Grade Victory Screen

Neon Black

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It doesn't "overwrite" anything. It made a new method for finding the last level's exp for when the player levels up, and it replaces the exp gain method while still keeping the old one in tact (for use from game interpreter). I don't touch "next_level_exp" or "current_level_exp". It's certainly possible that the script is just grabbing the old values which, like I said, just means you're finding your values with new methods, but there are no issues with the default exp system save for a level 0 bug that I've already fixed and will be in the release tomorrow.

EDIT: To clarify, I'm not arguing that the current iteration is without bugs, I'm just noting that this issue is something that the standard user would have. Though I am a little curious how you're doing your exp system that there are issues with that section. Only thing it would really affect is the gauge anyway, unless you have a custom "last_level_exp" method.
 
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deilin

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it overwrote my exp for last level command in EXP.

I probably will edit it it with more point gains since my difficulty script will make too many main battles E rank. If you want me to keep you posted, let me know.
 

Neon Black

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Doesn't matter, you're free to use my script how you like. Actually, a change with the next iteration might help you out with adding new point gains. They're handled by a separate module now rather than being hard coded, so you just create a new point object that you mess with however and it gets counted in the final grade.

EDIT: Actually, I'm not entirely sure why I mentioned the exp thing when I did. Just a general inquiry point I guess....
 
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deilin

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I'm use to P&P, which is partially why battles tend to take a little more effort in my games. Of coourse, ACE and this gague would better fit my Ar Tonelico fan game.

I'm also still not used to the idea of, "beat 5 baddies and gain a level" type leveling, so i made it more P&P style. Leveling is more for skill gain then parameter gain, though you do gets some parameter gain with leveling.
 

Tuomo L

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I have most of Yanfly's scripts. Did you know Yanfly's battle was updated just recently? Is the clash caused by the version differences?
 

deilin

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I integrated my difficulty settings into the script.

That aside, the gague is good for testing battle balance in general.
 

Neon Black

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I have most of Yanfly's scripts. Did you know Yanfly's battle was updated just recently? Is the clash caused by the version differences?
I tested his ace battle engine after the update yesterday. It's possible the clash occurs only with the old script, but I doubt it. I'll look through a few more of his scripts to see if it's possible it's clashing with another one, which is most likely the case.
 

ディーノス

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hey can u set to 6 actor fot my project?

i want to use this script...
 

deilin

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you need to adjust at least 3 things for more then 4 people...



Code:
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# * Get Maximum Number of Battle Members
#--------------------------------------------------------------------------
def max_battle_members
	 $game_party.members.size
end
end
it's default to 4

upi will also need to adjust in this script



Code:
def item_max
	 $game_party.members.size
end

def col_max
	 $game_party.members.size
end
However, in some cases, this can error out on you.
 
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Tuomo L

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I tested his ace battle engine after the update yesterday. It's possible the clash occurs only with the old script, but I doubt it. I'll look through a few more of his scripts to see if it's possible it's clashing with another one, which is most likely the case.
I used the latest 1.23 engine. Do you want me to send you my copy of all my scripts I have in my project, so you can better study it?
 

Neon Black

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hey can u set to 6 actor fot my project?

i want to use this script...
Currently this script can only handle 4 actors, however I will look into increasing the maximum for a later update. Honestly, I hadn't really thought of this yet.

I used the latest 1.23 engine. Do you want me to send you my copy of all my scripts I have in my project, so you can better study it?
I will gladly look it over for you. Like I said, I tested this with the latest version of the core battle engine and it worked fine, so I believe it's some other script interfering. PM me your project, I'll check it out.

UPDATE:


Aaaaand, updated the script to version 2.0. This changes how grade is calculated by using objects rather than being hard coded allowing for more score items to be added in snippets by other scripters. This script also added a default one-hit-kill bonus to the list of possible score modifiers. To get a one-hit-kill, you must kill the enemy with a SINGLE HIT. Skills that cause the "death" effect do not count. There is also a new level up window (see the opening post for a screenshot). This version also added a few notebox tags that allow you a little more control over certain things. New notetags are as follows.

  • score[x] - Place this in a monster's notebox and your score will increase by "x" when the monster is killed.
  • onehit[x] - Place this in a monster's notebox and your score will increase by "x" when the monster is one hit killed.
  • score[+x] - Place this in a skill or item's notebox and your score will increase or decrease by "x" when the skill or item is used. Both "+x" and "-x" are acceptable.
For the new version of the script, check the pastebin link in the opening post.

Todo: Finisher moves, 5+ party members, more cleanup.
 
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deilin

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still had to modify for my exp curve, but minor, and added my difficulty variables for the new script, which was easier to adjust to.

 

Neon Black

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still had to modify for my exp curve, but minor, and added my difficulty variables for the new script, which was easier to adjust to.
Yeah, still scratching my head over why exactly you're having issues with the exp bars. Oh well, it doesn't really affect anyone else right off hand, so it's not much of an issue. I may look at the recent rgss3 custom exp curves script to test compatibility later on, but that's not top priority at the moment.

I see you've done a few modifications to the script. Hope the new "score objects" helped with implementing your difficulty.
 

deilin

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I see you've done a few modifications to the script. Hope the new "score objects" helped with implementing your difficulty.
The difficulty, script simply changes enemy parameters by multiples. it did change gold and EXP gain, but this does a better job at it. in this, it adds 50 points for easy, 100 for normal, 150 for hard, 200 for harder and 300 for expert (3 times enemy parameters). The new enemy points will help counter the turn, damage ratio, and others.
 

Lorenze

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Hey Neon, I got another error:

Script 'Ace Victory Grade Screen' line 807: NoMethodError occurred.

undefined method 'remove_sprite' for nil:NilClass
Originally, I was using this script: http://www.rpgmakerv...r-with-choices/ and got the error when I got a game over.

Then I removed it, and I got the error again once I got a game over.
 
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Neon Black

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Hey Neon, I got another error:

Originally, I was using this script: http://www.rpgmakerv...r-with-choices/ and got the error when I got a game over.

Then I removed it, and I got the error again once I got a game over.
Whoops, that's possibly an error with something else I did. Didn't test game over with this recent version. I'll get back to you shortly.

EDIT: Yup, I had forgotten to account for something. Technically all flees and loses would get this same error. Sorry, grab the new script or change 808 (default) to the following:



Code:
    @victory_score.remove_sprite unless @victory_score.nil? || @victory_score.disposed?
 
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daitiansg

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Another error right after I start up my game.

Script line 936: SyntaxError occurred.

unexpected tlPAREN, expecting ')'

(actor))}
 

Tuomo L

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I sent you PM with my scripts.
 

daitiansg

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Another error right after I start up my game.

Script line 936: SyntaxError occurred.

unexpected tlPAREN, expecting ')'

(actor))}
Okay that error only appeared if you used yanfly script to increase your actors to more than 4

I defaulted it back to 4 And eureka! it works.

okay the exp bar is blacken out....

And i open a new project with some yanfly scripts and mr bubble patches..... the background for exp bar is blacken out :o but the color for exp is still there.
 

Neon Black

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Okay that error only appeared if you used yanfly script to increase your actors to more than 4

I defaulted it back to 4 And eureka! it works.

okay the exp bar is blacken out....

And i open a new project with some yanfly scripts and mr bubble patches..... the background for exp bar is blacken out :o but the color for exp is still there.
Yes, currently it's not set up for more than 4 actors. I don't really expect too many big issues, thought it's possible they exist. As for Bubble's patches... which? Her (her, right?) gauge patch? What do you mean "blacked out"? I need to know what patch and what it looks like to fix it.
 

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