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Donnerstag, 8. Oktober 2009, 16:06

Tons of Add-ons V7.39b


von Blizzard, Fantasist, NAMKCOR, Zan, game_guy, TerreAqua
This is a collection of different add-ons with the option to turn each on/off. If you have any ideas how to improve this collection, just say so. I will add you into the credits of this add-on collection if you have an own add-on.
Bild
Sex is not the answer. Sex is the question. Yes is the answer.

Gravity_Blessing

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2

Freitag, 12. Februar 2010, 17:16

Hilfe

Bei mir funktionieren die Unique Skill Commands nicht, die Fähigkeitenfenster öffnen nicht beim darauf klicken woran kann das liegen

lg

Käääv

Ameny

Ankömmling

Motto: "Ich bin wie ich bin, anders geht eh nicht!" :)

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3

Mittwoch, 22. Dezember 2010, 11:40

Probleme mit Multi-Hit Add-on

Hallo,

also alle Add-ons,. die ich bis jetzt probiert habe funktionieren top! Nur das Multi-Hit AddOn verursacht Probleme.

Wenn ich eine Waffe erstelle, die es dem Actor ermöglichen soll mehrmals anzugreifen, funktioniert das manchmal. In vielen Fällen kommt aber wenn alle Gegner besiegt sind folgende Fehlermeldung:

Bild


An anderen Scripts in meinem Projekt kann es nicht liegen, denn der Fehler tritt auch auf, wenn ich ein neues Projekt ohne weitere Scripts anlege.

Woran kann es liegen?

Das ist der Skript zum Multi-Hit-Addon

Spoiler

Zitat



#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Multi-Hit by Blizzard
# Version: 1.51b
# Type: Weapon/Skill/Enemy Enhancement
# Date: 12.8.2007
# Date 1.3b: 23.2.2008
# Date 1.4b: 23.7.2008
# Date 1.5b: 19.10.2008
# Date 1.51b: 6.10.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
# 95% compatible with SDK 1.x. 70% compatible with SDK 2.x. Might be
# incompatible with exotic skills and/or CBS-es. Compatible with CRLS 5.1b or
# higher.
#
#
# Explanation:
#
# This add-on will allow that skills, weapons and enemies attack more than
# once.
#
# new in v1.3b:
# - now you can define weapons/skills/enemies which's other attacks will
# target a random target instead of the originally chosen target
# - now beta
#
# new in v1.4b:
# - better compatibility with SP Cost Mod
# - improved coding
#
# new in v1.5b:
# - added Multi-Hit items
#
#
# Configuration:
#
# Set up the following constants to configure the script:
#
# WEAPON_RANDOM - add any weapon IDs here and separate them with commas to
# make those specific weapons attack another random target
# for each other hit than the first
# SKILL_RANDOM - add any skill IDs here and separate them with commas to
# make those specific skills attack another random target
# for each other hit than the first
# ITEM_RANDOM - add any item IDs here and separate them with commas to
# make those specific items attack another random target
# for each other hit than the first
# ENEMY_RANDOM - add any enemy IDs here and separate them with commas to
# make those specific enemies attack another random target
# for each other hit than the first
#
# Further there are 4 configurations. Configuration 1 is for weapons,
# Configuration 2 is for skills, Configuration 3 is for items and
# Configuration 3 is for normal enemy attacks. Use following template to set
# up how many hits should be done:
#
# when ID then return HITS
#
# ID - ID of weapon, skill, item or enemy, depending on the configuration
# number
# HITS - number of hits
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Basic Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
WEAPON_RANDOM = []
SKILL_RANDOM = []
ITEM_RANDOM = []
ENEMY_RANDOM = []
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Basic Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

def self.weapon_hits(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 1
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 2 then return 2

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 1
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 1
end

def self.skill_hits(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 0 then return 0
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 1
end

def self.item_hits(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 3
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 0 then return 0
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 3
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 1
end

def self.enemy_hits(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 4
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 0 then return 0
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 4
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 1
end

end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle

alias update_phase4_step1_multi_hit_later update_phase4_step1
def update_phase4_step1(battler = nil)
if battler != nil
update_phase4_step1_multi_hit_later(battler)
return
end
update_phase4_step1_multi_hit_later
@repeat = [1, 1, 0]
return unless @active_battler != nil && $game_system.MULTI_HIT
if @active_battler.current_action.kind == 0
if @active_battler.current_action.basic == 0
if @active_battler.is_a?(Game_Actor)
hits = BlizzCFG.weapon_hits(@active_battler.weapon_id)
elsif @active_battler.is_a?(Game_Enemy)
hits = BlizzCFG.enemy_hits(@active_battler.id)
end
@repeat = [hits, hits, 2]
end
elsif @active_battler.current_action.kind == 1
@repeat[2] = 3
elsif @active_battler.current_action.kind == 2
@repeat[2] = 4
end
end

alias update_phase4_step2_multi_hit_later update_phase4_step2
def update_phase4_step2(battler = nil)
if battler != nil
update_phase4_step2_multi_hit_later(battler)
return
end
update_phase4_step2_multi_hit_later
if $game_system.MULTI_HIT && @phase4_step != 1
if @repeat[2] == 3
hits = BlizzCFG.skill_hits(@skill.id)
@repeat = [hits, hits+1, 4]
elsif @repeat[2] == 4
hits = BlizzCFG.item_hits(@item.id)
@repeat = [hits, hits+1, 4]
end
end
end

alias update_phase4_step5_multi_hit_later update_phase4_step5
def update_phase4_step5(battler = nil)
if battler != nil
update_phase4_step5_multi_hit_later(battler)
return
end
update_phase4_step5_multi_hit_later
if $game_system.MULTI_HIT
if @active_battler.current_action.kind == 1
if BlizzCFG::SKILL_RANDOM.include?(@skill.id)
if @active_battler.is_a?(Game_Actor)
@active_battler.current_action.decide_random_target_for_actor
elsif @active_battler.is_a?(Game_Enemy)
@active_battler.current_action.decide_random_target_for_enemy
end
end
elsif @active_battler.current_action.kind == 2
if BlizzCFG::ITEM_RANDOM.include?(@item.id)
if @active_battler.is_a?(Game_Actor)
@active_battler.current_action.decide_random_target_for_actor
elsif @active_battler.is_a?(Game_Enemy)
@active_battler.current_action.decide_random_target_for_enemy
end
end
elsif @active_battler.is_a?(Game_Actor)
if BlizzCFG::WEAPON_RANDOM.include?(@active_battler.weapon_id)
@active_battler.current_action.decide_random_target_for_actor
end
elsif @active_battler.is_a?(Game_Enemy)
if BlizzCFG::ENEMY_RANDOM.include?(@active_battler.id)
@active_battler.current_action.decide_random_target_for_enemy
end
end
@phase4_step = 2 if @repeat[0] > 1 && @repeat[2] > 0
@repeat[0] -= 1
end
end

alias make_skill_action_result_multi_hit_later make_skill_action_result
def make_skill_action_result(battler = nil, plus_id = nil)
if battler != nil
if plus_id != nil
make_skill_action_result_multi_hit_later(battler, plus_id)
else
make_skill_action_result_multi_hit_later(battler)
end
return
end
make_skill_action_result_multi_hit_later
if @repeat[2] > 3
sp_cost = @skill.sp_cost
if $game_system.SP_COST_MOD
sp_cost = BlizzCFG.get_cost_mod(@active_battler.states, sp_cost)
end
@active_battler.sp += sp_cost
@status_window.refresh
end
end

end

zum Lesen den Text mit der Maus markieren
  • :hammer: Fähigkeiten

    :rmxp:


    Mapping: :star: :star: :star-empty: :star-empty: :star-empty:
    Pixeln: :star: :star-empty: :star-empty: :star-empty: :star-empty:
    Scripten: :star-half: :star-empty: :star-empty: :star-empty: :star-empty:
    Storywriting: :star: :star-empty: :star-empty: :star-empty: :star-empty:
    Events: :star: :star: :star-empty: :star-empty: :star-empty:
  • :joystick: Aktuelles Projekt

    Das Vermächtnis des Eron



    Projektstatus:
    Story:
    Ungereimtheiten werden überarbeitet: 80%
    Maps:
    Die bestehenden werden gerade verbessert: 5%
    Musik:
    noch auf der Suche: 5%
    Database/System:
    Einiges fehlt noch: 20%





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