05-13-2017, 08:41 AM
Thanks for the fast reply!
I edited the post with the links for "Combo_Damage.png", "Combo_Hud.png" and "Combo_Number.png". For now they are just the ones that were in the demo, but they serve their purpose of making the script works.
About KGC scripts, I didn't know they were so strict! I was sure the scripts were fine to use commercially, but i believe you are not supposed to trust google translate too much Maybe I will send an email to them asking for permission since I'm using a lot of useful scripts.
What I wanted was to make the combo hit count the max damage of the multiple hits. For example, if octo-slash did 8 attacks of 100 damage, instead of showing 800 damage, Mog's Combo Hit would show the damage of only the first attack, but it would be very cool if it counted the number of hits too. I wasn't planning on asking for this because I assumed it would be a difficult request
I tried using Mea's MultiSTRIKE and it works fine! The only issue I have is an extra damage popping at the end of the animation
I edited the post with the links for "Combo_Damage.png", "Combo_Hud.png" and "Combo_Number.png". For now they are just the ones that were in the demo, but they serve their purpose of making the script works.
About KGC scripts, I didn't know they were so strict! I was sure the scripts were fine to use commercially, but i believe you are not supposed to trust google translate too much Maybe I will send an email to them asking for permission since I'm using a lot of useful scripts.
What I wanted was to make the combo hit count the max damage of the multiple hits. For example, if octo-slash did 8 attacks of 100 damage, instead of showing 800 damage, Mog's Combo Hit would show the damage of only the first attack, but it would be very cool if it counted the number of hits too. I wasn't planning on asking for this because I assumed it would be a difficult request
I tried using Mea's MultiSTRIKE and it works fine! The only issue I have is an extra damage popping at the end of the animation