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Imcompatibility #251

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Tesaigo opened this issue Jan 11, 2015 · 25 comments
Closed

Imcompatibility #251

Tesaigo opened this issue Jan 11, 2015 · 25 comments
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@Tesaigo
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@Tesaigo Tesaigo commented Jan 11, 2015

Hi there! I'm sending the link that you asked!
http://www.4shared.com/rar/7H9fGXdjba/Test.html?
It's the project that has imcompatibility between your script (instance Items) and Faalco's script (Mana Stones Enchantment). Thank you for the support!
And sorry for the project language, I'm from Brazil.

@Tesaigo
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@Tesaigo Tesaigo commented Jan 11, 2015

Sorry, how do I add labels? :S

@HimeWorks HimeWorks added the bug label Jan 11, 2015
@HimeWorks
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@HimeWorks HimeWorks commented Jan 11, 2015

Seems like non-contributors cannot add labels.

@HimeWorks
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@HimeWorks HimeWorks commented Jan 11, 2015

Can you use something else? I have to create an account which I am not interested in.
Use mediafire or dropbox.

@Tesaigo
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@Tesaigo Tesaigo commented Jan 11, 2015

Sure, just wait a minute and i'll upload it again!

@HimeWorks
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@HimeWorks HimeWorks commented Jan 11, 2015

How do I test the problem?

@Tesaigo
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@Tesaigo Tesaigo commented Jan 11, 2015

Sorry, I wasn't at home. Falcao's script provides a scene where you can enchant equipments with items that gives attributes (configured by notetags). The items are socketed in the equipment window scene by pressing 'A' key (weapon / armor must be equipped in order to start enchanting). Tag weapons/armors with < sockets: x > (without spaces in the start and in the end, where 'x' is the number of sockets that the equip can have). The first weapon is already tagged so you can just test it by pressing 'A' key in the equipment scene. What is supposed to happen is the enchanting scene opening and you being able to attach the items in the sockets, but with both scripts in the project, the enchanting scene says that the equipment has no sockets, even if you have configured it to have as many sockets as you want!
I hope I've explained it clearly, and if I didn't, sorry, English is not my native language. Well, tell me if you need something else! And thanks again for the support!

@HimeWorks
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@HimeWorks HimeWorks commented Jan 12, 2015

Add this under both scripts

class RPG::EquipItem < RPG::BaseItem
  def manaslots
    @manaslots ||= [nil]* given_sl
  end
end
@Tesaigo
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@Tesaigo Tesaigo commented Jan 12, 2015

Thank you very much! It worked and now the sockets appears!
The only problem is that it don't shows the parameter differences in green or red when you're equipping something 😞 When you enchant an equipment with some item, if you choose the "Change Equip" option, the new paramenter only display after you equip the item, and not while you're making the choice of which one you'll equip. Don't know if you'll understand it, it's hard to explain with only words, but if you don't mind you can attach an item in some equipment and then try to equip it and you'll se what I'm talking about!
Anyway, do you think you can help me with that? If you don't mind, ou course, I don't want to be abusive! Well, thanks again for helping me out with the previous problem, it's half way!

@HimeWorks
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@HimeWorks HimeWorks commented Jan 12, 2015

I didn't notice that when I was looking at the socket script lol
Will look at it again later.

@Tesaigo
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@Tesaigo Tesaigo commented Jan 12, 2015

All right 😃

@HimeWorks
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@HimeWorks HimeWorks commented Jan 12, 2015

I don't have that problem in the demo.

@Tesaigo
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@Tesaigo Tesaigo commented Jan 13, 2015

Can you upload your demo? Maybe I'd set up something wrong or I didn't understood your explanation about how to fix it 😕

@HimeWorks
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@HimeWorks HimeWorks commented Jan 13, 2015

It's the one you sent me with the extra script added under instance items and mana stones.

@Tesaigo
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@Tesaigo Tesaigo commented Jan 13, 2015

I'd tried in many ways but I always got the same result :c
I'd tried putting the code in the end of each script; putting it in a new script under both scripts; putting it into two new cripts, each one under both scripts, but the result is the same: It do add the bonuses to the parameters, but you can only see the change after you equip the enchanted equipment! That's why I've asked you to upload the demo, because if you don't have that problem in the demo this probably means that I've made something wrong!

@HimeWorks
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@HimeWorks HimeWorks commented Jan 13, 2015

Oh, the only enchants that I had were HP/MP so the only changes I see are the base bonus. I will try one that adds ATK...

@Tesaigo
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@Tesaigo Tesaigo commented Jan 13, 2015

Ok, tell me if I can help with anything!

@HimeWorks
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@HimeWorks HimeWorks commented Jan 15, 2015

I looked at the issue.

I took out instance items, added an attack stone to the axe, and tried it on. The equip scene never includes the bonuses in the comparison.

This is because the bonuses are not actually stored with the equip: instead they are explicitly applied on equip change.

You can see it at line 110

   def self.add_param(actor, item, sub=false)
    return if item.nil?
    return if item.manaslots.nil?
     item.manaslots.each {|m| actor.add_param(m.manastone_param[0],
     sub ? - m.manastone_param[1] : m.manastone_param[1]) unless m.nil?}
  end

Anyways because instance items allows you to modify each equip without having to worry about other equips of the same type, you can add this script to change the way manastone bonuses are calculated.

module FalMana
  def self.add_param(actor, item, sub=false)    
    # NO.
  end
end

class Game_Actor

  alias :th_falaco_manaslots_param_plus :param_plus
  def param_plus(param_id)
    val = th_falaco_manaslots_param_plus(param_id)
    equips.compact.inject(val) do |r, item|
      item.manaslots.each do |m|
        next unless m
        r += m.manastone_param[1] if m.manastone_param[0] == param_id
      end
    end  
    val
  end
end
@HimeWorks
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@HimeWorks HimeWorks commented Jan 15, 2015

You can see it in action here
https://www.youtube.com/watch?v=dKXPCY7Sft0

@Tesaigo
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@Tesaigo Tesaigo commented Jan 15, 2015

Thank you so much Hime! You're absolutely the best! I've been looking for these two scripts, like my whole life since I started making games in the RPG Maker!
It worked flawlessly, thank you again!
PS: I don't know if there's a way to "close" issues, so sorry if I did something wrong!

@HimeWorks HimeWorks closed this Jan 15, 2015
@HimeWorks
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@HimeWorks HimeWorks commented Jan 15, 2015

The script I have up there is out-of-date. Get the "official" patch from my blog.

@Roguedeus
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@Roguedeus Roguedeus commented Jan 16, 2015

Hime, would you be willing to make a similar patch for your Instance Items and Kread-Ex Alchemic Synthesis? Ideally I can imagine the utility combining those scripts with your Item Affixes and Item Rarity scripts. It might make for a very robust equip customization system.

@Roguedeus
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@Roguedeus Roguedeus commented Jan 18, 2015

I understand if you generally refuse to do patches because if you do one, then you get asked to do more... I wouldn't ask if I wasn't so intimidated by your Instance Items script... It still turns my brain inside out for some reason. ;)

@HimeWorks
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@HimeWorks HimeWorks commented Jan 18, 2015

Forgot about this. Consider opening a new issue so it's easier to see.
Set up a demo.

@Roguedeus
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@Roguedeus Roguedeus commented Jan 18, 2015

#253 Kread-Ex Alchemic Synthesis Patch for Instance Items

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