Tutorial 6 playtesting help

animalia555

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I got to the point in tutorial 6 where it says to test to a milestone and whenever my PC tries to use the attack skill this happens
Untitled.jpg
Can anyone help me fix this, please
 

TheoAllen

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You must be using someone else script. Might as well as post what script you're using.
 

Andar

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I think you're talking about the official tutorial 3.5 and its script, not tutorial part 6. Or you never tested that part until you got to part 6.

If that is the case, the script given in the tutorial does not work - this is a tutorial error with a bugged script file in the download

The script was never corrected because it was a bad way to implement a user effect anyway, it is much easier to implement the same with damage formula coding (for which there are tutorials here in the forum).

So simply ignore that script and remove it from your game again, then start a new game on your next playtests and it should work.
 

animalia555

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I never tested that part until I got to part 6, because I did not know how to play test until recently. How DO I remove said script from my game?
 

Andar

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you go where you installed it in the script editor, select the script slot where you placed it and hit the remove button on your keyboard (depending on where you clicked it might be gone with one press, or you have to select all of the script text)
 

animalia555

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Speaking of testing to a milestone what happens if I die before I reach my milestone?
 

Andar

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if the actor/party dies during testing, you either have to start again or load the last save.

That is what playtesting is about - playing a game a hundred times to see where bugs are, where the game is too difficult or too easy and so on.
And that is not an exaggeration - you will start your game hundreds of times unless it is a very short game, because you'll need that many playtests to find most (not all) of the problems.
 

animalia555

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if the actor/party dies during testing, you either have to start again or load the last save.

That is what playtesting is about - playing a game a hundred times to see where bugs are, where the game is too difficult or too easy and so on.
And that is not an exaggeration - you will start your game hundreds of times unless it is a very short game, because you'll need that many playtests to find most (not all) of the problems.
I mean do I restart the list of encounters from scratch or do I continue where I left off.
 

TheoAllen

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I mean do I restart the list of encounters from scratch or do I continue where I left off.
I don't understand the question tbh. Granted, I haven't read the tutorial. Do you mean, encounter list in map properties? What milestone?
 

TheoAllen

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That does not restart. Once you save the game from editor, it stays there. Dying in game does not have a connection at all. You continue where you left of if that makes sense
 

animalia555

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That does not restart. Once you save the game from editor, it stays there. Dying in game does not have a connection at all. You continue where you left of if that makes sense
I meant the spreadsheet. Sorry.
 

Andar

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what spreadsheet?
we don't have magic crystal balls to see into your computer, so you'll have to give us details of what you're talking about before we can help.
 

animalia555

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The spreadsheet mentioned in the tutorial on page 14
 

Roninator2

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We are having trouble understanding what you mean. I'm looking at the tutorial and on page 7 it shows a spreadsheet with monster names, location and types. This had nothing to do with the game itself, it is only planning. Deciding where to have monsters, what levels, etc.

you start off and travel around. You encounter monsters (rat, snake & orc - grassland) you gain levels, you save game. if you die later your saved game will have the position and level of your game at the exact point where you saved. Those 10 rats you killed will be reflected in your experience and level.
 

animalia555

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The spreadsheet mentioned in the tutorial on page 14
Do I restart the count for monsters encountered in part 1 if I die in part 1, or do I just continue the count from where it was when I died. Sorry I thought I was being clear but It turned out I was anything but clear.
 
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TheoAllen

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I decided to look at the page 14 of the tutorial, and it tells you a tip about the balancing(?)
I don't follow the exact same balancing theory tho, but if you want a clear guide, in my opinion, you can continue counting
 

animalia555

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Thanks for the help with everything
I think you're talking about the official tutorial 3.5 and its script, not tutorial part 6. Or you never tested that part until you got to part 6.

If that is the case, the script given in the tutorial does not work - this is a tutorial error with a bugged script file in the download

The script was never corrected because it was a bad way to implement a user effect anyway, it is much easier to implement the same with damage formula coding (for which there are tutorials here in the forum).

So simply ignore that script and remove it from your game again, then start a new game on your next playtests and it should work.
In other news how SHOULD I do those 3.5 effects?
 

Roninator2

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This is the corrected script found here
I just adjusted the formatting to look more normal.
Code:
#===============================================================================
# Skill Self Effects
# By Jet10985 (Jet)
# Requested by Touchfuzzy
#===============================================================================
# This script will allow you to specify a skill's effects tot arget the user
# instead of the target, on skills that don't already effect the user.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Game_Battler: item_effect_apply
#===============================================================================
=begin
To specify the effects, use this notetag in the skill's notebox:
<self effect: 1>
or
<self effect: 1, 2, 3> to specify more than 1 effect
--------------------------------------------------------------------------------
Use of this script could be as the following.
You make a "Berserk Strike" skill, which does 200% damage to an enemy.
You make the 2nd effect "Defense Down 50%" and want it applied to the user.
You'd use this notetag: <self effect: 2>
=end
class RPG::Skill
  def self_effects
    if @self_effects.nil?
      @self_effects = []
      self.note.each_line {|a|
      scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i)
      begin
      scan[0][0].scan(/\d+/).each {|b|
      @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1
      }
      rescue Exception => e
      end
      }
    end
    @self_effects
  end
end

class Game_Battler
  alias jet3745_item_effect_apply item_effect_apply
  def item_effect_apply(user, item, effect, reffed = false)
    if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed
      user.item_effect_apply(user, item, effect, true)
      return
    end
    jet3745_item_effect_apply(user, item, effect)
  end
end
 
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