Bizarre issue with Lanzer counter script.
#1
Recently I ran into a really weird problem regarding a modified version of Lanzer's counter attack script:


Code:
#==========================================================================

# ** 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 = { 33 => [25,100], 68 => [50, 100], 69 => [75, 100]} #ADD MORE BY THE SAME SYNTAX


# MESSAGGE WHEN COUNTER
Scene_Battle::UL_Counter_Messages = ['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.is_a?(Scene_Battle) && $scene.active_battler == attacker
          $scene.ul_atkcounter_test(self)
        end
      end
      
      alias counter_skill_attacks skill_effect
      def skill_effect(attacker, skill)
        counter_skill_attacks(attacker, skill)
        if $scene.is_a?(Scene_Battle) && $scene.active_battler == attacker and skill.power > 0
          $scene.ul_atkcounter_test(self)
        end
      end
      
    end

class Scene_Battle
  attr_accessor :active_battler
 
  def ul_atkcounter_test(battler)
    # 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)
          @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 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
      @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


When you try to use a healing skill from the main menu, the game makes it look like you can't complete with "wrong!" buzzer. But when you exit the menu and re-enter, the characters are healed. It seems like a refresh issue, methinks.

If you are wondering, I'm using Blizard's Stormtronics Custom Menu System plus a dozen or so scripts.

BUT!!

I tested it in a new project and the problem's still here. Ergo, it must be this script and this script alone that's causing the error.
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Messages In This Thread
Bizarre issue with Lanzer counter script. - by Steel Beast 6Beets - 10-03-2016, 09:57 PM

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