right, here's the problem i currently face...
i have both YERD_BestiaryScan and YERD_ElementAffinity installed in scripts right now, in order to gain access to the Z element and absorbtion/weakness/resistance rates for monsters armour and weapons etc.
i use <element rank set 9:Z> as my monster tag to set fire (9) to Z rank damage modifier.
# <element rank set x:y>
# x is the ID of the element you wish to affect. y is either [Z,A,B,C,D,E,F].
# This will set the element of battler to exactly that. There is a rule set of
# priorities. They'll be determined by the highest rank state, then weapons, and
# finally armours from top to bottom. With that said, you can place these into
# weapons, equips, and states.
#
# Elemental control for normal attacks can be applied via states, weapons, and
# equips for actors and states and enemy data for enemies.
however putting this into my enemy note box does nothing.
what i am looking for is for not only the elemental affinities to work but also translate the z rank from the notebox but to the bestiary as what i have set as a custom icon as 5 stars.
this could be where i am going wrong as it states this...
# Compatibility
# - Requires: Yanfly Engine, Custom Damage Formula
# - Overwrites: Game_Battler, element_rate, elements_max_rate
# - Overwrites: Game_Actor, element_rate, element_set
# - Overwrites: Game_Enemy, element_rate
i am unsure as to which part of which engine it is referring to however these are the scripts i am currently using
scripts i am currently using:
(plus some are just there as i tried to add a script to fix it myself)
[spoiler]
YEM Core fixes and Upgrades (was inserted to try and fix as the engine)
KGC_DayNight
Thomas_Edison_VX
YERD_StatusResistFix
YERD_DmgFormula
YERD_ElementAffinity
YERD_BestiaryScan
ModAlgebra's Flash Selected Enemy
YERD_VictoryAftermath
YERD_VictoryExtend
MALG_yerdAftermathFix
YERD_CommonEventShop
Shanghai's break max stats
ModAlgebra's Skill Teaching Equipment & Items
Jens009's Enemy Hp Window
Shanghai Simple Script - Vampiric Weapons
ModAlgebra's Integrated Reserve Party
Additional Drops Note Tags by Deriru
skill deletion script (bespoke)
[spoiler]#==============================================================================
# ** RPG::Skill Module
#------------------------------------------------------------------------------
# This module handles skill information.
#==============================================================================
module RPG
class Skill < UsableItem
#--------------------------------------------------------------------------
# * Check if a skill cannot be removed
#--------------------------------------------------------------------------
def unremovable?
return self.note.include?("UNREMOVABLE")
end
#--------------------------------------------------------------------------
# * Make array of actors that can remove skills
#--------------------------------------------------------------------------
def removable_by?
self.note[/REMOVABLE_BY: (.*)/]
# Return false if match is nil or collected array of ID's
return $1 == nil ? false : $1.split.collect! {|id| id.to_i}
end
end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs the skill screen processing.
#==============================================================================
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@status_window = Window_SkillStatus.new(0, 56, @actor)
@status_window.y = 112
@status_window.viewport = @viewport
@skill_window = Window_Skill.new(0, 112 + 56, 544, 304 - 56, @actor)
@skill_window.viewport = @viewport
# Create Command Window
@command_window = Window_Command.new(544, ["Use Skill", "Remove Skill"], 2)
@command_window.draw_item(1, !@actor.skills.empty?)
@command_window.y = 56
@command_window.visible = true
@command_window.active = true
# Create Prompt Window
@prompt_window = Window_Command.new(544, ["Yes", "No"], 2)
@prompt_window.y = 56
@prompt_window.visible = false
@prompt_window.active = false
@target_window = Window_MenuStatus.new(0, 0)
# Selection mode
@selection_mode = "Use"
hide_target_window
@skill_window.active = false
# Wait for input flag
@wait_for_input = false
# Update Help Display
update_help_display
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias tds_skill_remove_scene_skill_terminate terminate
def terminate
tds_skill_remove_scene_skill_terminate
dispose_menu_background
@command_window.dispose
@prompt_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
# Update Help Display
update_help_display
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
# Update command window
@command_window.update
# Update Prompt Window
@prompt_window.update
if @wait_for_input
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
Sound.play_decision
@prompt_window.visible = false
@prompt_window.active = false
@command_window.active = @actor.skills.empty? ? true : false
@command_window.visible = true
@skill_window.active = @actor.skills.empty? ? false : true
@wait_for_input = false
return
end
elsif @command_window.active
update_command_selection
elsif @prompt_window.active
update_prompt_selection
elsif @skill_window.active
update_skill_selection
elsif @target_window.active
update_target_selection
end
end
#--------------------------------------------------------------------------
# * Update Prompt Window selection
#--------------------------------------------------------------------------
def update_prompt_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@prompt_window.visible = false
@prompt_window.active = false
@command_window.active = false
@command_window.visible = true
@skill_window.active = true
elsif Input.trigger?(Input::C)
case @prompt_window.index
when 0 # Yes
Sound.play_decision
@actor.forget_skill(@skill_window.skill.id)
@help_window.set_text(sprintf("%s has forgotten the skill: %s", @actor.name, @skill_window.skill.name))
@skill_window.index = 0
@skill_window.refresh
@wait_for_input = true
@command_window.draw_item(1, !@actor.skills.empty?)
@prompt_window.active = false
@prompt_window.visible = false
@command_window.visible = true
return
when 1 # No
Sound.play_decision
@prompt_window.visible = false
@prompt_window.active = false
@command_window.active = false
@command_window.visible = true
@skill_window.active = true
end
end
end
#--------------------------------------------------------------------------
# * Update Command Window selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 ; @selection_mode = "Use"
when 1
return Sound.play_buzzer if @actor.skills.empty?
@selection_mode = "Remove"
end
@skill_window.index = 0
Sound.play_decision
@command_window.active = false
@skill_window.active = true
end
end
#--------------------------------------------------------------------------
# * Update Help Window Display Information
#--------------------------------------------------------------------------
def update_help_display
# Return if wait for input is true
return if @wait_for_input
# If Prompt Window is active
if @prompt_window.active
@help_window.set_text("Are you sure you want to remove this skill?")
return
end
# If command window is active
if @command_window.active
case @command_window.index
when 0 # Use Skills
@help_window.set_text("Use Selected Skill")
when 1 # Remove Skills
@help_window.set_text("Remove Selected Skill")
end
return
end
# If Skill window is active
if @skill_window.active
case @selection_mode
when "Use"
@help_window.set_text(@skill_window.skill == nil ? "" : @skill_window.skill.description)
when "Remove"
@help_window.set_text("Choose a skill to remove")
end
return
end
end
#--------------------------------------------------------------------------
# * Update Skill Selection
#--------------------------------------------------------------------------
def update_skill_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@skill_window.active = false
@command_window.active = true
return
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif Input.trigger?(Input::C)
case @selection_mode
when "Use"
@skill = @skill_window.skill
if @skill != nil
@actor.last_skill_id = @skill.id
end
if @actor.skill_can_use?(@skill)
Sound.play_decision
determine_skill
else
Sound.play_buzzer
end
when "Remove"
return Sound.play_buzzer if @skill_window.skill.unremovable?
# Actor Remove Array
actor_remove = @skill_window.skill.removable_by?
# If Skill removal by character is not false
if actor_remove != false
return Sound.play_buzzer if !actor_remove.include?(@actor.id)
end
Sound.play_decision
@skill_window.active = false
@command_window.active = false
@command_window.visible = false
@prompt_window.index = 1
@prompt_window.visible = true
@prompt_window.active = true
return
end
end
end
end[/spoiler]
Synthesis Shop v1.1 by: Cylindrical
Advanced Text System Version: 3.0b Author: modern algebra
Item/Equipment/Skill Conditions (Author Unknown)
ModAlgebra's Max HP/MP Equipment Version 1.0
Condiditional Autostates v 1.3 by Mithran
Deriru's States v2.5
YERD_StatusEffects
Cozziekuns Simple Sort Inventory
Hide 0 MP Cost - By JFace
TDS Weapon Unleash
KGC_SlipDamageExtension
YERD_SceneShop
YERD_SwapMonster[/spoiler]
if there's anything you'd like to rip while you look at my problem, go ahead (e.g. database items ... took me ages to do them all, and still nowhere near finished... i've barely scratched the surface)
oh and also note, i've mainly only worked on scripts and items/weapons/armours... mapping and quests etc. are still in the prehistoric era of evolution. i am planning on this game being a huge non-comercial game final fantasy length, hence mountains of items and limit breakers and monster space.
bump
+2 days of trying to sort out the problem, i waited the 24 hours to bump again... the problem isn't in my script it seems, the demo/s i've seen it on do not have the ElementAffinities script working at all for some reason... i add <element rank set 9:Z> or <element rank sub 9:3> in an enemies notebox and it doesn't work at all which puzzles me because if it's on a demo it should work.