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[MISSING] Soul Rage System + Soul Limit System v4.4b

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EXA
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« Last Edit: May 17, 2007, 11:40:25 AM by Blizzard »
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which lines of it do I need to remove to get just the limit system and the bars, none of the extra skills with gear stuff cuz I don't want to go through all of that and make a million different items have skills attached to them
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

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EXA
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You can use SephirothSpawn´s Limit Break if you don´t want Soul Rage.
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*****
<3
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SephriothSwpan's Limit Break is more of an "Overdrive" script abd takes up more room, besides, going on low HP to be able to use the skill is much more fun! I would rather just the Limit System but if its not possiable, its still fine by me  ;D

~Winged



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=D
I said it once im saying it again

YOUR GOOD!
Arlen is hot.

********
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I guess I should release a 5.0 version with the possbility to use either SRS, SLS or both. :)
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I'm right behind ya all the way! I can't wait, and the community would LOVE it (Like some FF8 fans)  ;D

~Winged



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I'm right behind ya all the way! I can't wait, and the community would LOVE it (Like some FF8 fans)  ;D

~Winged
limits were from FF7 first.... the games came out in order of number
(also FF8 was way to easy)
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

*****
<3
Rep:
Level 90
I'm right behind ya all the way! I can't wait, and the community would LOVE it (Like some FF8 fans)  ;D

~Winged
limits were from FF7 first.... the games came out in order of number
(also FF8 was way to easy)


Yea, I know. But here, its impossiable to find an FF7 game round here (the oldest one would be 2 which has a PC re-make, but if its without remakes then 8) so I didn't really know how their limit system worked.

~Winged



***
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Please help, I don't understand the SR DATABASE part, when i have to press control+shift+f. Do I press in the script window(finds the line that says press control+....) or in the event window? Please help!

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this event doesn't require any messing around with other events so dunno what ur talking about
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

********
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Just like he said. It has nothing to do with the event. If you press CTRL+SHIFT+F in the scripts editor, there will pop up a small window. Just write SR DATABASE in it and press ENTER. It will directly lead you to the database of SR skills.
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THXs. I might have so more questions so you be on the edge of your seat.

EDIT: K, i got a question. How do i give my weapon the ability to use soul rage?
« Last Edit: October 25, 2006, 09:22:18 PM by oneray »

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Everything is explained in the instructions:

Code: [Select]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#
# START SR Database
#
# This is your equipment Soul Rage database. To add a new Soul Rage skill to a
# weapon is very simple. Add another "when"-branch in the script snipplet below
# (they have comments next to it). Configure it like this template:
#
# when WEAPON_ID
#   skill_ids.push(SOULRAGE_SKILL_ID)
#   skill_ids.push(SOULRAGE_SKILL_ID)
#
# The same works for armors:
#
# when ARMOR_ID
#   skill_ids.push(SOULRAGE_SKILL_ID)
#   skill_ids.push(SOULRAGE_SKILL_ID)
#
# The lines are commented below so you should have no problems with the script.
#
# To determine the percentage of Soul Rage consumed to use a skill, set the SP
# to the percentage. e.g. 33SP would mean 33% of the Soul Rage bar.
#
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    if weapon
      case equip_id # weapon IDs
      when 6
        skill_ids.push(10)
        skill_ids.push(11)
        skill_ids.push(12)
      when 10
        skill_ids.push(8)
      end
    else
      case equip_id # armor IDs
      when 6
        skill_ids.push(1)
      when 18
        skill_ids.push(25)
      end
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END SR Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

For example this here

Code: [Select]
...
    if weapon
      case equip_id # weapon IDs
      when 6
        skill_ids.push(10)
        skill_ids.push(11)
        skill_ids.push(12)
...

will give the weapon with ID number 6 in your database the skills with the ID numbers 10, 11 and 12.
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OMG! Some times i want to just give up Rpg Maker XP, but the show must go on. I fixed and understood how to use Soul Rage. So i copied the script from a game (made a new game to test it to see if it would work) and pasted it in my game (seeds of life). But then this error window popped up when i was going to battle: ?????'Soul Rage'?745???NoMethodError???? undefined method 'clear' for NilClass. This didn't happen when i tested it. I just want to tell you that i have already put in an ATB script (the one with bars and you have wait until your bar is fill to attack). Please help!
« Last Edit: October 26, 2006, 09:09:36 PM by oneray »

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You don't need to post new topics on that matter.

The problem is that SR is for the default battle system. Somebody needs to make it compatible/merge with the ATB script. I have seen the ATB code (AWFUL CODING!) and it doesn't work like the normal battle system, so Soul Rage can't be used directly with it.
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Assuming you mean cogwheel's ATB, my God, yes.  It is awful to work with.  I was going to try to make a version of the soul rage that works with it, but the frustration level  is high.

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I was so damn pissed that i got rid of my ATB script and now the Soul Rage works fine! THXs man! ;D
« Last Edit: October 27, 2006, 08:45:25 PM by oneray »

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This script is way awesome Blizzard!  Even a total noob like myself can paste it in and figure it out.

I do have one question though.  Is it possible to make it so that a character's own attacks generate an amount of SR?  It looks like their SR only goes up when the characters get hit, and I'd like them to have a small influence on their own meter uppage.

(Edit) Had font size issues but supernoob (me) figured it out! :)
« Last Edit: November 02, 2006, 03:26:05 AM by XPhater »

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I might use for my game  :)

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Rep: +0/-0Level 89
Ok as I've been playing around with this I did think of a few more things.  I'm going to use your Soul Rage script for physical attacks such as cross cuts and stuff, and use the default SP for magic spells and such.  I want to have a shield skill "Buffet" that I made attached to the shields, but I only want one particular character to gain the skill from them.

If Pookie wields Shield of Uberness, he gets buffet.

If Blarga wields Shield of Uberness, she doesn't get buffet.

Reason being Pookie is a trained defensive master, and Blarga, while capable of wearing a shield, isn't skilled enough to utilize it as effectively.

I don't know anything about scripting, but shouldn't it be possible to put a line at the front of some of the SR definitions that is basically a branch statement saying "if character03" then proceed with the SR definitions for that character as usual?

Another thing is would it be possible to set a regular skill that costs 0 SP, and calls a common event that calls a script to provide an SR increase?  I'm thinking of using the Soul Limit as a "Draw" of sorts for the characters' SR.

Finally (last question I promise)  ;D would it be possible to have a common event so that after battles, SR is reset to 0.0%?

(Edit) Possible bug.  On line 200:

$ALLOW_LIMIT = true # set to false to disable Limit

If I set it to false I get an error message when starting the game up on line 220:

get_limits(actor_id)
« Last Edit: November 02, 2006, 05:11:50 PM by XPhater »

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EXA
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Replace it with

Code: [Select]
get_limit(actor_id) if $ALLOW_LIMIT

To make SR reset after battle, make a common event, make it parallel process, turn on the appropriate switch ingame and just use a call script command with this code:

Code: [Select]
for actor in $game_party.actors
  actor.sr = 0
end

Making it possible using SR only for certain character needs some scripting, yes. Sadly, I'm too short of time to do it, sorry.

And that with the skill that draws SR is possible, sure. Just like you said, let it call a common event and use the syntax to increase the SR mentioned in the instructions.

To make attacks generate SR, you need just another little mod of the script. Add this to Game_Battler

Code: [Select]
alias attack_effect_srs_later attack_effect
def attack_effect(attacker)
  if attack_effect_srs_later(attacker)
    attacker.sr += 80 if attacker.is_a?(Game_Actor)
    return true
  end
  return false
end

Of course you can change 80 to whatever number you want.
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Rep: +0/-0Level 89
Code: [Select]
alias attack_effect_srs_later attack_effect
def attack_effect(attacker)
  if attack_effect_srs_later(attacker)
    attacker.sr += 80 if attacker.is_a?(Game_Actor)
    return true
  end
  return false
end

I tried this and whenever the first character or monster attacks I get an error that says line 399 stack limit is too deep.  Funny thing is, this happens no matter where in Game Battler I place the code.  The error is always on line 399.

Quote
Making it possible using SR only for certain character needs some scripting, yes. Sadly, I'm too short of time to do it, sorry.

That's certainly understandable.  This should be easy enough to work around with more weapon variety among characters.  Thanks man!
« Last Edit: November 02, 2006, 05:28:50 PM by XPhater »

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Oops, my bad. >.< Should be:

Code: [Select]
alias attack_effect_srs_later2 attack_effect
def attack_effect(attacker)
  if attack_effect_srs_later2(attacker)
    attacker.sr += 80 if attacker.is_a?(Game_Actor)
    return true
  end
  return false
end
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Perfect, it works great now.  You're getting mentioned ingame here too (assuming it ever gets finished!)