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[MISSING] Tons of Add-ons v4.5b

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********
EXA
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« Last Edit: May 17, 2007, 11:38:28 AM by Blizzard »
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pokeball :)OfflineMale
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ooo, me likey. Will atempt to add on to script database when I come home from school.
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**
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k00l! 22 add-ons!

(copying)...

And they are all yours Blizz?


My life sucks, but I'll try to make yours better. [TRUE]

********
EXA
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Yes, all are mine so far (only 18 BTW). I use them in my own game or have made them for somebody else on the forums. Maybe there are more, I was too lazy to search through 2000 posts. !_!
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
There is a script that you need to add or do you have it already... any who I saw this script that went with the center battlers thing. It made the battle back ground stretch to fit so there was no black at the bottom.
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********
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Either the creator has to ask himself, or I will just make it myself. ::)
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I love Firerain
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=D
lawl.
back on the topic..
this script is downright amazing..how do you make such things!!!

lemme ask you how much time you took to make this

so

how much time did you take to make this?_?
Arlen is hot.

********
EXA
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I have no idea, but it took me half a day to put all these add-ons together into one working script.
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&&&&&&&&&&&&&&&&&&&&&&&&&&&
GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
?.??.?? 'addons' ? 682 ?.?? syntaxError ??.??.??

This keeps coming up...
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********
EXA
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Just a leftover. *fixes*
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I love Firerain
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Blizzard, what you did in this, mix all the add on's i tried putting 3 of em in my :cheats: script..

well...its so-so...but im still working on it.

u Telekenitic huh>
Arlen is hot.

********
EXA
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Put the entire script into your game. Then just disable everything you don't want to use, there is a configuration for that, just under the instructions. BTW, I will add now an add-on (Black fade) and make it v1.1b.
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<3 in a non gay way lol
Arlen is hot.

***
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Maybe its just the gradients I am using (KGC's) but with the center battler addon, the bars and HP are in the default areas, while the battlers are centered.

Besides that I have some ideas for some more addons;
1. When an enemy defends (or passes/does nothing) a little window pops up where it would say "Ghost attacks" but it says "Ghost Defends" or "Ghost passes"
2. Enemies heal if they pass.
3. For each actor you can have a sound play for when they attack, a different sound/yell when they get a critical hit, etc.
4. A feature from RM2K3 *i think* when you go into battle it will have a window saying "Ambushed by "Ghosts" thats changeable via script. (for like battles that are maybe planned)
5. MDEF, PDEF and ATK goes up with level (setting curves would be nice, but that may be asking for too much ;))
6. When you escape(or try to) when you do it will say "*heroname* Escaped" and when you fail; "Cant Escape!"
7. Able to make certain parts of the battle faster/with less delays. Like instead of waiting maybe 50 frames for the victory result to show, it can be editted to 10, 20 whatever.
8. If a monster is completely immuse to a spell (or even attack) when you go over to select it as a target it will say "Immune" over it.
9. When a new character enters your party, you can have it so it has the same level as your hero, or average level of party, or maybe 5 levels lower etc.
10. In a shop screen, if the item is of zero value, or a quest item, it is unsellable and wont show its cost.
11. I think this is already a script...but have status icons instead of saying [Normal], [Poison] etc.
12. Be able to make certain text or all text have shadows.
13. Menu curser memorization, ie if a player went into his/her menu and opened up "Equip" then exited out on the word "Equip" when he/she opens the menu again it will start on the word "Equip"
14. Invincible status (easiest way is probably make all damage 0)
15. Instead of dying from HP reaching zero, when SP reaches zero hero dies.
16. Skills that cost HP, like submission, or self-destruct.
17. Gain some SP and/or some HP when you defend.
18. A status that kills you instantly.
19. Instead of just saying "Fire" when it is casted by a hero, it will say the hero's name also. like "Arshes casts Fire" (and for enemies too if possible)
20. Dont know if you can do this already but spells and attacks that damage just SP not HP. (maybe a single class that only damages SP)
21. When your hero levels up his SP and HP are full.
22. When a party member dies in battle, afterwards instead of being dead, he has 1 HP.

Thats all I can think of for now...didnt think I had that many ideas :o
I dont expect you to do them all, just putting them out there as suggestions :P

********
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Nice ideas you have there. Some are quite useless (or actually not small enough to be just add-ons...), but others are not. I will make a few of these.

EDIT: I just took a closer look at that list and I have to say, the last one is pointless. Why? Read it here:

http://rmrk.net/index.php/topic,7193.0.html
« Last Edit: November 28, 2006, 01:01:22 PM by Blizzard »
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Yeah, I know some of them are really small, just slight changes that are barely noticeable...and some can probably be more easily done by events, but I thought I might as well just say all my ideas :P

Had another idea; walking on map regeneration of HP and/or SP. Heres maybe a few *sub*features you could include in the addon;

Recover HP/SP or percentage of MAXHP/MAXSP
Individual Regeneration Rate for Actors
Choose Maps enabling/disabling the Regeneration
Choose states to stop the HP/SP Regeneration
The higher the MAXHP/MAXSP the faster the Regeneration
Regeneration Speed can be edited in Game Progress
« Last Edit: November 29, 2006, 02:17:56 AM by italianstal1ion »

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A man chooses,
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Yeah, I know some of them are really small, just slight changes that are barely noticeable...and some can probably be more easily done by events, but I thought I might as well just say all my ideas :P

Had another idea; walking on map regeneration of HP and/or SP. Heres maybe a few *sub*features you could include in the addon;

Recover HP/SP or percentage of MAXHP/MAXSP
Individual Regeneration Rate for Actors
Choose Maps enabling/disabling the Regeneration
Choose states to stop the HP/SP Regeneration
The higher the MAXHP/MAXSP the faster the Regeneration
Regeneration Speed can be edited in Game Progress
that could be usesful.

********
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Recover HP/SP or percentage of MAXHP/MAXSP
Individual Regeneration Rate for Actors
Choose Maps enabling/disabling the Regeneration
Choose states to stop the HP/SP Regeneration
The higher the MAXHP/MAXSP the faster the Regeneration
Regeneration Speed can be edited in Game Progress

Actually there is a Regen status in the add-ons that does this, but without the many extra features. BTW, it can be done by a common event without much problems. This would be more a feature for this topic here:

http://rmrk.net/index.php/topic,7193.0.html

And I can't believe I forgot to add shadow text from the beginning on...
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***
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I was looking mor thoroughly at your addons, and I saw death toll. I was thinking, *if you hadnt already thought of this* to have counts for more things like;

Actor criticals, deaths, evasions, kills, misses, and hits counters.
number of times items have been used
number of times skills have been used
number of times regular attacks have been used
number of times healed

Also I was thinking of more playtesting addons;

press a button to automatically win battles
press a button to restart battles
In Debug mode player starts with all items (including weapons and armor, but either one can be turned off by itself)

thats all I can think of now...great job btw 8)

[edit] I've been looking on other sites, seeing other people requests and things...so heres a few;

Being able to copy and erase save files
Title skip-if there is no save files found
Compatibility with other picture and music files
*a really small addon* Damage doesnt go past the players health ie; player has 100 health, monster hits at 450, it will say 100 damage! (same with healing if possible)
Be able to change the brightness and contrast of the map (in-script and callable by a variable would be cool)
Take control of enemies (might be a long shot :-\)
Fury Status - One player on the team dies (or by some script calling), and another gets *angry* and gets increased strength or agility etc
« Last Edit: November 29, 2006, 11:48:56 PM by italianstal1ion »

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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
can you make a farming script? Like there is a place where you can put seeds, they grow you take and eat (or sell) the fruit. If you eat the fruit you get 2-4 seed from it.
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pokeball :)OfflineMale
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Cheese
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can you make a farming script? Like there is a place where you can put seeds, they grow you take and eat (or sell) the fruit. If you eat the fruit you get 2-4 seed from it.

use events and get in touch with this recent topic:

http://rmrk.net/index.php/topic,9238.0.html
Watch out for: HaloOfTheSun

********
Sailor Man
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So about that money...
I'm going to use he gradients next game I make.

Also Bliz, I'm having a hard time finding an ATB system. It seems all the ones here are dead links or they don't have screens. Hmmmm, do you know what I'm suggesting? *cough* Try and make one *cough*

***
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I was looking into the script, and checking it out... Im kinda clueless at scripting, but I can at least tell whats going on in yours. It's set up pretty *clean* i guess you could say, I've messed around with it, adding things...pretty easy *maybe I should learn some ruby XD*

Anyway I was wondering, is there any way to turn features on or off in the game?

pokeball :)OfflineMale
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some scripts have included in them, a line that shows the script you can use in an event to either turn the script on/off
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********
EXA
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@italian: Thanks for more ideas. I will implement some in the next release.

@Fu: I am already working on 2 CBS-es... (-_-') One is specifically for one person, he pays me 100€ for it (I call it Semi-TBS) and one is an ABS. *points to blog*
EDIT: *realizes blog is gone* !_!

@italian again: You actually have the option to enable/disable different scripts. You can read in the instructions how to do it if it's that what you meant...
But you can't turn them on/off ingame. I will change that in the next release.

@Nouman: It doesn't make much sense when you can't turn them on/off ingame, but it does if you can. You can just use an event then and check the global variables inside the config module. As I already said, I will allow that in the next release.
« Last Edit: November 30, 2006, 09:25:27 AM by Blizzard »
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***
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Your welcome for all the ideas  ;D
I know how to disable them in the script, I was just wondering in-game but it looks like your taking care of that

*
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I had for some reason an Idea...

Something like A Job Lvl up thingy, and that he can somewhat Evolve (well, change a new Job) like in FFTactics.

Something like this:

Rider lvl 1-------->lvl 38 Shadow Knight--------->Lvl 67 Executioner

SpellCaster lvl 1-------->lvl 48 Dark Sage-----------> Lvl 70 Necromancer

And so on...something like that...and that the Character's Sprite changes when he/she Change a Job.

********
Sailor Man
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So about that money...
I am a very, very happy man.

***
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Heres an idea; Artifact items/weapons/armor. Where you can have their names colored. (Like WoW if you've played/seen it) Different colors the player can change or add more...Maybe have elements that if the weapon is under that element its name will show up that color.

*****
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Whoa, impressive....I'm gonna use this for sure  ;D

~Winged



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Wait, why should they be colored? I didn't get that.
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... I got nothing.
when i used this with your Beastiary script, it said:

Quote
????? 'Add-on script' ? 1388 ??? SyntaxError ????????

and the line that it says is erroring is this :

Quote
# Somewhere in your Game_Battler 3 script in "def skill_effect" should be these

***
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The colored font for objects shows the objects rarity. For example its trash-its gray color. Its really rare, itll be a golden color or whatever. And in between, maybe a sort of rare object would be bronze etc.

[edit] This may be too complicated..but it would be cool if you could include limit breaks (like strength level,etc) if you could make them infinite thatd be awesome. -i have an example of that if you need to see it-
« Last Edit: December 02, 2006, 07:59:46 AM by italianstal1ion »

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That's more of a script than an add-on, lol!
I don't know how useful a rarity indicator would be in a game where you buy weapons. It would only make sense if you have weapons that actually can variate like in i.e. Diablo/Diablo 2/many MMORPGs. As I said, rarely RM game have this feature of "infinte" weapons.

@epson: Are you sure you have copied the part correctly? Try it without that code, then try it with the collection and then add the extra code for the Zombie status.
« Last Edit: December 02, 2006, 12:23:17 PM by Blizzard »
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XD i had those two ideas seperate! Not limit breaks for weapons  :P but thatd be cool too. I meant like infinite strength, level for hero.

And the colors could be used if the object is elemental- like its red if it has a fire aspect, blue for water etc.

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You mean stat limit breaker? Actually you can easily adjust that in the normal scripts. There actually even ARE such add-ons already, lol!
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I added 5 new add-ons. (Yes, I've had half an hour of free time... -.- )
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*****
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I'm back again. Again.
Yes, time to add them!

****
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What will that crazy ape do next?
w00t invincibility status!  sweet!
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

***
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its good to see my ideas go into effect ;D
Good job Blizzard!

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What will that crazy ape do next?
there's no way of turning on/off the "fullscreen?" option
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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EXA
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It can't be turned on/off during the game. Do it in the script, it's just above the other configuration.
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What will that crazy ape do next?
oh i see it now

but it doesn't work...is it set where it won't work it test play mode?
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

********
EXA
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Yes, I totally forgot that. It is turned off in test mode, so it doesn't annoy you when testplaying. :D BTW, I updated the code a lil' bit.
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What will that crazy ape do next?
what would I do without u blizzard ^_^
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

***
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good job again!

and hey why am I at the bottom of the ideas list!? >:(  (jk but really)

********
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Last, but not least: You were the last one of the four of us who gave ideas. ;)

EDIT:

Added Half SP status effect.
« Last Edit: December 13, 2006, 02:35:03 PM by Blizzard »
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Finally got back...I was busy doing nothing  ;)

Ahh 1.7b ! Nice update there! how many new features from 1.1? 6 and an update huh...I see you also made them switchable in game! nice job, you've successfully gone over my head ??? ;)

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Lol, thanks.
BTW, you're not the last one the list anymore, indinera said I should add a Half SP status. I totally forgot that one earlier, lol!
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I get this Error everytime I try to test/start the game:

??????'Tons_of_Add-ons'?2230???SyntaxError ???????

-.-;; It's quite annoying, what must I do to fix it?

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The code in my post got corrupted for some reason. I've uploaded it as an .txt file. Just download it from the first post.
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 :tpg: Many "thank you" to Blizzard.

If thered's going to be another version, there should be able to make Blue Magic to be either Learned for everyone or one character only.

(Just thought of that)

***
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14th birthday in a month {april 4th !!!!!!!}
Is there  a way to just get one or two of the add ons or do i have to get them all.
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

***
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You can just make all of them false except what you want.

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Getting this Error whenever I press Insert to go to Main Menu:

???????? 'Tons of Ad-ons'?713 ??? ArgumentError ??????????
Wrong Number of Arguments (4 for 3)




Did I do something Wrong?  :'( (Getting trouble just trying to Go to menu)

*
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^I got that same error when I turn off the bars thing and go into the menu

*****
Ancient Mummy
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I got a problemm to first the bars don't work and also when i enter my second map it gives error that he can't fin Graphics Picture map002 or something like that
This is what i get..
" File Graphics/Pictures/Names\MAP002_pic not found. "
« Last Edit: January 04, 2007, 12:40:10 PM by Snailer »

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EXA
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It's the location names script. Turn it off and it will stop doing that or configure it if you want to use it.
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Nvm i think i fixed that..

I copy pasted the map and remade the teleports and now it works lol..

********
EXA
Rep:
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Because the map ID changed. The next map you make will have the same error, trust me, I know what I coded there. Just disable the script.
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Ok but where is it ?
And how can I use it because that would be even better i think..
« Last Edit: January 04, 2007, 01:25:19 PM by Snailer »

********
EXA
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Read the instructions within the script. I didn't type them so it just looks cool.
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A man chooses,
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Project of the Month winner for April 2008
Is there going to be a new Version soon? Would like to know what would be coming next to update  ;8

********
EXA
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As soon as I find the time to add another add-on.
The only alternative if some other scripter wants his add-on to appear here, I could add it and upgrade the version.
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********
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Upgraded to 1.87b. :)
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So about that money...
This thing is STILL the shizm shazm.

********
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Updated to 2.2b. I added a few of my older add-ons:

  • Weapon/Armor HP/SP Plus (I thought I should just add it)
  • EQ Skills (less than 100 actual lines of code, so I added it)
  • Picture Movie Scene (same reason as above)
  • Full Reflection System (got it working, even with HP/SP Absorb)
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Hell... What did I mess up now... I'm Back!
cool... *uses and replaces old script*
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

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As soon as I find the time to add another add-on.
The only alternative if some other scripter wants his add-on to appear here, I could add it and upgrade the version.

I only requested about a billion things  ::)

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2011 Most Missed Member2010 Zero To Hero
If there was a way to change animation speeds for players/events or make backgrounds hrough layers like in 2003, this would be the greatest thing ever.

********
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As soon as I find the time to add another add-on.
The only alternative if some other scripter wants his add-on to appear here, I could add it and upgrade the version.

I only requested about a billion things  ::)


Adding a new add-on is easier than making a new add-on and adding it afterwards. ::)
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If there was to make backgrounds through layers like in 2003, this would be the greatest thing ever.

Now I have a script that can make panoramas move, and fogs can move by default. Is there a way I can make the battle background a panorama, and put a fog over it when the battle starts, and have them both move? This way, and I've tested this idea it totally works, I can create optical illusions that emulate the old Earthbound style backgrounds. The illusion idea I mean. I don't know about panoramas in battle.

********
EXA
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That's a good idea. I could add it in the next release.

*updates to 2.3b for now*

I am wondering why didn't anybody else think of the add-on I just added.
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Is there a way to make the screen tremble by pixels, and not tiles?

********
EXA
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Set the shake strength to 1 and the speed to 9 in the event command.
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I sure gonna use it...but that would corrupt all those save files  ;D this means I have to get rid of the Full Reflect Script for the add-on

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Updated to 2.31b. :)
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SPHPPLUS is getting buggy...
Found out Reflect is...working like Invincible...Rather then reflect magics, it's just....absorbing or been inmune to them... >.<;;;

********
EXA
Rep:
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This is line 2371:

Code: [Select]
  end

?_?

Best is you post the entire method that caused the error.

And the Reflect actually should work. Maybe it's interfering with something else... I guess you should just deactivate it until I fix this. It actually worked fine when I implemented it, but I will test it further.
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Menu & Battle System Guru
I just have a quick question about the Picture Scene. How do you prevent the BGM from starting over once Scene_Title is called? I have BGM running through the credits and want it to run straight through to the title and continue.

Also, is it possible to have one particular picture be shown longer than the others?

Thanks and thats a VERY useful script.

props to blizz once again!

********
EXA
Rep:
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1.

Open your Scene_Title and change

Code: [Select]
$game_system.bgm_play($data_system.title_bgm)

to

Code: [Select]
$game_system.bgm_play($data_system.title_bgm) if $game_system.playing _bgm != $data_system.title_bgm

2.

Yes, you can read in the instructions how to activate this feature.
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darn, its giving me an error:

scene_title line 63: NameError Occured
undefined local variable or method '_bgm' for #<Scene_Title:0x13ff7a0>

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heh blizzard you made a lil mistake

Code: [Select]
$game_system.bgm_play($data_system.title_bgm) if $game_system.playing_bgm != $data_system.title_bgm

There was just a space between playing and _bgm

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damn, i'm not getting an error but the music still starts over when the title shows up.....

********
EXA
Rep:
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This shouldn't be happening if the title music is already playing. In my game it works fine. Are you using SDK by any chance? I yes, you need to change this line in the SDK, not in the original Scene_Title.
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naw im not using the SDK.

I actually wasn't clear with my question, sorry.
I want the BGM from the credits (or beginning scene) to continue over into the title menu (where the commands start game, continue, etc is shown) rather than starting over.

What you gave me, started the song at the Title menu and continued it into the game (after u press enter to start a new game) and into the first scene of the game. That's actually very useful, but I was hoping for the credit music to carrying into the title scene.

Also, I asked a question before wondering if you could freeze a picture longer than some of the rest (like the game name or maker) and have a delay between two pictures be really quick. You said that it was in the instructions, but I could find where, sorry.
« Last Edit: January 30, 2007, 04:30:12 PM by blazinhandle »

********
EXA
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This piece of code does this here:

If the current playing BGM is different than the actual title BGM, play the Title BGM.

I really have no idea why it doesn't work. This is supposed to be line 30 or something like that in Scene_Title.
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lol, in Scene_Pictures around line 130, theres  Audio.bgm_fade(800). All I did was remove that and the music plays right into the title  :D Sorry about that man.

Any ideas with the picture freezing and fastening though?

********
EXA
Rep:
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Maybe the method I used to delay pictures. I'll improve it later.
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Reflect Ad-On:
Quote
#==============================================================================

REFLECT_ID = 17
REFLECT_ANIMATION = 105
BREAK_REFLECT = [58, 109]
MISS_DAMAGE = "Miss"

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias skill_effect_reflect_later skill_effect
  def skill_effect(user, skill, reflect = false)
    return skill_effect_reflect_later(user, skill) unless $game_system.REFLECT
    if not test_reflection(skill) or reflect
      return skill_effect_reflect_later(user, skill)
    end
    return false
  end
 
  def test_reflection(skill)
    return (@states.include?(REFLECT_ID) and (skill.int_f > 0 or
        skill.mdef_f > 0) and not BREAK_REFLECT.include?(skill.id))
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias update_phase4_step4_reflect_later update_phase4_step4
  def update_phase4_step4
    unless $game_system.REFLECT
      update_phase4_step4_reflect_later
      return
    end
    for i in 0...@target_battlers.size
      if @skill != nil and @active_battler.current_action.kind == 1 and
          @target_battlers.test_reflection(@skill)
        @target_battlers.animation_id = REFLECT_ANIMATION
        @target_battlers = swap_targets(@target_battlers, @active_battler)
        target = @target_battlers
        dam = 0
        dam = target.damage if target.damage.is_a?(Numeric)
        target.skill_effect(@active_battler, @skill, true)
        target.damage += dam if target.damage.is_a?(Numeric)
      end
      @target_battlers.animation_id = @animation2_id
      @target_battlers.animation_hit = (@target_battlers.damage != MISS_DAMAGE)
    end
    @wait_count = 6
    @phase4_step = 5
  end
 
  def swap_targets(battler1, battler2)
    if battler1.is_a?(Game_Enemy) and battler2.is_a?(Game_Enemy)
      actors = []
      for actor in $game_party.actors
        actors.push(actor) if actor.exist?
      end
      battler3 = actors[rand(actors.size)]
    elsif battler1.is_a?(Game_Actor) and battler2.is_a?(Game_Actor)
      enemies = []
      for enemy in $game_troop.enemies
        enemies.push(enemy) if enemy.exist?
      end
      battler3 = enemies[rand(enemies.size)]
    elsif battler1.is_a?(Game_Enemy) and battler2.is_a?(Game_Actor)
      actors = []
      for actor in $game_party.actors
        actors.push(actor) if actor.exist?
      end
      battler3 = actors[rand(actors.size)]
    elsif battler1.is_a?(Game_Actor) and battler2.is_a?(Game_Enemy)
      enemies = []
      for enemy in $game_troop.enemies
        enemies.push(enemy) if enemy.exist?
      end
      battler3 = enemies[rand(enemies.size)]
    else
      battler3 = battler2
    end
    if SKILL_IDS_HP != nil and SKILL_IDS_SP != nil
      if SKILL_IDS_HP.include?(@skill) or SKILL_IDS_SP.include?(@skill)
        loop do
          break if battler2 != battler3
          if battler2.is_a?(Game_Actor)
            actors = []
            for actor in $game_party.actors
              actors.push(actor) if actor.exist?
            end
            battler3 = actors[rand(actors.size)]
          elsif battler2.is_a?(Game_Enemy)
            enemies = []
            for enemy in $game_troop.enemies
              enemies.push(enemy) if enemy.exist?
            end
            battler3 = enemies[rand(enemies.size)]
          end
        end
      end
    end
    return battler3
  end
 
end

Armor/Weapon SP/HP Plus Ad-on:

Quote
#==============================================================================

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
    return maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
 
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
    return base_maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.hp_plus[1] if weapon.hp_plus[0]
      plus += weapon.hp_plus[1] if not weapon.hp_plus[0]
    end
    for i in 0...4
      if armor != nil
         multi *= armor.hp_plus[1] if armor.hp_plus[0]
        plus += armor.hp_plus[1] if not armor.hp_plus[0]
      end
    end
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
 
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
    return base_maxsp_hpsp_add_on_later unless $game_system.HPSPPLUS
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.sp_plus[1] if weapon.sp_plus[0]
      plus += weapon.sp_plus[1] if not weapon.sp_plus[0]
    end
    for i in 0...4
      if armor != nil
        multi *= armor.sp_plus[1] if armor.sp_plus[0]
        plus += armor.sp_plus[1] if not armor.sp_plus[0]
      end
    end
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
 
end

#==============================================================================
# module RPG
# Weapon
#==============================================================================

class RPG::Weapon
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 0.2]
    when 2 then return [true, 0.7]
    when 3 then return [true, 1.2]
    when 8 then return [false, 350]
    when 15 then return [true, 1.2]
    when 20 then return [true, 2.1]
    when 23 then return [false, 100]
    when 28 then return [false, 45]
    when 4 then return [true, 3.5]
    when 6 then return [true, 7.9]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 28 then return [false, 46]
    when 29 then return [true, 1.5]
    when 33 then return [false, 29]
    when 34 then return [false, 49]
    when 35 then return [true, 1.1]
    when 50 then return [false, 88]
    when 2 then return [true, 0.5]
    when 3 then return [true, 0.8]
    when 4 then return [true, 2.3]
    when 5 then return [true, 4.5]
    when 6 then return [true, 6.6]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end

#==============================================================================
# module RPG
# Armor
#==============================================================================

class RPG::Armor
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.1]
    when 5 then return [true, 0.5]
    when 13 then return [false, 90]
    when 17 then return [false, -450]
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 9 then return [true, 1.3]
    when 20 then return [true, 1.1]
    when 21 then return [true, 1.4]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end

Edit it when you can....When u have the time...& Spirit to do so Master Blizzard :)

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Quote
Edit it when you can....When u have the time...& Spirit to do so Master Blizzard :)

*cough*suck-up*cough*    ;8

********
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Project of the Month winner for April 2007
*updates to v2.4b*

I have added a new add-on and fixed the Picture Movie Scene. Now the delays shouldn't be random anymore (I forgot to remove a line the last time...).

Also I have tested the Reflection script and couldn't find any problems. There was another problem with a different add-on although... (>.<) Try the newest version and tell me how it works. If there still is a problem with the Reflection add-on, upload your Scripts.rxdata as an attachment to a post and I will fix it. I am curious myself to find out what causes that problem. If it has to do with the add-ons itself, I can improve it and fix the glitch. ;D
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Quote
Edit it when you can....When u have the time...& Spirit to do so Master Blizzard :)

*cough*suck-up*cough*    ;8
Blizzards scripts are a work of art to me....

*updates to v2.4b*

I have added a new add-on and fixed the Picture Movie Scene. Now the delays shouldn't be random anymore (I forgot to remove a line the last time...).

Also I have tested the Reflection script and couldn't find any problems. There was another problem with a different add-on although... (>.<) Try the newest version and tell me how it works. If there still is a problem with the Reflection add-on, upload your Scripts.rxdata as an attachment to a post and I will fix it. I am curious myself to find out what causes that problem. If it has to do with the add-ons itself, I can improve it and fix the glitch. ;D
After putting new one...

Now it started to absorb their HP and still adds Invulnerable...when Invulnerable's id is different.

here's the scripts in the data base:
http://www.megaupload.com/?d=TFGBVGYS

Gomene, but rapidshare and Safefile.com are been pretty B******* with me.

********
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At least there was SOME progress, lol! I will look further into it. Maybe only the order of the add-ons could fix it.
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At least there was SOME progress, lol! I will look further into it. Maybe only the order of the add-ons could fix it.
I'll wait and see what you can do then =D

We Need a "Slow" Status Add-on, and a Steal.

Well, just notice that in RPGMXP I can't decrease the Speed.

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Actually you CAN decrease the agility with a status effect.
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Actually you CAN decrease the agility with a status effect.


If I Can, why It doesn't allow me to do so then?

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LOL!

It's percentual, not fixed. 200 would be 2 times more agi, 50 would be half.
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LOL!

It's percentual, not fixed. 200 would be 2 times more agi, 50 would be half.
Oh...>_> My bad...I thought 0 was Neutral...

nevermind that, I got Owned...>_<;
So futile to think straight >_<;;;

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Maybe tomorrow. I've found an old piece of code while browsing the forums, it would be a nice addition I think.
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Maybe tomorrow. I've found an old piece of code while browsing the forums, it would be a nice addition I think.
What would be this time then?  :lol:would see tomorrow.

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It was this thingy here:

Code: [Select]
# Target 'em all! by Blizzard
# Version: 1.0b
# Date: 27.9.2006

FULL_TARGET_IDS = []

class Scene_Battle
 
  alias make_skill_action_result_target_all_later make_skill_action_result
  def make_skill_action_result
    if FULL_TARGET_IDS.include?(@active_battler.current_action.skill_id)
      @target_battlers = []
      for enemy in $game_troop.enemies
        @target_battlers.push(enemy) if enemy.exist?
      end
      for actor in $game_party.actors
        @target_battlers.push(actor) if not actor.dead?
      end
    end
    make_skill_action_result_target_all_later
  end

end
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It was this thingy here:

Code: [Select]
# Target 'em all! by Blizzard
# Version: 1.0b
# Date: 27.9.2006

FULL_TARGET_IDS = []

class Scene_Battle
 
  alias make_skill_action_result_target_all_later make_skill_action_result
  def make_skill_action_result
    if FULL_TARGET_IDS.include?(@active_battler.current_action.skill_id)
      @target_battlers = []
      for enemy in $game_troop.enemies
        @target_battlers.push(enemy) if enemy.exist?
      end
      for actor in $game_party.actors
        @target_battlers.push(actor) if not actor.dead?
      end
    end
    make_skill_action_result_target_all_later
  end

end

I Never thought there was actually one....I needed it 0_e I thought it never existed!!! ZOMG!!!!

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*updates*
Nice...One question, How do I activate the Target e'm all?  ???

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Target 'em all! has its own 4 lines of instructions.

EDIT:

Another update, lol!
« Last Edit: February 08, 2007, 02:08:18 PM by Dr_eadful »
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Target 'em all! has its own 4 lines of instructions.

EDIT:

Another update, lol!
Nice..=O
This is gonna help me move faster through all those Maps in Debug mode XD

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Yup. :) I thought this would be awesomely useful for the entire community, so I put it in as an add-on. :) I also use a debug room and an enhanced debugger, with party switch and the option to return to the debug room.
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Where do I add this in in the scripts window?

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Over Main, but below the other standard script and below any the SDK and any script you are using maybe.

"In Russia, Blizzard makes his scripts SDK compatible with YOU!"

Oh God, I need that in my sig/personal text!
Somebody needs to make an uncyclopedia article on me. ::)
« Last Edit: February 11, 2007, 02:18:10 PM by dr_azzilB »
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Ok, that's officially awesome...

*runs off to find Avatar...*

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yea!!
were do i add this under the other abs you made or a new script because either way i get problems
mark

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Yes, add it under. But there are code "interceptions", so you will need to remove some code from the ABS most probably, because it already is in the Tons of Add-ons. Also the Minimap will not work correctly in the ABS.

*updates to 2.71b*
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yea!!
i put ur add on underneath the script of ur normal one and i delted the mini map and the thing keeps saying stak level too low
mark

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I added both of the scripts in the title, but when I go to quit, then cancel in the debug mode, I get the following error message:

????? 'RingMenu' ? 283 ??? Type Error ????????\
cannot convert Nil into String

Also I deleted the shadowed text and something else entirely out of blizzard's add=ons that caused errors...

Could someone help?

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I Still need to know the bug in the script that's bothering with the Reflect System =/

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Uhhh i keep getting an error with my cms after i put this script in its a stack lvl too deep error in the bitmap section of the stormtronics cms. Whats wrong?
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

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i put ur add on underneath the script of ur normal one and i delted the mini map and the thing keeps saying stak level too low

Another script has the same part of code. Which scripts are you using?

I added both of the scripts in the title, but when I go to quit, then cancel in the debug mode, I get the following error message:

????? 'RingMenu' ? 283 ??? Type Error ????????\
cannot convert Nil into String

Also I deleted the shadowed text and something else entirely out of blizzard's add=ons that caused errors...

Could someone help?

It's a bug in the Ring Menu I would say. Does it work without my Add-ons? If yes, it could be the same problem like above.

I Still need to know the bug in the script that's bothering with the Reflect System =/

Can you upload your Scripts.rxdata somewhere else? Megaupload is being a bitch to me. =/ Try sendspace.com

Uhhh i keep getting an error with my cms after i put this script in its a stack lvl too deep error in the bitmap section of the stormtronics cms. Whats wrong?


Same code twice. Remove the def gradient_bar and def draw_text methods from the CMS.
« Last Edit: February 18, 2007, 06:00:45 PM by Blizzard »
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EVIL DOGGY!!!! CATS RULE!
BLIZZARD'S BACK!!!!!!! WOOOOO!!!!

BTW Very nice add-on's this will surely help me a lot
DO NOT LOOK HERE!!!!!
...
...
...
WHY DID YOU LOOK!!! YOU DISOBEDIENT FOOL

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That's what it was made for. =) I'll update it to v2.8b now. ;8

EDIT:

Done. ;8
« Last Edit: February 18, 2007, 06:07:34 PM by Blizzard »
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EVIL DOGGY!!!! CATS RULE!
Hurray!! Even more add-on's woot!

You rock Blizz! +Rep ;D
DO NOT LOOK HERE!!!!!
...
...
...
WHY DID YOU LOOK!!! YOU DISOBEDIENT FOOL

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I Still need to know the bug in the script that's bothering with the Reflect System =/

Can you upload your Scripts.rxdata somewhere else? Megaupload is being a bitch to me. =/ Try sendspace.com
http://www.sendspace.com/file/1xwxuv

That's the one =o

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Quick question, What happened to the fullscreen?

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You need to turn it on.

Quote
module TONS_OF_ADDONS
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 1
#
# You can enable/disable any add-on here if you wish. Set the value to false
# to disable it. These features CANNOT be turned on/off during the game.
#
# NAME_OF_THE_ADDON = true
# NAME_OF_THE_ADDON = false
#
# where NAME_OF_THE_ADDON is the same variable as the one used below.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # the graphic add-ons
  ANIMATED_TITLE = false
  # the utility add-ons
  FULLSCREEN = false
  EQ_SKILLS = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 1
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

end

@DAS: I'll look into it ASAP.
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It's great overall but I have a question,

I want to show the map name when I'm in it, so then, I look for the map then replace false with true, right? And if this is right it still dosen't work. Can you please tell me what i'm doing wrong?

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*updates again*

Why suddenly v3.7b? 37 add-ons are featured so far!

@keyblade_bearer: Read the instructions, you need to set up the Map IDs where you want names to appear and you need pictures for that.

@DAS: I noticed some serious incompatibility issues with my other scripts while checking yours through... I will need to update my scripts to work with the Add-ons. Here is your fixed Scripts.rxdata.

http://www.sendspace.com/file/8dn9x0
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You just keep impressing me with that ;)

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*updates again*

Why suddenly v3.7b? 37 add-ons are featured so far!

@keyblade_bearer: Read the instructions, you need to set up the Map IDs where you want names to appear and you need pictures for that.

@DAS: I noticed some serious incompatibility issues with my other scripts while checking yours through... I will need to update my scripts to work with the Add-ons. Here is your fixed Scripts.rxdata.

http://www.sendspace.com/file/8dn9x0
I never realize there were Incompatibility Issues X_x
Was it updated along the way? =o

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No, I didn't add the Facesets, since you already have the faceset controller in the CMS. And since I noticed you don't use EQ Skills, I thought you won't use EQUAP Skills either. The other code were only updated, they are not changed in functionality.
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No, I didn't add the Facesets, since you already have the faceset controller in the CMS. And since I noticed you don't use EQ Skills, I thought you won't use EQUAP Skills either. The other code were only updated, they are not changed in functionality.
;D True...now That I notice it.

thank you very much Blizzard  ;8

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Quote
@keyblade_bearer: Read the instructions, you need to set up the Map IDs where you want names to appear and you need pictures for that.

Your're crapin' me.

Edit: Ok, I've made a screenshot and saved it in My Pictures as Iia. So, now I edited it like this:

class Game_System
 
  attr_accessor :Iia
  attr_accessor :Iia
 
  alias init_names_later initialize
  def initialize
    init_names_later
    @map_name_id = 0
    @name_timer = 0
  end
 
end

#==============================================================================
# Name_Sprite
#==============================================================================

class Name_Sprite < RPG::Sprite
 
  attr_accessor :timer
 
  def initialize
    super
    if $game_system.map_id == $game_system.game_map_id = 0
      @timer = $game_system.

Yeah, I know I kinda screwed it up....I'm like a brand new scripter, but I know what some things mean.

Heres the error: undefined method 'map_id' for # <Game_System:0x474a7d0>

Now, I know it's something to do with reading the maps...
« Last Edit: February 21, 2007, 01:11:33 AM by keyblade_bearer »

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Just lol. Ok, this here is the add-on:

Code: [Select]
#==============================================================================
# Location names with pictures by Blizzard
# Version: 2.0
# Date: 14.11.2006
#
# NOTE: This script WILL corrupt old savegames!
#
# Instructions:
# Connect map IDs with picture names. All pictures MUST be in the the Names
# folder in your picture folder.
#==============================================================================

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  attr_accessor :map_name_id
  attr_accessor :name_timer
 
  alias init_names_later initialize
  def initialize
    init_names_later
    @map_name_id = 0
    @name_timer = 0
  end
 
end

#==============================================================================
# Name_Sprite
#==============================================================================

class Name_Sprite < RPG::Sprite
 
  attr_accessor :timer
 
  def initialize
    super
    if $game_system.map_name_id == $game_map.map_id
      @timer = $game_system.name_timer
    else
      @timer = 0
    end
    self.opacity = @timer * 15 if @timer < 16
    self.opacity = 255 - (@timer * 15) if @timer > 78
    $game_system.map_name_id = $game_map.map_id
    self.bitmap = get_image($game_map.map_id)
    self.dispose if self.bitmap == nil
  end
 
  def get_image(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START of Database
#
# Use this template to configure this add-on:
# when ID then name = "FILE_NAME"
# ID - map ID where the picture should be displayed
# FILE_NAME - the file name of the picture file in the Pictures/Names folder
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 2 then name = "MAP002_pic"
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END of Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return nil
    end
    bitmap = RPG::Cache.picture("Names\\" + name)
    return bitmap
  end
 
  def dispose
    $game_system.name_timer = @timer
    super
  end
 
end

#==============================================================================
# Spriteset_Map
#==============================================================================

class Spriteset_Map
 
  attr_accessor :name
 
  alias init_name_later initialize
  def initialize
    init_name_later
    @name = Name_Sprite.new if $game_system.LOCATION_NAMES
  end
 
  alias upd_name_later update
  def update
    if @name != nil
      unless @name.disposed?
        @name.timer += 1
        @name.opacity += 15 if @name.timer < 16
        @name.opacity -= 15 if @name.timer > 78
        if @name.opacity == 0
          @name.dispose
          @name = nil
        end
      else
        @name = nil
      end
    end
    upd_name_later
  end
 
  alias dispose_name_later dispose
  def dispose
    dispose_name_later
    unless @name == nil
      $game_system.name_timer = @name.timer
      @name.dispose
    end
    @name = nil
  end
 
end

Don't change the script. Only change THIS part here. This is the configuration.

Code: [Select]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START of Database
#
# Use this template to configure this add-on:
# when ID then name = "FILE_NAME"
# ID - map ID where the picture should be displayed
# FILE_NAME - the file name of the picture file in the Pictures/Names folder
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 2 then name = "MAP002_pic"
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END of Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This needs to be changed:

Code: [Select]
    when 2 then name = "MAP002_pic"

And/or add more of these lines for more maps with location names pictures.
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Your shi-

*sigh* Lol!

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What will that crazy ape do next?
wow, last time I was on was this was just hitting version 1.8, now it's at 3.7!

your the man, blizzard!
My Project: Dark Empire
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Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

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Well, I skipped 0.8 versions to synchronize it with the number of add-ons featured. It would be only 2.9 now.
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What will that crazy ape do next?
still, thats quite alot of updates.  Keep up the good work.
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Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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Sure. I have these features planned in near future:

Quote
Graphic:
animated battle background
map as battle background
self moving panorama
show with arrow player position if he's behind something.

Status effects:
petrified
frog
mini
frozen
mustard bomb (forgot the real name !_!)
1 SP
critical hit rate + (fixed and/or increased)

Skill:
EMP skill

You know the EMP skill is a cool one. It paralyzes only machine enemies, of course the player can set up which enemies are machines. It's a quite short code, I use it myself in CP, but it's in the part beyond the Final Demo.
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Great update blizzard!

I was wondering, you may know who SandGolem is (or you may not :P) but he's made a lot of little scripts that would probably fit perfectly into this...here is his main site if you want to see (most of) his work;
http://www.gamebaker.com/rmxp/scripts/

Anyway, I think a lot of his scripts would be great to addon to this, if you don't mind, I can go ask him.

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Yeah, I know Sandgolem, but I've never talked to him. Sure, you can ask him if he wants to add some add-ons. When he askes me then, I'll add them. :)

FINALLY not only "featured xx add-ons by Blizzard" will be in the credits, lol! ;8
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Sure. I have these features planned in near future:

Quote
Graphic:
animated battle background
map as battle background
self moving panorama
show with arrow player position if he's behind something.

Status effects:
petrified
frog
mini
frozen
mustard bomb (forgot the real name !_!)
1 SP
critical hit rate + (fixed and/or increased)

Skill:
EMP skill

You know the EMP skill is a cool one. It paralyzes only machine enemies, of course the player can set up which enemies are machines. It's a quite short code, I use it myself in CP, but it's in thtle Be part beyond the Final Demo.
I like all those coming updates...Mostly the Ones of the Map sets as Battle Background and the "Animated Battle Background" I'm gonna need one for the Final 5 Battles >=d

I can't wait for all the Updates XD

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I've been going though this site trying scripts and what not, in the process of making my own rpg and i found a bunch of your scripts (Blizzard)One that caught my eye is the full screen addon, I change it to FULLSCREEN = true and i still don't get the prompt for full screen. I haven't picked around with the other scripts yet but i will. I seen this other guy ask about fullscreen as well but you said read the notes but unless i'm missing something i can't get it to work. I'm using the test game and when it starts i see New Game, Continue & Shutdown. Am i missing something?

Script is put above MAIN and FULLSCREEN = true is set
Dorman. T Reign

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It doesn't ask for Fullscreen if you start the game from DEBUG mode (Testplay). It only asks if you are running the game through the Game.exe.
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Oh, i woke up this morning and thought of that. I love the scripts you post, i'm fairly new at this but my game is actually looking pritty decent for a new guy. HTML code as given me a little understanding of it all. Me and my freind are into animation & art and we are doing a few monsters and stuff fot it. My biggest challange beleive it or not is getting the game system to balance. My next thing i'm going to incorperate is the bars of life in under your health number. I'm currently using the level up script i belive you made here somewhere, works like a charm. I also want to let you know that Your work is appriciated. We'll i must be off now, i'm sure ill be back looking for a answer about something :P.

T. Reign
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alright, nice face set thing, but what I want to know is 2 things

1) can you use them in messages, or do I still need Slipknot's?
2) can you use fade to black for before battles (like your chaos project)

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1) Slipknot, mine's just an add-on to show them in the menu.
2) Nope. Works only for maps. For battle a different code is needed. I might add it, it's like 20 lines. xD
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please do number 2, I made some nice screen transfers that only look good from black into battle.

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Hey Blizzard, i'm back again. I just turned on "BARS = true" in the hopes of getting them bars but it didn't work, so what i tried next "like my last mistake" was running it in game mode then i got this error

Script 'Add ons' line 738: NoMethodError occured
undefined method 'red' for nil:NilClass


I started a new game. What stupid mistake am i doing now? :P

Treign
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Hm, you're not the first one to get this error. I'll have to look into it. There might be a bug. Maybe your HP/SP/EXP are "out of range", that would explain a lot.
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Hope you find the bug. I noticed it works in the battle test, so it's prolly a menu based error. Another side note is that i'm using the LV script that shows you what exp and stuff you get when you lv up. I got the script on the fourms here somewhere. If i have to sacrifice something to run the bars script it wouldn't be the Lv Up Script. Got another question for ya! I've been having problems with my character being able to walk thought things that he shouldn't be able to. The tile sets are none passiable but the character can still just stroll up and walk right though it. The only way i found to fix this was to delet the map effected and rebuild it. Do you know anyone with this problem or a way to resolve it? Seems to me like a game glitch...theres more below in the link & i read of another account like this on here somewhere but i can't find the forum

http://rmrk.net/index.php/topic,13313.0.html


Treign
« Last Edit: March 01, 2007, 07:36:58 PM by Treign »
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I've read that last night actually while looking for a solution, i was think i was missing something but still, its like a game glitch. Tile sets can be all X and layer priority can be set to null. Still the character can walk right though it. What i did notice in that what you said to read is something about Ghost items, but i didn't understand it and what i got was just place object that are inpassable in the areas effected, this is more of a quick solve. Thanks for the quick reply's blizzard, its good to know that your here and helping people like me.

Treign
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Hm, try the "Quick Passability Test" Tool from this script here. It might reveal where the bug is and/or help you with that.
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I thin im getting a conflicting error with my stromtroinics cms. Because when i take off the add on script it is fine.
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If it has to do with the statuts..you must Create or Name Icons with the Same name as the Status effect and add them to the Folder with the rest of the Icons in the Stormtronics CMS. =/ That's how I realize Zombie Status was...Glitchy.

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???????????????????????????????? HUH lol

Did ou by any chance updated the Stormtronics CMS? Blizzard updated all of his scripts to be comaptible.... >.>

I know I don't have that Kinds of Problems in my game. (Then Again, I ended up knowing I had...multiple Incompatibility Issues, and a Nasty Bug sucking up the Hp of characters and enemies whenever they used a Spell with one of the status)

Try updating the Stormtronics, it should work...=/

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lol where have i been i didnt even know there was one thanks!!!! ;8 :fred: :zoid:
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Lol well i updated them both and now i have a stack level too deep error on line 466 of the addons script.  >:( :o
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Are you using a different animated title script? This is the error giving line:

Code: [Select]
initialize_animated_title

=/
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i dont think so. I mean i dont see it i dont know whats going on. ??? ???
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It must be The Fonts and the Faces Add-ons.

You must delete those, and there should be as Blizzard said, another "title Animtaion" in your scripts that has the same effect ?_?

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lol i hate being a nOOb what do i do now.
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Upload your Scripts.rxdata as attachment to your post and I'll fix it.
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Your the best guy ever rep^!!!
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Hey, trying to implement the face sets... My chara is named chara01, the faceset chara01_face, and both are in the character folder. When I open the menu, I get an error, reading ?? 'New_Scripts'_ ? 1803 ?? NameError ??
Undefined local variable or method ' for #<Window_MenuStatus:0x499b038>

Do you know what I'm doing wrong?
« Last Edit: March 06, 2007, 11:15:18 AM by Ceaon »
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It's the name of the character's spriteset, not battler grapphic and not the character's name. Maybe it's that.
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Nope. Battler is called "01", charset Paladin.png and face is in the character folder and named Paladin_face.png.
Still shows the same error, please help?
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It workes fine with me. =/ Upload your Scripts.rxdata and I'll fix it.
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Here you go. Thanks in advance.
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Hmm...I am finding some Problems with the Status Effects, (Mostly Auto-Life) Lately every time I finish a Battle, it started saying the same error as Ceaon posted.

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Ok, I have updated the add-on collection now to v3.8b. The bug you guys mentioned with the faces is gone now. I HAVE NOT updated EQUAP skills yet as I didn't have time.

@tdogg: I'll look into it ASAP.
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I shall wait ti'll all the other Ad-On Status mentioned comes  :=: Thou A Caterpillar look awesome.  :tpg:

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Yeah, it has way fewer code than any other caterpillar I have seen so far. (^__^')
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Yeah, it has way fewer code than any other caterpillar I have seen so far. (^__^')
Caterpillar? Im using your Add-On's but not the caterpillar. The one I was using before is better (no offence). In the one I'm using now people/enemys can't walk through your new see-able players. But in your caterpillar people/enemys just walk through the team to reach you.

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Yeah, I just noticed the bug myself. I'm gonna fix that ASAP. I mean I made that caterpillar in one hour today, I didn't even have the time to test it thoroughly. (-_-')
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Very nice. If I ever get around to making that Zelda game I can use that animated title part.
Spoiler for:

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Yeah, it has way fewer code than any other caterpillar I have seen so far. (^__^')

I might used it...once that Glitch is Fixed XD

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Blizzard, Did you get around to looking at the problem with the bar's? I'd love to get that working for the game i'm making. I still get this error (Picture below).

Treign

(Edit) I'd rather a bar that shows you when you level up if you could script that out and put it in this adon package! A freind of mine mentioned that to me so i figured i'd ask ya about it!
« Last Edit: March 08, 2007, 05:23:00 AM by Treign »
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All works now. Facesets 80x80, had to adjust where the faces appear though, changed
self.contents.blt(x-bitmap.width/2, y-bitmap.height/2, bitmap, src_rect) to
self.contents.blt(x-bitmap.width/3.5, y-bitmap.height/1.2, bitmap, src_rect), that looks a lot smoother.
But, again, nicely done. Very comprehensible, too.
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By the way, Treign, the error with the bars is that you have someone with max SP 0.
« Last Edit: March 08, 2007, 11:25:40 AM by Ceaon »
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I updated the script. :)
« Last Edit: March 08, 2007, 11:49:37 AM by Blizzard »
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Incredible :o, you have the talent man  ;)
This is an imposible miss for any script i think

a super small minor fix, in line 3352 'EQUAP_ELEMENT' is missing the '$'
so much code... cant blame you for such a small thing. it can happen to anyone :)


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I don't understand, Max SP 0? All my characters have SP, none have zero!

Treign

OMG....sarry....My main characters sp at lv1 was 0...Problem fixed....
« Last Edit: March 08, 2007, 05:46:29 PM by Treign »
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I have to admit...I like that New Skill Effect =P

Might be useful to kill the Bosses from My Game =X

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Gotta bug you again cause i found another thing i'd like to use in your addon script! I want to get the magic reflect to work. I made the stat called "Reflect" i added this

EFLECT_ID = 19
EFLECT_ANIMATION = 103
BREAK_REFLECT = [85]
MISS_DAMAGE = "Miss"

Eflect id is 19 in my setup
the effect animation is 103, there is no sound
the break reflect points to a summon magic i made

i keep getting a error on the break reflect line...

I would really like to get this to work...would you take a litle time and talk me though it? One on One is far beter the reading about it as i will get a understanding for it :P
« Last Edit: March 08, 2007, 06:45:41 PM by Treign »
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DAmne blizz.. Gonna rep u again for it XD

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now can you make 'fade to black before battle'? ;D

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ZOMG A NEW UPDATE  :djang: :moar:

anyway, good job! Is there any way to make the catipillar interactive? Like, you can turn around and talk to the person behind you?

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Sigh...you guys should just wait....=/ And the Break thingy isn't working well, it's kinda glitchy, but I never got interest in using it, add to that Skill to Break the Reflect skill...<sigh>

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@Treign: I'll be sure to check the Reflect through. I remember that I haven't tried any skill to break through Reflect, so it's very likely that I have made a mistake in the code.

ZOMG A NEW UPDATE  :djang: :moar:

anyway, good job! Is there any way to make the catipillar interactive? Like, you can turn around and talk to the person behind you?

I guess it is. I could make it call a common event which you can define however you like. So like if you're in a desert, your party member complains about being thirsty, if you're in an ice cave he complains about being too cold. xD

now can you make 'fade to black before battle'? ;D

In the next update, I promise. ;)
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Good job with all the scripts, takes me awhile to get one working but that is my own learning curve (yeah i know can't get much simpler then true/false :P but i seem to create errors). I do have yes another question, its to do with the HUD. Is there a script mod that i can implement that will make the display (of the four characters) smaller? They take up about 20% of the screen and i'd like to make them smaller if possiable.

Treign
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now can you make 'fade to black before battle'? ;D

In the next update, I promise. ;)

thanks, that affect looks soo much better than from field straight to battle
if it's not too much to ask, possibly status effects as Icons too?
I can't find it here.

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I keep getting these errors:
??? 'Tons_of_Addons' ? 2903 ??? NoMethodError ????????
undefined method '[]' for nil:NilClass

And

??? 'Tons_of_Addons' ? 3730 ??? NoMethodError ????????
undefined method '/' for nil:NilClass

P.S. the smileys are suposed to be question marks.
« Last Edit: March 10, 2007, 01:57:48 AM by zzboy »
I'm watching you!

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Try the new version. Check if you keep getting the same errors.

Good job with all the scripts, takes me awhile to get one working but that is my own learning curve (yeah i know can't get much simpler then true/false :P but i seem to create errors). I do have yes another question, its to do with the HUD. Is there a script mod that i can implement that will make the display (of the four characters) smaller? They take up about 20% of the screen and i'd like to make them smaller if possiable.

Treign

Yeah, you would need to change parts of the script, but it's possible.

Can you add a animated battleback?  ;D

If you have read the earlier posts, I'm a already planning to do it.

thanks, that affect looks soo much better than from field straight to battle
if it's not too much to ask, possibly status effects as Icons too?
I can't find it here.

Added the battle black fade. ;) Somebody has posted status as icons the other day, but I'll make one as well.
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Well, a common event cant follow you from map to map, it cant teleport. The way you said is probably much easier, but i mean to turn around and ask him questions and stuff. Sure, if he was an event, but events cant go map to map.

The only way I can think of is make an event of the player in every map that will autostart and follow hero, but then I wouldnt need the catipillar script...  :-\

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thanks blizz ;D
these'll look really good for the project i'm starting

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I still have v3 of this lol =3 maybe I should update...

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Lol, I know somebody who just updated from v1.87b! xD

Well, a common event cant follow you from map to map, it cant teleport. The way you said is probably much easier, but i mean to turn around and ask him questions and stuff. Sure, if he was an event, but events cant go map to map.

The only way I can think of is make an event of the player in every map that will autostart and follow hero, but then I wouldnt need the catipillar script...  :-\

Believe me, I tried that, before I had a caterpillar script. I thought "Hah, that's easy to make!" I was so wrong... Give it a try and you will know what I mean.
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...tonight will be just another memory.
would it be worth me updating and messing around with config again for stuff I dont really need/want?

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Well, you could always write down what you use before updating.
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...tonight will be just another memory.
hmmm, I guess...

Sidenote: Went over 300 posts xD

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I like it. But blizz no rush or offense but when will you have those scripts fixed i am almost done so when your done could you pm me plz thankx again. (no rush though lol.)
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I still have v3 of this lol =3 maybe I should update...

lol... i had version 1.87b and just upgraded today...
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Oh yeah, and everything else web based
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*updates* BTW, I couldn't find the problem with the "red" error. O_o
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I found the Problem myself =X

That Robes I made had the
SP Plus set to (False, 0.5) >.>;;;

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Blizz, a very small request, maybe you could make a script that makes a skill restore SP? Thanks in advance.
Nothing happened.
Then, nothing continued to happen.

********
EXA
Rep:
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Pikachu on a toilet
Project of the Month winner for April 2007
Nice idea. I'll do that. ^__^
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A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
Can there be a Status effect like Poison but that Affects SP instead?

********
EXA
Rep:
Level 92
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Project of the Month winner for April 2007
Sure. I can include an SP regen as well.
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A man chooses,
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Kinda like that...

I think you forgot to fix the Zombie Statuts Error >.>;;;

The thing with the Space you sended:

Code: [Select]
if self.damage.is_a?(Numeric) and self.damage < 0 and

********
EXA
Rep:
Level 92
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Yeh, good you reminded me of that... >_>
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>=d I was just doing my services...lol.

***
Rep:
Level 88
Smarter than the average bear
Lol, I know somebody who just updated from v1.87b! xD

Well, a common event cant follow you from map to map, it cant teleport. The way you said is probably much easier, but i mean to turn around and ask him questions and stuff. Sure, if he was an event, but events cant go map to map.

The only way I can think of is make an event of the player in every map that will autostart and follow hero, but then I wouldnt need the catipillar script...  :-\

Believe me, I tried that, before I had a caterpillar script. I thought "Hah, that's easy to make!" I was so wrong... Give it a try and you will know what I mean.

haha yeah. Doesnt leave any room or character development :P Think of an event on every map with 80 pages on it...

And the event is pretty restless XD to have it at a high enough speed to keep up, but slow enough to not make it extremely difficult to talk to...its just not possible lol

*
A man chooses,
Rep:
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I just get this Two Errors in Battle >_>;;


********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Upgrade to 4.3b.
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****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
actually i found out i was still using v1.7b  :P

I don't need anything else for my current game though so ill just keep it as is.

********
EXA
Rep:
Level 92
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Project of the Month winner for April 2007
Too bad I don't have 1.87b anymore, because it had some bug fixes for you. (^__^')
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When the dawn breaks...
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...tonight will be just another memory.
lol, well thats just typical xD

I guess with all your other scripts somehow put into the game it works fine though  ::)

*
A man chooses,
Rep:
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Project of the Month winner for April 2008
How much is there left for the Next Update? ?_?

********
EXA
Rep:
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Time, lol! I only need the time to do it.
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When the dawn breaks...
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...tonight will be just another memory.
how many morethings an you add?  :o

********
EXA
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Project of the Month winner for April 2007
If I'd just fix a problem, I'd upgrade, but I didn't have time yet to work on it again.
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Mawbeast
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mebe status efects as Icons? ;D

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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********
EXA
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Who knows...? ::)
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****
When the dawn breaks...
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...tonight will be just another memory.
maybe that nice battle menu thing u got going on in you CS for chaos project? ::)

********
EXA
Rep:
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Nope, I'll never release it. There has be something unique about my game, hasn't it. ;)
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When the dawn breaks...
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...tonight will be just another memory.
 :'(
*Throws a dagger at Blizzards heart*


*The dagger bounches off as his heart is made of stone."


*
A man chooses,
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Level 92
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:'(
*Throws a dagger at Blizzards heart*


*The dagger bounches off as his heart is made of stone."


Actually, it's made of Ice >.>;;;

*
Rep: +0/-0Level 87
Hmmmm. The fullscreen option just doesn't work..  ;9

**
Rep:
Level 87
The Leaf
Not sure if this has been solved or asked before but I keep getting this message when I use the Death Roulette script:
Quote
Script 'Death Roulette' line 31: NoMethodError occured.
undifined method 'DEATH_ROULETTE' for #<Game_System:0x14b3bc0>

 ???What's going on?
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

********
EXA
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I'll fix it.
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****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
is it possible to just take the mini-map add-on and stick it as a seperate script? I don't want to have to update and waste time finding out which bits i want/dont want and come with the CMS etc...

^^;

********
EXA
Rep:
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Yes, you need to remove several lines and you need the Quick Passability test, because the minimap uses this script to function correctly. It's still not efficient enough though, I have already thought of a better solution for this problem, I just need the time to work it out.
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Ancient Mummy
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I did a test battle from the menu to see what my skin looked like ingame and Was fighting nicely until this popped up :|

*
A man chooses,
Rep:
Level 92
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I got that Error too, It points me to the EMP Skill ?_?

********
EXA
Rep:
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Fixed in v4.32b.
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:)
ehhh...?  :-[
uhh the error is
 
????? 'Blizzard Updates'? 1561 ??? ArgumentError ????????
wrong number of arguments(4 for 3)

 whats that mean  :lol: is my computer arguing with itself? XD it needs therapy >_>
Knights of Loriens, Maping 4.5%, Events 1% Quests 7%% Scripting 4%, Characters 12% nothing really done haha

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Yes, there's a bug. Change this:

Code: [Select]
      if SIMPLE
        self.contents.font.size -= 2
        draw_actor_hp_hud(actor, i*160, 16, 160)
        draw_actor_sp_hud(actor, i*160, 32, 160)
        draw_actor_exp_hud(actor, i*160, 48, 160)
      else
        draw_actor_hp(actor, i*160, 8, 160)
        draw_actor_sp(actor, i*160, 32, 160)
        draw_actor_exp_alt(actor, i*160, 56, 160)
        self.contents.font.size -= 2
      end

to this:

Code: [Select]
      if SIMPLE
        self.contents.font.size -= 2
        draw_actor_hp_hud(i*160, 16, 160)
        draw_actor_sp_hud(i*160, 32, 160)
        draw_actor_exp_hud(i*160, 48, 160)
      else
        draw_actor_hp(i*160, 8, 160)
        draw_actor_sp(i*160, 32, 160)
        draw_actor_exp_alt(i*160, 56, 160)
        self.contents.font.size -= 2
      end

I'll fix it in the next release. That only happened, because I have improved the HUD's code, but I forgot to test it.
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***
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Level 88
14th birthday in a month {april 4th !!!!!!!}
So will this new update fix my scripts up??
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I thought I had fixed it already and PMed you. I know it was some really stupid problem. I've just downloaded the file again, I'll check it out again and post tomorrow what you need to do or a fixed file.
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********
Hungry
Rep:
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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
error in reflect

line 5254 arguments (3 for 2)

also when an enemy dies from reflected damage, they don't fade, and the win screen dosen't show

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
EMP skill is messing with it, I fixed it in version 4.3b already.
@tdogg: Update the Easy LvlUp Notifier script.
« Last Edit: March 24, 2007, 03:04:53 PM by Blizzard »
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Ancient Mummy
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Level 90
I am having some problems..

My bars and centerer are not working and i dont know whats the problem it is 4.32 ( duh )

This is the list of things i only turned on.
Code: [Select]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 2
#
# You can enable/disable any add-on here if you wish. Set the value to false
# to disable it initially. To turn it on/off ingame, just use the Call script
# command with one of these syntaxes:
#
# $game_system.NAME_OF_THE_ADDON = true
# $game_system.NAME_OF_THE_ADDON = false
#
# where NAME_OF_THE_ADDON is the same variable as the one used below.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # the graphic add-ons
    @BETTER_TILEMAP_UPDATE      = false
    @CENTER_BATTLER             = true
    @BARS                       = true
    @LOCATION_NAMES             = false
    @BLACKFADE                  = false
    @SHADED_TEXT                = false
    @HUD                        = false
    @TREMBLE                    = false
    @ANIMATION_STACK            = false
    @FACESETS                   = false
    @CATERPILLAR                = false
    @ARROW_OVER_PLAYER          = false
    @ANIMATED_BATTLE_BACKGROUND = true
    @MAP_AS_BATTLEBACK          = false
    # the utility add-ons
    @FPS_MODULATOR              = true
    @SPEED_MODULATOR            = false
    @ABSEAL                     = false
    @DEATH_TOLL                 = false
    @WINDOW_BATTLERESULT        = false
    @UNIQUE_SKILL_COMMANDS      = false
    @ULTIMATE_FONT_OVERRIDE     = false
    @HEAL_AT_LVLUP              = false
    @HPSPPLUS                   = false
    @TARGET_EM_ALL              = false
    @QUICK_PASSABILITY_TEST     = false
    @MINIMAP                    = false
    @ENEMY_STATUS               = false
    # the status effect add-ons
    @ZOMBIE_STATUS              = false
    @REGEN_STATUS               = false
    @AUTO_REVIVE                = false
    @FURY_STATUS                = false
    @INVINCIBLE_STATUS          = false
    @HALF_SP                    = false
    @_1_SP                      = false
    @REFLECT                    = false
    # the skill add-ons
    @ABSORB_HP_SP               = false
    @DEATH_ROULETTE             = false
    @BLUE_MAGIC_SKILL           = false
    @EMP_SKILL                  = false

Other scripts im using are only Slipknots letter by letter script

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Try to change

Code: [Select]
actor_x = case @item_max

to

Code: [Select]
actor_x = case $game_party.actors.size

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A man chooses,
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seems as thou 4.32 is a bit glitchy....?_?

*****
Ancient Mummy
Rep:
Level 90
Hmm well i needed the EMP skill too and I turned that on now it works lol...
Still cant get EMP to work but  I hope i can figure that out ( :B )

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
seems as thou 4.32 is a bit glitchy....?_?

Yeah, such things happen when I think "Hey, wait... why am I refering to the global party instance when I have a class variable with the same value here...?" and afterwards I realize it's not EXACTLY the same... (-_-')
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Ancient Mummy
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Level 90
 ::)

Could you explain the EMP skill to me :p

Because i need to do this..
 
Code: [Select]
# Give your enemies the element with ID $MACHINE_DUMMIES and set it to "A" if
# you want the skill to affect that enemy.

But in the script part i dont even see a $MACHINE_DUMMIES  been called I really dont get it sorry to be a pain in the (..)

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
My bad, should be $MACHINE_ELEMENT. You didn't think it could have been this one? ;)
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My bad, should be $MACHINE_ELEMENT. You didn't think it could have been this one? ;)
So. All I need to do is put the Element in The Data base to where "Dummy Element" goes then? ?_? as simple as that?!

*I Smash my Head to a Wal Over NINETHOUSAAAAAAAAAAAAAANDDDD Times*

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
EMP skill is messing with it, I fixed it in version 4.3b already.

the reflect thing?
the part where if the enemy dies from reflected damage, the death and the win window dosen't show?

I'm using 4.32 ???

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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***
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 When ever i have tried the Hud this popped up.

?????? 'Blizzard Updates'?????? 1561  ????ArgumentError ??????
wrong number of arguments(4 for 3)

Only with more ?. Whenever i open up the script editer it pops to a line in the Hud script. Here there are to lines of code that repeat them selves.

Something like New.color.Actor(256,256,156)

what should i do? Delete it?
Games in progress:
Tome of Arastovia: 7% complete at 2 hours of gametime

*
A man chooses,
Rep:
Level 92
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Project of the Month winner for April 2008
He explained what happened to the Hud.

Just turn it off for the moment =/

********
EXA
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Mkay, update to v4.5b.
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Ancient Mummy
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Nice work blizzard THanks alot !

Could you explain the Emp skill to me
PLEASE !? :(

I really dont know how to use it
« Last Edit: March 26, 2007, 03:32:29 PM by Snailer »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
It worked fine with me. O_o Are you sure it doesn't work?
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Ancient Mummy
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It works !
Yay thanks blizzard :D

*
A man chooses,
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Level 92
a slave obeys
Project of the Month winner for April 2008
Hmmm....I Have some New Ideas for Add ons...well Not that great, since I can find on other scripts but the one who mades them adds more lines than they need  :=:

Counter-Attack (Get Hitted by Physical Attack, Counters Back)
Auto-Items (Like when you have low Health, the character automatically uses a Potion, Or Low MP uses an Ether, etc, etc.)
Double-Attack (Eh...Weapon that Can Hit two (Or More) Times? ?_?)
An Item for Teleporting.
Double-Cast (Status Effect, from FF8, where one could Cast two spells at the Same time in a Row)
Triple-Cast (Same as above, only can cast three Spells in a Row.)
Steal (For Thiefs) (Since mostly the Steals Scripts have Other Useless Lines that aren't Needed)
That's all the Ideas I have for the Moment.

********
EXA
Rep:
Level 92
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Project of the Month winner for April 2007
Nice ideas. *saves on HDD for later* ;D
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********
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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
I have one

- Status as Icons (found it for characters, but lacking for enemies and it looks pretty bad)

also, lol, Soul Rage skills can't be Reflected
(don't fix please, it is awesome and works for my story!)

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

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A man chooses,
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Level 92
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Project of the Month winner for April 2008
Nice ideas. *saves on HDD for later* ;D

 :=: I can't believe I made useful ideas.

**
Rep:
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No rain, no rainbow.
"Script 'Add-ons' line 6990: SyntaxError occurred."
 ??? what now ???
Sorry for my stupid English, I'm from Slovakia :)

Craftknight's rule
Story: 23%
Maps: 4%
Systems: 5%

***
Rep:
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Musician & Artist
Blizzard...I just tried your game Chaos....Its freaking Sick! No trouble to see you have scripting skills....asolutely sick....if the guys reading this havn't try'd his demo go try it. I've been working on my game for over a month now and compared to his game...i've actually lost interest in finishing mine....Love the way then menu appears. Can you share it with me? anywho your game is sick, all the prop's to ya. I'd like to find some reading material on scripting online somewhere. Anywho ill stop polluting this forum. Sick blizzard....just plain sick! :P
Dorman. T Reign

pokeball GAXOfflineMale
**
Rep:
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The Laughing Man
I have one

- Status as Icons (found it for characters, but lacking for enemies and it looks pretty bad)

also, lol, Soul Rage skills can't be Reflected
(don't fix please, it is awesome and works for my story!)

I requested the Status as Icons and Multiple Status script from him.  He said he's gonna release it soon as part of these add-ons, til then, I gotta wait too, I need this for my kick ass abilities to work.  Think Berserk on crack.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I have exams next week, so I can't make one right now, I gotta learn. But if I find some free time inbetween, I'll be sure to make this one be the first thing I'm gonna do.

@Treign:
You can use either one of the StormTronics CMS-e from the Scripts Database. It's verysimilar to mine. Mine only has extra options for the game itself and is a little bit more enhanced. In the Scripts section is a stickied topic with links to sites with Scripting tutes. Check them out. :)

"Script 'Add-ons' line 6990: SyntaxError occurred."
 ??? what now ???
Tons of Add-ons doesn't even have 6990 lines. =/ Try removing the entire code and put it in again.

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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
I have one

- Status as Icons (found it for characters, but lacking for enemies and it looks pretty bad)

also, lol, Soul Rage skills can't be Reflected
(don't fix please, it is awesome and works for my story!)

I requested the Status as Icons and Multiple Status script from him.  He said he's gonna release it soon as part of these add-ons, til then, I gotta wait too, I need this for my kick ass abilities to work.  Think Berserk on crack.

from who?
cuz the one I found won't display images for enemies and I need that.

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

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Reflect is Giving Trouble/

Whenever I Hit or Monster hits Me (Even Without Reflect) I get this Error:

??? 'Tons of Ad-Ons'? 5770 ???????? Argument Error
Wrong Number of Arguments (3 for 2)

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It was fixed back in 4.3b already. =/
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No rain, no rainbow.
Anybody hawe older version that script please ???
As v4.5b isnt work.  :(
Sorry for my stupid English, I'm from Slovakia :)

Craftknight's rule
Story: 23%
Maps: 4%
Systems: 5%

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u can try this one... bit old but w/e.. =P
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--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
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It was fixed back in 4.3b already. =/
:tpg: I am starting to think I must've mess up somewhere, I deleted the script and added it again...Configurating it of course...at least it stopped Buigging with the Reflect =D

But It's kinda bugging with the SP/HPPLUS add-on =/

Quote
? 'tons of Ad-Ons'? 3156 ??? NoMethodError ?????
undefined method '[]' for nil:NilClass

=/ Mostly when I have the 1st Weapons equipped...which doesn't increases neither SP or HP.

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No blizz u never pmed me the fixed scripts lol
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

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I got this error when pressing f12 ingame


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 :-\ That Means you have anoher script with the Same Effect from One of the Tons of Add-Ons.

Dunno which one thou.

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Im using tons of addons..
CENTER_BATTLER
BARS         
CAtterpilar
and EMP skill..
 :s
Other scripts im using are the Movie script from Sephspawn
and Letter by letter script from Slipknot

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 :=: Hmm....I pushed the F12 and got the Same Error...and I know I don't have Any Script that Uses the F12


And I don't think none of those Scripts affects the F12 or even use it  :=:

pokeball GAXOfflineMale
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I have one

- Status as Icons (found it for characters, but lacking for enemies and it looks pretty bad)

also, lol, Soul Rage skills can't be Reflected
(don't fix please, it is awesome and works for my story!)

I requested the Status as Icons and Multiple Status script from him.  He said he's gonna release it soon as part of these add-ons, til then, I gotta wait too, I need this for my kick ass abilities to work.  Think Berserk on crack.

from who?
cuz the one I found won't display images for enemies and I need that.

Um, from Bliz, duh.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

pokeball GAXOfflineMale
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:-\ That Means you have anoher script with the Same Effect from One of the Tons of Add-Ons.

Dunno which one thou.

Yes and no on that.  That glitch has been arround since I was Beta Testing Chaosproject.

The way I see it, it's actually conflicting with one of the game's currently existing scripts that comes with it.

F12 is the reset to title button, but since the Tons of Addons has title altering scripts, it conflicts and poof, stack level error.

This glitch isn't really Bliz's fault.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

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 :-\ I never said it was Blizzard's Fault.

You do have a point there =. Must be Fighting with the F12's Setting.

(I don't worry that much about it...I don't even use it.

=/ So it was from the beginning...meh, it's not like everyone uses the F12 >.> Do they?

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The F12 problem is a problem within RGSS itself. I still don't know why some scripts cause it, but I think it has to do with altering built in classes. It's a problem that cannot be avoided for now.

@tdogg: Just upgrade the version of your LvlUp Notifier.
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So, eh....I would like to know why am I getting errors with the Weapon with SP and HP
?_?
Should I replace the SP HP Plus with the Old One I had which didn't gave me no Errors? ?_?

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You can try. Or maybe you just made a mistake in the set up of the rates.
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-.- The Link to my old script doesn't work...Crud.

I dunno, I didn't add any values >_>;;

********
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Try v1.0:

Code: [Select]
#==============================================================================
# "Weapon/Armor HP/SP Plus" Add-on by Blizzard
# Version: 1.0
# Date: 18.8.2006
#
#
# Compatibility:
#
# 95% chance of compatibility with SDK. May cause slight incompatibility issues
# with CBS-es, but can be made compatible easily.
#
#
# Features:
#
# - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
# - easy to set up
# - does NOT change any rxdata files
# - this script comes UNDER SDK SCRIPTS if you use any
#
#
# Instructions:
#
# - Explanation:
#
# This script will add the option for Weapons/Armors to have HP/SP pluses while
# equipped just like the usual STR, DEX, INT etc. pluses.
#
# - Configuration
#
# 1) Activate
# Find in "Scene_Title" following lines:
#
#   $data_weapons       = load_data("Data/Weapons.rxdata")
#   $data_armors        = load_data("Data/Armors.rxdata")
#
# You will find these lines 2 times. Just ADD under them these lines:
#
#   for weapon in $data_weapons
#     weapon.init_hpsp_add_on unless weapon == nil
#   end
#   for armor in $data_armors
#     armor.init_hpsp_add_on unless armor == nil
#   end
#
# 2) Max HP and Max SP
# Change MAX_HP and MAX_SP to different values if you use another max HP and/or
# max SP limit than 9999.
#
# 3) Database
# Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
# following template to configure your database:
#
#   when ID then return [EXPR, VAL]
#
# ID - Weapon/Armor ID in the normal database
# EXPR - set to false if you want "static" increasement or true if you want
#        "dynamic" increasement
# VAL - if you use static increasement, set this value to any integer you want
#       (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set it to
#       any decimal value of the final HP/SP (i.e. 1.2 = 20% more, 2.3 = 130%
#       more, 0.7 = 30% less)
#
# VAL can be a negative integer (static increasement) OR a decimal number
# greater than 0 (dynamic increasement).
#
#
# Side Note:
#
# It took more to write the instructions than to write and test script itself.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
# or send me an e-mail:
# boris_blizzard@yahoo.de
#
#==============================================================================

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
 
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.hp_plus[1] if weapon.hp_plus[0]
      plus += weapon.hp_plus[1] if not weapon.hp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].hp_plus[1] if armor[i].hp_plus[0]
        plus += armor[i].hp_plus[1] if not armor[i].hp_plus[0]
      end
    end
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
 
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.sp_plus[1] if weapon.sp_plus[0]
      plus += weapon.sp_plus[1] if not weapon.sp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].sp_plus[1] if armor[i].sp_plus[0]
        plus += armor[i].sp_plus[1] if not armor[i].sp_plus[0]
      end
    end
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
 
end

#==============================================================================
# module RPG
# Weapon
#==============================================================================

class RPG::Weapon
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 350]
    when 5 then return [true, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 25 then return [false, 500]
    when 29 then return [true, 1.5]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end

#==============================================================================
# module RPG
# Armor
#==============================================================================

class RPG::Armor
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.1]
    when 5 then return [true, 0.5]
    when 13 then return [false, 90]
    when 17 then return [false, -450]
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end
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Menu & Battle System Guru
nice job on the Skill Separation System ;) although the cursor selection allows u to scroll commands that shouldn't be able to scroll b/c there's no skill present.
Spoiler for:
« Last Edit: April 03, 2007, 08:58:32 PM by blazinhandle »

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Im very new to scripts. All I really want for now is the Fullscreen prompt. I set the value to "true" at the start of the script but I get no prompt =/

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it does not prompt in debug mode. you have to play it from the folder.
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--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
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Making Games for Everyone...
Oh yeah, and everything else web based
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Thank you very much! Works ^^

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hey np, i am here ta help... XD
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

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Try v1.0:

Code: [Select]
#==============================================================================
# "Weapon/Armor HP/SP Plus" Add-on by Blizzard
# Version: 1.0
# Date: 18.8.2006
#
#
# Compatibility:
#
# 95% chance of compatibility with SDK. May cause slight incompatibility issues
# with CBS-es, but can be made compatible easily.
#
#
# Features:
#
# - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
# - easy to set up
# - does NOT change any rxdata files
# - this script comes UNDER SDK SCRIPTS if you use any
#
#
# Instructions:
#
# - Explanation:
#
# This script will add the option for Weapons/Armors to have HP/SP pluses while
# equipped just like the usual STR, DEX, INT etc. pluses.
#
# - Configuration
#
# 1) Activate
# Find in "Scene_Title" following lines:
#
#   $data_weapons       = load_data("Data/Weapons.rxdata")
#   $data_armors        = load_data("Data/Armors.rxdata")
#
# You will find these lines 2 times. Just ADD under them these lines:
#
#   for weapon in $data_weapons
#     weapon.init_hpsp_add_on unless weapon == nil
#   end
#   for armor in $data_armors
#     armor.init_hpsp_add_on unless armor == nil
#   end
#
# 2) Max HP and Max SP
# Change MAX_HP and MAX_SP to different values if you use another max HP and/or
# max SP limit than 9999.
#
# 3) Database
# Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
# following template to configure your database:
#
#   when ID then return [EXPR, VAL]
#
# ID - Weapon/Armor ID in the normal database
# EXPR - set to false if you want "static" increasement or true if you want
#        "dynamic" increasement
# VAL - if you use static increasement, set this value to any integer you want
#       (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set it to
#       any decimal value of the final HP/SP (i.e. 1.2 = 20% more, 2.3 = 130%
#       more, 0.7 = 30% less)
#
# VAL can be a negative integer (static increasement) OR a decimal number
# greater than 0 (dynamic increasement).
#
#
# Side Note:
#
# It took more to write the instructions than to write and test script itself.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
# or send me an e-mail:
# boris_blizzard@yahoo.de
#
#==============================================================================

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
 
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.hp_plus[1] if weapon.hp_plus[0]
      plus += weapon.hp_plus[1] if not weapon.hp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].hp_plus[1] if armor[i].hp_plus[0]
        plus += armor[i].hp_plus[1] if not armor[i].hp_plus[0]
      end
    end
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
 
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.sp_plus[1] if weapon.sp_plus[0]
      plus += weapon.sp_plus[1] if not weapon.sp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].sp_plus[1] if armor[i].sp_plus[0]
        plus += armor[i].sp_plus[1] if not armor[i].sp_plus[0]
      end
    end
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
 
end

#==============================================================================
# module RPG
# Weapon
#==============================================================================

class RPG::Weapon
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 350]
    when 5 then return [true, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 25 then return [false, 500]
    when 29 then return [true, 1.5]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end

#==============================================================================
# module RPG
# Armor
#==============================================================================

class RPG::Armor
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.1]
    when 5 then return [true, 0.5]
    when 13 then return [false, 90]
    when 17 then return [false, -450]
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end
Ok, I shall use it...once I get some little problem fixed...Can I also get an older version of Reflect? to see if it works Please? =.

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I really like your add-ons, but how can i add more elements, because i know have to remake my game because of the elements.

And My Game Too When It Ever Finishes :P
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to make elements you go to the database and click on the system tab, then on the bottom left corner change the max to a higher number.

then on the script, change the number of the effect to the effect you want to be on your elements. (ZOMBIE_STATUS,REGEN_STATUS,AUTO_REVIVE               ,FURY_STATUS,INVINCIBLE_STATUS,HALF_SP,_1_SP,REFLECT).

Hope my chat helps... o.o

@Dark Angel Sion- I might have one, let me look
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
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I mean that if i use this script, even if i set everything to false, all the anti elements
( attributes) like anti-undead don't work anymore. I don't know it for sure, but i think this script only supports 8 elements, but i want more of them, so how do i do this ?

And My Game Too When It Ever Finishes :P
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to make elements you go to the database and click on the system tab, then on the bottom left corner change the max to a higher number.
then on the script, change the number of the effect to the effect you want to be on your elements. (ZOMBIE_STATUS,REGEN_STATUS,AUTO_REVIVE,FURY_STATUS,INVINCIBLE_STATUS,HALF_SP,_1_SP,REFLECT).
silly feildmaster, those are status effects not elements ;D

for the thing not working, you're best chance is waiting for Blizz to respond

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lol... o.o

my mistake? i was randomly going through them in my mind... i know his stuff mostly by heart...

now let me thing at what you are trying to get at Marty...

actualy, i don't see why those wont work... it doesn't look like they shouldn't work when i read this code...
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
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Oh yeah, and everything else web based
For a charge... Of course...

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They do work...There's no reason Why It shouldn't work.  :=: Otherwise it would've told so.

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I found the thing: If you set difficulty to false, it doesn't work, but if you turn it to true, and choose noob, the element works ;D! Thanks for your help!

And My Game Too When It Ever Finishes :P
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difficulty huh...  I'll take a look into it...
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
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Made By One Man Run by the Same...
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Oh yeah, and everything else web based
For a charge... Of course...

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also, remember that if the difficulty thing is set, and you try to test a monster in Battle Test mode in the Monster Group tab, you will get an error, as there is no 'default' difficulty setting, because the difficulty is set upon New Game

**looks at Blizz, Hint Hint, Wink Wink**

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that's not too hard of a fix for the "test" game...
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
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Oh yeah, and everything else web based
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not for the 'test' game, the problem is with the monster group tab's test battle function
it returns an error due to no default difficulty set

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The old version of SP/HP Plus ain't working well... :=:

<sigh>

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This is such an amasing add-on I'm really looking forward for it to be added to my project. Actually I' amased by any script Blizzy made so far... Must be because I can't script at all...

I love you Blizzy! Because he is the only scripter I know who is smart, handsome, helpful and friendly at the same time!

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yeah, sometimes the heal at levelup bugs during battle too

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Is there a way for me to get scripts the older versions before v4.5b? I am currently having some script error with the latest ver. Thanks

I suspect it is because I am using some weirdo rmxp, with a conflicting script.rxdata

My rpg (in-making) : http://junkart.wikidot.com/

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any ideas on the Skill Separation system, blizz?

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The only things that glitch are the HP/SP Plus and Reflect =/

FOr me...added the old version for moment worked but then gotten glitchy.


<sigh>

I think I might have one of the Older versions in one of my back-ups...just that the HP/SP Plus doesn't work =/

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I was thinking of switching to pknight ver. (do not own the original) and see if that works. If not, I will need an older ver..  :-[

Probably thinking of just give up on my own game (my rmxp keeps screwing me upside-down), and work on something else more constructive though. LoL. e.g. do art for other peeps' game
My rpg (in-making) : http://junkart.wikidot.com/

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any ideas on the Skill Separation system, blizz?

He already added a skill separation system to this add-on, if I'm correct.

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i know ;) i made a previous comment earlier describing a bug in it and was wondering if he found it.

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oh snap... so much posts... I think I'll be like blizz and ignore them for now... ;8 ;8 ;8
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
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Making Games for Everyone...
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My apologies,
but can anyone tell me the problem I am having with the current version of the script?

Syntax error at line 4813

It always occur right when I execute the game for testing. I am not using any other scripts other than this and the pre-given ones.
My rpg (in-making) : http://junkart.wikidot.com/

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I'll lock into it ASAP.
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I have a problem with the EQUAP script.
Well all i use is your tons of addons script so there isn;t anything else confronting with it.
All i did was this :
 case id
    when 001 then return 10
    when 1 then return 0
    end
That's for the MAXAP database

case id
 when 001 then return 10
    when 1 then return 2
    end

That's for Gainap database

case ids[0]
    when 001
      skill_ids.push(001)
    when 6 # weapon ID
      skill_ids.push(10) # EQUAP skill ID(after this what you have anyway)

And this for the EQ database

I haven't changed this $EQUAP_ELEMENT = 17 # your EQ element ID cause i dont get what it means...
when i start a new game all i get is the error i have attached..
Any ideas?
Later

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Leave out the leading zeroes (not 001, but just 1) and try again. This might be the problem.
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Unfotrunatelly that doesnt work, i still get the same error.
I dont want to sound mean or anything,but i think the code has a problem (i dont know ruby but i do know some things from c/c++ and vb6).
Anyway the problem seems to be here "if $data_skills[id].element_set.include?(EQUAP_ELEMENT) and"
(line 3617).
In the begining i though it was my fault, that the weapons or something, so i made a new project and only inserted your script, and left everything on default(no costume weapons, nothing only what you had set) but i got the same error.
Then i checked through the code and the error was here:
if $data_skills[id].element_set.include?(EQUAP_ELEMENT) and
          (not $ap_enabled or self.ap(id) < $game_system.maxap(id))
        forget_skill(id)
      end
So i just removed it and the script worked, but these 4 lines are for when you remove the weapon so the skills doesnt stick and you forget them if you have the right amount of ap.
So any ideas???Or is it my fault???
Thank you anyway.
Later

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That's odd. I could swear I have updated the EQUAP Skills to use $EQUAP_ELEMENT and not EQUAP_ELEMENT... Try changing the EQUAP_ELEMENT to $EQUAP_ELEMENT, it might just work out.
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Yeah that was the problem, but now there is a new one...
I added another skill and i added a weapon for it, and a new troop giving 2 AP.When i equip the weapon i get the skill and it does show in the menu (0/100)(i set it to need 100 ap), now when i defeat the enemy i get the two AP and it becomes (2/100) but when i unequip the weapon i dont forget the skill and i can still use it in battle :( (Ps.I also get AP from the battle for the skill).
Any ideas???I am going to search the script and see if i find anything.
Thank you for your help anyway.
Edit.Your scipt takes the skill ids different with the 0 for example 072 and 72 aren't the same skill(the 072 in the database is 72 for the script).
« Last Edit: April 17, 2007, 01:24:27 PM by KiraRaito »
Later

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Blizz, you wanted Ideas right?
How about a new skill called mimic?

It's like the enemy skills except what happens is you use the mimic skill and then randomly one of the enemies skills is used.
and if the enemy dosen't have any skills, either just attack, or print a message saying, "No Skills to Mimic" or something

I figured you could build some, if not most of it off your enemy skill code.

whaddyathink?

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On my game it somehow doesn't work. I've added the script and nothings happening. No error messages nothing. Like a normal boring game.

To see my game download it from http://www.megaupload.com/?d=0MF8PW7X

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Rep: +0/-0Level 87
Etular you must set which script's you want to use.To set a script on change false to true and edit whatever the comments of each script tells you to.
Later

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Ok changed false to true but still won't work... :(

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Ok changed false to true but still won't work... :(

In that demo you posted nothing was set to true. Starting at around line 312 you change the thing that says false to true for the scripts you want. And can you be more specific of which things in the scripts you wanted on.

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There is some sort of error thing...

Edit: Uploaded my game to http://www.megaupload.com/?d=3ET1SFC9
« Last Edit: April 27, 2007, 06:58:00 PM by Etular »

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There is some sort of error thing...

Edit: Uploaded my game to http://www.megaupload.com/?d=3ET1SFC9

You set everything to true...Anyway so is it correct that you wanted to use all the the scripts? Because if you do, you need to read the instructions for the ones you wanted to use.

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I do want to use all of them and I will read the instructions. Thanks!