V's Conditional Check's v1.2

vindaca

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V's Conditional Check's  v1.2
Written


Introduction
This script adds additional checks for conditional branches like:

  • PC Time
  • Game Time
  • Checks to see if a actor has certian weapon equipped
  • Checks to see if a actor has certian type of weapon is equiped
  • Checks for HP, MP and TP values
  • Checks for Params and X & S Params
  • Item Quantities
  • Gold Spent in Stores
  • Total Gold Found
  • Steps Taken, and many more.

Screenshots
Not needed.


Updates / Bug Fixes

Any and all changes made can be found in the Description section located in the top portion of the script.


How to Use

Instructions can be found in the top of the script.


Script

This script is too long for now, so here is a link to the script


Requests

If anyone has any requests for alterations please PM me the details and I will try to accommodate them for you.
 

Terms

Here is a link to my terms

Is your wallet obese, does it have a hard time fitting into your old jeans. I have found the cure. You can now put your wallet on a diet by donating to the less fortunate.
 
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vindaca

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I think I'm finished with this one, unless anyone has any requests for me to add in. Honestly there's not really much else that can't be check with the system already.
 

Xypher

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average_level_is?
average_level_less_then?
average_level_more_then?

compare amount to total not average
 

vindaca

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I can do that, it's easy enough. I will add it in but I'm not going to release it till tonight, I'm still waiting for more requests before I update it. Thank you Xypher for the input.
 
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senpoRiot

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how about checking if the enemy_id variable you have is equal to the enemy_id of your target in battle?
 

vindaca

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Thank you senpoRiot, I will see what I can do for that one. It might take some looking into to figure out how to add that in.
 

Xypher

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i meant it currently compares amount to total instead of the average
 

vindaca

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ooooohhhh. Thanks again Xypher, didn't realize that. I have that fixed and I'll add in a total.

edit**

Ok, I fixed the pc_time errors in case anyone is having problems and it will be in v1.1.

@sempoRiot, This check is a little different, it needs to be a little more specific, when do you think would be the best time for your check to be called.

If I put it right when you select, that is when it will check and preform accordingly. In other words it will cause that check to be called before the action, so if you have an attack set to do a different  animation for every enemy(just an example). It will do the animation then go to the next person for command input until the end of turn and everyone would do their normal selected attacks. 

If you can change whatever you need to before the attack and will be fine with that, then I will add it in for you, otherwise it might take a minute to figure out another way. You might be asking for a script instead of a check.
 
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vindaca

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<Not really sure how this happened>

Sorry for the double post?
 
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senpoRiot

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@sempoRiot, This check is a little different, it needs to be a little more specific, when do you think would be the best time for your check to be called.

If I put it right when you select, that is when it will check and preform accordingly. In other words it will cause that check to be called before the action, so if you have an attack set to do a different  animation for every enemy(just an example). It will do the animation then go to the next person for command input until the end of turn and everyone would do their normal selected attacks. 

If you can change whatever you need to before the attack and will be fine with that, then I will add it in for you, otherwise it might take a minute to figure out another way. 
I guess I can go with that "before the attack". 

You might be asking for a script instead of a check.

 
Nope I just need it for a conditional branch. 

Thanks :D
 

vindaca

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Sorry sempoRiot, I am going to know a little more detail. I retract my original statement. What exactly are you trying to check for? That would help me get a better idea of how to set up the check.

Will you be using the check in common events via skills? Really that's the only way I see it working now. If you try to use the battle events there is no way to check it during a turn.
 

senpoRiot

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Sorry sempoRiot, I am going to know a little more detail. I retract my original statement. What exactly are you trying to check for? That would help me get a better idea of how to set up the check.

Will you be using the check in common events via skills? Really that's the only way I see it working now. If you try to use the battle events there is no way to check it during a turn.
I have a common event(which will be my skill) that will check the target's enemy id. If that id is the same as the condition in the conditional branch of my common event, then it will gain an item. 
 

vindaca

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Great! That's perfect. Thank you sempoRiot, I will add it in for you in v 1.2.
 

vindaca

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I just updated the script with your request sempoRiot,

However, I don't have any way to check it right this minute. So if you could please just let me know if it works for you, I'd appreciate it, or if anyone else wants to give it a shot that would help too. I'm pretty sure it works, I just can't test it.
 

senpoRiot

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Umm I'm not sure on how to use it. I'm putting $game_party.selected_enemy_id_is?(1) in the conditional branch to check if the enemy is the same as the enemy id ( which is 1) but I'm getting an error. Undefined method 'selected_enemy_id_is?'

Already figured it out! Haha

Thanks for making my request! :D
 
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vindaca

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You have to add which member is selecting.

For example

$game_party.members[3].selected_enemy_is?(enemy_id) or

$game_party.battle_members[0].selected_enemy_is?(enemy_id) or

$game_actors[2].selected_enemy_is?(enemy_id)

I just tested it. It does works, just try it one of these ways.

No Problem sempoRiot. Glad it worked out for you.
 
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