Rain of Add-Ons
Authors: Xelias
Version: 1.00
Type: Add-on Collection Control Script
Key Term: Add-on Collection
IntroductionBasically, it is me messing up with some of Tons of Add-Ons scripts. Now, it just features status effect scripts, but more to come.
Features
- Oil Status
- Shell Status
- Protect Status
- Virus Status
- MP Shield Status
- Spikes Status
ScreenshotsNo screens. How can you screenshot a status effect ?
DemoNo demo.
Script
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# Rain of Add-ons by Xelias
# Version: 1.00
# Type: Add-on Collection Control Script
# Date v1.00b: 26.11.2009
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#
#
#
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#
# 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
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# # 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.
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# # 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.
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# # - 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
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# # - Any of the above conditions can be waived if you get permission from the
# # copyright holder.
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# # - Nothing in this license impairs or restricts the author's moral rights.
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# #----------------------------------------------------------------------------
#
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class Game_System
alias init_rain_of_addons_later initialize
def initialize
init_rain_of_addons_later
@OIL_STATUS = false
@SHELL_STATUS = false
@PROTECT_STATUS = true
@VIRUS_STATUS = false
@MP_SHIELD_STATUS = false
@SPIKES_STATUS = true
end
attr_accessor :OIL_STATUS
attr_accessor :SHELL_STATUS
attr_accessor :PROTECT_STATUS
attr_accessor :VIRUS_STATUS
attr_accessor :MP_SHIELD_STATUS
attr_accessor :SPIKES_STATUS
end
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# Oil Status Effect by Xelias
# Version: 1.0b
# Type: Enhanced Status
# Date: 24.9.2006
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#
# Allows to create a status increasing damage taken by Fire Element.
#
#
# Configuration:
#
# OIL_IDS - the IDs of the Oil status effects
# FIRE_ELEMENT_ID - the ID of the fire element
# FIRE_MULTIPLIER : How much times Fire Attacks should be stronger
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#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
OIL_IDS = [19]
FIRE_ELEMENT_ID = 1
FIRE_MULTIPLIER = 3
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias attack_effect_oil_later attack_effect
def attack_effect(attacker)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = attack_effect_oil_later(attacker)
oil_effect(last_hp, last_sr, attacker) if self.damage.is_a?(Numeric)
return result
end
alias skill_effect_oil_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = skill_effect_oil_later(user, skill)
oil_effect(last_hp, last_sr, skill) if self.damage.is_a?(Numeric)
return result
end
alias item_effect_oil_later item_effect
def item_effect(item, battler = nil)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
if battler == nil
result = item_effect_oil_later(item)
else
result = item_effect_oil_later(item, battler)
end
oil_effect(last_hp, last_sr, item) if self.damage.is_a?(Numeric)
return result
end
def oil_effect(last_hp, last_sr, object)
if $game_system.OIL_STATUS && OIL_IDS.any? {|i| @states.include?(i)}
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if last_sr != nil
if object.element_set.include?(FIRE_ELEMENT_ID)
self.damage = (self.damage * FIRE_MULTIPLIER).to_i
end
self.hp -= self.damage
end
end
end
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# Shell Status by Xelias
# Version: 1.00
# Type: Enhanced Status
# Date: 26.11.2009
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#
#
# Compatibility:
#
# 99% compatible with SDK v1.x. 90% compatible with SDK v2.x. Could cause
# problems with exotic CBS-es.
#
#
# Instructions:
#
# - Explanation:
#
# Thanks to this, you can create a "Shell Status" that halves all Magic Damage you take.
# You can put an animation on the character affected with Shell just before the magic hits
# - Configuration
#
# SHELL_IDS - include any IDs of Shell Statuses and separate them with
# commas (i.e. [52, 53, 54])
# SHELL_ANIMATION_ID - Put the animation id. If you don't want any, make it 0.
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SHELL_IDS = [30]
SHELL_ANIMATION_ID = 64
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias skill_effect_shell_skill_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = self.sr if $crls && self.is_a?(Game_Actor)
result = skill_effect_shell_skill_later(user, skill)
if $game_system.SHELL_STATUS
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if $crls && self.is_a?(Game_Actor)
if self.damage.is_a?(Numeric)
if skill.int_f > 0 && SHELL_IDS.any? {|i| @states.include?(i)}
self.damage = (self.damage/2).to_i
self.animation_id = SHELL_ANIMATION_ID
end
self.hp -= self.damage
end
end
return result
end
end
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# Protect Status by Xelias
# Version: 1.00
# Type: Enhanced Status
# Date: 26.11.2009
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#
#
# Compatibility:
#
# 99% compatible with SDK v1.x. 90% compatible with SDK v2.x. Could cause
# problems with exotic CBS-es.
#
#
# Instructions:
#
# - Explanation:
#
# Thanks to this, you can create a "Protect Status" that halves all Physical Damage you take.
# This includes both physical attacks and skills with an intelligence influence of 0.
# You can put an animation on the character affected with Protect just before the magic hits
# - Configuration
#
# PROTECT_IDS - include any IDs of Protect Statuses and separate them with
# commas (i.e. [29])
# PROTECT_ANIMATION_ID - Put the animation id. If you don't want any, make it 0.
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PROTECT_IDS = [28]
PROTECT_ANIMATION_ID = 65
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias skill_effect_protect_skill_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = self.sr if $crls && self.is_a?(Game_Actor)
result = skill_effect_protect_skill_later(user, skill)
if $game_system.PROTECT_STATUS
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if $crls && self.is_a?(Game_Actor)
if self.damage.is_a?(Numeric)
if skill.int_f == 0 && PROTECT_IDS.any? {|i| @states.include?(i)}
self.damage = (self.damage/2).to_i
self.animation_id = PROTECT_ANIMATION_ID
end
self.hp -= self.damage
end
end
return result
end
alias attack_effect_protect_later attack_effect
def attack_effect(attacker)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = attack_effect_protect_later(attacker)
protect_effect(last_hp, last_sr, attacker) if self.damage.is_a?(Numeric)
return result
end
def protect_effect(last_hp, last_sr, object)
if $game_system.PROTECT_STATUS && PROTECT_IDS.any? {|i| @states.include?(i)}
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if last_sr != nil
self.damage = (self.damage/2)
self.animation_id = PROTECT_ANIMATION_ID
self.hp -= self.damage
end
end
end
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# Virus Status Effect by Xelias
# Version: 1.00
# Type: Game Experience Improvement
# Date: 26.9.2006
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#
# Allows to create a status preventing healing.
#
#
# Configuration:
#
# VIRUS_IDS - the IDs of the Virus status effects
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# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
VIRUS_IDS = [14]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias skill_effect_virus_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = skill_effect_virus_later(user, skill)
virus_effect(last_hp, last_sr, skill) if self.damage.is_a?(Numeric)
return result
end
alias item_effect_virus_later item_effect
def item_effect(item, battler = nil)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
if battler == nil
result = item_effect_virus_later(item)
else
result = item_effect_virus_later(item, battler)
end
virus_effect(last_hp, last_sr, item) if self.damage.is_a?(Numeric)
return result
end
def virus_effect(last_hp, last_sr, object)
if $game_system.VIRUS_STATUS && VIRUS_IDS.any? {|i| @states.include?(i)}
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if last_sr != nil
if self.damage < 0
self.damage = (self.damage*0).to_i
end
self.hp -= self.damage
end
end
end
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# MP Shield Status Effect by Xelias
# Version: 1.00
# Type: Game Experience Improvement
# Date: 26.9.2006
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#
# When under this status, you never lose HP. However, you lose SP instead. When
# your SP reach 0, this status becomes ineffective.
#
# Configuration:
#
# MP_SHIELD_IDS - the IDs of the MP Shield status effects
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#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
MP_SHIELD_IDS = [14]
MP_SHIELD_ANIMATION_ID = 8
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias attack_effect_mpshield_later attack_effect
def attack_effect(attacker)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = attack_effect_mpshield_later(attacker)
mpshield_effect(last_hp, last_sr, attacker) if self.damage.is_a?(Numeric)
return result
end
alias skill_effect_mpshield_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = skill_effect_mpshield_later(user, skill)
mpshield_effect(last_hp, last_sr, skill) if self.damage.is_a?(Numeric)
return result
end
alias item_effect_mpshield_later item_effect
def item_effect(item, battler = nil)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
if battler == nil
result = item_effect_mpshield_later(item)
else
result = item_effect_mpshield_later(item, battler)
end
mpshield_effect(last_hp, last_sr, item) if self.damage.is_a?(Numeric)
return result
end
def mpshield_effect(last_hp, last_sr, object)
if $game_system.MP_SHIELD_STATUS && MP_SHIELD_IDS.any? {|i| @states.include?(i)}
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if last_sr != nil
if self.sp > 0 && self.damage > 0
self.animation_id = MP_SHIELD_ANIMATION_ID
self.sp -= self.damage
else
self.hp -= self.damage
end
end
end
end
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# Spike Status by Xelias
# Version: 1.00
# Type: Enhanced Status
# Date: 26.11.2009
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#
#
# Compatibility:
#
# 99% compatible with SDK v1.x. 90% compatible with SDK v2.x. Could cause
# problems with exotic CBS-es.
#
#
# Instructions:
#
# - Explanation:
#
# This allows to create a Spike Status. It inflicts damage to your opponent every time
# he or she attacks or uses a special skill. You can also set a special animation to hit
# the opponent
# - Configuration
#
# SPIKES_IDS - include any IDs of Spikes Statuses and separate them with
# commas (i.e. [29])
# SPIKES_ANIMATION_ID - Put the animation id. If you don't want any, make it 0.
# SPIKES_PROTECTION - Set to true if you want to lower the damage taken by the
# damage inflected by the spikes. Set false if you don't.
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SPIKES_IDS = [29]
SPIKES_ANIMATION_ID =43
SPIKES_PROTECTION = false
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias skill_effect_spikes_skill_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = self.sr if $crls && self.is_a?(Game_Actor)
result = skill_effect_spikes_skill_later(user, skill)
if $game_system.SPIKES_STATUS
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if $crls && self.is_a?(Game_Actor)
if self.damage.is_a?(Numeric)
if skill.int_f == 0 && SPIKES_IDS.any? {|i| @states.include?(i)}
user.damage = ( ( [self.pdef - user.pdef / 2, 0].max )* (20 + self.str) / 20 ) /10
user.hp -= user.damage
user.animation_id = SPIKES_ANIMATION_ID
if SPIKES_PROTECTION
self.damage -= user.damage
end
end
self.hp -= self.damage
end
end
return result
end
alias attack_effect_spikes_later attack_effect
def attack_effect(attacker)
last_hp = self.hp
last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
result = attack_effect_spikes_later(attacker)
spikes_effect(last_hp, last_sr, attacker) if self.damage.is_a?(Numeric)
return result
end
def spikes_effect(last_hp, last_sr, object)
if $game_system.SPIKES_STATUS && SPIKES_IDS.any? {|i| @states.include?(i)}
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if last_sr != nil
object.damage = ( ( [self.pdef - object.pdef / 2, 0].max )* (20 + self.str) / 20 ) /10
object.hp -= object.damage
object.animation_id = SPIKES_ANIMATION_ID
if SPIKES_PROTECTION
self.damage -= object.damage
end
self.hp -= self.damage
end
end
end
InstructionsPaste it above main.
CompatibilityAs it works like Blizzard's tons, I'd say it is "90% compatible with SDK v1.x. 80% compatible with SDK v2.x." to quote Blizzard. Also should work in Blizz-ABS... May cause problem with exotic CBS
Credits and Thanks
- Xelias, for modifying Blizzard's scripts
- Blizzard, for making his marvelous Tons of Add-Ons
Author's Notes
- Will add more... when I feel like it.
- Due to the small number of add-ons, the title doesn't fit... It was just a tribute/parody to Blizzard's Tons... Hehehe... Sorry, Blizz...
:o
Looks awwweeessssoooommmmeeee!
I think you're kinda taking the wrong approach here.
Shell Status - Just make a normal status effect with double MDEF.
Protect Status - Just make a normal status effect with double PDEF.
Virus Status - Not a bad idea, but can be done through Elemental Status effects. *points to end of this post* Also, you forgot that Virus should have decreased max HP and that it doesn't allow to gain EXP (can both be done through the status database rather than scripting).
Spike Status - Basically a counter effect. I simply can't find the time to add one to Tons. xD
As for Oil Status, it's a good idea, but you should expand it. Better you make something like "Elemental Status Effects" that allow you to change the elemental alignment of a character if he has a specific status effect. i.e. Oil Status would simple be an Elemental Status that doubles fire effectiveness. That way you can also easily make armors with autostates that allow you to absorb elements.
MP Shield is a cool idea, though.
Besides the technical stuff, I'm flattered. xD
BTW, if make the Elemental Status Effect work, I can add it along with MP Shield to Tons.
@Aqua : Thanks
@Blizzard :
QuoteProtect Status - Just make a normal status effect with double PDEF.
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
If I apply this formula to an attack of 100, a strength of 100 and a PDEF of 50...
atk = (100 - 25) = 75
self.damage = 75 + (120/20) = 81
And is the PDef is doubled, it should halve damage taken ? So it would be 40,5... Let's just test...
atk = (100 - 50) = 50
self.damage = 50 + (120/20) = 56
Not exactly the half, and that's why I use it. And it's the same for MDEF and Shell. Plus you can put animations.
And Virus has more than one effect. I was looking at FF Wiki for scripting ideas...
For "Elemental Status", there is already a XRXS script that does all of that. And you can attach it to weapons, states
and armors ! So it's useless for me to make one. And I just
can't make one...
Right, there was no way to halve the damage besides this. >.< In any case, if you make a configuration to be able to set multiple status effects and up how much damage each status effect reduces, I can add them to Tons anyway. BTW, you shouldn't use Intelligence to check if a skill is a magic skill, but rather check if pdef_f and mdef_f are greater than 0.
Even if XRXS made a script doesn't mean it's compatible with a wide range of scripts. I bet it wouldn't work with Blizz-ABS. It still has a point to be made.
Quote from: Xelias on November 27, 2009, 12:12:21 am
QuoteProtect Status - Just make a normal status effect with double PDEF.
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
If I apply this formula to an attack of 100, a strength of 100 and a PDEF of 50...
atk = (100 - 25) = 75
self.damage = 75 + (120/20) = 81
And is the PDef is doubled, it should halve damage taken ? So it would be 40,5... Let's just test...
atk = (100 - 50) = 50
self.damage = 50 + (120/20) = 56
Not exactly the half, and that's why I use it. And it's the same for MDEF and Shell. Plus you can put animations.
And Virus has more than one effect. I was looking at FF Wiki for scripting ideas...
For "Elemental Status", there is already a XRXS script that does all of that. And you can attach it to weapons, states and armors ! So it's useless for me to make one. And I just can't make one...
You're not plugging those numbers in to the right formula, you're supposed to multiply atk, not add. So yes, it is halved if you use the formula you showed in the code box.
You're right, he did mess up with the calculation. But I remember how in CP once an enemy did normal damage (2000-3000) when PDEF was at 100% and very little (under 100) when it was 200%. It's atk - pdef, not atk / pdef after all.
@Longfellow : Shame on me, I messed up, but it doesn't change...
75*6 is equal to 450
50*6 is equal to 300
And 300 is the 2/3 of 450, not the half.
Quote from: Xelias on November 27, 2009, 12:02:04 pm
@Longfellow : Shame on me, I messed up, but it doesn't change...
75*6 is equal to 450
50*6 is equal to 300
And 300 is the 2/3 of 450, not the half.
that's because 50 is 2/3 of 75, not half
That's quite logical :haha: ...But I don't see what's the point.
Lol, I tried editing Blizz's Zombie state to make elemental absorption, and it actually works too but normal healing moves deal damage afterwards XD
I'd be glad to show it to others, but it kinda defeats the purpose of it HELPING people! XD I mean, it'd be handy when somebody goes into a cave full of fire-using monsters with a suit of fire absorbing armor....but that'd be the only time. :p
I'm KINDA getting the hang of scripting, but only with stuff that I KNOW what it's supposed to do. at best i'm just a script editor as well
Um... elemental resistances already have absorption... o.o
Grade F
But it's permanent.
Ah right...
Just remembered that states only remove other states and add some elemental defense...
Thought it could change elemental resistance, too.
My bad XD
Xelias, I became interested in this script as a base for addons. Did you write me a couple of add-ons to your script?
Quote from: Agckuu Coceg on March 01, 2010, 01:14:16 am
Xelias, I became interested in this script as a base for addons. Did you write me a couple of add-ons to your script?
It doesn't look like Xelias has been coming here in recent days. >: He was last active during December.
...Or prove me wrong, Xelias! Come to our bosoms now!
:^_^':
Nothing, I can always wait. If he suddenly appear, I'll ask him.