ok i loaded in the script but i get this error what i did was i change verything that said "_ID" to "_17" for te status effect ID. and i get this 1 error everytime so heres the script and come somebody configure it for me.
NOTE: The IDs are there. before the script
#==============================================================================
# Full Reflection System by Blizzard
# Version: 1.0b
# Date: 5.9.2006
#
#
# Compatiblity:
#
# Is compatible with nearly everything. You might experience problems with
# exotic CBS-es
#
#
# Configuration:
#
# Make a status effect and call it "Reflect". Remember the ID number. Now make
# an animation that should be displayed when reflecting magic.
#
# REFLECT_ID - the ID of the reflect status
# REFLECT_ANIMATION - the ID of animation displayed when magic is being
# reflected
#
# Note:
# A magical skill is considered a skill that has a ATK-F equal to zero and
# either INT-F greater than zero or MDEF-F greater than zero. Create
# unreflectable skills by just setting ATK-F greater than zero.
#
# Important note:
# It is better if you don´t use sounds and screen/target flashing in the
# animation for the reflecting effect.
#
#==============================================================================
REFLECT_ID = 17
REFLECT_ANIMATION = 101
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :reflect_flag
alias init_reflect_later initialize
def initialize
init_reflect_later
@reflect_flag = false
end
alias skill_effect_reflect_later skill_effect
def skill_effect(user, skill)
@reflect_flag = false if not self.states.include?(REFLECT_ID)
if not self.test_reflection(skill)
return self.skill_effect_reflect_later(user, skill)
end
end
def test_reflection(skill)
if self.states.include?(REFLECT_17) and @reflect_flag
return true if (skill.int_f > 0 or skill.mdef_f > 0) and skill.atk_f == 0
end
return false
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
def update_phase4_step4
for i in 0...@target_battlers.size
if @skill != nil and @target_battlers[i].test_reflection(@skill)
@target_battlers[i].animation_id = REFLECT_ANIMATION
@target_battlers[i] = swap_targets(@target_battlers[i], @active_battler)
target = @target_battlers[i]
dam = 0
dam = target.damage if target.damage.is_a?(Numeric)
target.skill_effect(@active_battler, @skill)
target.damage += dam if target.damage.is_a?(Numeric)
end
@target_battlers[i].animation_id = @animation2_id
@target_battlers[i].animation_hit = (@target_battlers[i].damage != "Miss")
end
for actor in $game_party.actors
actor.reflect_flag = true if actor.states.include?(REFLECT_ID)
end
for enemy in $game_troop.enemies
enemy.reflect_flag = true if enemy.states.include?(REFLECT_ID)
end
@wait_count = 6
@phase4_step = 5
end
def swap_targets(battler1, battler2)
if battler1.is_a?(Game_Enemy) and battler2.is_a?(Game_Enemy)
actors = []
for actor in $game_party.actors
actors.push(actor) if actor.exist?
end
battler3 = actors[rand(actors.size)]
elsif battler1.is_a?(Game_Actor) and battler2.is_a?(Game_Actor)
enemies = []
for enemy in $game_troop.enemies
enemies.push(enemy) if enemy.exist?
end
battler3 = enemies[rand(enemies.size)]
else
battler3 = battler2
end
return battler3
end
alias battle_end_reflect_later battle_end
def battle_end(result)
for actor in $game_party.actors
actor.reflect_flag = false
end
battle_end_reflect_later(result)
end
end