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Trickster's Multi-Attack Question.

I'll explain a bit better, maybe the problem is of my translation.
I will refer to the 'Trickster's Multi Attack Script', not to my Edits:

Well, I Think this is more a Bug Fix more than a RGSS Support Question.

I don't want to Erase the 'Trickster's Multi Attack Script' because is part of the 'Trickster's Multi Equip' and obviusly the erase of the script, will arruin my game.. I suppose.

I don't Want to use the Guillaume 777 Multi Slot Script, because I am a SDK user, and apart this script generates a little Lag.

Well, Let's Go to the Explanation of the Bug, that I need to solve.
________________________________________________________

The Trickster's Multi-Attack:

http://www.rmxp.org/forums/showthread.php?t=2688

Well, This script have a Little bug.
This bug appears when you use a Item/Skill/Ability, before a Battle Event, on a Party member.

This Bug consist in:

1) When the Battle begin, The party members that were affect by the Item/Skill/Ability appears before the Enemies. How?, please see this Picture:



2) When the battle starts, if the party makes the first action (Attack for example) the damage pop sometimes doesn't appear, sometimes the Attack is effective, but the flash of the animation doesn't appear on the target.

If the Enemies attacks to the party:

a) The first attack of the Enemies 'NEVER' is effective, the Damage pop Doesn't appear, but the Target (In this Case some member of the party) flashes by the animation.

b) If the Attack, thought isn't effective, doesn't is a Missed Attack, the bug is over, else (if the attack of the enemy is Missed) the bug continue.

That is the bug.

My conclutions:

The bug, I suppose, is those parts:

Code:
#---------------------------------------------------------------------------
  # ● Skill Effect
  #---------------------------------------------------------------------------
  alias_method :trick_multiattack_battler_skill_effect, :skill_effect
  def skill_effect(user, skill)
    # Clear Damage Info Arrays
    @damage_hits.clear
    @critical_hits.clear
    # Setup Effective Array
    effective = []
    # Initialize Total Damage
    total_damage = 0
    # Do Skill Hits Times
    skill.hits.times do
      # The Usual
      effective << trick_multiattack_battler_skill_effect(user, skill)
      # Push Damage Done
      @damage_hits << self.damage
      # Add to Total Damage if a number
      total_damage += self.damage if self.damage.is_a?(Numeric)
      # Push Critical Flag
      @critical_hits << self.critical
    end
    # Set Damage
    self.damage = total_damage
    # Flatten Arrays
    @damage_hits.flatten!
    @critical_hits.flatten!
    # Return Any Skill Was effective
    return effective.include?(true)
  end
  #---------------------------------------------------------------------------
  # ● Item Effect
  #---------------------------------------------------------------------------  
  alias_method :trick_multiattack_battler_item_effect, :item_effect
  def item_effect(item)
    # Clear Damage Info Arrays
    @damage_hits.clear
    @critical_hits.clear
    # Setup Effective Array
    effective = []
    # Initialize Total Damage
    total_damage = 0
    # Do Item Hits Times
    item.hits.times do
      # The Usual
      effective << trick_multiattack_battler_item_effect(item)
      # Push Damage Done
      @damage_hits << self.damage
      # Add to Total Damage if a number
      total_damage += self.damage if self.damage.is_a?(Numeric)
      # Push Critical Flag
      @critical_hits << self.critical
    end
    # Set Damage
    self.damage = total_damage
    # Flatten Arrays
    @damage_hits.flatten!
    @critical_hits.flatten!
    # Return Any Skill Was effective
    return effective.include?(true)
  end
end

Because, when I erase that lines of the script, the Bug doesn't appear, but I have the little problem of the Damage Pop of the Items and the Skill doesn't show it.

When the Party members are targetted by an Item or a Skill (Out of battle) Thought the Item or the skill doesn't make an effect (For example, you try to use a potion in a 100% Hp party member, the bug appears also.
____

And that is All, Well I wait you can help me, because this Is script is very Important to my game, Isn't a thing of Life of dead, the world will not end if you can't help me, but I believe in yours. :thumb:

PD: The demo again, this time uploaded to SaveFile.

Instructions to see the bug: Take a Potion of the Chest and try to use on all the party members and go to the battle with the Ghost. :yes:

http://www.savefile.com/files/1186663

THANKS.
 
I'll explain a bit better, maybe the problem is of my translation.
I will refer to the 'Trickster's Multi Attack Script', not to my Edits:

Well, I Think this is more a Bug Fix more than a RGSS Support Question.

I don't want to Erase the 'Trickster's Multi Attack Script' because is part of the 'Trickster's Multi Equip' and obviusly the erase of the script, will arruin my game.. I suppose.

I don't Want to use the Guillaume 777 Multi Slot Script, because I am a SDK user, and apart this script generates a little Lag.

Well, Let's Go to the Explanation of the Bug, that I need to solve.
________________________________________________________

The Trickster's Multi-Attack:

http://www.rmxp.org/forums/showthread.php?t=2688

Well, This script have a Little bug.
This bug appears when you use a Item/Skill/Ability, before a Battle Event, on a Party member.

This Bug consist in:

1) When the Battle begin, The party members that were affect by the Item/Skill/Ability appears before the Enemies. How?, please see this Picture:


IN THIS CASE, I HAVE USED A POTION ON ALUXES AND GLORIA (BEFORE THE BATTLE)

2) When the battle starts, if the party makes the first action (Attack for example) the damage pop sometimes doesn't appear, sometimes the Attack is effective, but the flash of the animation doesn't appear on the target.

If the Enemies attacks to the party:

a) The first attack of the Enemies 'NEVER' is effective, the Damage pop Doesn't appear, but the Target (In this Case some member of the party) flashes by the animation.

b) If the Attack, thought isn't effective, doesn't is a Missed Attack, the bug is over, else (if the attack of the enemy is Missed) the bug continue.

That is the bug.

My conclutions:

The bug, I suppose, is those parts:

Code:
#---------------------------------------------------------------------------
  # ● Skill Effect
  #---------------------------------------------------------------------------
  alias_method :trick_multiattack_battler_skill_effect, :skill_effect
  def skill_effect(user, skill)
    # Clear Damage Info Arrays
    @damage_hits.clear
    @critical_hits.clear
    # Setup Effective Array
    effective = []
    # Initialize Total Damage
    total_damage = 0
    # Do Skill Hits Times
    skill.hits.times do
      # The Usual
      effective << trick_multiattack_battler_skill_effect(user, skill)
      # Push Damage Done
      @damage_hits << self.damage
      # Add to Total Damage if a number
      total_damage += self.damage if self.damage.is_a?(Numeric)
      # Push Critical Flag
      @critical_hits << self.critical
    end
    # Set Damage
    self.damage = total_damage
    # Flatten Arrays
    @damage_hits.flatten!
    @critical_hits.flatten!
    # Return Any Skill Was effective
    return effective.include?(true)
  end
  #---------------------------------------------------------------------------
  # ● Item Effect
  #---------------------------------------------------------------------------  
  alias_method :trick_multiattack_battler_item_effect, :item_effect
  def item_effect(item)
    # Clear Damage Info Arrays
    @damage_hits.clear
    @critical_hits.clear
    # Setup Effective Array
    effective = []
    # Initialize Total Damage
    total_damage = 0
    # Do Item Hits Times
    item.hits.times do
      # The Usual
      effective << trick_multiattack_battler_item_effect(item)
      # Push Damage Done
      @damage_hits << self.damage
      # Add to Total Damage if a number
      total_damage += self.damage if self.damage.is_a?(Numeric)
      # Push Critical Flag
      @critical_hits << self.critical
    end
    # Set Damage
    self.damage = total_damage
    # Flatten Arrays
    @damage_hits.flatten!
    @critical_hits.flatten!
    # Return Any Skill Was effective
    return effective.include?(true)
  end
end

Because, when I erase that lines of the script, the Bug doesn't appear, but I have the little problem of the Damage Pop of the Items and the Skill doesn't show it.

When the Party members are targetted by an Item or a Skill (Out of battle) Thought the Item or the skill doesn't make an effect (For example, you try to use a potion in a 100% Hp party member, the bug appears also.
____

And that is All, Well I wait you can help me, because this Is script is very Important to my game, Isn't a thing of Life of dead, the world will not end if you can't help me, but I believe in yours. :thumb:

PD: The demo again, this time uploaded to SaveFile.

Instructions to see the bug: Take a Potion of the Chest and try to use on all the party members and go to the battle with the Ghost. :yes:

http://www.savefile.com/files/1186663

THANKS.
 

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