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[VX] Junction System

@Marco
No, I won't make it compatible with the Takentai CBS. It would require too much modifications.

@Khattak, gRaViJa
No, this script was intended to work with the new RGSS2 structure. Besides that, I don't work with XP anymore.

@Twilight
Thanks for the report. The next version should be available soon.
 
Is there anyway to limit what character can junction a summon? For instance, Only Ralph can use Fire spririt, while Bennett can junction Shadow and fire spirit ect.
 

Ikarru

Member

First I would like to say...One of the best scripts and most useful I have ever seen come out for the VX to date. Very great, however I am having quite some trouble with the script when it comes down to replacing some of the actors.

For instance, I saw that when I changed the stats and the name along with the faceset / charset, I would only see half of the faceset in the summon info screen. And when I go to junction (without having any magic) it came up with "Script 'Game_Actor' Line 153: TypeError occured, no inplicit conversion from nil to integer"

My guess is that I have to define it in the script however, I've looked and saw nothing. What am I doing wrong?
 

Mirku

Sponsor

http://img99.imageshack.us/img99/2058/buggyvxab3.png[/img]

This happened after I patched the new version, help?
 

Ikarru

Member

Found another bug. Apparantly, when you summon two summons, (in my case one heals status and one heals HP) when the one that heals status effects died, the HP restore summon stayed in place and could attack. The same when one summon dies too. The summon would stay in the place of the actor.

EDIT: It only happens when you summon two summons or more at a time. The first actor in the party is stuck as the summon that he/she used for the rest of the battle.

EDIT: New bug - the Dont_Draw feature doesn't work.
 
@Mirku deleted all the previous scripts related to junction

Dargor, keep getting an error on line 3210 about for_summon not being defined when I enter the item menu
 
I'm not sre what exactly I did, or missed but I added this script to a new project and now I cannot get into the game. I keep getting an error message for Game_Actor(one in the script, not the default) on line 182 which is "    for ability_id in @stat_abilities_id" and it is a nill class error for "each" it says. Any help?
 
Thanks for the reports. I'm taking good note of it.
I'm very busy right now so I won't be able to update the script in the comming week, but please, keep reporting bugs, it's very helpful.

@Lockheart
Have you added the script into a blank project?
 
Dargor":yh2sgmrs said:
@Lockheart
Have you added the script into a blank project?

Not a completely blank one, but one that has no other scripts that effect the battle system or skill system.

EDIT:

Fixed my problem, seems I had a shop script that was rewriting the commands for this script.

EDIT2:

I noticed an odd occurrence in the script. The more summons you have junctioned the more commands you can add, which is perhaps normal but seems a little out of hand, not only that but you get a bunch of repeated commands such as Draw and Summon for EACH and every single Summon thats learned the skill. Just wondering if it would be possible to limit these and the command list?
 
If you have 5 summons equipped then you'll have 5 more ability and command slots.
However, you're not supposed to have repeated commands. I'll fix this bug and add some limits to ability/commands slots.
 
Dargor":6hsys8ml said:
If you have 5 summons equipped then you'll have 5 more ability and command slots.
However, you're not supposed to have repeated commands. I'll fix this bug and add some limits to ability/commands slots.

Thanks, but the problem isn't that the more summons equipped(though, I'd still like that not to change the limit of commands) but its based on how many summons you have in total for me, equipped or not.
 

Ikarru

Member

The bug I just encountered was quite weird. I have the current bug still with the summons, that if you summon 2 or more, the characters that used the summons would be replaced by the summons that they used throughout the whole time even after the battle. Not to mention I still have not been able to find out about the "no draw" feature since it's not working.

But this new bug that I found out I will explain the scenario.
Actor 1 was having a summon that just recently learned ElemAtk (1 slot) and so I decided to test it out. He has 15 of skill ID 90, and 2 of skill ID 89. I have them defined in the script as junctionable skills at the top of the Junction_Skills page and also under elematk junction skills. The screen would not let me equip neither. It would act as if the skills were unable to be equipped or as if they weren't even there. I looked at the script and the skill ID was at 0.2 for both of the skills. So I was wondering if you could check this out because I haven't been able to fix this problem.
 
iMr. Dargor, i am sending you these icons for you to use in your next demos, for them to look nicer...Use, please, it´d give a better FFVIII feeling to it...
I´ll send also high resolution facesets and(maybe)charsets....Thank ye for the wonderful script^_^


 
Thanks, but the goal isn't to look like FF8, it's to bring the system to VX. You can customize the graphics yourself if you don't like the look of VX. Also, you can change the icons used by the script in the configuration module.

Take care
-Dargor
 
oh well.... the script is so wonderful, it motivated me...
can i ask a request?(i have no idea if it is hard or not, sorry...)
to change the stats to match those of FFVIII?like spirit and magic, strength and vitality, etc? so it matches better....also..... how can you possibly create new commands that have subsets(if possible), like....
Special-->Pray,Cheer,Reflex(from FFX, just an example)and relate them to an existing variable modifiable per events? there is a way?(if not hard, could you explain me? the only script i released, dome by me, was a request asking for me to turn the menu in a pause-like system, in wich i added the load command, and take off almost all others....)
well, thanks, though i think i am asking too much, sorry....


off topic?oh, by the way, i already made facesets in VX resolution, if somebody wants, PM me.
 
You can change the name of the parameters (Strength, Spirit, etc.) directly in the database.

For the commands, you can use my Skill Subset script to create new commands like that.

Take care
-Dargor
 

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