Djinn System Script (Golden Sun Djinn's) Help

TheHeroAaron

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Djinn System Script by NB (Neon Black)
https://cphouseset.wordpress.com/scripts/cp_djinn/

I really love the Golden Sun series and I've thought about implementing this script into my game. Although i'd like for that to happen I'm having trouble getting this script to work. I tried putting the tags onto the armour slot notes to create the "Djinn" but I did not see any changes in the game.
I placed tags like this into my armour slot notes just to test if I could make a Djinn, but no luck. Am I using this script wrong?
<Wind Gust 2>
This will make a Wind Djinn, his name will be Gust, 2 is the user skill in the database to be used as an ability when you use him.


From what Neon Black said in his script it said to type the tags into the armour notes as follows:
<X Y Z>
X: Element of Djinn
Y: Name of Djinn
Z: User skill in the database that you want the Djinn to do

/Maybe i'm just not using this script right and thats what i'm not supposed to do? Can someone download the script and try it
out?
 
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Kes

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

TheHeroAaron

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Oh thank you Kes, I didn't know where to post it in. Its my first time using the forums here sorry!
 

Poryg

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What about putting the tag to lowercase?
 

TheHeroAaron

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What about putting the tag to lowercase?
Yes unfortunately I have tried that already and tried again just to see if it worked but it didn't :(.
 

Sixth

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  • <fire djinn 80> – This tag consists of 3 parts. The first is the name of the element the djinn belongs to, in this case “fire”. Elements are set in the config section of the script. The second is the word “djinn”. The third is a number. This number relates to the skill that gets used when the djinn is released, in this case, skill ID 80.
No idea if you are aware about the bold, italic and underlined text from that quote, but if not, that's where I would start the debugging process.
 

TheHeroAaron

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Yes I made sure that my elements were changed in the script (modifiable) before adding the tags onto my notes.

This is my changes to the elements.
# The elements and the associated icon IDs. Element names are used by every
# aspect of the game. These are NOT case sensative and as such, both "FIRE"
# and "fire" would mean the same thing. Icon IDs are used by the floating
# djinn box in battle and nowhere else. Make sure each element is set up
# properly to avoid errors.
ELEMENTS ={

# "Name" => ID,
"Fire" => 187,
"Water" => 188,
"Earth" => 189,
"Wind" => 190,
This is the default script text.
# The elements and the associated icon IDs. Element names are used by every
# aspect of the game. These are NOT case sensative and as such, both "FIRE"
# and "fire" would mean the same thing. Icon IDs are used by the floating
# djinn box in battle and nowhere else. Make sure each element is set up
# properly to avoid errors.
ELEMENTS ={

# "Name" => ID,
"Fire" => 187,
"Ice" => 188,
"Earth" => 189,
"Light" => 190,
 

Sixth

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According to the script code, there is no such note-tag like the one you tried to use.
You must use "djinn" at the middle, you can't replace that with anything else.

The name of the djinn will be the name of the armor/weapon you note-tagged.
 

TheHeroAaron

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I tried that right now but didn't get any Djinn's in-game. Sorry for wasting your time but do you think you can see if the script actually works by inserting it into any project please? I'm really frustrated at this point :(.
 

Sixth

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I think, you have to add the djinn armors/weapons to the inventory before you can use/equip them, just like with the regular armors/weapons.
Did you do that?

I can't test it now, sorry, not at my PC at the moment. I will try it later if you still couldn't make it work by the time I get to it.
 

TheHeroAaron

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It worked! When you said to add the armors/weapons to the inventory it created the Djinn. Now i'm stuck on how to summon the Djinn/set skills on them! Lol

Edit: I got the Djinns to work, but still unsure how to summon them. For example if I made a Summoning called Meteor that uses 2 Fire Djinn.. I'm unsure how to do that and I tried doing some tagging on the notes but no summoning yet!
 
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Sixth

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Not sure if you already figured this out or not, but:
Code:
##    Script Calls:
## add_djinn_summon(4)
##  - Adds summon skill with an id of "4" to the list of summons.  If the skill
##    is not tagged with the tags above, it will not appear in the list.
##
## remove_djinn_summon(4)
##  - Removes the summon skill with the id of "4".  Any number can be used on
##    both of these script calls.
It is written in the script's header.
 

TheHeroAaron

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No I haven't figured it out yet LOL. I know this is late and I don't want to irritate you but dayum.. I just don't understand where I should add that script call too?! I guess i'm gonna have to say it, I need you to show me where I need to put this script call at please :(. I feel really dumb because I know that the description in the script call sounds really straightforward but I just can't get my head across it to understand where i'm supposed to use it at?? :(;_;
## Script Calls:
## add_djinn_summon(4)
## - Adds summon skill with an id of "4" to the list of summons. If the skill
## is not tagged with the tags above, it will not appear in the list.
##
## remove_djinn_summon(4)
## - Removes the summon skill with the id of "4". Any number can be used on
## both of these script calls.

Edit: You're my only hope I have tbh, and I like your scripts a lot thank you brother
:kaosigh:
 
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Roninator2

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Ah..., here perhaps -

djinn script call.PNG
Gets you this...
djinn script call2.PNG
 

TheHeroAaron

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I tried that already but I don't know why the summons aren't working and I typed the skill id that I wanted
add_djinn_summon(x)

Edit: Never mind, upon looking at the script again I found out that I had to note tag
<summon>
x djinn
y djinn
</summon

Edit 2: Why does the Djinn attacks not register as a hit unless you use a normal attack first on the npc?

-Say that theres Monster A and Monster B.
-I encounter Monster A and B.
-I use a Djinn to attack Monster A or B in the beginning of the battle, it won't register as any damage and will be considered "does not effect/miss" and do no damage.

-Now if I were to attack Monster A with a normal attack it will do damage ofcourse.
-Then my next turn i will unleash a djinn to attack Monster A, it will NOW do damage.
-But however I still haven't attacked Monster B with a normal attack and if I were to unleash a djinn on Monster B now, it still won't register. I would have to attack Monster B with a normal attack first.
 
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