- Jul 29, 2019
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Yep, the first error is fixed! I eventually discovered what the error with the social links was: The error mentioned that Sprite_SocialLink was uninitialized (the past script showed a different error message). In fact, searching for that class held no results. I then went to the demo project and copied this chunk of code, pasting it at the top of the Arcana section:
class Sprite_SocialLink < Sprite def initialize(viewport, name) viewport.z = 100 super(viewport) @name = name update_bitmap end def dispose bitmap.dispose if bitmap super end def update_bitmap if @name.nil? self.bitmap = nil else self.bitmap = Cache.picture(@name) end end end
This fixed the issue, it seems the class was missing.
Regarding the tags, I tried them out. The tag to hide the class doesn't affect the fusion screen, as it appears like: "Arsene LV1 Arsene", when the tag should make that "Arsene LV1 Fool", or "Arsene LV1" if this tag just hides the class name and doesn't change it to the nickname. Once again, it's an easy change in the code, but it's just a heads up.
I should also note, even though you can't have two of the same persona, you can fuse a persona that you already have. For example, Arsene + Pixie = Agathion. If I have all three, I can still attempt to craft Agathion. Would it be difficult to add a restriction where you can't craft the persona if you already have it? If so, and if you could implement it, I'd be really grateful.
Furthermore, expanding on the question I asked about the number of personas: I'll be using it to prevent the user from carrying too many personas. I'm using an event to make personas craftable using shards from the respective arcana, which drop from enemies of that same arcana. Simply verifying if the number of personas is equal to the limit would be enough to deny the crafting. And so, players would have to delete a persona from their inventory to make room for another one. How would I go about making a menu to remove a persona from my inventory? Or would it be possible to change the persona menu so a remove option is implemented?
Also I found that this happens when you try to perform a Special Fusion while "Order Matters" is false, and even while looking at the code I really can't tell what causes the bug.
Related to that, if I recall correctly on the Persona status menu it only says if the Persona is strong or weak to an element, and not if it's nul/drain/repel (I may be wrong, but can't test it out right now) it would be nice to have that feature if it's not too hard to doUsing Yanfly's element absorb and reflect scripts, this would make it so the actor reflects gun attacks, while absorbing physical attacks.
Related to that, if I recall correctly on the Persona status menu it only says if the Persona is strong or weak to an element, and not if it's nul/drain/repel (I may be wrong, but can't test it out right now) it would be nice to have that feature if it's not too hard to do
Releasing an equipped/last persona were intended. I have added additional message information for the user when releasing (if the persona is equipped and if it is the actor's last one).I found some bugs while testing:
- Game crashes when trying to equip a persona on the menu while you don't have any.
- Releasing the last persona of the list leaves an empty space, and interacting with it crashes the game.
View attachment 144165
- You can release a Persona even if you have it equipped.
- You can release a Persona even if it's your last one, meaning the player could be in a hyphotetical situation where they can't get anymore Personas.
- Sometimes when trying to perform Normal Fusion this bugs happens where the Result window shows that you can fuse a Persona with itself, despite this not happening. The fusion still will only happen when choosing the Personas in the correct order, whether Order Matters is true or false.
View attachment 144166
Unrelated to the bugs, I wonder if there's anyway to forcefully remove/equip Personas via script calls? I tried to code it guiding myself on how the game does so when you equip or release them on the menu, but I can't really get it to work. This would just be a silly dev-tool anyway, so it doesn't really matter if it's not there.
$game_party.personas # returns all personas in the party $game_party.actors_persona(actor_id) # returns personas in party that actor can equip
Transferring notetags is not that simple, especially in this case. Persona's stats apply to the actor only when specific methods are called (param, element_rate etc) and in the case of Yanfly's script, there aren't many. I will not include this compatibility inside the system as it only applies to this one. It can be coded quite easily by extending the element_rate method from Game_Actor class of the system.Would it be possible to get the persona's note tags and add them to the owner of said persona? Example:
View attachment 144297
Using Yanfly's element absorb and reflect scripts, this would make it so the actor reflects gun attacks, while absorbing physical attacks. I'd like if I could transfer these tags to the owner of the persona when equipped. Something like:
View attachment 144298
The note tags in that list would be transferred over to the author. I don't know if this is actually possible, so I might just be babbling.
Transferring notetags is not that simple, especially in this case. Persona's stats apply to the actor only when specific methods are called (param, element_rate etc) and in the case of Yanfly's script, there aren't many. I will not include this compatibility inside the system as it only applies to this one. It can be coded quite easily by extending the element_rate method from Game_Actor class of the system.
It is possible but I will need some more info. Hit me up with a private message if you're still interested!Hi there! This looks amazing! I Been looking for something like this for quite a while! (years since i began using the program).
Checking the scripts and all got me thinking : would it be possible to use the Persona fusion functionality in a different approach? Let's say, i wanted to make just more "actors" (demons, ala Shin Megami Tensei mainline games) and not "Personas" exactly. Would it be just a matter of removing the tags of the "Persona Users", removing the ability to equip them and change in battle be enough? Can't wait to try this when i get home.
Fixed demo and the remaining calls that I missed when changing the add_persona to add_persona_by_id. (The error you mentioned is fixed by this)I just downloaded the demo, but once the conversation where Yosuke joins is done, I got the same error Drogazy reported. Also, when I successfully chose Izanagi in the shuffle time in the demo, I got the error, "Script 'Persona System' line 5030: NoMethodError occurred". Amazing script though!