[XP]Alternative Attack Algorithms by Xelias - need help with bug
#1
Hi sorry if this isn't the right section to ask for this but firstly I have started using this script for my XP Project not too long ago and the variety of different weapon attack type gives my game a lot of versatility options. However I also ran into a bug from using this amazing script, that bug being displaying damage onto actor/enemy when it should be showing Miss due to Evading the attack. Here's the bug recreation process:

1) Use a skill/item that boost Evasion state, default RMXP is Blink.
2) Actor/enemy use it's default 'Attack' option onto target with Blink state.
3) The damage number is displayed to actor/enemy as if taken damage, however no damage is applied as the game recognizes it as 'Miss'.

While not game breaking, it really shows annoyance. Anyone kind enough to help with this bug solution will be thanked gracefully! Here is the script that I'm using:
Code:
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# Alternative Attack Algorithms  by Xelias
# Version: 1.00
# Type: Battle Add-ON
# Date v1.00:   7.11.2009
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#  
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# #----------------------------------------------------------------------------
#   How to use this script :
# This allows your weapons to follow different damage algorithms. Before that, you
# MUST place your weapons following a normal algorithm in the
# NORMAL_WEAPONS_IDS, or else... It wouldn't be good for your game.
# Also place all weapons ID except SP damaging and absorbing ones, into the
# "ALL_WEAPONS_IDS", because if you don't, a nasty bug will prevent you from
# dealing damage with normal attack. Cool, huh ?
#
# ATMA_WEAPON_IDS = [X,X...] : A weapon with an ID equal to X will inflict
# more damage depending on the user’s HP. If HP are full, attack power is doubled.
# If HP are at minimum, attack power is normal. If HP are equal to half, attack power
# is equal to 1,5 of the normal Attack power, and so on...
# VALIANT_KNIFE_IDS = [X, X...] : The opposite effect of Atma Weapon.
# If HP are at minimum, attack power is doubled, and so on...
# LIMITED_MOON_IDS = [X, X...] : Follows the same formula than Atma Weapon
# but works with SP
# CONFORMER_IDS = [X, X...] : Deals damage based on user’s Level.
#At Level 1, attack power is normal. At Level 99, attack power is doubled. You get
# the idea
# MASAMUNE_IDS = [X, X...] : Deals more damage the weaker the enemy is
# For an enemy with 100% HP, attack power is normal. For an enemy with 1 HP,
# attack power is doubled (which is pretty useless). For an enemy with half HP,
# attack power is equal to 1,5 of the normal attack power, and so on...
# PROJECTILE_IDS = [X, X...] : Ignores the opponent's defense in the damage
# calculation. However, the Attack power is halved, preventing an attack to inflict
# max damage at an opponent with max defense. Otherwise, it wouldn't be fair.
# FFXII_KATANA_IDS = [X, X...] : Acts like a Final Fantasy XII Katana, which
# means it inflicts damage based on user's Intelligence instead of Strength
# FFXII_NINJA_SWORDS_IDS = [X, X...] : Acts like a Final Fantasy XII Ninja Sword,
# which means it inflicts damage based on user's Agility instead of Strength
# MIND_BLASTER_IDS = [X, X...] : Damage is inflicted to SP. Damage
# relies also on the opponent's Magic Defense and your Intelligence
# BLOOD_SWORD_IDS = [X, X...] & PERCENT_DRAINED = X :  
# some damage is absorbed from the attack. How many? PERCENT_DRAINED %
# GUARD_BREAKER_IDS = [X, X...] : Damage ignores if enemy is defending.  
# As simple as that.
# GENJI_WEAPON_IDS = [X, X...] : Critical Hit Ratio is doubled.
# KIKU_ICHIMONJI_IDS = [X, X...] : Critical Hit power is doubled.
#
#
#
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 OTHER_WEAPONS_IDS = [11]
 ALL_WEAPONS_IDS = [10,12,13,14,15,16,17,18,21,22,23,24]

 ATMA_WEAPON_IDS = [10]
 VALIANT_KNIFE_IDS = [12]
 LIMITED_MOON_IDS = [13]
 CONFORMER_IDS = [14]
 MASAMUNE_IDS = [15]
 PROJECTILE_IDS = [16]
 FFXII_KATANA_IDS = [17]
 FFXII_NINJA_SWORDS_IDS = [18]
 MIND_BLASTER_IDS = [19]
 BLOOD_SWORD_IDS = [20]
 PERCENT_DRAINED = 50
 GUARD_BREAKER_IDS = [21]
 GENJI_WEAPON_IDS = [23]
 KIKU_ICHIMONJI_IDS = [24]
 
class Game_Battler

def attack_effect(attacker)
   # Clear critical flag
   self.critical = false
   # First hit detection
   hit_result = (rand(100) < attacker.hit)
   # If hit occurs
   if hit_result == true
     # Calculate basic damage
         if attacker.is_a?(Game_Actor)
   if OTHER_WEAPONS_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
  if ATMA_WEAPON_IDS.include?(attacker.weapon_id)
    atk = [attacker.atk - self.pdef / 2,0].max
    atk2 = atk * (20 + attacker.str) / 20
   self.damage = atk2 + ((atk2*((attacker.hp*100)/attacker.maxhp))/100)
   end
      if VALIANT_KNIFE_IDS.include?(attacker.weapon_id)
    atk = [attacker.atk - self.pdef / 2,0].max
    atk2 = atk * (20 + attacker.str) / 20
    minushp = attacker.maxhp - attacker.hp
   self.damage = atk2 + ((atk2*((minushp*100)/attacker.maxhp))/100)
   end
    if LIMITED_MOON_IDS.include?(attacker.weapon_id)
    atk = [attacker.atk - self.pdef / 2,0].max
    atk2 = atk * (20 + attacker.str) / 20
   self.damage = atk2 + ((atk2*((attacker.sp*100)/attacker.maxsp))/100)
 end
      if CONFORMER_IDS.include?(attacker.weapon_id)
    atk = [attacker.atk - self.pdef / 2,0].max
    atk2 = atk * (20 + attacker.str) / 20
   self.damage = atk2 + (atk2*(((attacker.level*100) / 99)/100))
 end
     if MASAMUNE_IDS.include?(attacker.weapon_id)
    atk = [attacker.atk - self.pdef / 2,0].max
    atk2 = atk * (20 + attacker.str) / 20
    minushp = self.maxhp - self.hp
   self.damage = atk2 + ((atk2*((minushp*100)/self.maxhp))/100)
 end
       if PROJECTILE_IDS.include?(attacker.weapon_id)
    atk = [attacker.atk,0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
     if FFXII_KATANA_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.int) / 20
  end
     if FFXII_NINJA_SWORDS_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.agi) / 20
  end
     if BLOOD_SWORD_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
     if MIND_BLASTER_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - ((self.pdef+self.mdef)) / 4, 0].max
    self.damage = atk * (20 + ((attacker.str + attacker.int)/2)) / 20
  end
     if GUARD_BREAKER_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
     if GENJI_WEAPON_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
     if KIKU_ICHIMONJI_IDS.include?(attacker.weapon_id)
   atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
     end
  if attacker.is_a?(Game_Enemy)
     atk = [attacker.atk - self.pdef / 2, 0].max
    self.damage = atk * (20 + attacker.str) / 20
  end
     # Element correction
   self.damage *= elements_correct(attacker.element_set)
     self.damage /= 100
     # If damage value is strictly positive
     if self.damage > 0
       # Critical correction
       if attacker.is_a?(Game_Actor)
   if GENJI_WEAPON_IDS.include?(attacker.weapon_id)
       if rand(100) < 8 * attacker.dex / self.agi
         self.damage *= 2
         self.critical = true
       end
       end
     if KIKU_ICHIMONJI_IDS.include?(attacker.weapon_id)
       if rand(100) < 4 * attacker.dex / self.agi
         self.damage *= 4
         self.critical = true
       end
     end
   elsif rand(100) < 4 * attacker.dex / self.agi
         self.damage *= 2
         self.critical = true
       end
       # Guard correction
       if self.guarding?
       if GUARD_BREAKER_IDS.include?(attacker.weapon_id)
      self.damage /=1
         end
    else
      self.damage /=2
    end
     # Dispersion
  if self.damage.abs > 0
       amp = [self.damage.abs * 15 / 100, 1].max
       self.damage += rand(amp+1) + rand(amp+1) - amp
     end
     # Second hit detection
     eva = 8 * self.agi / attacker.dex + self.eva
     hit = self.damage < 0 ? 100 : 100 - eva
     hit = self.cant_evade? ? 100 : hit
     hit_result = (rand(100) < hit)
   end
    # If hit occurs
   if hit_result == true
     # State Removed by Shock
     remove_states_shock
     # Substract damage from HP
      if attacker.is_a?(Game_Actor)
     if MIND_BLASTER_IDS.include?(attacker.weapon_id)
       self.sp -= self.damage
       self.damage = sprintf('%+d %s', -self.damage, $data_system.words.sp)
       end
     if BLOOD_SWORD_IDS.include?(attacker.weapon_id)
      healing = (self.damage*PERCENT_DRAINED)/100
       self.hp -= self.damage
       attacker.hp += healing
     end
     if ALL_WEAPONS_IDS.include?(attacker.weapon_id)
       self.hp -= self.damage
   end
   else self.hp -= self.damage
 end
 end
     # State change
     @state_changed = false
     states_plus(attacker.plus_state_set)
     states_minus(attacker.minus_state_set)
   # When missing
   else
     # Set damage to "Miss"
     self.damage = "Miss"
     # Clear critical flag
     self.critical = false
   end
   # End Method
   return true
 end
end

Once again thanks in advanced for providing assistance.
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