Blizz-ABS doesn't touch the damage formulas, so it should be fine.
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Quote from: Queenvespi on September 05, 2022, 11:33:34 amThe download links seem broken.I've updated the links to use HTTPS. Chrome doesn't like it when you use HTTP on HTTPS websites. Firefox, for example, doesn't.
I click them, a tab opens then immediately closes.
Conditional Branch: [Item] in inventory
# Player gained an item, so prepare for when they run out of it again
Control Switches: Switch = OFF
Else
# This check is to ensure we don't fire off the event more than once
Conditional Branch: Switch == OFF
# Do your stuff here...
Control Switches: Switch = ON
END
END
#----------------------------------------------------------------------------
# update_pixel_rate
# Updates the pixel movement rate if necessary.
#----------------------------------------------------------------------------
def update_pixel_rate
# if pixel movement rate different than the stored one
if @pixel_rate != $game_system.pixel_rate
# updating factor
factor = 2.0 ** ($game_system.pixel_rate - @pixel_rate)
# store new pixel movement rate
@pixel_rate = $game_system.pixel_rate
# refresh coordinates
@x, @y = (@x * factor).to_i, (@y * factor).to_i
# update memorized coordinates
@ai.memory.values.each {|a| a.x, a.y = (a.x * factor).to_i, (a.y * factor).to_i}
end
end
#----------------------------------------------------------------------------
# update_pixel_rate
# Updates the pixel movement rate if necessary.
#----------------------------------------------------------------------------
def update_pixel_rate
# stop if pixel movement rate is not different than the stored one
return if @pixel_rate == $game_system.pixel_rate
# store old buffer and clear buffer
tmp, @force_move = @force_move, []
# while there is still data in the old buffer
while tmp.size > 0
# if normal command
if tmp[0][1] == true || tmp[0][1] == false
# get current command
move = tmp.shift
# remove the rest of the commands depending on old pixel movement
(2 ** @pixel_rate - 1).times {tmp.shift}
# add into new buffer depending on new pixel movement
(2 ** $game_system.pixel_rate).times {@force_move.push(move)}
else
# directly add into new buffer
@force_move.push(tmp.shift)
end
end
end
def update_pixel_rate
# stop if pixel movement rate is not different than the stored one
return if @pixel_rate == $game_system.pixel_rate
# store old buffer and clear buffer
tmp, @force_move = @force_move, []
# while there is still data in the old buffer
while tmp.size > 0
# if normal command
if tmp[0][1] == true || tmp[0][1] == false
# get current command
move = tmp.shift
# remove the rest of the commands depending on old pixel movement
(2 ** @pixel_rate - 1).times {tmp.shift}
# add into new buffer depending on new pixel movement
(2 ** $game_system.pixel_rate).times {@force_move.push(move)}
else
# directly add into new buffer
@force_move.push(tmp.shift)
end
end
super #<========= add it here
end
if BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) && targets.any?
print 'blue magic used!'
targets.each {|target| target.damage = nil}
Quote from: Blizzard on June 26, 2022, 05:16:47 pmDo I need to fix anything on my end in the original script?I think only the targets.any? fix. If the user is unable to use the skill in make_skill_action_result, the alias still returns an empty list of targets, I think.
if $game_system.BLUE_MAGIC_STATUS && self.is_a?(Game_Actor) && !BLUE_MAGIC_UNLEARNABLE_SKILLS.include?(skill.id)
if $game_system.BLUE_MAGIC_SKILL &&
BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) &&
targets.any?
# This script makes changes to update in both Spriteset_Map and Game_Map classes
# There isnt a whole heck of a lot of script to run the optimizations, so if
# you have ANY other script that makes changes to update in either of those
# classes, place those scripts BELOW this one.