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Problem with Materia System Script

Hello guys

I'm here to ask for your help

It's with the Materia System Script. I copied the script from the demo and pasted on my game scripts.

But when I try to start a new game, there is a problem.

And it's at this line:

@paired_materia, @single_materia = slots[0], slots[1]

that is under

def set_materia_slots(slots)

I can't understand why it's happening

Can somebody help me?

Thank you
 
Don't worry! Create a copy of Materia System Project, and take the Resources into that! But the materia system have a big error! If a materia become "Mastered", tha script make error. I saw this in the original project.
 
It will all be fixed by the V.4x version. Once I get the V.4 out sunday, I will be updating quite a few old scripts that haven't be updated weekly. So not a big release, just mini-releases and updates weekly. So sometime by the end of the summer, it will be fixed.
 
SephirothSpawn;248913 said:
It will all be fixed by the V.4x version. Once I get the V.4 out sunday, I will be updating quite a few old scripts that haven't be updated weekly. So not a big release, just mini-releases and updates weekly. So sometime by the end of the summer, it will be fixed.

Will the problem where if you have a skill that automatically targets all enemies with the all materia equiped be fixed?
 
Whenever I post the V.4, I will be open for any suggestions for any of the scripts, or error reports for old scripts.

The all should be fixed now. I thinked I posted a bug fix somewhere. In any case, all bugs will be fixed (hopefully) in the next version. It has been scripted from scratch. I have quite a few new additions in this system that even FF7 didn't have.
 
When I update my test bed to V.4 this weekend, I will be working every week after that updating scripts at a much quicker rate (or it will at least seem that way for you guys). The materia system will be updated a few weeks after I release the V.4 this weekend. So probably the latest will be a month after.

The cool thing with this new version, I had lettuce design a little php system that creates codes for you. You fill out a php form, and it generates code for you. It's really neat.
 
Hey, guys, I fix a problem!

The Summons need 'All' materia to use effect in all enemy. But if you replace with this, tha same method, you can change in the database:

#--------------------------------------------------------------------------
# * 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
if materia.type == 'Summon'
for skill_id in other_materia.skills
if skill_id == @skill.id
# Set action
@active_battler.current_action.skill_id = 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
 

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