Hey! So I'm using Lanzer's Counter script in rpg maker xp:
#==========================================================================
# ** UL Counter Attack
#==========================================================================
# Uncle Lanzer
# Version 1
# 21.09.10
#==========================================================================
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
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# #----------------------------------------------------------------------------
#################
# #
# CONFIGURATION #
# #
#################
# IT`S PRETTY SIMPLE........ JUST KILL THE BATMAN! <-- FORGET THAT -.-U
# MAKE A "(YOUR COUNTER NAME)" STATE
# UL_COUNTER_STATES = { A => [ B,C]}
# A = THE COUNTER STATE
# B = RATE OF SUCCESS
# C = STRENGHT OF COUNTER ( % OF A NORMAL ATTACK)
Scene_Battle::UL_Counter_States = { 20 => [100,100]} #ADD MORE BY THE SAME SYNTAX
# MESSAGGE WHEN COUNTER
Scene_Battle::UL_Counter_Messages = ['\m Counter!']
# CHECKING SCRIPT
if !@ul_counterattack_disabled
# START
class 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)
end
end
end
class Scene_Battle
attr_accessor :active_battler
def ul_atkcounter_test(battler)
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)
@ul_counter = UL_Counter_States[ul_temp[i]][1]
@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
@ul_atkcounter = nil
@ul_counter = nil
@ul_countertarget = nil
@phase4_step = 6
return
end
@ul_atkcounter -= 1
if @ul_atkcounter == 10
@ul_countertarget.animation_id = @ul_countertarget.animation1_id
@active_battler.animation_id = @ul_countertarget.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.attack_effect(@ul_countertarget)
if !@active_battler.damage.is_a?(String)
@active_battler.hp += @active_battler.damage
@active_battler.damage = @active_battler.damage * @ul_counter / 100
@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
end
end
#--------------------------------------------------------------------------#
end
And I'd like to be able to tie the success rate of the counter to a variable in-game. That way as the player progresses through the game they can "level up" counter. Any ideas on how I can make this happen? Thanks in advance! :D
And I'm an idiot...didn't notice that I could just add more states and add to the syntax... :facepalm: thanks for your patience.
Lol! Yeah, reading instructions can save you a lot of time and headache. xD
Please edit your first post and add [Resolved] to the topic title so it's visible that the problem was resolved.