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[MISSING] Tons of Add-ons v4.5b

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It was fixed back in 4.3b already. =/
:tpg: I am starting to think I must've mess up somewhere, I deleted the script and added it again...Configurating it of course...at least it stopped Buigging with the Reflect =D

But It's kinda bugging with the SP/HPPLUS add-on =/

Quote
? 'tons of Ad-Ons'? 3156 ??? NoMethodError ?????
undefined method '[]' for nil:NilClass

=/ Mostly when I have the 1st Weapons equipped...which doesn't increases neither SP or HP.

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No blizz u never pmed me the fixed scripts lol
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

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Ancient Mummy
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I got this error when pressing f12 ingame


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 :-\ That Means you have anoher script with the Same Effect from One of the Tons of Add-Ons.

Dunno which one thou.

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Im using tons of addons..
CENTER_BATTLER
BARS         
CAtterpilar
and EMP skill..
 :s
Other scripts im using are the Movie script from Sephspawn
and Letter by letter script from Slipknot

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 :=: Hmm....I pushed the F12 and got the Same Error...and I know I don't have Any Script that Uses the F12


And I don't think none of those Scripts affects the F12 or even use it  :=:

pokeball GAXOfflineMale
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I have one

- Status as Icons (found it for characters, but lacking for enemies and it looks pretty bad)

also, lol, Soul Rage skills can't be Reflected
(don't fix please, it is awesome and works for my story!)

I requested the Status as Icons and Multiple Status script from him.  He said he's gonna release it soon as part of these add-ons, til then, I gotta wait too, I need this for my kick ass abilities to work.  Think Berserk on crack.

from who?
cuz the one I found won't display images for enemies and I need that.

Um, from Bliz, duh.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

pokeball GAXOfflineMale
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:-\ That Means you have anoher script with the Same Effect from One of the Tons of Add-Ons.

Dunno which one thou.

Yes and no on that.  That glitch has been arround since I was Beta Testing Chaosproject.

The way I see it, it's actually conflicting with one of the game's currently existing scripts that comes with it.

F12 is the reset to title button, but since the Tons of Addons has title altering scripts, it conflicts and poof, stack level error.

This glitch isn't really Bliz's fault.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

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 :-\ I never said it was Blizzard's Fault.

You do have a point there =. Must be Fighting with the F12's Setting.

(I don't worry that much about it...I don't even use it.

=/ So it was from the beginning...meh, it's not like everyone uses the F12 >.> Do they?

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The F12 problem is a problem within RGSS itself. I still don't know why some scripts cause it, but I think it has to do with altering built in classes. It's a problem that cannot be avoided for now.

@tdogg: Just upgrade the version of your LvlUp Notifier.
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So, eh....I would like to know why am I getting errors with the Weapon with SP and HP
?_?
Should I replace the SP HP Plus with the Old One I had which didn't gave me no Errors? ?_?

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You can try. Or maybe you just made a mistake in the set up of the rates.
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-.- The Link to my old script doesn't work...Crud.

I dunno, I didn't add any values >_>;;

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Try v1.0:

Code: [Select]
#==============================================================================
# "Weapon/Armor HP/SP Plus" Add-on by Blizzard
# Version: 1.0
# Date: 18.8.2006
#
#
# Compatibility:
#
# 95% chance of compatibility with SDK. May cause slight incompatibility issues
# with CBS-es, but can be made compatible easily.
#
#
# Features:
#
# - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
# - easy to set up
# - does NOT change any rxdata files
# - this script comes UNDER SDK SCRIPTS if you use any
#
#
# Instructions:
#
# - Explanation:
#
# This script will add the option for Weapons/Armors to have HP/SP pluses while
# equipped just like the usual STR, DEX, INT etc. pluses.
#
# - Configuration
#
# 1) Activate
# Find in "Scene_Title" following lines:
#
#   $data_weapons       = load_data("Data/Weapons.rxdata")
#   $data_armors        = load_data("Data/Armors.rxdata")
#
# You will find these lines 2 times. Just ADD under them these lines:
#
#   for weapon in $data_weapons
#     weapon.init_hpsp_add_on unless weapon == nil
#   end
#   for armor in $data_armors
#     armor.init_hpsp_add_on unless armor == nil
#   end
#
# 2) Max HP and Max SP
# Change MAX_HP and MAX_SP to different values if you use another max HP and/or
# max SP limit than 9999.
#
# 3) Database
# Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
# following template to configure your database:
#
#   when ID then return [EXPR, VAL]
#
# ID - Weapon/Armor ID in the normal database
# EXPR - set to false if you want "static" increasement or true if you want
#        "dynamic" increasement
# VAL - if you use static increasement, set this value to any integer you want
#       (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set it to
#       any decimal value of the final HP/SP (i.e. 1.2 = 20% more, 2.3 = 130%
#       more, 0.7 = 30% less)
#
# VAL can be a negative integer (static increasement) OR a decimal number
# greater than 0 (dynamic increasement).
#
#
# Side Note:
#
# It took more to write the instructions than to write and test script itself.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
# or send me an e-mail:
# boris_blizzard@yahoo.de
#
#==============================================================================

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
 
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.hp_plus[1] if weapon.hp_plus[0]
      plus += weapon.hp_plus[1] if not weapon.hp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].hp_plus[1] if armor[i].hp_plus[0]
        plus += armor[i].hp_plus[1] if not armor[i].hp_plus[0]
      end
    end
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
 
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.sp_plus[1] if weapon.sp_plus[0]
      plus += weapon.sp_plus[1] if not weapon.sp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].sp_plus[1] if armor[i].sp_plus[0]
        plus += armor[i].sp_plus[1] if not armor[i].sp_plus[0]
      end
    end
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
 
end

#==============================================================================
# module RPG
# Weapon
#==============================================================================

class RPG::Weapon
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 350]
    when 5 then return [true, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 25 then return [false, 500]
    when 29 then return [true, 1.5]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end

#==============================================================================
# module RPG
# Armor
#==============================================================================

class RPG::Armor
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.1]
    when 5 then return [true, 0.5]
    when 13 then return [false, 90]
    when 17 then return [false, -450]
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end
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nice job on the Skill Separation System ;) although the cursor selection allows u to scroll commands that shouldn't be able to scroll b/c there's no skill present.
Spoiler for:
« Last Edit: April 03, 2007, 08:58:32 PM by blazinhandle »

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Im very new to scripts. All I really want for now is the Fullscreen prompt. I set the value to "true" at the start of the script but I get no prompt =/

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it does not prompt in debug mode. you have to play it from the folder.
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

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Thank you very much! Works ^^

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hey np, i am here ta help... XD
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

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Project of the Month winner for April 2008
Try v1.0:

Code: [Select]
#==============================================================================
# "Weapon/Armor HP/SP Plus" Add-on by Blizzard
# Version: 1.0
# Date: 18.8.2006
#
#
# Compatibility:
#
# 95% chance of compatibility with SDK. May cause slight incompatibility issues
# with CBS-es, but can be made compatible easily.
#
#
# Features:
#
# - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
# - easy to set up
# - does NOT change any rxdata files
# - this script comes UNDER SDK SCRIPTS if you use any
#
#
# Instructions:
#
# - Explanation:
#
# This script will add the option for Weapons/Armors to have HP/SP pluses while
# equipped just like the usual STR, DEX, INT etc. pluses.
#
# - Configuration
#
# 1) Activate
# Find in "Scene_Title" following lines:
#
#   $data_weapons       = load_data("Data/Weapons.rxdata")
#   $data_armors        = load_data("Data/Armors.rxdata")
#
# You will find these lines 2 times. Just ADD under them these lines:
#
#   for weapon in $data_weapons
#     weapon.init_hpsp_add_on unless weapon == nil
#   end
#   for armor in $data_armors
#     armor.init_hpsp_add_on unless armor == nil
#   end
#
# 2) Max HP and Max SP
# Change MAX_HP and MAX_SP to different values if you use another max HP and/or
# max SP limit than 9999.
#
# 3) Database
# Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
# following template to configure your database:
#
#   when ID then return [EXPR, VAL]
#
# ID - Weapon/Armor ID in the normal database
# EXPR - set to false if you want "static" increasement or true if you want
#        "dynamic" increasement
# VAL - if you use static increasement, set this value to any integer you want
#       (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set it to
#       any decimal value of the final HP/SP (i.e. 1.2 = 20% more, 2.3 = 130%
#       more, 0.7 = 30% less)
#
# VAL can be a negative integer (static increasement) OR a decimal number
# greater than 0 (dynamic increasement).
#
#
# Side Note:
#
# It took more to write the instructions than to write and test script itself.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
# or send me an e-mail:
# boris_blizzard@yahoo.de
#
#==============================================================================

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
 
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.hp_plus[1] if weapon.hp_plus[0]
      plus += weapon.hp_plus[1] if not weapon.hp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].hp_plus[1] if armor[i].hp_plus[0]
        plus += armor[i].hp_plus[1] if not armor[i].hp_plus[0]
      end
    end
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
 
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
    plus = 0
    multi = 1.0
    weapon = $data_weapons[@weapon_id]
    armor = []
    armor.push($data_armors[@armor1_id])
    armor.push($data_armors[@armor2_id])
    armor.push($data_armors[@armor3_id])
    armor.push($data_armors[@armor4_id])
    if weapon != nil
      multi *= weapon.sp_plus[1] if weapon.sp_plus[0]
      plus += weapon.sp_plus[1] if not weapon.sp_plus[0]
    end
    for i in 0...4
      if armor[i] != nil
        multi *= armor[i].sp_plus[1] if armor[i].sp_plus[0]
        plus += armor[i].sp_plus[1] if not armor[i].sp_plus[0]
      end
    end
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
 
end

#==============================================================================
# module RPG
# Weapon
#==============================================================================

class RPG::Weapon
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 350]
    when 5 then return [true, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 25 then return [false, 500]
    when 29 then return [true, 1.5]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end

#==============================================================================
# module RPG
# Armor
#==============================================================================

class RPG::Armor
 
  attr_reader :hp_plus
  attr_reader :sp_plus
 
  def init_hpsp_add_on
    @hp_plus = quota_hp
    @sp_plus = quota_sp
  end
 
  def quota_hp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.1]
    when 5 then return [true, 0.5]
    when 13 then return [false, 90]
    when 17 then return [false, -450]
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
  def quota_sp
    case @id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 9 then return [true, 1.3]
    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
 
end
Ok, I shall use it...once I get some little problem fixed...Can I also get an older version of Reflect? to see if it works Please? =.

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I really like your add-ons, but how can i add more elements, because i know have to remake my game because of the elements.

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

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to make elements you go to the database and click on the system tab, then on the bottom left corner change the max to a higher number.

then on the script, change the number of the effect to the effect you want to be on your elements. (ZOMBIE_STATUS,REGEN_STATUS,AUTO_REVIVE               ,FURY_STATUS,INVINCIBLE_STATUS,HALF_SP,_1_SP,REFLECT).

Hope my chat helps... o.o

@Dark Angel Sion- I might have one, let me look
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--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
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Feildmaster Productions
Made By One Man Run by the Same...
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Oh yeah, and everything else web based
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Just Helping.. And Getting Drunk :P
I mean that if i use this script, even if i set everything to false, all the anti elements
( attributes) like anti-undead don't work anymore. I don't know it for sure, but i think this script only supports 8 elements, but i want more of them, so how do i do this ?

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
to make elements you go to the database and click on the system tab, then on the bottom left corner change the max to a higher number.
then on the script, change the number of the effect to the effect you want to be on your elements. (ZOMBIE_STATUS,REGEN_STATUS,AUTO_REVIVE,FURY_STATUS,INVINCIBLE_STATUS,HALF_SP,_1_SP,REFLECT).
silly feildmaster, those are status effects not elements ;D

for the thing not working, you're best chance is waiting for Blizz to respond

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Hell... What did I mess up now... I'm Back!
lol... o.o

my mistake? i was randomly going through them in my mind... i know his stuff mostly by heart...

now let me thing at what you are trying to get at Marty...

actualy, i don't see why those wont work... it doesn't look like they shouldn't work when i read this code...
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...