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KGC Limit Break + Bag of Skills

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I really want the Bag of Skills but it's not compatible with Limit Break Script.
The Limit Break Skills shows up when the (req) scripts of the bag of skills script is present.
 
SOLUTION FOUND:

Part 1 (Script Order):
You have to position the Limit Break script(s) below Trickster's Bag of Skill Effects system as Trickster's system does replace a couple defs instead of aliases them.

Placing Limit Break below Trickster's script will allow it to append to the new code properly.

Part 2 (Elements):
Trickster's system has a routine within the base script (Skill Effects Base) that LITERALLY removes any elements save for those defined in the newly created Real_Elements array. By default, he has only the first eight elements (Fire to Darkness) set up as elements.
Code:
  #--------------------------------------------------------------------------
  # * Real Elements
  #--------------------------------------------------------------------------
  Real_Elements = [1, 2, 3, 4, 5, 6, 7, 8]
You will have to add the Limit Break element ID into this array:
Code:
  #--------------------------------------------------------------------------
  # * Real Elements
  #--------------------------------------------------------------------------
  Real_Elements = [1, 2, 3, 4, 5, 6, 7, 8, 18]

That's it. Gotta do these two things.

* - * - * - * - *


NOTE: Again, the Bag of Skill Effects system removes elements. As such, other systems that employ element tagging (such as my Grouping and Details system), will require you to add THESE elements into the Real_Element array as well.
 
DerVVulfman;225297 said:
SOLUTION FOUND:

Part 1 (Script Order):
You have to position the Limit Break script(s) below Trickster's Bag of Skill Effects system as Trickster's system does replace a couple defs instead of aliases them.

well the only method that was replaced was Game_Battler#skill_effect the changes made to that method could not be aliased ;)

DerVVulfman;225297 said:
Part 2 (Elements):
Trickster's system has a routine within the base script (Skill Effects Base) that LITERALLY removes any elements save for those defined in the newly created Real_Elements array. By default, he has only the first eight elements (Fire to Darkness) set up as elements.
Code:
  #--------------------------------------------------------------------------
  # * Real Elements
  #--------------------------------------------------------------------------
  Real_Elements = [1, 2, 3, 4, 5, 6, 7, 8]
You will have to add the Limit Break element ID into this array:
Code:
  #--------------------------------------------------------------------------
  # * Real Elements
  #--------------------------------------------------------------------------
  Real_Elements = [1, 2, 3, 4, 5, 6, 7, 8, 18]

That's it. Gotta do these two things.

NOTE: Again, the Bag of Skill Effects system removes elements. As such, other systems that employ element tagging (such as my Grouping and Details system), will require you to add THESE elements into the Real_Element array as well.

Doing that just defeats the purpose of why I put that there DerVVulfman when you use the element tagging method you are "watering down" the elemental rate calculations I shall give an example

Elements in skill Fire, Lighting, and three elements just tagged onto the skill
Elemental rates -100, -50, 100, 100, 100

In the default system the weakest (highest rate) is taken so really when you are thinking the skill will heal (absorb) the damage taken it is actually taking 100% of the rate done instead of -50 which was the weakest

Now what if they were using a script to average the rates in the first case the rate should really be -75% but really the rate becomes 30% that is a big difference

now there was a bug in that script where doing <RPG::Skill>.element_set only returned the Real Elements included in the skill, but I have fixed that. now when the method elements_correct is called instead of sending the whole element_set it just sends the Real Elements that were included in the skill which means that the elements that were used for element tagging are not calculated in that method.

and the new version is available here http://www.rmxp.org/forums/showthread.php?t=19102
 
Not calculated in that method... Totally confirmed. I like the new version. :yes:

True enough, skill_effect was really the only non-aliased def in your script that was part of the default. Hence the reason why Limit Break had to be below. Well, we both know some systems just can't do without rewritten defs... dangit!

So, as long as you put "T's" script above mine... no problems should occur! Going after the families now... fun, fun, fun.
 
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