Hello, I've been tinkering around with PK8's Disable Dash system. The system itself and my usage of it is based mostly around common events and script calls. For the most part, I've managed to get the system to do what I want; the aspect of sprinting was toggled by the act equipping/removing a set of armor.
This was done through 2 additional Common Events, one enabled sprinting after determining if PK8's system was on, and if the player was wearing the particular armor. It was also set to turn on the conditional switch of the next Common Event with a similar conditional branch but instead disabling these aspects and placed in the "else" section. (It would initialize the moment the player took the armor off.) And yeah, it works. In game the armor enacts the desired effect, I can even do it repeatedly. That is until I am met with this occasional error:
Script 'Game_Interpreter' line 543: TypeError occurred. can't convert String into Integer
Now, I'm assuming this may be due to the fact that to enable/disable sprinting the system itself is being toggled on and off; the process repeats each time the player equips/removes the armor. I assumed this was alright since it was an internal function within the system via script call. But what's really confusing is that my approach did work, at least to an extent. However, I'm no scripter and my eventing knowledge is limited as well. I'm not sure what this error is "actually" telling me and I'm unsure of how practical my usage/approach to this effect is. Any feedback would be helpful.
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To be clear:
- This discussion is limited to PK8's system, I'm not concerned with alternatives in achieving the effect. My main concern is if there is anything I am doing in my approach that is causing anything unstable, and if it can be addressed.
- If this version of the system is outdated, by all means let me know and lead me to the most recent version, however my curiosity in my approach still stands.
- Feel free to ask for any additional information that may help you; due to the circumstances of the project, I won't be able to release a demo of this particular build. However, I can easily build something from the ground up with the same criteria if necessary.
Screenshots of MY Common Events*:
*Additional information on PK8's system can be found at his thread.
The Emphasized Script Section in "Game_Interpreter":
#-------------------------------------------------------------------------- # * Control Variables #-------------------------------------------------------------------------- def command_122 value = 0 case @params[3] # Operand when 0 # Constant value = @params[4] when 1 # Variable value = $game_variables[@params[4]] when 2 # Random value = @params[4] + rand(@params[5] - @params[4] + 1) when 3 # Game Data value = game_data_operand(@params[4], @params[5], @params[6]) when 4 # Script value = eval(@params[4]) end (@params[0]..@params[1]).each do |i| operate_variable(i, @params[2], value) end end
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P.S. : I am aware of the Event System support thread, but I am posting this here because I am not sure if this constitutes as elaborate, and I know I don't qualify for the title of "expert."
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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