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-21, 13:00 | |
| stack level too deep... Itu yang kutakutkan. Aku kira udah beres Aku juga kurang ngerti kenapa kejadian... | |
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shikami Member 1000 Konsep
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-21, 13:30 | |
| pdhal patch 1.2 lancar jaya lho
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-21, 14:03 | |
| Jelas aja jadi gak lancar, soalnya yang lumayan bermasalah itu Time Card. Rada resiko sih, tapi daripada kagak sama sekali Seenggaknya aku sudah update patch tankentainya. Silahkan sedot lagi yang Beautiful | |
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maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-21, 21:08 | |
| - Quote :
- bisa kok ..
saya pake non kaduki lho dan digabung sama ini bisa Lha...? Anu, setelah kucoba malah muncul eror: Script 'ATB(1.1i)' line 1737: TypeError occured. No implicit conversion from nil to integerIni pake bautiful mode v1.3... Tapi kalau pake versi sebelumnya juga sama... sama-sama ada erornya... Kenapa bisa itu? Jangan-jangan ada yang saya salah kasih masuk? | |
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shikami Member 1000 Konsep
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-22, 00:24 | |
| atb kaekny ga kompatible,uda beda sistem bang @wltr~ ok udah lancar jaya,tapi ada minor bug yang cukup nyebelin here's the screenshot see the red ring on upperleft ? how to get rid of that | |
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maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-22, 13:26 | |
| Woala~ Jadi tidak kompatible klo pake atb toh~ Baiklah, terima kasih sekali lagi~ | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-22, 15:15 | |
| @shi: Waduh, lupa ganti Sudah diperbaikin di patch tankentainya, tapi kalo upload lagi males Ini: - Code:
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class Game_Actor < Game_Battler def base_position if dummy @base_position_x = 999 @base_position_y = 999 else dummy_position end end end taruh persis dibawah patch tankentainya | |
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Kuro Ethernite The Creator
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-22, 16:10 | |
| Hoo ~ Jadi itu ya kamsud ny time skill ?? so advanced ~ How bout make it "MORE" advanced ?? Prom Atelier Iris 2 ~ try create sekitar 5 kartu extra di belakang di mana itu berbeda (terpisah perhaps ??) dari card lainnya ~ khusus bila musuh (or actor) ter "knockback" hingga "over" dari "Main Card" dia jatuh ke "Stunt Card" area menyebabkan musuh (or actor) jadi stunt ~ y'know whta I mean ~ It's optional.... Jadi seterah mau coba apa nggak ~ | |
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Archeia Newbie
Posts : 5 Thanked : 0 Engine : RMVX Skill : Intermediate Type : Developer
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-28, 18:55 | |
| Hi wltr I checked the old error and I couldn't figure it out so ;v;);;; But but I tried it with my other game it worked properly! But this is something that happened, it's the same 2 enemies and I killed the other one, this is all how it displays now: What could affect the appearance of the enemy card display? Oh I changed it to 15 btw! Just in case it's important EDIT: I checked it seems that it only happens when they're the same type of enemy but if they're different it doesn't error like that. odd D: Maybe one of my scripts is conflicting but I'm not sure which one and how that happens Compatiblity: Doesn't work with Animated Battlers VX by DerVVulfman because of knockback :'D Totally works with Yanfly Engine Redux | |
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maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-05-30, 20:24 | |
| Ah! Permisi, saya coba demo yang beautiful modenya, lalu saat coba escape dapat error! Komputernya bilang: Script 'ACC TankentaiPatch v1.3a' line 300: NoMethodError occurred. undefined method 'Active_battler' for #<Scene_map:0x141a4b0>Kok bisa ada ini? | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-06-02, 19:12 | |
| @archeia: I don't understand enough of that error... Can you give me the screenshot before it happens? Was it while in the enemy's turn? @maihime: oh no Checking Aku benahin dulu deh | |
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Archeia Newbie
Posts : 5 Thanked : 0 Engine : RMVX Skill : Intermediate Type : Developer
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-06-04, 12:14 | |
| Basically what happens is that the enemies of the same type shares one card, if the other dies, the card disappears forever from the turn order and can never attack again. | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-06-07, 19:03 | |
| @arch: uh oh, it doesn't happen much, or even, never, in my case. It maybe some incompatibility... Do you use custom card graphics for enemies?
To note, this engine heavily relies on battlers' names. Be careful if you use some scripts that alter names. | |
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Archeia Newbie
Posts : 5 Thanked : 0 Engine : RMVX Skill : Intermediate Type : Developer
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-06-08, 06:59 | |
| I don't use any kinds of those scripts and I was just using a modified scene_battle for GUI changing. :C
I don't think it's the agility change in the old Scene_Battle because this scripts overwrites it, but I'm not sure. It seems to happen to at least 2 of my games hmm | |
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richter_h Salto Master Hancip RMID
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-06-16, 15:16 | |
| @wltr3565 apa ada patch buat benerin slip damage? soale yang sekarang efek slip damage (kek poison) muncul tiap satu aktor/musuh beres action-nya | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-06-23, 20:06 | |
| Selesai (pasang) updatenya. Keasyikan main Gods Eater Burst Dalam v1.4: - Escape dalam Tankentai udah diperbaiki. - Turnnya sudah lebih dibalance. - Untuk non Tankentai, kedip-kedipnya diperbaiki. - Perbaiki masalah hidden enemy. - Perbaiki masalah slip damage. | |
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richter_h Salto Master Hancip RMID
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-08-28, 12:54 | |
| lapor bos 7 ane nemu lagi keanehan coba dicek lagi kalo ada state yang restriction-nya 2: always attack enemies sama 3: always attack allies... yang restriction 2, harusnya kan selalu nyerang musuh tanpa kita suruh dan yang restriction 3 selalu nyerang temen sendiri, tanpa kita suruh juga tapi kok efeknya sama kek 4: can't move ya? mohon tanggapannya dan mohon mangap kalo ane kebanyakan ngelapor bug2 ACC sekian 7 | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-08-28, 13:41 | |
| Ah, itu... reaksinya ketanggap mirip-mirip sih Lain kali, perlu ngurus yang lain juga nih | |
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Killer690 Newbie
Posts : 1 Thanked : 0 Engine : RMVX Skill : Intermediate Type : Developer
| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-08-30, 01:30 | |
| Hello, this script is awesome! But I have a little request here... I want a "instant cast skill"= You use the skill in the same turn that you use and after that you have an extra turn (Like Issen of atelier Iris 3 : Grand Phantasm / with Plua, shadow mana) Please, I used others scripts but the scripts aren't compatible and I aren't very good with scripts (Really bad in script things, I only can repair some basics errors) Thank for reading ! | |
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wltr3565 Senior
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 2011-08-30, 15:11 | |
| In other words, you want that a skill doesn't cost a turn? It can be made that the speed (at the database of the skill/item) as low (to minus) as possible, though it would be only costing 1 card. To be precisely instant, I can make a patch before I can implement it fully. Here: - Code:
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#=============================================================================== # This patch is for making a skill that will not cost turn to execute. Can be # used for items too. Just put <instant> in the note tag. Put this patch # anywhere as you please, but it must be below Action Cost Card's main script. # Better if not much skills are instant... #=============================================================================== class Game_BattleAction attr_accessor :instantly def clear acc_new_clear @skill_charge = false @instantly = false end def make_speed @speed = battler.agi @speed -= (battler.agi * skill.speed / 100) if skill? @speed -= (battler.agi * item.speed / 100) if item? @speed *= 3 / 2 if guard? @speed = 0 if @basic == 2 if skill? and skill.instant == true @instantly = true elsif item? and item.instant == true @instantly = true end end end
module RPG class UsableItem attr_accessor :charge_id attr_accessor :endurance attr_accessor :charge_sequence attr_accessor :knock_back attr_accessor :time_skills attr_accessor :time_period attr_accessor :gone_on_ko attr_accessor :instant def scan_note_cost_card @charge_id = 0 @endurance = 100 @charge_sequence = "" @knock_back = 0 @time_skills = [] @time_period = 1 @gone_on_ko = false @instant = false self.note.split(/[\r\n]+/).each { |line| case line when /<Charge[ ]*(\d+)[ ]*(\d+)>/i @charge_id = $1.to_i @endurance = $2.to_i when /<Chaanime[ ]*(\w+)>/i @charge_sequence = $1.to_s when /<KnockBack[ ]*(\d+)>/i @knock_back = $1.to_i when /<TimeCard[ ]*(\d+)>/i @time_skills.push($1.to_i) when /<UserKODiscard>/i @gone_on_ko = true when /<Period[ ]*(\d+)>/i @time_period = $1.to_i when /<Instant>/i @instant = true end } end def instant scan_note_cost_card if @instant == nil return @instant end end end
class Scene_Battle < Scene_Base def update_target_cycle(guard = false) @cyc_update = true @old_index = @skill_window.index if @skill_window != nil @old_index = @item_window.index if @item_window != nil instant = false if @skill_window != nil @active_battler.action.set_skill(@skill_window.skill.id) instant = @active_battler.action.skill.instant end if @item_window != nil @active_battler.action.set_item(@item_window.item.id) instant = @active_battler.action.item.instant end @pre_cycle = [] if @pre_cycle == nil @pre_cycle = @turn_cycle.dup agi = 0 for k in $game_troop.members + $game_party.members agi += k.agi end if guard == false @active_battler.action.make_speed @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - (@active_battler.action.speed * WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL / agi) @active_battler.turn_count = @active_battler.turn_count.round @active_battler.turn_count = @active_battler.turn_count.abs @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1 if @active_battler.turn_count >= WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1 @pre_cycle.insert(@active_battler.turn_count, @pre_cycle.shift) if !instant else @pre_cycle.insert(@active_battler.turn_count, @pre_cycle.shift) end stun_sort_pre @turn_count_window.refresh end def set_active_battler_next_turn agi = 0 for i in $game_troop.members + $game_party.members agi += i.agi end if @active_battler.action.guard? == false @active_battler.action.make_speed instant = @active_battler.action.instantly @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - ((@active_battler.action.speed * WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL) / agi) @active_battler.turn_count = @active_battler.turn_count.round @active_battler.turn_count = @active_battler.turn_count.abs @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1 if @active_battler.turn_count >= WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1 @turn_cycle.insert(@active_battler.turn_count, @turn_cycle.shift) if !instant else @turn_cycle.insert(@active_battler.turn_count, @turn_cycle.shift) end stun_sort end end You can read the manual there | |
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| Subyek: Re: [BS] Action Cost Card Turn System v1.4 | |
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| [BS] Action Cost Card Turn System v1.4 | |
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