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Skill Teaching Equipment & Items (VX Edition)

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***
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---> LOL <---
I don't want to sound picky and I'm great Ful for this addon, how would you use both these scripts in such that a player isn't equipping, unequiping just to learn a skill?

***
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Level 84
---> LOL <---
Also: Undefined Method for: unless last_item.keep_skills? (line 35) thrown upon start up and yes this script is BELLOW modern algebras skill teaching script

The following scripts cause this issue:

MA's: Item/Equipment/Skill Conditions (modern algebra & Tsunokiette) -- this one could be really useful to make it compatible with. especially for my "how do you stop players from equipping and then unequipping weapons and armor just to learn a skill"
and Yems: Yanfly Engine Zealous - Equipment Overhaul

Not that i need it but in the future its best to make these things compatible (especially for the Yem on)
« Last Edit: December 21, 2011, 06:56:12 PM by Adrien. »

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I don't want to sound picky and I'm great Ful for this addon, how would you use both these scripts in such that a player isn't equipping, unequiping just to learn a skill?
... what?

And I don't get that error at all. It's definitely your other scripts. Although it would be easier if you posted the whole error.
it's like a metaphor or something i don't know

***
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---> LOL <---
Let me explain in simple terms for you:

Your script does not prevent players from equipping then un-equipping just to learn a skill - It would be interesting to see if you could implement some kind of AP system. With Yanfly's Engine Zelous Equipment Overhaul script. And/or MA's: Item/Equipment/Skill Conditions (modern algebra & Tsunokiette) script (with either of those scripts) I get the following error:

-- See attached image --

So do you have a fix for these, if you have either of the script I listed you get this error. (This also applies, obviously, if you have both scripts). It does not matter if they are above or bellow your add on, they throw the error you see in the attached image.

Can you please fix the Item/Equipment/Skill Conditions incompatibility which can be seen here:

Code: [Select]
#==============================================================================
# ** Item/Equipment/Skill Conditions (modern algebra & Tsunokiette)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This script allows you to set stats and/or level requirements for weapons
#  and armor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Instructions:
#    Place above Main and below Materials
#
#    To configure this script, you have to place codes in the Notes Field of
#   the respective items. These codes are:
#     
#     \LVLR[<level_requirement>]           *Actor must be at least this level
#     \HPR[<hp_requirement>]               *Actor must have this much HP
#     \MPR[<mp_requirement>]               *Actor must have this much MP
#     \ATKR[<attack_requirement>]          *Actor must have this much Attack
#     \DEFR[<defense_requirement>]         *Actor must have this much Defense
#     \SPIR[<spirit_requirement>]          *Actor must have this much Spirit
#     \AGIR[<agility_requirement>]         *Actor must have this much Agility
#     \WPNR[<weapon_id>]                   *Weapon must be equipped
#     \ARMR[<armor_id>]                    *Armor must be equipped
#     \ITMR[<item_id>, <n>]                *At least n of item_id in possession
#     \ITMR[<item_id>, <n>]C               *As above and consumed upon use.
#     \PWPNR[<possession_weapon_id>, <n>]  *At least n of weapon_id in possession
#     \PWPNR[<possession_weapon_id>, <n>]C *As above and consumed upon use.
#     \PARMR[<possession_armor_id>, <n>]   *At least n of armor_id in possession
#     \PARMR[<possession_armor_id>, <n>]C  *As above and consumed upon use.
#     \SKLR[<skill_id>]                    *Skill must be learned
#     \STER[<state_id>]                    *State must be added
#
#    After any of them that make sense, you can also add these restrictions:
#      >= - greater than or equal to - default
#      <= - less than or equal to
#      >  - strictly greater than
#      <  - strictly less than
#      =  - strictly equal to
#
#    You can leave out any or all or none of them and the script will only
#   restrict the attributes you set
#
#   EXAMPLE:
#     If Club has a Notes Field like this:
#
#       \LVLR[6]<
#       \ATKR[37]
#       \AGIR[27]>
#
#      then an actor could only use that club if he was less than level 6, had
#     an Attack of at least 37 and an Agility of at least 28.
#==============================================================================
# ** RPG::BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes
#    new method - requirements_field
#==============================================================================

class RPG::BaseItem
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Requirement Field
  #--------------------------------------------------------------------------
  #  This method returns an array of restrictions on using each item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def requirement_field
    r_field = []
    # Dissect Note
    text = self.note.dup
    text.sub! (/\\lvlr\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # HP Requirement
    text.sub! (/\\hpr\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # MP Requirement
    text.sub! (/\\mpr\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Attack Requirement
    text.sub! (/\\atkr\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Defense Requirement
    text.sub! (/\\defr\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Spirit Requirement
    text.sub! (/\\spir\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Agility Requirement
    text.sub! (/\\agir\[(\d+?)\](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    r_field.push ([], [], [], [], [], [], [], [], [], [])
    # Weapon Requirement
    r_field[7].push ($1.to_i) while text.sub! (/\\wpnr\[(\d+?)\]/i) {''} != nil
    # Armor Requirement
    r_field[8].push ($1.to_i) while text.sub! (/\\armr\[(\d+?)\]/i) {''} != nil
    # Item Possession Requirement
    while text.sub! (/\\itmr\[(\d+),*\s*(\d*)\](C*)(<*>*=*)/i) { '' } != nil
      r_field[9].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
      # Consumable items
      r_field[14].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != ""
    end
    # Weapon Possession Requirement
    while text.sub! (/pwpnr\[(\d+),*\s*(\d*)\](C*)(<*>*=*)/i) {''} != nil
      r_field[10].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
      # Consumable weapons
      r_field[15].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != nil
    end
    # Armor Possession Requirement
    while text.sub! (/parmr\[(\d+),*\s*(\d*)\](C*)(<*>*=*)/i) {''} != nil
      r_field[11].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
      # Consumable Armors\
      r_field[16].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != nil
    end
    # Skill Requirement
    r_field[12].push ($1.to_i) while text.sub! (/\\sklr\[(\d+?)\]/i) {''} != nil
    # State Requirement
    r_field[13].push ($1.to_i) while text.sub! (/\\ster\[(\d+?)\]/i) {''} != nil
    return r_field
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check requirements
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def check_reqs (user)
    actor_stats = [user.level, user.maxhp, user.maxmp, user.atk, user.def, user.spi, user.agi]
    reqs = self.requirement_field
    # Stats
    for i in 0...7
      case reqs[i][1]
      when "" # Assume Greater than or Equal to
        return false unless actor_stats[i] >= reqs[i][0]
      else # Other
        begin
          eval ("return false unless actor_stats[i] #{reqs[i][1]} reqs[i][0]")
        rescue
        end
      end
    end
    data = [$data_items, $data_weapons, $data_armors]
    # Weapons and Armor equips
    for i in 7...9
      reqs[i].each { |j|
        return false unless user.equips.include? (data[i-6][j])
      }
    end
    # Items, Weapons, Armors in possession
    for i in 9...12
      reqs[i].each { |j|
        case j[2]
        when ""
          return false unless $game_party.item_number (data[i-9][j[0]]) >= j[1]
        else
          begin
            eval ("return false unless $game_party.item_number (data[i-9][j[0]]) #{j[2]} j[1]")
          rescue
          end
        end
      }
    end
    # Skills learned
    self.requirement_field[12].each { |i| return false unless user.skill_learn? ($data_skills[i]) }
    # States
    self.requirement_field[13].each { |i| return false unless user.state? (i) }
    return true
  end
end
 
#==============================================================================
# ** Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    new method - check_reqs, consume_reagants
#    aliased_methods - equippable?, setup, level_down, maxhp=, maxmp=, atk=,
#                      def=, spi=, agi=
#    modified super - skill_effect, item_effect, skill_can_use?, item_effective?
#==============================================================================

class Game_Actor < Game_Battler
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup
  #     actor_id : actor ID
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_equip_required_actor_stp_7ht1 setup
  def setup (actor_id)
    # Run Original Method
    modalg_equip_required_actor_stp_7ht1 (actor_id)
    # Make sure all starting items are allowed to be on the hero
    check_equip_reqs
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Determine if Equippable
  #     item : item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_eqp_reqs_actor_check_equip_5js9 equippable?
  def equippable?(item)
    return false if item == nil
    return modalg_eqp_reqs_actor_check_equip_5js9 (item) & item.check_reqs (self)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Determine Usable Skills
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def skill_can_use? (skill)
    test = super (skill)
    return skill.check_reqs (self) if test
    return test
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Determine if an Item can be Used
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_effective?(user, item)
    return super (user, item) if user.is_a? (Game_Enemy)
    return super (user, item) & item.check_reqs (user)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Apply Item Effects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_effect(user, item)
    super (user, item)
    # Consume reagants if consumable
    consume_reagants (item)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Apply Skill Effects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def skill_effect(user, skill)
    super (user, skill)
    # Consume reagants if consumable
    consume_reagants (skill)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check Equipment Requirements
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def check_equip_reqs
    @checking_equipment = true
    equip_array = equips.dup
    for i in 0...5
      # Unequip everything
      change_equip (i, nil, true)
      test = equippable? (equip_array[i])
      change_equip (i, equip_array[i], true)
      # Unequip item for real if requirements not met
      change_equip (i, nil) unless test
    end
    @checking_equipment = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Consume Reagants
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def consume_reagants (item)
    unless @skipped || @missed || @evaded
      # Remove items, weapons, and armors
      item.requirement_field[14].each { |i| $game_party.lose_item ($data_items[i[0]], i[1]) }
      item.requirement_field[15].each { |i| $game_party.lose_item ($data_weapons[i[0]], i[1]) }
      item.requirement_field[16].each { |i| $game_party.lose_item ($data_armors[i[0]], i[1]) }
    end
  end
  #--------------------------------------------------------------------------
  # * Make sure requirements still met if stats decrease in any way
  #--------------------------------------------------------------------------
  alias modalg_eqpreqs_lvlup_check_9dn4 level_up
  def level_up
    modalg_eqpreqs_lvlup_check_9dn4
    check_equip_reqs
  end
 
  alias modalg_equip_reqs_changelvl_check_5hy2 level_down
  def level_down
    modalg_equip_reqs_changelvl_check_5hy2
    check_equip_reqs
  end
 
  alias modalg_equip_reqs_changemaxhp_check_h83d maxhp=
  def maxhp=(new_maxhp)
    modalg_equip_reqs_changemaxhp_check_h83d (new_maxhp)
    check_equip_reqs
  end
 
  alias modalg_equip_reqs_changemxmp_check_8fjq maxmp=
  def maxmp=(new_maxmp)
    modalg_equip_reqs_changemxmp_check_8fjq (new_maxmp)
    check_equip_reqs
  end
 
  alias modalg_equip_reqs_change_atk_94nd atk=
  def atk=(new_atk)
    modalg_equip_reqs_change_atk_94nd (new_atk)
    check_equip_reqs
  end
 
  alias modernalg_chck_reqs_def_73ij def=
  def def=(new_def)
    modernalg_chck_reqs_def_73ij (new_def)
    check_equip_reqs
  end
 
  alias modalgebra_reqs_chck_sprit_8dsn spi=
  def spi=(new_spi)
    modalgebra_reqs_chck_sprit_8dsn (new_spi)
    check_equip_reqs
  end
 
  alias modalgebra_requirements_equipment_agi_6hdt agi=
  def agi=(new_agi)
    modalgebra_requirements_equipment_agi_6hdt (new_agi)
    check_equip_reqs
  end
 
  alias ma_chck_eqp_reqs_chnge_equip_7fn change_equip
  def change_equip (equip_type, item, test = false)
    ma_chck_eqp_reqs_chnge_equip_7fn (equip_type, item, test)
    check_equip_reqs if @checking_equipment == nil || !@checking_equipment && !test
  end
 
  alias ma_frgt_skill_check_eqp_reqs_8her forget_skill
  def forget_skill (skill_id)
    ma_frgt_skill_check_eqp_reqs_8her (skill_id)
    check_equip_reqs if @checking_equipment == nil || !@checking_equipment
  end
end

#==============================================================================
# ** Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased methods - item_can_use?
#==============================================================================

class Game_Party
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Can Use?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_req_itm_party_use_9m43 item_can_use?
  def item_can_use? (item)
    # Run Original Method
    test = modalg_req_itm_party_use_9m43 (item)
    return false unless test
    if $game_temp.in_battle
      return test & item.check_reqs ($scene.active_battler)
    else
      $game_party.members.each { |i| return test if item.check_reqs (i) }
      return false
    end
  end
end

#==============================================================================
# ** Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    makes public - active_battler
#==============================================================================

class Scene_Battle < Scene_Base
  attr_reader :active_battler
end

#==============================================================================
# ** Scene_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased method - use_item_nontarget
#==============================================================================

class Scene_Item < Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Use Item (apply effects to non-ally targets)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_eqp_reqs_consume_regnts_refresh_rn4 use_item_nontarget
  def use_item_nontarget
    # Run Original Method
    modalg_eqp_reqs_consume_regnts_refresh_rn4
    # Refresh Item Window
    @item_window.refresh
  end
end


Has this all been made clear enough or .....


in theory if you fix the incompatibility for one you'll fix it for the other.

*****
my name is Timothy what's yours
Rep:
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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
If you're asking for help from someone, it's a good idea not to be condescending to them. Especially if the error is on your end and you haven't provided enough information of it. I don't have to do any of this for you, you should be grateful anyone does anything for you here considering the way you act, the things you do and your lack of contribution on this forum. Anyway,
Your script does not prevent players from equipping then un-equipping just to learn a skill
That's because that's what you told me what to do. That is exactly what you told me to do.

I fixed the MA/Tsunokiette incompatibility. Against my better judgement, I'm not going to ask you for a good reason to post it, you can just be grateful for once. Replace my add-on with this.
Code: [Select]
#===============================================================================
#
# This add-on must go directly beneath Modern Algebra's Skill Teaching Equipment
# & Items script. To make it so that the actor will not forget the skills once
# the item is unequipped, put the tag:
#   \keep_skills
# in the notebox of the item, armor or weapon.
# By Pacman, 21/12/2011
# ~! REQUIRES AND MUST BE PLACED BELOW MODERN ALGEBRA'S SKILL TEACHING EQUIPMENT
# AND ITEMS SCRIPT !~
#
# This requires no editing.
#
#===============================================================================

class RPG::BaseItem
  def keep_skills?
    return if self.class == RPG::Skill
    return @keep_skills if !@keep_skills.nil?
    @keep_skills = false
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /\\KEEP_SKILLS/i
        @keep_skills = true
      end
    }
    return @keep_skills
  end
end

class Game_Actor < Game_Battler
  def change_equip (equip_type, item, test = false)
    unless test
      last_item = equips[equip_type]
      unless last_item.nil?
        unless last_item.keep_skills?
          # Forget the skills from what was previously equipped
          skill_ids = last_item.nil? ? [] : last_item.skill_ids
          skill_ids.each { |skill_id|
            forget_skill (skill_id[0]) if @unnatural_skills.include? (skill_id[0])
            @unnatural_skills.delete (skill_id[0])
          }
        end
      end
    end
    # Run original method
    ma_skill_teaching_items_equipment_change (equip_type, item, test)
    unless test
      last_item = equips[equip_type]
      # Learn the skills from current_equipment
      skill_ids = last_item.nil? ? [] : last_item.skill_ids
      skill_ids.each { |skill_id|
        unless skill_learn? ($data_skills[skill_id[0]]) || self.level < skill_id[1]
          @unnatural_learning = true
          learn_skill (skill_id[0])
          @unnatural_learning = false
        end
      }
    end
  end
end
it's like a metaphor or something i don't know

***
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Level 84
---> LOL <---
Thank you for fixing it. Thank you for posting it. I am grateful and I apologize to you for any offense I created. I have no right to ask but I am going to either way: Can you make or extend your add on to include ap points so that:

  • If a player equips a sword that teaches ice, they need x amount of AP to learn it
  • AP should be able to be gien by enemies in random battles (enemy note tag) or through NPC's (event driven scripts)
  • Once the player has x number of AP points they should be alerted some how, either after battle or in a dialogue (depending on how they received the AP) that they have "mastered" said skill

If you do this, ill be for ever in your debt. I am assuming your familiar with FF9?

Again thank you for fixing this issue.

*****
my name is Timothy what's yours
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2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
That system seems a bit too much to tackle right now. Sorry about that. It is a good idea, but I'm not really up to something that complex right now.
it's like a metaphor or something i don't know

***
Rep:
Level 84
---> LOL <---
That system seems a bit too much to tackle right now. Sorry about that. It is a good idea, but I'm not really up to something that complex right now.

that's ok with your fixed patch I can work around it by assigning weapons only at specific levels. thus avoiding the whole "equip to learn then unequip" issue. Now if you want some holy spell you have to be level x.

When and if War of the Souls updates for this forum, youll be specially thanked. If your on RRR you'll be specially thanked.

*
Rep: +0/-0Level 55
I'm very sorry about the necropost, but I didn't think it was necessary to start a whole new topic. Let me know if I should, though.

I've been running into a problem when starting up the playtest. The error reads: "Script ' ' line 61: TypeError occurred. Undefined superclass 'Game_Battler'".

I assume it has to do with my other scripts since no one has brought it up before. The only one that I can think of being incomatible with this is the KGC Rate Damage script, the other three don't have Game_Battler anywhere. KGC Rate Damage is above this script

I don't know anything about scripting, though, and I apologize if this is a simple fix.
"Wise men choose death before war.
Wiser men choose not to be born." - Angelus

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Where are you placing this script in the script order?

If you are placing it above Main and below Materials, then I think I might need to see a demo with the error recreated. It might just be something elementary of which I have not thought, but the only thing I can think of blind is that you are accidentally putting the script above Game_Battler.
« Last Edit: August 13, 2012, 08:23:56 PM by modern algebra »

*
Rep: +0/-0Level 55
Ah, I've been messing around a bit more, and I finally decided to just delete your script and try playtesting again. The problem was within the KGC script and it appears to be solved. I've replaced this script and it's still working. Oddly enough, the error in the other script (to me at least) appears to have nothing to do with Game_Battler, it was just an out of place line of asterisks.

Thank you so much, for the script and support!
"Wise men choose death before war.
Wiser men choose not to be born." - Angelus