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Incompatibility between Materia system and DeVV's RTAB

Hola, people of the forums. I seem to be having some issue with compatibility between Sephiroth Spawn's Materia script and DeVV's RTAB script. Before I begin, I'd like to point out that someone in that past had the same issue. I, however, have no RGSS experience and cannot understand much of anything in the topic, I don't even think it was resolved... But, here is the link,

http://www.rmxp.org/forums/index.php?topic=8866.0

Anywho, every time i do the test battle I get this,
http://i257.photobucket.com/albums/hh215/fikan/error.gif[/img]

Can someone help me with this? If you need me to post the script I can, well, the part that this is concerning.
Thanks!
 
you can't do a test battle no matter what with the materia system.
just set up an event near you player starting position and have it take you to whatever battle you want it too.
I don't know why you can't do a test battle, but whatever.
 
Oh, ok. Thanks.
EDIT* Well, I was playing it and when I go to skills in the battle i get this error
http://i257.photobucket.com/albums/hh215/fikan/error2.gif[/img]
Here is what it is referring to,
#==============================================================================
# ** Scene_Battle (part 3)
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_materiasystem_scenebattle_skillselect update_phase3_skill_select
  alias seph_materiasystem_scenebattle_prior_actor phase3_prior_actor
  #--------------------------------------------------------------------------
  # * Go to Command Input of Previous Actor
  #--------------------------------------------------------------------------
  def phase3_prior_actor
    # Orginal Previous Actor Method
    seph_materiasystem_scenebattle_prior_actor
    unless @active_battler.nil?
      # Checks to See if Skill Was already selected
      if @active_battler.current_action.skill_id > @data_skill_size - 1
        # Forgets Skill
        @active_battler.forget_skill(@active_battler.current_action.skill_id)
        # Deletes Skill From $data_skills
        $data_skills.pop
        # Sets Skill Selection to nil
        @skill = nil
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : skill selection)
  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    # Orignal Enemy Select Method
    seph_materiasystem_scenebattle_skillselect
    # Gets Active Battlers Paired Mater
    paired_materia_set = @active_battler.return_paired_materia
    for paired_set in paired_materia_set
      materia = paired_set[2]
      other_materia = paired_set[3]
      if materia.special_effect == 'All'
        for skill_id in other_materia.skills
          if skill_id == @skill.id
            # Duplicates Skill and Changes ID
            new_skill = @skill.dup
            new_skill.scope = 2 if @skill.scope == 1
            new_skill.scope = 4 if @skill.scope == 3 || @skill.scope == 7
            new_skill.scope = 6 if @skill.scope == 5
            new_skill.id = $data_skills.size
            $data_skills << new_skill
            @active_battler.learn_skill(new_skill.id)
            # Set action
            @active_battler.current_action.skill_id = new_skill.id
            # End skill selection
            end_skill_select
            # End enemy selection
            end_enemy_select unless @enemy_arrow.nil?
            # End actor selection
            end_actor_select unless @actor_arrow.nil?
            # Go to command input for next actor
            phase3_next_actor
          end
        end
      end
    end
    return
  end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
Here is the whole thing in case you need it,
#==============================================================================
# Materia System
#==============================================================================
# SephirothSpawn
# 1.28.06
# Version 2.01
#==============================================================================

#------------------------------------------------------------------------------
# * Explanations:
#------------------------------------------------------------------------------
#    ~ Weapon & Armor Materia Slots
#        - Basic Syntax: Item ID # => Slots Array
#          - Slots Array: [Number of Paired Slots, Single Slots]
#        ** You must not exceed 8 (Paired * 2 + Single * 1 <= 10)
#    ~ Materia List
#      * Creating Your Own Materia
#        - Basic Syntax: Materia.new(id, name, type, stat_effects,
#                                  elements, states, new_value, m_value,
#                                  skills, exp_levels, special_effect) 
#
#    - id : The Idea Number of you materia. Start from 1 and add 1
#    - name : The Name of your materia
#    - type : The Type Of Materia. Choose From One of The Following:
#          'Skill', 'Command', 'Summon', 'Support', 'Independent'
#    - stat_effects : The Percent of each stat that materia will effect
#          [ Hp, Sp, Str, Dex, Agi, Int ]
#    - elements : An Array of each Element ID from the systems tab
#    - states : An Array of each State Id from the Status tab
#    - new_value : The cost to buy the Materia
#    - master_value : The value of the Materia when Mastered
#    - Skills : An array of the skills you learn from the Materia.
#          (Use for Skill, Command & Summon)
#    - Exp Levels : An array of the experience required to level
#          The First value in the array is required to get level 2
#    - Special Effect : A special Effect of the Materia.
#          ~ All
#          ~ Elemental
#          ~ Status
#          ~ Steal As Well
#          ~ HP Absorb
#          ~ MP Absorb
#          ~ MP Turbo
#          ~ Exp Plus
#          ~ Gil Plus
#          ~ HP Plus
#          ~ SP Plus
#          ~ Strength Plus
#          ~ Defense Plus
#          ~ Speed Plus
#          ~ Magic Plus
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Materia System', 'SephirothSpawn', 1, '1.27.06')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------

if SDK.state('Materia System') == true

#==============================================================================
# ** RPG
#==============================================================================

module RPG
 
  #============================================================================
  # ** Weapon
  #============================================================================
  class Weapon
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :paired_materia
    attr_accessor :single_materia
    #--------------------------------------------------------------------------
    # * Set Materia Slots
    #--------------------------------------------------------------------------
    def set_materia_slots(slots)
      @paired_materia, @single_materia = slots[0], slots[1]
    end
  end
 
  #============================================================================
  # ** Armor
  #============================================================================
  class Armor
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :paired_materia
    attr_accessor :single_materia
    #--------------------------------------------------------------------------
    # * Set Materia Slots
    #--------------------------------------------------------------------------
    def set_materia_slots(slots)
      @paired_materia, @single_materia = slots[0], slots[1]
    end
  end
end

#==============================================================================
# ** Materia
#==============================================================================

class Materia
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader      :id
  attr_accessor  :name
  attr_accessor  :type
  attr_accessor  :stat_effects
  attr_accessor  :elements
  attr_accessor  :states
  attr_accessor  :new_value
  attr_accessor  :master_value
  attr_accessor  :skills
  attr_accessor  :exp_levels
  attr_accessor  :special_effect
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(id, name, type, stat_effects = [], elements = [], states = [],
    n_value = 500, m_value = 1000, skills = [], exp_levels = [], s_effect = nil)
    # Sets Parameters
    @id, @name, @type, @stat_effects, @elements, @states,
    @new_value, @master_value, @skills, @exp_levels, @special_effect =
      id, name, type, stat_effects, elements, states,
      n_value, m_value, skills, exp_levels, s_effect
    # Sets Exp
    @experience = 0
  end
  #--------------------------------------------------------------------------
  # * Experince
  #--------------------------------------------------------------------------
  def experience
    return @experience
  end
  #--------------------------------------------------------------------------
  # * Experince
  #--------------------------------------------------------------------------
  def experience=(num)
    @experience = [num, @exp_levels[@exp_levels.size - 1]].min
  end
  #--------------------------------------------------------------------------
  # * Level
  #--------------------------------------------------------------------------
  def level
    for i in 0...@exp_levels.size
      if @experience >= @exp_levels[@exp_levels.size - (1 + i)]
        return @exp_levels.size - i + 1
      end
    end
    return 1
  end
  #--------------------------------------------------------------------------
  # * Buy Value
  #--------------------------------------------------------------------------
  def buy_value
    return @new_value
  end
  #--------------------------------------------------------------------------
  # * Sell Value
  #--------------------------------------------------------------------------
  def sell_value
    return [(@master_value * (@experience / @exp_levels[@exp_levels.size - 1].to_f)).to_i,
      @new_value / 2].max
  end
  #--------------------------------------------------------------------------
  # * Get Hue
  #--------------------------------------------------------------------------
  def get_hue
    case @type
    when 'Skill'
      hue = 130
    when 'Command'
      hue = 60
    when 'Summon'
      hue = 10
    when 'Support'
      hue = 180
    when 'Independent'
      hue = 300
    end
    return hue
  end
end

#==============================================================================
# ** Materia_System
#==============================================================================

module Materia_System
 
  #==============================================================================
  # ** CONSTANTS
  #==============================================================================

  # ~ Weapons Materia Slots
    WEAPON_MATERIA_SLOTS = {
      1 => [1, 1], 2 => [1, 2], 3 => [2, 2], 4 => [4, 0],
      5 => [1, 1], 6 => [1, 2], 7 => [2, 2], 8 => [4, 0],
      9 => [1, 1], 10 => [1, 2], 11 => [2, 2], 12 => [4, 0],
      13 => [1, 1], 14 => [1, 2], 15 => [2, 2], 16 => [4, 0],
      17 => [1, 1], 18 => [1, 2], 19 => [2, 2], 20 => [4, 0],
      21 => [1, 1], 22 => [1, 2], 23 => [2, 2], 24 => [4, 0],
      25 => [1, 1], 26 => [1, 2], 27 => [2, 2], 28 => [4, 0],
      29 => [1, 1], 30 => [1, 2], 31 => [2, 2], 32 => [4, 0]
      }
  # ~ Armors Materia Slots
    ARMORS_MATERIA_SLOTS = {
      1 => [1, 1], 2 => [1, 2], 3 => [2, 2], 4 => [4, 0],
      5 => [1, 1], 6 => [1, 2], 7 => [2, 2], 8 => [4, 0],
      9 => [1, 1], 10 => [1, 2], 11 => [2, 2], 12 => [4, 0],
      13 => [1, 1], 14 => [1, 2], 15 => [2, 2], 16 => [4, 0],
      17 => [1, 1], 18 => [1, 2], 19 => [2, 2], 20 => [4, 0],
      21 => [1, 1], 22 => [1, 2], 23 => [2, 2], 24 => [4, 0],
      25 => [1, 1], 26 => [1, 2], 27 => [2, 2], 28 => [4, 0],
      29 => [1, 1], 30 => [1, 2], 31 => [2, 2], 32 => [4, 0]
      }
  # ~ Materia List
#    (id, name, type, stat_effects = [], elements = [], states = [],
#    n_value = 500, m_value = 1000, skills = [], exp_levels = [], s_effect = nil)     
    MATERIA_LIST = [nil,
      # Skill Materia
      Materia.new(1, 'Heal', 'Skill', [ -5, 5, -3, 0, 0, 3 ], [], [], 1000, 10000,
        [1, 2, 3, 4], [1000, 3000, 6000, 10000]),
    ]
end

#==============================================================================
# ** Game_Battler (part 3)
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_materiasystem_gamebattler_skilleffect skill_effect
  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #    user  : the one using skills (battler)
  #    skill : skill
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    # Orginal Skill Effects Method
    seph_materiasystem_gamebattler_skilleffect(user, skill)
    if user.is_a?(Game_Actor)
      # Gets Paired Materia
      materia_set = user.return_paired_materia
      for paired_set in materia_set
        materia = paired_set[2]
        other_materia = paired_set[3]
        # HP Absorb
        if materia.special_effect == 'HP Absorb'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                hp = (user.maxhp * 0.1).to_i
                user.hp += [hp, user.maxhp - hp].min
                user.damage = - [hp, user.maxhp - hp].min
                user.damage_pop = true
              end
            end
          end
        end
        # MP Absorb
        if materia.special_effect == 'MP Absorb'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                sp = (user.maxsp * 0.1).to_i
                user.sp += [sp, user.maxsp - sp].min
                user.damage = - [sp, user.maxsp - sp].min
                user.damage_pop = true
              end
            end
          end
        end
        # MP Turbo
        if materia.special_effect == 'MP Turbo'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                unless user.sp < skill.sp_cost * 2
                  if self.damage > 0
                    self.damage *= 2
                    user.sp -= skill.sp_cost
                    user.damage = 'MP TURBO!'
                    user.damage_pop = true
                  end
                end
              end
            end
          end
        end
        # Steal As Well
        if materia.special_effect == 'Steal as well'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                if self.is_a?(Game_Battler)
                  if (rand(100) < self.treasure_prob)
                    unless self.item_id == 0
                      item = $data_items[self.item_id]
                    end
                    unless self.weapon_id == 0
                      item = $data_weapons[self.weapon_id]
                    end
                    unless self.armor_id == 0
                      item = $data_armors[self.armor_id]
                    end
                    unless item.nil?
                      case item
                      when RPG::Item
                        $game_party.gain_item(self.item_id, 1)
                      when RPG::Weapon
                        $game_party.gain_weapon(self.weapon_id, 1)
                      when RPG::Armor
                        $game_party.gain_armor(self.armor_id, 1)
                      end
                      user.damage = "Stole #{item.name}"
                      user.damage_pop = true
                    end
                  end
                end
              end
            end
          end
        end
      end
    end
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor  :weapon_materia
  attr_accessor  :armor1_materia
  attr_accessor  :armor2_materia
  attr_accessor  :armor3_materia
  attr_accessor  :armor4_materia
  attr_accessor  :materia_skills
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_materiasystem_gameactor_init initialize
  alias seph_materiasystem_gameactor_setup setup
  alias seph_materiasystem_gameactor_skills skills
  alias seph_materiasystem_gameactor_maxhp maxhp
  alias seph_materiasystem_gameactor_maxsp maxsp
  alias seph_materiasystem_gameactor_str str
  alias seph_materiasystem_gameactor_dex dex
  alias seph_materiasystem_gameactor_agi agi
  alias seph_materiasystem_gameactor_int int
  alias seph_materiasystem_gameactor_equip equip
  alias seph_materiasystem_gameactor_exp exp
  alias seph_materiasystem_gameactor_elementrate element_rate
  alias seph_materiasystem_gameactor_stateguard? state_guard?
  alias seph_materiasystem_gameactor_elementset element_set
  alias seph_materiasystem_gameactor_plusstateset plus_state_set
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    # Sets Up Materia Slots
    @weapon_materia = Array.new
    @armor1_materia = Array.new
    @armor2_materia = Array.new
    @armor3_materia = Array.new
    @armor4_materia = Array.new
    # Orginal Initialization Method
    seph_materiasystem_gameactor_init(actor_id)
  end
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def setup(actor_id)
    # Orginal Setup Method
    seph_materiasystem_gameactor_setup(actor_id)
    # Materia Skills
    @materia_skills = []
    # Adds Weapon Materia
    sn = $data_weapons[@weapon_id].paired_materia * 2 +
      $data_weapons[@weapon_id].single_materia unless @weapon_id == 0
    @weapon_materia = @weapon_id == 0 ? [] : Array.new(sn, nil)
    # Adds Shield Materia
    sn = $data_armors[@armor1_id].paired_materia * 2 +
      $data_armors[@armor1_id].single_materia unless @armor1_id == 0
    @armor1_materia = @armor1_id == 0 ? [] : Array.new(sn, nil)
    # Adds Head Materia
    sn = $data_armors[@armor2_id].paired_materia * 2 +
      $data_armors[@armor2_id].single_materia unless @armor2_id == 0
    @armor2_materia = @armor2_id == 0 ? [] : Array.new(sn, nil)
    # Adds Body Materia
    sn = $data_armors[@armor3_id].paired_materia * 2 +
      $data_armors[@armor3_id].single_materia unless @armor3_id == 0
    @armor3_materia = @armor3_id == 0 ? [] : Array.new(sn, nil)
    # Adds Accessory Materia
    sn = $data_armors[@armor4_id].paired_materia * 2 +
      $data_armors[@armor4_id].single_materia unless @armor4_id == 0
    @armor4_materia = @armor4_id == 0 ? [] : Array.new(sn, nil)
  end
  #--------------------------------------------------------------------------
  # * Skills
  #--------------------------------------------------------------------------
  def skills
    # Deletes Materia Skills
    for skill_id in @materia_skills
      self.forget_skill(skill_id)
    end
    # Original Skills Method
    skills = seph_materiasystem_gameactor_skills
    # Adds Skills Attached to Weapon & Armors
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
      @armor3_materia + @armor4_materia
      unless materia.nil?
        self.learn_materia_skill(materia)
      end
    end
    # Returns Skills
    return @skills
  end
  #--------------------------------------------------------------------------
  # * Learn Materia Skill
  #--------------------------------------------------------------------------
  def learn_materia_skill(materia)
    # If Skill Materia
    if materia.type == 'Skill' || materia.type == 'Command' || materia.type == 'Summon'
      for i in 0...materia.level
        skill_id = materia.skills
        # Learn Skill
        self.learn_skill(skill_id)
        # Adds Skills To Materia Skills
        @materia_skills << skill_id
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Maximum HP
  #--------------------------------------------------------------------------
  def maxhp
    # Orginal Max Hp Method
    n = seph_materiasystem_gameactor_maxhp   
    # Collects HP Difference From Materia
    variance = 0
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
      unless materia.nil?
        variance += materia.stat_effects[0]
        if materia.special_effect == 'HP Plus'
          variance += (materia.level * 10)
        end
      end
    end
    # Takes Percentage
    n *= ((100 + variance) / 100.0)
    n = [[Integer(n), 0].max, 9999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Get HP
  #--------------------------------------------------------------------------
  def hp
    @hp = [@hp, maxhp].min
    return @hp
  end
  #--------------------------------------------------------------------------
  # * Get Maximum SP
  #--------------------------------------------------------------------------
  def maxsp
    # Orginal Max Sp Method
    n = seph_materiasystem_gameactor_maxsp
    # Collects SP Difference From Materia
    variance = 0
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
      unless materia.nil?
        variance += materia.stat_effects[1]
        if materia.special_effect == 'SP Plus'
          variance += (materia.level * 10)
        end
      end
    end
    # Takes Percentage
    n *= ((100 + variance) / 100.0)
    n = [[Integer(n), 0].max, 9999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Get SP
  #--------------------------------------------------------------------------
  def sp
    @sp = [@sp, maxsp].min
    return @sp
  end
  #--------------------------------------------------------------------------
  # * Get Strength (STR)
  #--------------------------------------------------------------------------
  def str
    # Orginal Max Str Method
    n = seph_materiasystem_gameactor_str 
    # Collects SP Difference From Materia
    variance = 0
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
      unless materia.nil?
        variance += materia.stat_effects[2]
        if materia.special_effect == 'Strength Plus'
          variance += (materia.level * 5)
        end
      end
    end
    # Takes Percentage
    n *= ((100 + variance) / 100.0)
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Dexterity (DEX)
  #--------------------------------------------------------------------------
  def dex
    # Orginal Max Dex Method
    n = seph_materiasystem_gameactor_dex 
    # Collects SP Difference From Materia
    variance = 0
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
      unless materia.nil?
        variance += materia.stat_effects[3]
        if materia.special_effect == 'Defense Plus'
          variance += (materia.level * 5)
        end
      end
    end
    # Takes Percentage
    n *= ((100 + variance) / 100.0)
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Agility (AGI)
  #--------------------------------------------------------------------------
  def agi
    # Orginal Max Agi Method
    n = seph_materiasystem_gameactor_agi 
    # Collects SP Difference From Materia
    variance = 0
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
      unless materia.nil?
        variance += materia.stat_effects[4]
        if materia.special_effect == 'Speed Plus'
          variance += (materia.level * 5)
        end
      end
    end
    # Takes Percentage
    n *= ((100 + variance) / 100.0)
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Intelligence (INT)
  #--------------------------------------------------------------------------
  def int
    # Orginal Max Int Method
    n = seph_materiasystem_gameactor_int 
    # Collects SP Difference From Materia
    variance = 0
    for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
      unless materia.nil?
        variance += materia.stat_effects[5]
        if materia.special_effect == 'Magic Plus'
          variance += (materia.level * 5)
        end
      end
    end
    # Takes Percentage
    n *= ((100 + variance) / 100.0)
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Change Equipment
  #    equip_type : type of equipment
  #    id    : weapon or armor ID (If 0, remove equipment)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    # Removes Equipped Materia
    case equip_type
    when 0  # Weapon
      for materia in @weapon_materia
        $game_party.materia << materia unless materia.nil?
      end
    when 1  # Shield
      for materia in @armor1_materia
        $game_party.materia << materia unless materia.nil?
      end
    when 2  # Head
      for materia in @armor2_materia
        $game_party.materia << materia unless materia.nil?
      end
    when 3  # Body
      for materia in @armor3_materia
        $game_party.materia << materia unless materia.nil?
      end
    when 4  # Accessory
      for materia in @armor4_materia
        $game_party.materia << materia unless materia.nil?
      end
    end
    # Orginal Eqip Method
    seph_materiasystem_gameactor_equip(equip_type, id)
    # Resets Materia Slots
    case equip_type
    when 0  # Weapon
      sn = $data_weapons[@weapon_id].paired_materia * 2 +
        $data_weapons[@weapon_id].single_materia unless @weapon_id == 0
      @weapon_materia = @weapon_id == 0 ? [] : Array.new(sn, nil)
    when 1  # Shield
      sn = $data_armors[@armor1_id].paired_materia * 2 +
        $data_armors[@armor1_id].single_materia unless @armor1_id == 0
      @armor1_materia = @armor1_id == 0 ? [] : Array.new(sn, nil)
    when 2  # Head
      sn = $data_armors[@armor2_id].paired_materia * 2 +
        $data_armors[@armor2_id].single_materia unless @armor2_id == 0
      @armor2_materia = @armor2_id == 0 ? [] : Array.new(sn, nil)
    when 3  # Body
      sn = $data_armors[@armor3_id].paired_materia * 2 +
        $data_armors[@armor3_id].single_materia unless @armor3_id == 0
      @armor3_materia = @armor3_id == 0 ? [] : Array.new(sn, nil)
    when 4  # Accessory
      sn = $data_armors[@armor4_id].paired_materia * 2 +
        $data_armors[@armor4_id].single_materia unless @armor4_id == 0
      @armor4_materia = @armor4_id == 0 ? [] : Array.new(sn, nil)
    end
  end
  #--------------------------------------------------------------------------
  # * Change EXP
  #    exp : new EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    # If Gaining Exp
    if exp > @exp
      # Gets New Exp
      new_exp = exp - @exp
      # Sets Exp + % to 0
      exp_plus = 0
      for materia in @weapon_materia + @armor1_materia + @armor2_materia +
        @armor3_materia + @armor4_materia
        unless materia.nil?
          # Gains Exp
          materia.experience += new_exp
          if materia.special_effect == 'Exp Plus'
            exp_plus += (materia.level * 10)
          end
        end
      end
      new_exp *= ((100 + exp_plus) / 100.0)
      exp = new_exp.to_i + @exp
    end
    # Orginal Exp Method
    @exp = [[exp, 9999999].min, 0].max
    # Level up
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      # Learn skill
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # Level down
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # Correction if exceeding current max HP and max SP
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # * Get Element Revision Value : Defense
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # Gets Orginal Element Set
    result = seph_materiasystem_gameactor_elementrate(element_id)
    # Gets Paired Materia list
    paired = return_paired_materia
    # Checks each set
    for set in paired
      # Checks Armors
      if set[0] > 0
        # Checks Support Materia
        materia = set[2]
        if materia.special_effect == 'Elemental'
          other_materia = set[3]
          if other_materia.elements.include?(element_id)
            result /= 2
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Determine State Guard
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    result = seph_materiasystem_gameactor_stateguard?(state_id)
    unless result
      # Gets Paired Materia list
      paired = return_paired_materia
      # Checks each set
      for set in paired
        # Checks Armors
        if set[0] > 0
          # Checks Support Materia
          materia = set[2]
          if materia.special_effect == 'Status'
            other_materia = set[3]
            if other_materia.states.include?(state_id)
              result = true
            end
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Element
  #--------------------------------------------------------------------------
  def element_set
    # Gets Previous Element Set
    result = seph_materiasystem_gameactor_elementset
    # Adds Materia Element Sets
    # Gets Paired Materia list
    paired = return_paired_materia
    # Checks each set
    for set in paired
      # Checks Weapon
      if set[0] == 0
        # Checks Support Materia
        materia = set[2]
        if materia.special_effect == 'Elemental'
          other_materia = set[3]
          for elem_id in other_materia.elements
            result << elem_id unless set.include?(elem_id)
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack State Change (+)
  #--------------------------------------------------------------------------
  def plus_state_set
    # Gets Previous Status Set
    result = seph_materiasystem_gameactor_plusstateset
    # Gets Paired Materia list
    paired = return_paired_materia
    # Checks each set
    for set in paired
      # Checks Weapon
      if set[0] == 0
        # Checks Support Materia
        materia = set[2]
        if materia.special_effect == 'Status'
          other_materia = set[3]
          for state_id in other_materia.states
            result << state_id unless set.include?(state_id)
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Equip Materia
  #    equip_type : type of equipment
  #    slot_index  : index of materia
  #    index : index in $game_party.materia
  #--------------------------------------------------------------------------
  def equip_materia(equip_type, slot_index, index)
    # Gets Materia
    new_materia = $game_party.materia[index]
    # Unequip Materia
    materia = equip_type == 0 ?
      @weapon_materia[slot_index] : (eval "@armor#{equip_type}_materia")[slot_index]
    unless materia.nil?
      $game_party.materia << materia
    end
    # Modifies Materia
    case equip_type
    when 0  # Weapon
      return if @weapon_materia.size == 0
      @weapon_materia[slot_index] = new_materia
    when 1  # Shield
      return if @armor1_materia.size == 0
      @armor1_materia[slot_index] = new_materia
    when 2  # Head
      return if @armor2_materia.size == 0
      @armor2_materia[slot_index] = new_materia
    when 3  # Body
      return if @armor3_materia.size == 0
      @armor3_materia[slot_index] = new_materia
    when 4  # Accessory
      return if @armor4_materia.size == 0
      @armor4_materia[slot_index] = new_materia
    end
    # Deletes Materia From Party: Materia
    $game_party.materia.delete_at(index)
  end
  #--------------------------------------------------------------------------
  # * Equip Materia
  #    equip_type : type of equipment
  #    slot_index  : index of materia
  #--------------------------------------------------------------------------
  def unequip_materia(equip_type, slot_index)
    materia = equip_type == 0 ?
      @weapon_materia[slot_index] : (eval "@armor#{equip_type}_materia")[slot_index]
    unless materia.nil?
      $game_party.materia << materia
    end
    equip_type == 0 ?
      @weapon_materia[slot_index] = nil : (eval "@armor#{equip_type}_materia")[slot_index] = nil
  end
  #--------------------------------------------------------------------------
  # * Return Paired Materia
  #--------------------------------------------------------------------------
  def return_paired_materia
    # Creates Your Return Array
    paired = []
    # Checks Weapon
    unless @weapon_id == 0
      if $data_weapons[@weapon_id].paired_materia > 0
        for i in 0...($data_weapons[@weapon_id].paired_materia * 2)
          materia = @weapon_materia
          if materia.type == 'Support'
            o_i = i + ([0, 2, 4, 6].include?(i) ? 1 : - 1)
            other_materia = @weapon_materia[o_i]
            unless other_materia.nil?
              paired << [0, [i, o_i].min, materia, other_materia]
            end
          end
        end
      end
    end
    # Checks Armors
    for a in 1..4
      unless (eval "@armor#{a}_id") == 0
        if (eval "$data_armors[@armor#{a}_id].paired_materia") > 0
          for i in 0...((eval "$data_armors[@armor#{a}_id].paired_materia") * 2)
            materia = (eval "@armor#{a}_materia")
            if materia.type == 'Support'
              o_i = i + ([0, 2, 4, 6].include?(i) ? 1 : - 1)
              other_materia = (eval "@armor#{a}_materia")[o_i]
              unless other_materia.nil?
                paired << [a, [i, o_i].min, materia, other_materia]
              end
            end
          end
        end
      end
    end
    return paired
  end
end

#==============================================================================
# ** Game_Party
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor  :materia
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_materiasystem_gameparty_init initialize
  alias seph_materiasystem_gameparty_gaingold gain_gold
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Orginal Initialization Method
    seph_materiasystem_gameparty_init
    # Sets Up Materia Listings
    @materia = []
  end
  #--------------------------------------------------------------------------
  # * Gain Materia
  #--------------------------------------------------------------------------
  def gain_materia(materia_index)
    # Adds Materia
    @materia << $data_materia[materia_index].dup
  end
  #--------------------------------------------------------------------------
  # * Gain Gold (or lose)
  #    n : amount of gold
  #--------------------------------------------------------------------------
  def gain_gold(n)
    gil_plus = 0
    for actor in @actors
      for materia in actor.weapon_materia + actor.armor1_materia +
        actor.armor2_materia + actor.armor3_materia + actor.armor4_materia
        unless materia.nil?
          if materia.special_effect == 'Gil Plus'
            gil_plus += (materia.level * 5)
          end
        end
      end
    end
    n *= (100 + gil_plus) / 100.0
    # Orginal Gain Gold Method
    seph_materiasystem_gameparty_gaingold(n.to_i)
  end
end

#==============================================================================
# Window Horizontal Command
#==============================================================================

class Window_HorizCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(commands, width = 640, height = 64)
    super(0, 0, width, height)
    self.contents = Bitmap.new(width - 32, height - 32)
    @commands = commands
    @item_max = @commands.size
    @column_max = @commands.size
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    x = width / @item_max * index
    off = width / @item_max - 32
    self.contents.draw_text(x, 0, off, 32, @commands[index], 1)
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #    index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end

#==============================================================================
# ** Window_MateriaBio
#==============================================================================

class Window_MateriaBio < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(240, 128, 400, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(materia)
    self.contents.clear
    # If no Materia
    return if materia.nil?
    # Gets Icon Hue
    hue = materia.get_hue
    # Draws Materia Icon
    bitmap = RPG::Cache.icon('Materia Icon').dup
    bitmap.hue_change(hue)
    self.contents.blt(4, 0, bitmap, Rect.new(0, 0, 24, 24))
    # Draws Materia Name
    self.contents.font.size = 22
    self.contents.font.color = normal_color
    self.contents.font.bold = false
    self.contents.draw_text(32, 0, contents.width, 24, materia.name)
    # Gets Star Bitmap & Changes Hue
    bitmap = RPG::Cache.icon('Star - Icon').dup
    bitmap.hue_change(hue)
    # Gets Start of Star X Coordinate
    star_x = contents.width / 2 - 20
    # Draws Level Stars
    materia.level.times do
      self.contents.blt(star_x += 24, 0, bitmap, Rect.new(0, 0, 24, 24))
    end
    # Draws Un-Leveled Stars
    (materia.exp_levels.size + 1 - materia.level).times do
      self.contents.blt(star_x += 24, 0, bitmap, Rect.new(0, 0, 24, 24), 100)
    end
    # Draws Level
    self.contents.draw_text(contents.width / 2 + 4, 52, contents.width / 2, 24, 'Level:')
    lev = materia.level == materia.exp_levels.size + 1 ? 'Mastered' : materia.level.to_s
    self.contents.draw_text(contents.width / 2 - 4, 52, contents.width / 2, 24, lev, 2)
    # Draws Experience
    self.contents.draw_text(contents.width / 2 + 4, 76, contents.width / 2, 24, 'Experience:')
    self.contents.draw_text(contents.width / 2 - 4, 76, contents.width / 2, 24, materia.experience.to_s, 2)
    # Draws Next Level
    self.contents.draw_text(contents.width / 2 + 4, 100, contents.width / 2, 24, 'Next Level:')
    nxt = lev == 'Mastered' ? 'N/A' : materia.exp_levels[materia.level - 1] - materia.experience
    self.contents.draw_text(contents.width / 2 - 4, 100, contents.width / 2, 24, nxt.to_s, 2)
    # Draws Skills
    self.contents.draw_text(4, 28, contents.width, 24, 'Skills:')
    for i in 0...(materia.level)
      self.contents.font.color = normal_color
      unless materia.skills.nil?
        self.contents.draw_text(8, 52 + i * 24, contents.width / 2 - 8, 24, $data_skills[materia.skills].name)
      end
    end
    for i in (materia.level)...materia.skills.size
      self.contents.font.color = disabled_color
      unless materia.skills.nil?
        self.contents.draw_text(8, 52 + i * 24, contents.width / 2 - 8, 24, $data_skills[materia.skills].name)
      end
    end
    if materia.skills.size == 0
      self.contents.draw_text(8, 52, contents.width / 2 - 8, 24, 'Nothing')
    end
    # Draws Special Effect
    self.contents.font.color = normal_color
    se = materia.special_effect.nil? ? 'Nothing' : materia.special_effect
    self.contents.draw_text(8, 172, contents.width, 24, "Special Effect: #{se}")
    # Draw Buy Value
    self.contents.font.size = 16
    self.contents.font.bold = true
    ox = contents.width / 3
    self.contents.draw_text(4, 200, ox, 16, "Buy Value: #{materia.new_value}")
    # Draw Sell Value
    self.contents.draw_text(ox, 200, ox, 16, "Sell Value: #{materia.sell_value}", 1)
    # Draw Mater Value
 
go into the class section in the database and make sure no class learns moves by lvl.
If you already did that, it might be a problem with the script.
If you need it tell me and I'll give it to you.
(make sure you have all weapons and armors listed in the script.)
edit: also make sure all of your skills are set on, "one enemy" or "one ally"
 
Well, I still get an error... Of course, I have so many scripts right now, it's hard to tell what it is exactly. If you could, go a haead and give me the script. Thanks :wink:
 
Yeah, that's the one I have. Anyway, I set it up for my weapons and armor and I got this error:

http://i257.photobucket.com/albums/hh215/fikan/error-1.jpg[/img]
 
does this happen when you start up the game, before you go into a battle? What?
Code:
#==============================================================================
# ** Game_Battler (part 3)
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_materiasystem_gamebattler_skilleffect skill_effect
  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #     user  : the one using skills (battler)
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    # Orginal Skill Effects Method
    seph_materiasystem_gamebattler_skilleffect(user, skill)
    if user.is_a?(Game_Actor)
      # Gets Paired Materia
      materia_set = user.return_paired_materia
      for paired_set in materia_set
        materia = paired_set[2]
        other_materia = paired_set[3]
        # HP Absorb
        if materia.special_effect == 'HP Absorb'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                hp = (user.maxhp * 0.1).to_i
                user.hp += [hp, user.maxhp - hp].min
                user.damage = - [hp, user.maxhp - hp].min
                user.damage_pop = true
              end
            end
          end
        end
        # MP Absorb
        if materia.special_effect == 'MP Absorb'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                sp = (user.maxsp * 0.1).to_i
                user.sp += [sp, user.maxsp - sp].min
                user.damage = - [sp, user.maxsp - sp].min
                user.damage_pop = true
              end
            end
          end
        end
        # MP Turbo
        if materia.special_effect == 'MP Turbo'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                unless user.sp < skill.sp_cost * 2
                  if self.damage > 0
                    self.damage *= 2
                    user.sp -= skill.sp_cost
                    user.damage = 'MP TURBO!'
                    user.damage_pop = true
                  end
                end
              end
            end
          end
        end
        # Steal As Well
        if materia.special_effect == 'Steal as well'
          for skill_id in other_materia.skills
            unless skill_id == 0
              m_skill = $data_skills[skill_id]
              if skill == m_skill
                if self.is_a?(Game_Battler)
                  if (rand(100) < self.treasure_prob)
                    unless self.item_id == 0
                      item = $data_items[self.item_id]
                    end
                    unless self.weapon_id == 0
                      item = $data_weapons[self.weapon_id]
                    end
                    unless self.armor_id == 0
                      item = $data_armors[self.armor_id]
                    end
                    unless item.nil?
                      case item
                      when RPG::Item
                        $game_party.gain_item(self.item_id, 1)
                      when RPG::Weapon
                        $game_party.gain_weapon(self.weapon_id, 1)
                      when RPG::Armor
                        $game_party.gain_armor(self.armor_id, 1)
                      end
                      user.damage = "Stole #{item.name}"
                      user.damage_pop = true
                    end
                  end
                end
              end
            end
          end
        end
      end
    end
  end
end
try replacing your Game_Battler part 3 with this one
 

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