RPG Maker VX Ace

RPG Maker VX Ace

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ZyloW0lf Jul 28, 2013 @ 2:55pm
Help with a "Weapon Unleash" Script?
Hey all! I used to own RPG Maker VX a couple years ago and finally got around to getting Ace during the Summer Sale. Unfortunately, custom scripts are a bit of a mystery to me as I try to get used to everything again. I managed to find a custom script for having an equipped weapon unleash a special skill with a random chance percentage at http://forums.rpgmakerweb.com/index.php?/topic/10873-weapon-unleash-skill/.

The problem here is... I've gotten about as far as adding this script to my database. I open it up. Look at it... and I can't make heads or tails of what needs to be done from there. I've attempted adding the note tag <unleash x y> on the weapon I'd like to use a special ability. (X being the skill # in my database, and Y being the percentage). I gave it a 100% chance and double-checked I was using the correct skill # and then forced a test battle. My character just used a normal attack like usual. That said, is there anyone out there who can tell me what I'm doing wrong, or what I may have just forgotten to do otherwise? I'd appreciate all the help I can get! Thanks!
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Showing 1-4 of 4 comments
onyx_tanuki Jul 28, 2013 @ 4:53pm 
It'd be kinda hard to diagnose the issue without getting a screenshot or anything. That said, it does seem pretty simple: if you want the weapon to have, say, skill 010 cast with a 20% probability, you'd enter <unleash 010 20> in the weapon's comments. Make sure the character has that weapon equipped for the test run, and it should work. If not, and you've done as you said above, I don't know how else to get it to work.

The only other problem I can think of is if maybe the target scope has to match? Like if you're testing with an all-enemies spell or a spell that targets an ally then maybe the targeting is getting screwed up?
ZyloW0lf Jul 28, 2013 @ 5:26pm 
Hey! Thanks for the reply! I am officially confused, haha. I just signed in to playtest my battle again making sure I had set my weapon's note to exactly <unleash 127 100> like before. Everything worked perfectly. I have no idea what happened. I hadn't changed anything from before, to my knowledge, and I had previously been getting an error message about Line 165 of the script (which is just one of the "end" lines) having a syntax error. But... now the script is suddenly working flawlessly. So... I'm gonna go ahead and say you've got some kind of wizard crap going on that I don't know about! :P
Detrea Jul 29, 2013 @ 3:22pm 
I can't help with scripting, but have you considered just having the weapon cause a status and then using battle events to check if an enemy has that status, and if so, do whatever it is you want done to them? Using a status makes it simple for an event to specifically affect whichever target was hit, and changing the precentage chance for it to proc has a direct effect of changing the chances for the associated ability to happen.

I mean, you make the battle event, like, once and then just copy and paste it to any battles it'd apply to, so it's a lot less work than it might seem.

*edit* oops, didn't read far enough to see your problem was resolved. But I'm just gonna leave this here as a viable alternative for an effect similar to what you were looking for.
Last edited by Detrea; Jul 29, 2013 @ 3:23pm
ZyloW0lf Jul 29, 2013 @ 4:26pm 
Thanks, Detrea! That is something to consider, as well. If I run into problems with the script I'm using again I may look into that. :-) My main concern was that I really wanted that particular script to work, though. I loved the weapons that unleashed special flashy-looking attacks in the Golden Sun games.
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Date Posted: Jul 28, 2013 @ 2:55pm
Posts: 4