I was wondering how you would disable the bounce damage for SP loss/gains but keep the bounce damage for HP loss/gains. I looked in the manual and didn't see it and I really would like it off.
I run my game where the main character has a replenishing SP (like Rogue / Hunter from WoW) and every time damage is dealt, it shows the SP gain.
Also, I am not sure if this has been addressed or not, but when I set an event to "event touch" and the event hits me, it causes my game to crash giving me this error:
Script 'BlizzABS part 2' line 1352: RunetimeError occured.
2
This is the section of the code: (line 1343 to 1402)
#--------------------------------------------------------------------------
# get_variable
# type - variable type
# value - value type
# Returns the variable from the given command data
#--------------------------------------------------------------------------
def get_variable(type, value)
# initialize
var = 0
# branch handling based on variable type
case type
when VARGame # game variable
# variable is the game variable
var = $game_variables[value]
when VARCombo # combo variable
# variable is the combo variable
var = @variables[value]
when VARCharacter # character variable
# branch handling based on value type
case value
when VALHp # battler hp
# variable is the battler's hp
var = @ch.battler.hp
when VALSp # battler sp
# variable is the battler's hp
var = @ch.battler.sp
when VALMaxHp # battler max hp
# variable is the battler's max hp
var = @ch.battler.maxhp
when VALMaxSp # battler max sp
# variable is the battler's max sp
var = @ch.battler.maxsp
when VALState # battler states
# variable is the amount of states on battler
var = @ch.battler.states.size
when VALExp # battler exp
# variable is the battler's exp
var = @ch.battler.exp
when VALLevel # battler level
# variable is the battler's level
var = @ch.battler.level
when VALTile # tile id
# variable is the character's current tile
var = @ch.tile_id
when VALDirection # battler direction
# variable is the character's current direction
var = @ch.direction
end
when VARInput # input
# variable is input success
var = @inputs[value][3]
when VARConstant # constant
# variable is just the value given
var = value
when VARScript # script
# variable is just the script given
var = eval(value)
end
return var
end
"# branch handling based on variable type" would be line 1352.
What the event does is it will give you a random variable between 3 and 5 and cause you to have a move route and play an SE.
Thanks!