05-13-2017, 03:18 AM
First, there are a few things to note.
Of the Moghunter script.... Grrraarrrr.... can he just make clean code? It's like looking at spaghetti! Great visuals, but ... uggh. HOWEVER, the script requires three graphics which you did not supply. This also needs "Combo_Damage.png", "Combo_Hud.png" and "Combo_Number.png" which you did not supply. These will need to go within the Graphics\Windowskins folder. Please supply them within your first post. It would be helpful.
Of the KGC script. Well.... I went to the site and read the terms of use of the KGC scripts. They are kinda harsh. One of their terms is that you can not post their scripts elsewhere (whoops... the above script will 'eventually' be removed). And another term is that you can't even provide a hot link to their script links. MAN, that's not just tough, but insane! And third, you can't make a commercial game with their works. Seriously, it's like they don't want anyone asking for help elsewhere? Jerks.
What you may NOT realize is that the KGC script requires another script: The KGC_FrameShadowText script. This other KGC script defines the 'draw_frame_text' method which the MultiAttack script relies upon for a few features. Fortunately, I have the whole original DevProject of theirs. I wish I translated it into English though (headaches). But at least you know I have THAT covered.
I take it that you want it to show a damage pop for each strike? For example, if Aluxes had a special 'OCTO-STRIKE' attack which delivered 8 slashing blows on a target that you would have 8 individual attacks? The KGC script is a bit poor in execution. It doesn't do justice to that as it shows the final attack with the # of hits .... waits.... and then shows the final hit damage 'again' with the # of hits. Messy.
You may want to look at Mea's MultiSTRIKE by .... me? The code may not count the number of hits like the KGC script, but it is much smaller and solves that issue.
STILL.... the Moghunter script does need those graphics.
Of the Moghunter script.... Grrraarrrr.... can he just make clean code? It's like looking at spaghetti! Great visuals, but ... uggh. HOWEVER, the script requires three graphics which you did not supply. This also needs "Combo_Damage.png", "Combo_Hud.png" and "Combo_Number.png" which you did not supply. These will need to go within the Graphics\Windowskins folder. Please supply them within your first post. It would be helpful.
Of the KGC script. Well.... I went to the site and read the terms of use of the KGC scripts. They are kinda harsh. One of their terms is that you can not post their scripts elsewhere (whoops... the above script will 'eventually' be removed). And another term is that you can't even provide a hot link to their script links. MAN, that's not just tough, but insane! And third, you can't make a commercial game with their works. Seriously, it's like they don't want anyone asking for help elsewhere? Jerks.
What you may NOT realize is that the KGC script requires another script: The KGC_FrameShadowText script. This other KGC script defines the 'draw_frame_text' method which the MultiAttack script relies upon for a few features. Fortunately, I have the whole original DevProject of theirs. I wish I translated it into English though (headaches). But at least you know I have THAT covered.
I take it that you want it to show a damage pop for each strike? For example, if Aluxes had a special 'OCTO-STRIKE' attack which delivered 8 slashing blows on a target that you would have 8 individual attacks? The KGC script is a bit poor in execution. It doesn't do justice to that as it shows the final attack with the # of hits .... waits.... and then shows the final hit damage 'again' with the # of hits. Messy.
You may want to look at Mea's MultiSTRIKE by .... me? The code may not count the number of hits like the KGC script, but it is much smaller and solves that issue.
STILL.... the Moghunter script does need those graphics.