Script find/help?

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So i found a script to use for changing difficulty for my game, but it's not working at all.


Here's the script I have:


Param_Settings = Corresponding Params: [MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK], #
:Lord/beginner => [0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25,],#
:prince/easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      
:King/normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      
:Conquerer/hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      
:Legendary/very hard => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#
:Ascendiary/extreme => [6.5, 6.5, 6.5, 6.5, 6.5, 6.5, 6.5, 6.5],#
:Godly/impossible => [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0],# 


Can somebody tell me what's wrong OR send me to a script with a similar build? Thanks!!!


(The script i was using was this one)
 

Andar

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The script in that post has been broken by the forum update for the code tags.


Can you please post the entire script (not just its configuration part) as you have it in your project?


It might be that you made a simple mistake when entering the correct linebreaks again, but to identify that we need the full script as it is currently in your project.
 
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This is the whole script


#=============================================================================
##Script By: Bloodmorphed#Difficulty Script v3.5##Change Log:#v5.0# This is a decently big change. This version completely enables full#customization. There is no longer set in stone rules, if you want higher then#4 difficulties all you have to do is add them! I have also enabled you to use#more then 4 battlers for difficulties. You just have to change it where it#is needed.#It's Located in Script: Game_Party (Line 72) Change the return 4 to whatever.## Now a little bit how it works now.#    
Param_Settings = Corresponding Params: [MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK], #
:Lord/beginner => [0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25,],#
:prince/easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      
:King/normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      
:Conquerer/hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      
:Legendary/very hard => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#
:Ascendiary/extreme => [6.5, 6.5, 6.5, 6.5, 6.5, 6.5, 6.5, 6.5],#
:Godly/impossible => [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0],#  
#don't touch# This is the old way I have it, it will stay the same... unless you want to#change it. You can even change the name of them, for example :easy could be#renamed to :normal### Here is an example:#    Param_Settings = { #don't touch#     Corresponding Params:#               MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK#      :normal => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      :medium => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#      :impossible = > [6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0],#      } #don't touch## See how I changed the name of two, AND created another one? Yup that works.#Now, while this will work seamlessly for using the Party, very easily, you#have to know what the variable you will be corrisponds to what.##```NOTICE````NOTICE!!!!!!#If you change ANYTHING on one thing, you MUST change it on everything! #(otherwise you will either get errors, or weird changes)#If you re-name :easy in one thing, you must re-name it in all things. if you also#make a new difficulty, such as :impossible above, you MUST make it every where else, as well.#Everything must have the same order as well! If it is:#:normal :medium :hard in one category it must be the same for every category.#For example you cant have it like this :medium :normal :hard in one category and the other way in another!### Let's say this is our Enemy settings, which is set to 99 variable by default.## When this is set to 0 it pulls from :normal# 1 = :medium# 2 = :hard# See, easy, right? So be sure to if you do this by events and not party to#use the right setting you want to!###v4.0#Condensed the script down some (reduced some line lengths.)#Added an option to use the party size for the difficulty.##v3.6#Removed the "+1" from gold and XP to avoid confusion and so that if you put#0 in the database for XP or Gold it will be 0 rather then 1.##v3.5#Added TP Settings. CAUTION: Try not to set them higher then 5! It will get#broken past that! Based on actor getting hit only!###v3.0#I've added Actor params, and you can now disable Actor edits, and Enemy edits.#Putting these both to false will disable the script, if needed.## Note:#   You can use this script as you please, as long as you give credit! This#   script was made possible by massive help from Dekita.##=============================================================================##=============================================================================## Param_Settings is each param that will be modified. You may edit these as# you please. Keep in mind I have added something that will NEVER make these# reach 0.## Exp_Settings is the experience gained based on difficulty, normally people# use higher Experience the lower the difficulty, but this your choice!## Gold_Settings increases or decreases gold gain. Again most peopel would give# more gold the lower the difficulty, but again, it is your choice!## Keep in mind everything is MULTIPLIED! Not ADDED. To go lower, use 0.9 and# lower. For example## gold * 0.5 will be HALF of what it used to be.#=============================================================================#module Blood  #-----------------------------------------------------------------------------  #Putting these both to false will disable the script, if you ever need to.  #If you are going to use Use_Party, Use_Enemy must also be true!  #  #Note: If you use party for difficulty you do not need to setup a event!  #-----------------------------------------------------------------------------  Use_Enemy = true         #Use enemy edits? Default is true  Use_Actor = false        #Use actor edits? Default is false  Use_Party = false        #Use Party? Default is false  module Enemy    Param_Settings = { #don't touch      # Corresponding Params:      #        MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK      :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],      :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],      } #don't touch    Exp_Settings = { #don't touch      :easy => 2,               :normal => 1,             :hard => 0.8,      :insane => 0.5,    } #don't touch    Gold_Settings = { #don't touch    :easy => 2,    :normal => 1,    :hard => 0.8,    :insane => 0.5,    } #don't touch  end #ends Enemy  module Actor#=============================================================================## Param_Settings is each param that will be modified. You may edit these as# you please. Keep in mind I have added something that will NEVER make these# reach 0.## This part people usually go higher the easier difficulty, lower the higher.#=============================================================================#    Param_Settings = { #don't touch      # Corresponding Params:      #        MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK      :easy => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],      :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],      :hard => [0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8],      :insane => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],      } #don't touch         #=========================================================================      # TP Settings scales QUICKLY, do not go over 5, if you do it gets pretty      # broken. I didn't test this exstensively but it works well. This only      # effects the CHARGE of TP (Getting hit)      #      # easy default = 2      # normal default = 1      # hard default = 0.8      # insane default = 0.5      #=========================================================================    TP_Settings = { #don't touch      :easy => 2,      :normal => 1,      :hard => 0.8,      :insane => 0.5,      } #don't touch  end #ends Actor  #============================================================================#  # Variable to use. This variable will be used for the difficulty setting  #============================================================================#  module Variable    Enemy_Variable = 99  # Which to use for enemy/party. Default is 99    Actor_Variable = 100 # Which to use for actor. Default 100  end #ends variableend #ends Blood#==============================================================================## Do not edit anything past this point, unless you know what you are doing# edit at your own risk, just know that if you have no idea what you are doing,# you could break it.#==============================================================================#if Blood::Use_Party == true#===============================================================================  class Scene_Map < Scene_Base#===============================================================================  alias bloody_update update      #----...
 

Andar

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In that form it cannot work, because the new lines are removed and the script is broken by that.


I guess you'll have to wait until a scripter has time to place the correct line ends into it.


Just for clarification: there are comment signs that tell the engine "ignore the rest of this line", used to enable descriptions. But if that line doesn't end (because everything got smashed into one line) the rest of the code doesn't get executed.


That is why someone who knows how to program has to go through it and place the new lines at the points where they had been removed by that forum update.
 

Sixth

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I fixed the format of the script in the original topic. Try it out.
 
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@Sixth, so is what's in the original post the right format now? Or Did you post it somewhere?
 

Andar

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It said in line 197, Use_Partyif is an undefined method. Is that a problem with me?
 

Sixth

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Opps, nop, it was me pressing ENTER at the wrong time. :D


Should be fixed now.
 
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It's still saying that in line


if Use_Partyif Blood::Use_Enemy == true


"undefined method 'Use_Partyif' for main:object
 

Sixth

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Did you update the script in your project?


I changed it in my post in the original topic, but I can't change it on your PC, right? :p


And don't forget to save your project when you updated the script before you run your game!
 
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Ok it works! now can i just add in my own difficulties with variables?
 

Sixth

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Read the description of the script, that should explain how to use it.
 
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It gives a screenshot of what the event should look like, but I don't understand how it would work. like, how would i set up the variables so it will effect the parameters of the stats?
 
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