please someone modify this script to be compatible with blizz abs he 's one error when trying to use as there do not understand the script there and do not know what
line 74: no method active_battle for <scene_map:0x7d58718> :(
#==========================================================================
# ** 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 ABILITY
Scene_Battle::UL_Counter_States = {
31 => [100,5,1],
32 => [100,5,31],
} #ADD MORE BY THE SAME SYNTAX
#*********************************************************
#*****************= End of Configuration=*****************
#*********************************************************
# 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,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
end
class 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
end
end
#--------------------------------------------------------------------------#
end
I'm going to assume that this system just wouldn't work properly for RTBSes like BlizzABS. There really is no way to make it compatible and function properly.