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Messages - BeAddicted

1
You have setted return to 160 frames the value you set there is for all skills you have to set it to 0 or another cd which should be for all skills then it should work.
2
Quote from: Bernkastel on January 30, 2011, 03:18:51 pm
Care to explain further? I'm really horrible when it comes to Common Events. :x


You have to make two skills one healing skill with sp costs for both the animations and all other things the skill should do. Then another one whos only restoring the sp and does not cost sp. Then you set a common event for the first skill. There you use force action. Which battle you use doesn't matter cause the second spell doesn't cost sp. As action set the second skill which is only restoring sp. As target set last target and timing execute now. And that was all when your character now is using the first hp recovering skill the second is automaticly used on the same target and hp and sp are recoverd.

Haven't tested that yet but think it should work so say me if it doesn't
3
Maybe you can use a common event. You only have to make one skill for the hp and another that recovers sp then set a common event for the skill that recovers hp. There you use force action target: last target. And the charakter is healed for hp and sp. Or you can heal the player for the ammount of a varible that you define before, but the you need one skill for each charakter who can use that skill. And if you're using babs you can use the combo system for making it.
4
Script Requests / Re: Hot/Dot blizzabs plugin
December 21, 2010, 02:21:13 pm
*bump*

found another slip damage editing script maybe someone prefers to make an blizz abs plugin for that
but realy need this for my game so please help me.  :(
Spoiler: ShowHide
#===============================================================================
# ** RPG::State::Slip_Damage
#===============================================================================

class RPG::State::Slip_Damage
  #-----------------------------------------------------------------------------
  # * Test (This will print slip damage values, if you're testing...)
  #-----------------------------------------------------------------------------
  Test = true
  #-----------------------------------------------------------------------------
  # * Map : HP Direct
  #-----------------------------------------------------------------------------
  Map_HP_Direct       = Hash.new
  #-----------------------------------------------------------------------------
  # * Map : HP Percent
  #-----------------------------------------------------------------------------
  Map_HP_Percent      = Hash.new
  #-----------------------------------------------------------------------------
  # * Map : HP Variance
  #-----------------------------------------------------------------------------
  Map_HP_Variance     = Hash.new
  #-----------------------------------------------------------------------------
  # * Map : SP Direct
  #-----------------------------------------------------------------------------
  Map_SP_Direct       = Hash.new
  #-----------------------------------------------------------------------------
  # * Map : SP Percent
  #-----------------------------------------------------------------------------
  Map_SP_Percent      = Hash.new
  #-----------------------------------------------------------------------------
  # * Map : SP Variance
  #-----------------------------------------------------------------------------
  Map_SP_Variance     = Hash.new
  #-----------------------------------------------------------------------------
  # * Battle : HP Direct
  #-----------------------------------------------------------------------------
  Battle_HP_Direct    = Hash.new
  #-----------------------------------------------------------------------------
  # * Battle : HP Percent
  #-----------------------------------------------------------------------------
  Battle_HP_Percent   = Hash.new
  #-----------------------------------------------------------------------------
  # * Battle : HP Variance
  #-----------------------------------------------------------------------------
  Battle_HP_Variance  = Hash.new
  #-----------------------------------------------------------------------------
  # * Battle : SP Direct
  #-----------------------------------------------------------------------------
  Battle_SP_Direct    = Hash.new
  #-----------------------------------------------------------------------------
  # * Battle : SP Percent
  #-----------------------------------------------------------------------------
  Battle_SP_Percent   = Hash.new
  #-----------------------------------------------------------------------------
  # * Battle : SP Variance
  #-----------------------------------------------------------------------------
  Battle_SP_Variance  = Hash.new
  #-----------------------------------------------------------------------------
  # * Constant Defaults (Do Not Touch : Will Affect ALL States)
  #-----------------------------------------------------------------------------
  Map_HP_Direct.default   = Battle_HP_Direct.default   = 0
  Map_HP_Percent.default  = Battle_HP_Percent.default  = 0
  Map_HP_Variance.default = Battle_HP_Variance.default = 0
  Map_SP_Direct.default   = Battle_SP_Direct.default   = 0
  Map_SP_Percent.default  = Battle_SP_Percent.default  = 0
  Map_SP_Variance.default = Battle_SP_Variance.default = 0
  #-----------------------------------------------------------------------------
  # * Public Instance Variables
  #-----------------------------------------------------------------------------
  attr_accessor :map_hp_direct,   :map_hp_percent,    :map_hp_variance
  attr_accessor :map_sp_direct,   :map_sp_percent,    :map_sp_variance
  attr_accessor :battle_hp_direct,:battle_hp_percent, :battle_hp_variance
  attr_accessor :battle_sp_direct,:battle_sp_percent, :battle_sp_variance
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize(id)
    @map_hp_direct      = Map_HP_Direct[id]
    @map_hp_percent     = Map_HP_Percent[id]
    @map_hp_variance    = Map_HP_Variance[id]
    @map_sp_direct      = Map_SP_Direct[id]
    @map_sp_percent     = Map_SP_Percent[id]
    @map_sp_variance    = Map_SP_Variance[id]
    @battle_hp_direct   = Battle_HP_Direct[id]
    @battle_hp_percent  = Battle_HP_Percent[id]
    @battle_hp_variance = Battle_HP_Variance[id]
    @battle_sp_direct   = Battle_SP_Direct[id]
    @battle_sp_percent  = Battle_SP_Percent[id]
    @battle_sp_variance = Battle_SP_Variance[id]
  end
end

#===============================================================================
# ** RPG::State
#===============================================================================

class RPG::State
  #-----------------------------------------------------------------------------
  # * Alias Listings
  #-----------------------------------------------------------------------------
  alias_method :advslipdmg_rpgstate_slipdamage, :slip_damage
  #-----------------------------------------------------------------------------
  # * Slip
  #-----------------------------------------------------------------------------
  def slip
    @@slip ||= RPG::State::Slip_Damage.new(id)
    return @@slip
  end
  #-----------------------------------------------------------------------------
  # * Slip Damage
  #-----------------------------------------------------------------------------
  def slip_damage
    result = advslipdmg_rpgstate_slipdamage
    result |= !slip_hp_direct.zero?
    result |= !slip_hp_percent.zero?
    result |= !slip_sp_direct.zero?
    result |= !slip_sp_percent.zero?
    return result
  end
  #-----------------------------------------------------------------------------
  # * Slip HP Direct
  #-----------------------------------------------------------------------------
  def slip_hp_direct
    ($scene.is_a?(Scene_Map) ? slip.map_hp_direct : slip.battle_hp_direct)
  end
  #-----------------------------------------------------------------------------
  # * Slip HP Percent
  #-----------------------------------------------------------------------------
  def slip_hp_percent
    ($scene.is_a?(Scene_Map) ? slip.map_hp_percent : slip.battle_hp_percent)
  end
  #-----------------------------------------------------------------------------
  # * Slip HP Variance
  #-----------------------------------------------------------------------------
  def slip_hp_variance
    ($scene.is_a?(Scene_Map) ? slip.map_hp_variance : slip.battle_hp_variance)
  end
  #-----------------------------------------------------------------------------
  # * Slip SP Direct
  #-----------------------------------------------------------------------------
  def slip_sp_direct
    ($scene.is_a?(Scene_Map) ? slip.map_sp_direct : slip.battle_sp_direct)
  end
  #-----------------------------------------------------------------------------
  # * Slip SP Percent
  #-----------------------------------------------------------------------------
  def slip_sp_percent
    ($scene.is_a?(Scene_Map) ? slip.map_sp_percent : slip.battle_sp_percent)
  end
  #-----------------------------------------------------------------------------
  # * Slip SP Variance
  #-----------------------------------------------------------------------------
  def slip_sp_variance
    ($scene.is_a?(Scene_Map) ? slip.map_sp_variance : slip.battle_sp_variance)
  end
end

#===============================================================================
# ** Game_Battler
#===============================================================================

class Game_Battler
  #-----------------------------------------------------------------------------
  # * Slip Damage Effect
  #-----------------------------------------------------------------------------
  def slip_damage_effect
    @slip_hp = @slip_sp = 0
    self.states.each do |state_id|
      if $data_states[state_id].nil? || !$data_states[state_id].slip_damage
        next
      end
      state = $data_states[state_id]
      @slip_hp += self.maxhp * (state.slip_hp_percent / 100.0)
      @slip_sp += self.maxsp * (state.slip_sp_percent / 100.0)
      @slip_hp += state.slip_hp_direct
      @slip_sp += state.slip_sp_direct
      @slip_hp += 1 if state.slip_hp_direct > 0
      @slip_sp += 1 if state.slip_sp_direct > 0
      @slip_hp += 1 if state.slip_hp_percent > 0
      @slip_sp += 1 if state.slip_sp_percent > 0
    end
    @slip_test = [self.name, "Base Damage", @slip_hp, @slip_sp]
    hp_var = sp_var = hp_avg = sp_avg = 0
    self.states.each do |state_id|
      s = $data_states[state_id]
      next if s.nil? || !s.slip_damage
      unless s.slip_hp_direct.zero? && s.slip_hp_percent.zero?
        hp_var += s.slip_hp_variance
        hp_avg += 1
      end
      unless s.slip_sp_direct.zero? && s.slip_sp_percent.zero?
        sp_var += s.slip_sp_variance
        sp_avg += 1
      end
    end
    unless hp_avg.zero?
      hp_var /= hp_avg
      hp_var = (rand(2) > 1 ? rand(hp_var) : -rand(hp_var))
    end
    unless sp_avg.zero?
      sp_var /= sp_avg
      sp_var = (rand(2) > 1 ? rand(sp_var) : -rand(sp_var))
    end
    if @slip_hp.abs > 0
      @slip_hp += hp_var
    end
    if @slip_sp.abs > 0
      @slip_sp += sp_var
    end
    @slip_test += ["Dispersion", @slip_hp, @slip_sp]
    damage_hp = Integer(@slip_hp)
    damage_sp = Integer(@slip_sp)
    self.damage = Array.new
    self.damage << "Slip Damage"
    self.hp -= damage_hp
    self.damage << damage_hp
    self.sp -= damage_sp
    self.damage << damage_sp
    @slip_test += [self.damage]
    p *@slip_test if RPG::State::Slip_Damage::Test
    return true
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
  #-----------------------------------------------------------------------------
  # * Check Map Slip Damage
  #-----------------------------------------------------------------------------
  def check_map_slip_damage
    @actors.each do |actor|
      next if actor.dead? || !actor.slip_damage?
      old_hp = actor.hp
      actor.slip_damage_effect
      if actor.dead?
        $game_system.se_play($data_system.actor_collapse_se)
      end
      unless actor.hp == old_hp
        flash_color = (actor.hp < old_hp ? [255, 0, 0, 128] : [0, 255, 0, 128])
        $game_screen.start_flash(Color.new(*flash_color), 4)
      end
      $game_temp.gameover = $game_party.all_dead?
    end
  end
end

#===============================================================================
# ** RPG::Sprite
#===============================================================================

class RPG::Sprite
  #-----------------------------------------------------------------------------
  # * Alias Listings
  #-----------------------------------------------------------------------------
  alias_method :advslipdmg_rpgsprite_damage, :damage
  #-----------------------------------------------------------------------------
  # * Damage
  #-----------------------------------------------------------------------------
  def damage(value, critical)
    unless value.is_a?(Array) && value[0] == "Slip Damage"
      advslipdmg_rpgsprite_damage(value, critical)
      return
    end
    dispose_damage
    hp_damage = value[1]
    sp_damage = value[2]
    hp_damage_s = "HP #{(hp_damage > 0 ? hp_damage : -hp_damage)}"
    sp_damage_s = "SP #{(sp_damage > 0 ? sp_damage : -sp_damage)}"
    bitmap = Bitmap.new(160, 96)
    bitmap.font.name = "Arial Black"
    bitmap.font.size = 32
    bitmap.font.color.set(0, 0, 0)
    y = 12
    unless hp_damage.zero?
      bitmap.draw_text(-1, y-1, 160, 36, hp_damage_s, 1)
      bitmap.draw_text(+1, y-1, 160, 36, hp_damage_s, 1)
      bitmap.draw_text(-1, y+1, 160, 36, hp_damage_s, 1)
      bitmap.draw_text(+1, y+1, 160, 36, hp_damage_s, 1)
      if hp_damage.is_a?(Numeric) and hp_damage < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, y, 160, 36, hp_damage_s, 1)
    end
    unless sp_damage.zero?
      y += 32 unless hp_damage.zero?
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, y-1, 160, 36, sp_damage_s, 1)
      bitmap.draw_text(+1, y-1, 160, 36, sp_damage_s, 1)
      bitmap.draw_text(-1, y+1, 160, 36, sp_damage_s, 1)
      bitmap.draw_text(+1, y+1, 160, 36, sp_damage_s, 1)
      if sp_damage.is_a?(Numeric) and sp_damage < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, y, 160, 36, sp_damage_s, 1)
    end
    @_damage_sprite = ::Sprite.new(self.viewport)
    @_damage_sprite.bitmap = bitmap
    @_damage_sprite.ox = 80
    @_damage_sprite.oy = 20
    @_damage_sprite.x = self.x
    @_damage_sprite.y = self.y - self.oy / 2
    @_damage_sprite.z = 3000
    @_damage_duration = 40
  end
end
5
Script Requests / Re: Hot/Dot blizzabs plugin
December 19, 2010, 03:46:42 pm
nope same ammount of damage all the time no matter what I fill in have tryed all.
6
Script Requests / Hot/Dot blizzabs plugin
December 19, 2010, 07:43:37 am
Cause of nobody answered me in my topic in script troubleshooting, I will try it here with a new topic. I found out that blizzabs rewrites the slip damage method and so all slip damage changing scripts I tryed don't work. But cause I can't scripting and I realy need that script I try it here. I need a blizzabs plugin for shdwlink1993's Hot/Dot system http://forum.chaos-project.com/index.php/topic,2481.0.html so that It works with blizzabs or If somebody wants to make a new Hot/Dot script that is compatible with blizz abs. Additionally it would be good if the damage from the dots is shown over the enemy like the normal damage but you can leave that out if that is to difficult. If someone makes a new script it schould work like shdwlink1993's so that I can make Hot/Dots whith literal numbes and percentages and also can make hot/Dots for the MP.
Hope it's not to difficult and somebody can make that cause I made many skills with hots and dots and then found out that it doesn't work with babs  :shy:
7
Script Troubleshooting / Re: Problem with Hot/Dot system
December 18, 2010, 03:41:05 pm
Now I found out that blizzabs rewrite the slip damage method and that is the problem. I don't wanted to start a new topic so I ask in this. Could somebody make a script to make the hot/dot system compatible with blizzabs or make a new hot/dot plugin for blizzabs?
8
Script Troubleshooting / Problem with Hot/Dot system
December 18, 2010, 07:40:44 am
I use shdwlink1993s hot/dot system http://forum.chaos-project.com/index.php/topic,2481.0.html but I can't get it work. I've seted up that
should make 35 damage in 10 seconds in the script when 46 then return [1, 35, -15, false] and in the database the skill should release after 10 seconds with a chance of 100% but the enemy is only loosing so 10% of his hp no matter how many damage I fill in instead of 35 it makes the same damage or when I use more time it makes more damage so I think it no matter how many damage I fill in it ever makes the same damage it also doesn't work with other state ids. Im using blizzabs but in the replys stands that it should work with that. Then I'm using tons of addons but all parts whichs have something to do with states are disabled and I've placed it above tons of addons. Other scripts I'm using are Ryex's CMS and dynamic sounds, Foreverzero's Questlog and Book script and blizzards party switcher but don't think that they have anything to do with my problem. So can anybody help me? Do I make something wrong?


Edit: I've tested now a bit and tryed another script too but its like the script doesn't do anything, it makes only the normal slip damage of rmxp, even if I don't make the cross by slip damage in the database and only configure the state in the script it makes the same amount of damage.
Does somebody know whats the problem?
9
Script Requests / Re: Target em all for blizzabs
December 09, 2010, 02:05:37 pm
yeah it works maybe I've made something wrong :shy: but my problem is that I can only setup that the skill should hit all or not. I need that I can setup too that the skill hits only all in the explosion range and maybe that it doesn't hit the user. And with traps it doesn't work. When I use a trap I have to target an enemy and it goes instant.
10
Script Requests / Target em all for blizzabs
December 09, 2010, 01:26:38 pm
Have another hope not too difficult script request. I need an script for blizz abs that I can make skills that hit all enemys and allys in range and explosion range. I know there is such an script in tons of addons but it dont work with babs. It should work like this: I can setup skills whitch should hit Enemys and allys in the script if that is a skill for that is setted up in the database that it should hit all enemys or all allys it hits both. If it should only hit one enemy/ally or the user it hits all enemys and allys in the explosion range if there is one else it should do nothing.
Could someone make such a script?
11
Script Requests / Re: BLIZZ-ABS BOSS AI Script Request
December 05, 2010, 03:47:39 pm
You understand that false. Attack, defend and skills are for both enemys and actors. Escape is only for enemys and items only for actors
12
Script Requests / Re: Blizzabs enemy mp bar
December 05, 2010, 03:44:53 pm
looks good thank you
13
Script Requests / [Resolved]Blizzabs enemy mp bar
December 05, 2010, 08:52:59 am
Im searching for an script to show the enemys mp under the hpbar. So that there is a greenbar for hp and a blue for mp. An maybe that I could dissable this for some enemys. That when I set the MP of an enemy to 0 in the database that there is no mp bar shown or that I can enable/dissable this in the eventname or something like this
Hadn't found such a script here so I think it doesn't exist so could anyone make such a script?
14
Script Requests / Re: Converting a VX Script to XP
November 26, 2010, 09:11:55 am
Can't convert the script but if you don't find anyone maybe this could help you http://www.rpgrevolution.com/forums/index.php?showtopic=20562
It's an instruction for making an skilltree only with events and you can download an tileset and graphics for that there
15
Script Requests / Re: [Request] Profession System
September 25, 2010, 03:56:37 am
I've seen this script but it is not that what I need. I don't want that you can creat fully new items. I need a script where I can say whitch Item you can creat whith which materials and not that you can creat what you want.
16
Script Requests / [Request] Profession System
September 24, 2010, 06:20:06 pm
I'm looking for a script, which allows to learn Professions like blacksmithing or tailoring. The character can learn one Profession and after depending on which Profession you learned, you can learn diffrent recepies, which you can give in the script. Then in a "Profession Window" you can combine two or more items/weapons/amors to another one after depending on which recepies the character has learnd. Maybe you could also get level for this job. Whenever you creat an item your "Job-Level" increases for one point and when your Level gets higher you can learn more recepies. Maybe the "Profession Window" could look like that: On one side you can see the itemnames oft the items you can creat and you can select which item you want to creat and on the other side you can see the materials and how many of them you have in your inventory. Maybe you could also see the values (deff int str...) of the weapon/amor anywhere in that window.
Could anyone make such a script??? (or maybe there is already such a script- I haven't find one)
The script should be compatible with RMX-OS.


P.S.: Sorry for my bad english. Im from Germany and not very good in other languages  :)
17
RMXP Script Database / Re: [XP] Versioning for RMX-OS
September 24, 2010, 02:00:31 pm
Ok I'm silly^^ when I start the server there stands no extensions found,
but I don't know why. I've made a new rb-file in the extensions folder and copied the script into it
18
RMXP Script Database / Re: [XP] Versioning for RMX-OS
September 24, 2010, 01:21:26 pm
hm still doesn't work
19
RMXP Script Database / Re: [XP] Versioning for RMX-OS
September 24, 2010, 10:15:50 am
Whenever I want to connect to the server I become this error "error! Your client is out of date! Client Version: 1.15; Server Version: 1.15"
When I dont use versioning it works normal.
20
RMXP Script Database / Re: [XP] Blizz-ABS
February 10, 2010, 07:25:45 am
Yes it's a charging skill ok then I must wait until it's fixed