thanks to all who help us will be possible to create a projectile passing through the enemy or projectile with different custom Directions in blizz abs will be that it is possible ?
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#==========================================================================
# ** 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
# #
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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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# # - 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
def self.ers_config(item)
# weapon configuration
if item.is_a?(RPG::Weapon)
case item.id
# START Weapon Configuration
when 2 then return [100] <<< ERROR SYNTAX
# END Weapon Configuration
end
elsif item.is_a?(RPG::Armor)
case item.id
# START Armor Configuration
when 2 then return [100]
# END Armor Configuration
end
end
return [100]
end
def self.req_skill(id)
case id
# START Skill Configuration
when 8 then return 101
end
return
end
end