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YERD_ElementAffinities & YERD_Bestiary

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**
Rep:
Level 75
RMRK Junior
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.

Code: [Select]
# <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...
Code: [Select]
# 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 for:
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 for:
Code: [Select]
#==============================================================================
# ** 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
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

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.
« Last Edit: May 26, 2011, 07:37:33 PM by kawagiri »

**
Rep:
Level 75
RMRK Junior
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.