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RyanAllen
  Sat Jun 28, 2008 11:34 am
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Hi, nice script ^_^ I need these two doing for my game, if you can. Thanks in advanced :)

Name: Cover
Type: Battle
Description: Covers for a selected ally. Whenever that character gets attacked, the user jumps infront of the ally to take the next hit for him. (Uses no mana and only covers 1 attack)
Index: One below attack.
Related Scripts: Hopefully it should work the Kylocks sideview battle system.

Name: Build up (or something along those lines ^^;)
Type: Battle
Description: Charges up for a strong attack one turn and strikes the next.
Index: One below attack.
Related Scripts: Hopefully it should work with Kylock's sideview battle system.

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Quote from: RyanAllen on 22nd May at 02:36:41 pm
Whenever an enemy or ally gets buffed like attack up or something then they start floating/hovering.

Quote from: Kylock on 22nd May 2008 at 03:10:45 pm
I don't know how, but you've managed to break more features in this script than anyone else that asks me for help on the 4 forums that I've posted it to.


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V-Chaos
  Sat Jul 05, 2008 12:38 am
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Never mind, I mis read it there... how do I make the commands default again? Instead of Strike and all that stuff you put in.

EDIT: I figured it out.. As you can tell im not a script-er.


Last edited by V-Chaos on Sat Jul 05, 2008 12:57 am, edited 1 time in total.

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Dargor
  Sat Jul 05, 2008 1:30 am
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@RyanAllen 
Dargor wrote:

IMPORTANT: I'M NOT TAKING REQUESTS ANYMORE
Please, don't ask for another requests. Thank you for your comprehension. :smile:

Tale care!
-Dargor


@V-Chaos
Good to know it works :thumb:

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zeldrak
  Sat Jul 05, 2008 2:03 am
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very good script, i shall use this one in the future.

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RyanAllen
  Sat Jul 05, 2008 8:23 am
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Dang, sorry dude, forgot to read that bit ^^
We need some scripts doing for our game, so if you do get any spare time and take requests again let me know ^^

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Quote from: RyanAllen on 22nd May at 02:36:41 pm
Whenever an enemy or ally gets buffed like attack up or something then they start floating/hovering.

Quote from: Kylock on 22nd May 2008 at 03:10:45 pm
I don't know how, but you've managed to break more features in this script than anyone else that asks me for help on the 4 forums that I've posted it to.


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R P G
  Sat Jul 05, 2008 6:49 pm
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Hey Dargor, I ran into a bit of a problem with this...

I have a custom main screen:

http://img395.imageshack.us/img395/1015/error1et5.png[/img]

When I add on your Custom Commands script, this overrides my custom main screen:

http://img392.imageshack.us/img392/1551/error2ea8.png[/img]

Is there some way you could disable the default main screen that shows up? Thanks.


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Dargor
  Sat Jul 05, 2008 8:09 pm
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Have you tried adding your CMS below the custom commands script?

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R P G
  Sat Jul 05, 2008 9:40 pm
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Oh I see... thanks Dargor. I didn't know that order was important.


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uzumakishade
  Mon Jul 07, 2008 11:43 am
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Name: Unite
Type: Battle
Description: basically this is like suikodens unite system, what it does is if you have two characters in your party that are close they have a unite skill (ie main character and his best friend have one) and the unite command is selectable and will list only the ones you can use at the moment. an example would be, hero can unite whith his best friend, or his sister. but if your sister isnt in the party, it will only show the unite skill that the hero and brother can use. if neither the best friend or the sister are in the party and he cant unite with anyone else, the unite command will be greyed out aka unselectable.
Index: Fight (attack)
        Defend (guard)
        Skill
        Unite
        Item
Related Scripts:Conditional Skills http://www.hbgames/forums/index.php?topic=50918.0

i would really like this so if you can do it that would be great and much appreciated :)

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Dargor
  Mon Jul 07, 2008 4:23 pm
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For the fourth time...
Dargor wrote:

IMPORTANT: I'M NOT TAKING REQUESTS ANYMORE
Please, don't ask for another requests. Thank you for your comprehension. :smile:

Tale care!
-Dargor


I've stop taking request more than a month ago.

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uzumakishade
  Mon Jul 07, 2008 5:23 pm
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oh terribly sorry, cant believe i missed that haha, well great script none the less cant wait to see more from you

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Shadow Lord
  Sun Jul 13, 2008 1:15 pm
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Quote:
Since I stop taking requests, like now, I will add these effects to my upcoming Pack of Special Skill Effects.
It will include things like skill reflection, steal, mug, scan, mimic, self-destruction, sketch, etc.
I will also have an option to turn some of these effects into battle commands so you'll find what you want there. :thumb:

Do you have an estimated completion date for this pack?

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Dargor
  Sun Jul 13, 2008 2:31 pm
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No, not yet, but it should not be too long before I release it.:thumb:

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Shadow Lord
  Sun Jul 13, 2008 6:01 pm
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Great! I'll be waiting!

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AlbinoWalken69
  Tue Jul 22, 2008 6:41 pm
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i'm not sure how to make this script compatible with KGC's Equipment Skills System.
[spoiler]#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    â €” €           Equipment Skills System - KGC_EquipLearnSkill        â €” €  VX â €” € 
#_/    â €” €¡                    Last Update: 2008/02/10                          â €” €¡
#_/    â €” €                   Translation by Mr. Anonymous                        â €” € 
#_/-----------------------------------------------------------------------------
#_/  This script allows you to assign skills that can be "learned" by equipping
#_/  designated equipment. Everytime the party defeats an enemy, they recieve
#_/  TP (Training Points) that go toward mastering a skill. Once a skill is
#_/  mastered (with the default setting of NEED_FULL_AP = true), that skill is
#_/  learned. This system is much like the one in Final Fantasy Tactics Advance.
#_/=============================================================================
#_/                      â €” €  Instructions For Usage â €” € 
#_/  To make use of these functions, you must insert the desired tag into the
#_/  "Notes" box located in the specified section of the database.
#_/ is for equipment, is for Skills, and for enemies.
#_/  For example, you want the Club to supply the Dual Attack skill and be
#_/  mastered at 20 TP. You would locate the Club in the weapons tab of the
#_/  database and insert . Then, you'd locate Dual Attack in 
#_/  the Skills tab of the database and insert . Simple, effective.
#_/
#_/  Key: n = Number
#_/      SkillID = The ID number of the desired skill in the skills database
#_/      Amount = The desired amount of TP.
#_/
#_/                       
#_/  Assigns the given skill to the designated equipment for the actor to use.
#_/
#_/                         
#_/  Assigns a specified amount of TP the actor must aquire in order to master
#_/  the skill.
#_/                           
#_/  Assigns a specified amount of TP earned from defeating the enemy.
#_/
#_/
#_/                          â €” €  Script Commands â €” € 
#_/  These commands are used in "Script" function in the third page of event
#_/  commands under "Advanced".
#_/
#_/  * gain_actor_ap(ActorID, AP Amount, show)
#_/    Allows you to give an actor a specified amount of AP.
#_/    "Show" is a toggle. If set to true, if the skill is mastered, it will
#_/    display the "Skill Mastered" screen. (Ex. gain_actor_ap (1, 50, true))
#_/
#_/  * change_actor_ap(ActorID, SkillID, AP Amount)
#_/    Allows you to modify the amount of AP a specified skill has.
#_/      (Ex. change_actor_ap (1, 3, 100)
#_/ 
#_/  * call_ap_viewer(index: ActorID)
#_/    This calls the AP Viewer screen. If you exclude (index:), the first
#_/      actor in the index is automatically called.
#_/    Note: To use this properly, Ex. call_ap_viewer(index: 2) would pull up 
#_/      the AP Viewer screen for the second actor.
#_/
#_/  [Further, please see "Equipment Exclusion" and "Skills Exclusion" located]
#_/  [near the bottom of the Customize block for more control.                ]
#_/
#_/=============================================================================
#_/ Installation: Install above KCG_SkillCPSystem, if you use that script.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

$data_system = load_data("Data/System.rvdata") if $data_system == nil

#==============================================================================#
#                          ★ Customization ★                                  #
#==============================================================================#

module KGC
module EquipLearnSkill
  # Note: To avoid confusion with the KCG_DistributeParameter script, I use TP
  #      (Training Point) as the default abbreviation. KGC uses AP.
  #                          â €” €  AP Name â €” € 
  #  This allows you to change the abbreviation of AP.
  VOCAB_AP    = "TP"
  #                      â €” €  AP Default Value â €” € 
  #  This allows you to change the default value of AP gained by an enemy when
  #  not manually specified using the tag.
  DEFAULT_AP  = 1
  #                      â €” €  Skill Use Mastery â €” € 
  #  This toggle allows you to change whether a skill is usable when AP hasn't
  #  been maxed out.
  #  true = Skill cannot be used until the skill has been mastered.
  #  false = Skills are usable regardless of AP amount, however, when the item
  #          that provides that skill is unequipped, the skill is removed.
  NEED_FULL_AP = false

  #            â €” €  AP Result Screen Aquisition Display â €” € 
  #  The allows you to change the AP aquired message for battle results.
  #  %s : aquired AP amount
  VOCAB_RESULT_OBTAIN_AP        = "Aquired %s #{VOCAB_AP}!"
  # â €” €  Display message when skill is mastered on results screen
  #  (beginning of message).
  #  %s : Actor Name
  VOCAB_RESULT_MASTER_SKILL      = "%s's"
  # â €” €  Display message when skill mastered on results screen.
  #    (ending of message)
  #  %s : Name of mastered skill
  VOCAB_RESULT_MASTER_SKILL_NAME = "%s was mastered!"

  #                        â €” €  Command Menu â €” € 
  # This toggle adds the "AP Viewer" (Training Skills) selection to the main
  #  command menu.
  USE_MENU_AP_VIEWER_COMMAND = true
  # â €” €  Text of the Equip Skills selection on the main command window.
  # Could also be written: VOCAB_MENU_AP_VIEWER      = "#{VOCAB_AP} Skills"
  VOCAB_MENU_AP_VIEWER      = "View TP"

  #                      â €” €  AP Viewer Screen â €” € 
  #  Mastered AP skills column display.
  VOCAB_MASTER_SKILL      = " - MASTER - "
  #  This toggle shows/hides skills that have 0 AP.
  #  This also evidently affects the skill's usability, though untested.
  #  true = show
  #  false = Hide
  SHOW_ZERO_AP_SKILL      = false
  #  This toggle allows you to hide the name of a skill if the skill has 0 AP.
  #  true = mask the skill name
  #  false = unmask the skill name
  MASK_ZERO_AP_SKILL_NAME = true
  #  This allows you to change the text of a 0 AP masked skill.
  #  (When MASK_ZERO_AP_SKILL_NAME = true)
  ZERO_AP_NAME_MASK      = "Unavailable"
  #  This toggle allows you to mask the text displayed in the "Help" (topmost)
  #  window of a skill that has 0 AP.
  #  true = mask the skill's help text
  #  false = display the text normally
  HIDE_ZERO_AP_SKILL_HELP = true
  #  This allows you to change the text displayed in the "Help" (topmost) window
  #  of a skill that has 0 AP. (When HIDE_ZERO_AP_SKILL_HELP = true)
  ZERO_AP_SKILL_HELP      = "This skill is unavailable."

  #                    â €” €  Equipment Exclusion â €” € 
  #  The following lines make it possible for a specified actor to not gain
  #  skills granted by certain Weapons and Armors.
  #  The subscript of the array (The [] brackets) cooresponds to the Actor ID.
  EXCLUDE_WEAPONS = []  # Weapons
  EXCLUDE_ARMORS  = []  # Armor
  #  Example:
  #  ActorID:1 WeaponID:50 and 70
  #  EXCLUDE_WEAPONS[1] = [50, 70]
  #  Ralph cannot aquire the skills given by the weapon of WeaponID 50 and 70.

  #                      â €” €  Skills Exclusion â €” € 
  #  The following line makes it possible for a specified actor to not gain
  #  certain skills provided by any equipment that may normally grant them.
  #  The subscript of the array (The [] brackets) cooresponds to the Actor ID.
  EXCLUDE_SKILLS = []
  #  Example:
  #  ActorID:1 SkillID:30
  #  EXCLUDE_SKILLS[1] = [30]
  #  Ralph cannot aquire the skill in SkillID 30 granted by any equipped goods.
 
  #              â €” €  Call AP Viewer from the Skills Window â €” € 
  #  This allows you to change what key/button is pressed on the skills window
  #  to shift to the AP Viewer window.
  #  When set to nil, this is disabled. ( CALL_EQUIPSKILLKEY = Input::nil )
  #  Note: Currently this only works with KGC_CategorizeSkill
  #  I'll revise this later so you may do so without that script.
  #  I also need to add a couple more methods to this anyhow.
  CALL_APVIEWERKEY = Input::Z
  #              â €” €  Call Skills Window from the AP Viewer â €” € 
  #  This allows you to change what key/button is pressed on the AP Viewer
  #  to shift to the skills window.
  #  When set to nil, this is disabled. ( CALL_SKILLSKEY = Input::nil )
  CALL_SKILLSKEY = Input::Y
end
end

# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Unless you know what you're doing, it's best not to alter anything beyond  #
#  this point, as this only affects the tags used for "Notes" in database.    #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Whatever word(s) are after the separator ( | ) in the following lines are
#  what are used to determine what is searched for in the "Notes" section.

$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true

module KGC::EquipLearnSkill
  # Regular Expressions Defined
  module Regexp
    # Base Item Module
    module BaseItem
      # Learn Skill tag string
      LEARN_SKILL = /<(?:LEARN_SKILL|learnskill)[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i
    end

    # Base Skill Module
    module Skill
      # Need AP tag string
      NEED_AP = /<(?:NEED_AP|needTP)[ ]*(\d+)>/i
    end

    # Base Enemy Module
    module Enemy
      # AP given tag string
      AP = //i
    end
  end
end

#==============================================================================
# â €“ ¡ KGC::Commands
#==============================================================================

module KGC::Commands
  module_function
  #--------------------------------------------------------------------------
  # â €” €¹ AP ã


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Shadow Lord
  Tue Jul 22, 2008 9:39 pm
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I run them side-by-side and have no problems. Do you have this above ALL custom scripts, including KGC ones? If you do, then post your other scripts and I'll check it out.

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AlbinoWalken69
  Wed Jul 23, 2008 2:05 pm
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do you want me to just send u my project folder? that might be easier than posting all of my scripts.


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Shadow Lord
  Wed Jul 23, 2008 9:35 pm
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Sure. I'll take a look. Send it somewhere like 4shared, rapidshare, megaupload, etc. E-mail me the download link at kookdomproject@hotmail.com. If I can help, I will!

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AlbinoWalken69
  Mon Jul 28, 2008 4:03 pm
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hey sorry it took so long for me to send the folder to you but i was in new york the past few days. i just sent it to you. the game seems fine but if you go into the main menu and then leave and then go back, you'll notice that the bottom option, "Mastery" starts to duplicate and appear several times. you'll see wat i mean lol.
thanks a lot


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terradont
  Mon Jul 28, 2008 5:07 pm
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Hi there Dargor, i am trying to use your bestiary system, and wanted a menu command for it. But when i put it in the game and tries to acsess the menu, it returns this error:

Expand to see the code.


The only other script that adds a command for the menu is your Ability Grid system.

I am a complete newbie when it comes to scripts, unfortunately.

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Dargor
  Mon Jul 28, 2008 5:37 pm
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Location: Quebec / Canada
If the line looks like
Expand to see the code.
then remove everything after the 'if', including the 'if'.

I'll update the Bestiary Menu Command soon.

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terradont
  Mon Jul 28, 2008 5:52 pm
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Yes, i got it to work on a game without any other scripts now, but in the game that had the ability grid system it returned a new error, on line 38. It's a NoMethodError again, but with `selection' this time

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sonicfan1012
  Wed Jul 30, 2008 8:01 pm
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hey can someone help me with this script. I want to put a stat distribute command in the menu (script is from lettuce) andI would know how to do it on the regular menu screen, but I like this one better, and I'm also using your party changer script, so I can't really not use this script. Anyway, is there anyway to put a command for this script (again credits to lettuce for the script)
Expand to see the code.

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Dargor
  Wed Jul 30, 2008 11:06 pm
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@sonicfan1012 
Someone has already requested that. Look in the previous posts, you'll find it.

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sonicfan1012
  Wed Jul 30, 2008 11:28 pm
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O i see it. thanks  :grin: :lol:

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DNDProductions
  Mon Aug 04, 2008 12:37 am
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I seem to be getting an error with this script when I try to select the 'fight' command in battle.

Script 'Custom commands' line 433: NoMethodError occured.

undefined method 'size' for nil:NilClass

I am using this script along with the large party and party changer scripts, as well as some others. I suspect a conflict between scripts, do you know what is going on?


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Dargor
  Mon Aug 04, 2008 12:57 am
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Location: Quebec / Canada
Are you using the latest version of the script? It might be a conflict between script versions.
If you are using an older version of whether the Custom Commands or Party Changer, update them to the latest version.

I'd also like to know, what are the other scripts?

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DNDProductions
  Mon Aug 04, 2008 1:34 am
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Well, I made sure all of the scripts were updated and I checked all of my other scripts. The error only occurs when cmpsr2000's Shopaholic script is present, so I'm sure that script is causing the problem. I can link you to the script if you want.


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Dargor
  Mon Aug 04, 2008 5:14 pm
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Location: Quebec / Canada
Yes, it would be easier to solve the problem with it :wink:

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DNDProductions
  Mon Aug 04, 2008 6:48 pm
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Here it is:

http://www.rpgrevolution.com/forums/?showtopic=14016

I was hoping it wouldn't be this script causing the problem because it is split into a ton of different parts.It makes it a lot harder to look for one particular problem.

I wish I could help further, but I only know enough about scripting to, well, use the scripts.


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