You all can go fuck yourselves, I'm not going to put up with this crap of stealing people's work.
<3 script! Thanks much dark!
Nice, I've been looking for a script like this for a couple days now. :D
Awesome script Darklord. Plus I like how you made the map look nice. It functions as both a script and a mapping tutorial ;8
Damn, it's still a shame you're going. Oh well. I am definitely using this script.
Just wanted to say that if anyone needs help with this script, it's better to PM me over on .org (The_Darklord) or post in the topic:
(for now)
http://www.dragonkid.org/forums/showthread.php?p=189660
(later, when the domain is fixed)
http://www.hbgames.org/forums/showthread.php?p=189660
Quote from: Darklord on April 10, 2007, 03:43:48 AM
Compatibility
Probably incompatible with SDK, I rewrite too many methods.
I love you.
Wow! Cool! I wish you made the summoning one, but this is still cool! :D
Great script.
How would you go about adding a certain amount to the luck stat with the call script? For example, I want to make an item that adds +10 luck to a character lets say.
Darklord has left RMRK: you'd be better off asking questions on his thread at .org. I think I can answer that one though. Try:
$game_actors[XXX].luck += 10
where XXX is the actor's id.
I checked through the script. Yes, what MA said will work.
Yay for luck! (Even though I like the STR stat more)I wonder if he'd still be posting his other scripts here..
~Winged
Unfortunately, I don't see that happening :'(
I will not be posting any more scripts here unless I decide to return.
Here's Modern Algebra's patch for the RTAB. I'll check it later to make sure it's bug free and whatnot.
class Game_Battler
#--------------------------------------------------------------------------
# * Applying Normal Attack Effects
# attacker : battler
#--------------------------------------------------------------------------
def attack_effect(attacker)
# ?????????????
self.critical[attacker] = false
state_p[attacker] = []
state_m[attacker] = []
# ??????
hit_result = (rand(100) < attacker.hit)
# ?????
if hit_result == true
# ?????????
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage[attacker] = atk * (20 + attacker.str) / 20
# ????
self.damage[attacker] *= elements_correct(attacker.element_set)
self.damage[attacker] /= 100
# ????????????
if self.damage[attacker] > 0
# ????????
random = (rand(100) - (Integer(attacker.luck/10)))
if random < 4 * attacker.dex / self.agi
self.damage[attacker] *= 2
self.critical[attacker] = true
end
# ????
if self.guarding?
self.damage[attacker] /= 2
end
end
# ??
if self.damage[attacker].abs > 0
amp = [self.damage[attacker].abs * 15 / 100, 1].max
self.damage[attacker] += rand(amp+1) + rand(amp+1) - amp
end
# ??????
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage[attacker] < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# ?????
if hit_result == true
# ????????
remove_states_shock
# HP ?????????
# ??????
@state_changed = false
states_plus(attacker, attacker.plus_state_set)
states_minus(attacker, attacker.minus_state_set)
# ?????
else
# ????? "Miss" ???
self.damage[attacker] = "Miss"
# ?????????????
self.critical[attacker] = false
end
# ??????
return true
end
end
Now, I'm out of here.