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problems with individual commands

Hi,
I'm having problems with implementing a script that makes it possible to use individual commands per character.
The script that I use is phylomortis' and can be found herehttp://www.phylomortis.com/resource/script/scr027.html

I always get an error after loading a game, and also after a short period of time when I start a new game.
The error I get is: "Syntax error occured while running script"
Help will be appreciated
 

Mac

Member

Ooooohhh i know it said that, i just thought there was more to it...thanks for pointing that out lol.

Yeah as Atlaswing said make sure you didn't just post it all in cause it doesn't work like that. If you look at the top of his page it tells you how to install it correctly and i quote...

This script changes the battle engine so that each character has individual battle commands, rather than be restricted to the four defined in the database. It also changes the engine so that battle commands are recognized by name rather than by position within the battle command menu. With the code provided here, each actor's default battle commands are "Attack", "Skill", "Defend", and "Item". The code provided here is only a framework that makes it easy to add new commands, and still only supports the four basic commands. To add support for new commands, you will need to make the engine recognize them by adding to the case statement with the comment in red, and then adding the code to process the new command. To use this script, add the new variable "battle_commands" to class Game_Actor, replace the methods shown in Scene_Battle with the ones provided, add the new method Scene_Battle#setup_actor_command_windows, replace the method Interpreter#command_129 with the one shown, and add the new class Window_BattleCommand. To change a character's battle commands, change the battle command array for that actor (example in images).
 
yeah, I followed the instructions, and I think I did everything right... I'll try the other link that Alerith suggested, thanks...
And if that doesn't work, I'll try it again
 
If I remember correctly there was a bug adding that script Advocate forgot an end statement to one of the methods I forgot which method though or if he fixed that, that is if your syntax error points to the last end of your Scene_Battle script

but there is always my Individual Battle Commands script, which comes with a few extra features.
 
where can I find your script?
I don't know if there is a script who can do what I want... But I need individual commands per class. For example, the dragon knight class needs:
-attack
-spear skills
-dragon skills
-items

And I should be able to put certain skills under spear skills, and certain skills under dragon skills... Is that even possible?
 
Instructions were given...
File":1qhx46nz said:
#id Must be declared
#name Must be declared
#name_set {}
#kind Must be declared
#type 0
#rating 10
#icon_name ''
#skill_id 0
#common_event_id 0
#animation_id 0
#weapon_ids []
#armor_ids []
#skill_set ''
#skills []
#class_level {}
#actor_level {}
#description ''
#help_text ''
#special_learn 'false'
#hidden false
#script ''
#next_method phase3_next_actor
#
#
#
#
# 1) Id - Required
# The command's id
#
# 2) Name - Required
# The command's name
# Note: Do not enclose the name in " "
#
# 3) Name Set
# The command's other names
# How you define the names determines the priority of the name chosen
# example
# {'actor' => {1 => 'Smile', 2 => 'Frown'},'class' => {1 => 'Anger'}}
# Now here are the heros
# Actor id 1 class 1 resulting name Smile
# Actor id 2 class 1 resulting name Frown
# Actor id 1 class 2 resulting name Anger
# Actor id 3 class 1 resulting name Anger
# Actor id 3 class 4 resulting name Default Name
# Actor id 2 class 2 Resulting name Frown
#
# parameters can include actor, class, weapon, shield, helmet, body, accessory, and level
#
# 3) Kind - Required
# The command's kind
# 0: Basic Action (see type) 1: Skill 2: Item
#
# 4) Type
# The command's type
# 0: Attack, 1: Defend 2: Escape (Enemies) 3: Do Nothing
#
# 5) Name Set
# The command's rating higher rated commands will appear on the top
# if the ratings are the same then the id is compared and lower ids have higher priority
#
# 6) Name Set
# The command's icon name from Graphics/Icons
#
# 7) Skill Id
# The command's skill id
#
# 8) Common Event Id
# The command's common event id
#
# 9) Animation Id
# The command's animation id
# For custom commands set this to the animation id to be played when using the command
#
# 10) Weapon Ids
# Weapon Ids that this command is tagged to must be an array
#
# 11) Armor Ids
# The armor ids same as weapon ids
#
# 12) Skill Set
# The skill set for use in categorizing the skill list
# for example all fire skills will be skill.element_set.include?(1)
# You may also use this to work for items
#
# 13) Skills - Advanced
# The usable skill list see Below for more stuff on this
#
# 14) Class Level
# The class level set must be a hash set up like this {class_id => level, class2_id =>level2, ...}
#
# 15) Actor Level
# The actor level set same as above
#
# 16) Description
# The Description of the command as with all words do not enclose in ""
#
# 17) Help Text
# The Help Window Text Displayed when using the command
#
# 18) Special Learn
# The special condition must be a boolean expression
# for example if you want the Arshes to learn this in battle while he has less than 100 hp
# then the condition will be (actor.id == 1 and actor.hp <= 100)
#
# 19) Hidden
# if the command is hidden set this to true
#
# 20) Script - Advanced
# Enter a script here separating lines by using a semicolon ( ; )
# you may replace @active_battler with just actor
# example heal 100 sp when using the command is actor.sp += 100; actor.damage = -100; actor.damage_pop = true; @status_window.refresh
#
# 21) Next Method
# The next method called after selecting the command
#
#
#The Skills Parameter
#You may enter a string, an array, or a hash here
#
#Array
#This array contains all of the skill ids the command can use great for if you want certain skills for a command
#
#String
#Example skill.element_set.include?(1) will make the command contain all fire skills
#the string holds a condition that is passed through each skill if true then the skill will be on the list
#
#Hash
#a bit more complicated but alot more powerful
# Integer value case 1 { skill.id => value, skill.id => value}
# in this case value is the minimum level required to use the skill
#
# Array for value case 2 {skill.id => [v1,v2]}
# in this case v1 is the minumum level required to use the skill and v2 is the actor id that can use the skill
#
# String for value case 3 {skill.id => "condition"}
# in this case the string condition is evaluated and if true then the skill can be used for more advanced effects

Ask more specific questions and I'll be able to answer them for you
 

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