Started by igorlipemoreno, June 15, 2015, 04:00:26 am
#==========================================================================# ** OZUL Counter Attack#==========================================================================# Original version by: Uncle Lanzer# Version 2, modifications by Orochii Zouveleki# 25.03.15#==========================================================================#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # This work is protected by the following license:# #----------------------------------------------------------------------------# # # # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )# # # # You are free:# # # # to Share - to copy, distribute and transmit the work# # to Remix - to adapt the work# # # # Under the following conditions:# # # # Attribution. You must attribute the work in the manner specified by the# # author or licensor (but not in any way that suggests that they endorse you# # or your use of the work).# # # # Noncommercial. You may not use this work for commercial purposes.# # # # Share alike. If you alter, transform, or build upon this work, you may# # distribute the resulting work only under the same or similar license to# # this one.# # # # - For any reuse or distribution, you must make clear to others the license# # terms of this work. The best way to do this is with a link to this web# # page.# # # # - Any of the above conditions can be waived if you get permission from the# # copyright holder.# # # # - Nothing in this license impairs or restricts the author's moral rights.# # # #----------------------------------------------------------------------------################## # # CONFIGURATION ## ################### IT`S PRETTY SIMPLE........ JUST KILL THE BATMAN! <-- FORGET THAT -.-U# MAKE A "(YOUR COUNTER NAME)" STATE# UL_COUNTER_STATES = { A => [ B,C,D ]}# A = THE COUNTER STATE# B = RATE OF SUCCESS# C = MAGIC INFLUENCE (magical or physical)# D = COUNTER ABILITYScene_Battle::UL_Counter_States = { 31 => [100,5,1], 32 => [100,5,31],} #ADD MORE BY THE SAME SYNTAX#*********************************************************#*****************= End of Configuration=*****************#*********************************************************# CHECKING SCRIPTif !@ul_counterattack_disabled# STARTclass Game_Battler alias lanzer_counter_battler_atkeff attack_effect def attack_effect(attacker) lanzer_counter_battler_atkeff(attacker) if $scene.active_battler == attacker $scene.ul_atkcounter_test(self,nil) end end alias counter_skill_attacks skill_effect def skill_effect(attacker, skill) counter_skill_attacks(attacker, skill) if $scene.active_battler == attacker and skill.power > 0 $scene.ul_atkcounter_test(self,skill) end end endclass Scene_Battle attr_accessor :active_battler def ul_atkcounter_test(battler,skill) # The actor is applied with a state that prevents movement. Stop counter. return unless battler.movable? ul_temp = UL_Counter_States.keys for i in 0...ul_temp.size if battler.state?(ul_temp[i]) if UL_Counter_States[ul_temp[i]][0] > rand(99) int_f = skill != nil ? skill.int_f : 0 if (int_f < UL_Counter_States[ul_temp[i]][1]) next end @ul_counter = UL_Counter_States[ul_temp[i]][2] @ul_countertarget = battler return end end end end alias lanzer_counter_battle_up4s5 update_phase4_step5 def update_phase4_step5 lanzer_counter_battle_up4s5 if @ul_countertarget != nil @phase4_step = 1337 # LEET @ul_atkcounter = 28 end end def ul_counter_update if @ul_countertarget.dead? or @ul_atkcounter == 0 or !@ul_countertarget.movable? @ul_atkcounter = nil @ul_counter = nil @ul_countertarget = nil @phase4_step = 6 return end @ul_atkcounter -= 1 if @ul_atkcounter == 10 skill = $data_skills[@ul_counter] @ul_countertarget.animation_id = skill.animation1_id @active_battler.animation_id = skill.animation2_id #ul_temp = rand(UL_Counter_Messages.size) #ul_temp = UL_Counter_Messages[ul_temp].clone #ul_temp.gsub!(/\\[Mm]/) { @ul_countertarget.name } #@help_window.set_text(ul_temp, 1) @active_battler.skill_effect(@ul_countertarget, skill) if !@active_battler.damage.is_a?(String) @active_battler.hp += @active_battler.damage @active_battler.damage = @active_battler.damage @active_battler.hp -= @active_battler.damage @status_window.refresh end @active_battler.damage_pop = true end end alias lanzer_counter_battle_update update def update if @ul_atkcounter != nil ul_counter_update end lanzer_counter_battle_update endend#--------------------------------------------------------------------------#end