05-15-2017, 08:58 AM
(05-14-2017, 06:25 PM)DerVVulfman Wrote: Whoops! I forgot to upload Mea after fixing that issue a couple years ago. It didn't take much, just adding a value into the BattleActions class to see if the attacker is performing a MultiStrike. If he is, it erases the initial 'default' attack so only the remaining 'multiStrikes' affect the target(s).
I didn't adapt it to give you a final tally, but that shouldn't be TOO hard. It just needs to have another value to add all the hits together and 'pop' them too.
For some rendering fun, you may find that Moggy isn't the only person who used graphics for damage displays. We have a few damage display scripts in the forum, beginning with Cogwheel's. Of course, there are also versions that edit the font used in the damage displays.
Meanwhile.... Yeah, KGC's terms have been the same for over a decade. I first thought they were up for grabs like everyone else. That is, I thought that until I used an online translator to read all the terms. *BARF!* You can't even make a hotlink to an individual script thread!?
If you have a bunch of KGC scripts, you may want to make another thread like "Anyone have scripts equivalent to these KGC scripts?" In it, just list each script and what each script accomplishes in some level of detail.
AND.... if you're done with the KGC script above, can you kindly delete it from your initial post? That would show you're good with Mea if that's the case.
Hello!
I used the new Mea's Multistrike and at first it worked. It showed the max damage in the combo count, but the damage popping after each hit was not appearing. After a little observation I saw that the opacity in animation was 255 instead of 254. When i put 254, the damage of the attack turned 0
I don't know why this happened but probably must be some conflict with another script, i'll continue testing and see