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

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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... >.<;;;

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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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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!

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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.....

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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 »

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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?

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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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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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*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 >_<;;;