VE - Materia System

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Started by Victor Sant 312 posts Page 5 of 16 View original ↗
  1. Lionheart_84 said:
    ah, strange, I have both ... but the command Materia is not added !!!

    I will ask again... did you place them in the correct order (materia bellow the menu manager)? Are you loading a save file made bofore? Did you test the plugins on a clean project? It's really hard to help you if you don't cooperate doing what i'm asking and telling the results.
  2. Victor Sant said:
    I will ask again... did you place them in the correct order (materia bellow the menu manager)? Are you loading a save file made bofore? Did you test the plugins on a clean project? It's really hard to help you if you don't cooperate doing what i'm asking and telling the results.



    I can not say why, but to me it does not work ... ;_;


    But I'm at the point, does nothing !!! nothing helps !!!  ;)
  3. Could you post a screen shot of your plugin order?
  4. Mortalis said:
    Could you post a screen shot of your plugin order?



    I've put on a new project:



    VE Basic Module
    YEP Main menu ..
    VE_Materia System ....



    It was because the datebase I disabled the Party system ????
  5. Hey Victor,


    I have been trying things out with this plugin and I love it so far. I have even used states to make characters gain slots when they gain lvls. =D


    One idea I had that is proving quite difficult is to individually give AP to specific materias. My idea was that when a character uses a spell/skill of a certain materia,


    that the corresponding materia gains AP and any materia that is paired to it in the slots also gains AP.


    Would you mind helping with this idea? Any recommendations would be really appreciated!


    P.s. I was thinking of making an event that removes all materias except the one being used and then let the actor gain AP through the plugin command and re-equip all of the


    materia but I ran into a wall trying to figure out how to check which materia the "spellcaster" has in which slots.
  6. Doing this with events seems a pretty bad idea. You won't be able to get the materia that is being 'used' without scripting, and if you're going to use scripting, it would be better to do all with scripting, as processing events during battle can be tricky.


    Also, giving AP to the materia with scripting is pretty easy. The issue is just retrieving the correct materia data and I can't think of a way to do this without modifications on the plugin code.
  7. do I have the right to destroy half your plugin for allow "eye candy" style =w=~?


    *evil smirk*
  8. nio kasgami said:
    do I have the right to destroy half your plugin for allow "eye candy" style =w=~?


    *evil smirk*

    More style than it already have?  B)
  9. Victor Sant said:
    More style than it already have?  B)

    *get reckt* ;w;
  10. Thanks thats good to know. For now im gonna just give AP to all materia that character has when it uses it. Maybe later on ill try and tackle the problem again.
  11. I am currently configuring the slot growth system with states and I discovered something strange. When the characters switch from a state with more sockets to a state with less sockets any materia that is removed gets cloned. So if the character had a fire materia in slot 3 and the state changes to a maximum of 2 slots, there will be 2 fire materia instead of one in the inventory. Is this supposed to happen? If so is there a way to stop it from happening?


    I am using version 1.6 and the state (Slot max) change occurs when the character changes class.
  12. Got Icons and everything set, when I turn on the materia script it comes up with the attached...


    If i turn it off, everything loads ok etc...


    I have filled all details within the script that I needed to (such as icons)


    I have also allocated a materia slows to my actor (just in case) but issue happened before and after I did this ....


    hmm.png


    EDIT: I moved the scripts closer to the top which seems to have worked :)
  13. I've added a note like this for my "Command" materia (which is called "Assault"):

     


    <materia>


    * Equip: Armor


    * ap: 1[, 2...].


    * icon: 102


    * price: 2500


    * elements: Non-elemental


    * skills: Dual Attack: Double Attack[, Triple Attack...]


    * Unlimited


    * effects: 0,3% Rage


    * </materia>


    * This tag set the armor as being a Materia. All values are optional.


    Anything wrong done? 'Cause the materia won't appear anywhere on the menu. Not on the weapon nor armor.
  14. alexis9000 said:
    Anything wrong done?

    Basically... almost everything. The only correct values are the icon and price.


    1 - There is no 'Equip: Armor' value. This is not how you set where the materia is equipable.


    2 - Don't add brackets on the setup, they are there just to represent that you can add more values, but shouldn't be added on the setup.


    3 - the setup is made by Ids. not names.


    4 - "0,3% Rage" is not a valid effect, there are a list of effects that can be used on the plugin help, only those effects can be used, also it don't allows decimal rates.


    The materia setup is very strict, it don't allows values outside of the ones listed to be used, and the ones listed should be formated correctly.
  15. Well...then I guess...I don't understand what I should do. I already tried to read many of your explanations on the document and even here on the forum, but well...I guess I'll need some kind of explanation just like I was 5 years old xD in order to make it work. lol
  16. The plugin uses the IDs values, the ids are the number used to identify the object, such as a item or skill. To know the id of an item, skill, element... anything, just go to the database, and check the number on the side of the object's name.


    Anyway, if you're starting with rpg maker, I suggest that you try to use some easier plugins until you get more used with it. This plugin has one of the most complex setups (among my plugins, it is without question the hardest to setup until now) and is not begginer friendly.


    Also you should watch the video, if you follow exactly what it shows, you will be able to, at last, have the plugin working, just copy exactly the same values as the examples given.
  17. I am not starting with RPG Maker but no advanced as well. My problem is really that I have problems understanding all these explanations. Sorry if I'm being stubborn or something like that, but I do not want any other Engine even tough I know I'm gonna have problems with this one, why? I installed this one for a reason bud...to have Materia in my game.

    Plus, I already did something similar to the video previously, like this:

    <materia slots>
    Equip 1:
    </materia slots>

    But it won't work the same way.
  18. Hey Victor, loving the script. Just got it set up myself, and I noticed in a test play that when I use a skill learned from a materia...it only lets me use it once per battle. and then won't let me re-use it regardless of remaining mp...is this from something I did wrong when configuring everything? 


    (sorry if this was already answered, I'm just about to leave for work so I didn't have time to do a thorough search...)
  19. @kingmakerspider

    Code:
     - Limited
     This tag makes so that a skill learned through an materia can be used on
     battle the same number of times as the materia level. This also works for
     the 'All' paired support effect.

    Your materia probably has this tag, if you want the skill to be usable without limit, don't add this tag to the materia.
  20. that would be it, thank you much for the troubleshooting. have a good one.