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DoubleX

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DoubleX last won the day on August 17 2016

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About DoubleX

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  • Birthday 06/14/1991

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  1. DoubleX

    DoubleX RMVXA Confusion Edit

    You may want to check these parts: #----------------------------------------------------------------------------| # Alias method: friends_unit | #----------------------------------------------------------------------------| alias friends_unit_confusion_edit friends_unit def friends_unit # Rewritten to use confusion edit if subject.confusion_edit is true friends_opponents_unit("friends", "opponents") # end # friends_unit #----------------------------------------------------------------------------| # Alias method: opponents_unit | #----------------------------------------------------------------------------| alias opponents_unit_confusion_edit opponents_unit def opponents_unit # Rewritten to use confusion edit if subject.confusion_edit is true friends_opponents_unit("opponents", "friends") # end # opponents_unit #----------------------------------------------------------------------------| # Alias method: make_targets | #----------------------------------------------------------------------------| alias make_targets_confusion_edit make_targets def make_targets # Rewritten to use confusion edit if subject.confusion_edit is true return @targets_confusion_edit unless @targets_confusion_edit.empty? if subject.confusion_edit?(subject.states) return targets_for_opponents if item.for_opponent? return targets_for_friends if item.for_friend? return [] end unless forcing || subject.confusion_level != 3 || friends_unit.alive_members.size > 1 return [] end make_targets_confusion_edit # end # make_targets #----------------------------------------------------------------------------| # (v1.02a+)Alias method: targets_for_opponents | #----------------------------------------------------------------------------| alias targets_for_opponents_confusion_edit targets_for_opponents def targets_for_opponents # Rewritten to exclude self if there's exclude self notetag confusion_edit_targets("opponents") # end # targets_for_opponents #----------------------------------------------------------------------------| # (v1.02a+)Alias method: targets_for_friends | #----------------------------------------------------------------------------| alias targets_for_friends_confusion_edit targets_for_friends def targets_for_friends # Rewritten to exclude self if there's exclude self notetag confusion_edit_targets("friends") # end # targets_for_friends #----------------------------------------------------------------------------| # (v1.02a+)New method: confusion_edit_targets | #----------------------------------------------------------------------------| def confusion_edit_targets(targets) return [] if item.for_user? && subject.exclude_self?(subject.states) init_confusion_edit_targets(targets) return @targets_confusion_edit unless @targets_confusion_edit.empty? return @targets_confusion_edit if item.for_dead_friend? if subject.confusion_level == 1 && item.for_friend? && freinds_unit.alive_members.size <= 1 return @targets_confusion_edit end if subject.confusion_level == 3 && item.for_opponent? && opponents_unit.alive_members.size <= 1 return @targets_confusion_edit end loop_confusion_edit_targets(targets) @targets_confusion_edit end # confusion_edit_targets #----------------------------------------------------------------------------| # (v1.02d+)New method: init_confusion_edit_targets | #----------------------------------------------------------------------------| def init_confusion_edit_targets(targets) if subject.confusion_level == 2 && item.for_one? && !item.for_dead_friend? @targets_confusion_edit = targets_for_friends_opponents else @targets_confusion_edit = send("targets_for_#{targets}_confusion_edit".to_sym) end return unless item.for_one? && subject.exclude_self?(subject.states) return unless @targets_confusion_edit.include?(subject) @targets_confusion_edit.delete(subject) end # init_confusion_edit_targets #----------------------------------------------------------------------------| # (v1.02d+)New method: loop_confusion_edit_targets | #----------------------------------------------------------------------------| def loop_confusion_edit_targets(targets) begin @target_index = -1 if subject.confusion_level == 2 @targets_confusion_edit = targets_for_friends_opponents else @targets_confusion_edit = send("targets_for_#{targets}_confusion_edit".to_sym) end next unless @targets_confusion_edit.include?(subject) @targets_confusion_edit.delete(subject) end while @targets_confusion_edit.empty? end # loop_confusion_edit_targets #----------------------------------------------------------------------------| # (v1.02a+)New method: friends_opponents_unit | #----------------------------------------------------------------------------| def friends_opponents_unit(friends, opponents) if !forcing && subject.confusion_edit?(subject.states) case subject.confusion_level when 1 return send("#{friends}_unit_confusion_edit".to_sym) when 2 return send("#{friends}_unit_confusion_edit".to_sym) if rand(2) == 0 return send("#{opponents}_unit_confusion_edit".to_sym) end send("#{opponents}_unit_confusion_edit".to_sym) else send("#{friends}_unit_confusion_edit".to_sym) end end # friends_opponents_unit
  2. DoubleX

    DoubleX RMVXA Confusion Edit

    Basically, if a battler being confused with this script notetag <confusion edit> or configuration Always_Confusion_Edit will reverse the defintion of allies and enemies, so if the random skill is invoked by the battler is under such state, then it's actually expected for random skills meant to target allies to target enemies instead :)
  3. Maybe you're referring to this instead: #------------------------------------------------------------------------------| # * (v1.03a+)CNT_Negate_Hit, default = true | # Normal physical hit and damage determinations will take place before that | # of CNT if CNT_Negate_Hit is false | #------------------------------------------------------------------------------| CNT_Negate_Hit = true So you want to set it as false and see if anything changes
  4. DoubleX

    Runic (similar to Final Fantasy VI)

    In that case, you can add a state having <intercept tier: 1> and <intercept mp> to the designated character. Whether that state should be added only by using a skill that's only available to that character, or a passive state(you might need another script for this) only for that character, depends on whether you want that character to always intercept all magic, or only do so after that skill's used and before the state expires. Then make all skills to be intercepted to have <intercept tier: 1> and <intercept mp>.
  5. Note This plugin's available for commercial use Purpose Lets you use plugin calls to use new unit filters in order to write much, much less codes to perform much, much more tasks Introduction Games using this plugin None so far Plugin Calls Author Notes Prerequisites Terms Of Use Authors DoubleX Changelog Download Links DoubleX RMMV Unit Filters DoubleX RMMV Unit Filters v100a.rar
  6. DoubleX

    Runic (similar to Final Fantasy VI)

    I think you'll have to give me your project or at least the Scripts.rvdata2 file. The script content's probably corrupted in your version so I'll have to have a look
  7. DoubleX

    DoubleX RMVXA Reflect State

    Updates v1.00b(GMT 0300 16-9-2017): - Fixed reflecting to nil battlers bug
  8. DoubleX

    DoubleX RMMV Formulae Edit

    Updates * v1.01b(GMT 0400 9-9-2017): * 1. Fixed not loading the edited formulae from save files bug
  9. Note This plugin's available for commercial use Purpose Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles Introduction Videos DoubleX RMMV Skill Hotkeys Games using this plugin None so far Parameters Notetags Plugin Calls Plugin Commands Configurations Author Notes Instructions Prerequisites Terms Of Use Authors DoubleX Changelog Download Links DoubleX RMMV Skill Hotkeys DoubleX RMMV Skill Hotkeys Unit Test DoubleX RMMV Skill Hotkeys v100a.rar
  10. Updates * v1.03b(GMT 0200 7-9-2017): * 1. Fixed returning the sprite of the currently inputable actor to its * home position when an action performs its finish sequence * compatiblity issue
  11. DoubleX

    DoubleX RMMV Action Cost

    Updates * v1.01c(GMT 0300 2-9-2017): * 1. Fixed all skills/items being not usable outside battle bug
  12. Updates * v1.03a(GMT 0400 27-8-2017): * 1. Supports Action Sequences in * Yanfly Engine Plugins - Battle Engine Core * 2. Fixed more changing currently inputable actor with * Yanfly Engine Plugins - Target Extension - Selection Control * compatibility issues Action Sequences * # DoubleX RMMV Popularized ATB Core * 1. atb val: Target Typing, Operator Value * - Use Operator to assign Value to the atb value of targets included * by Target Typing, which can be any Target Typing supported by * Action Sequences that targets battlers not cooling down * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * 2. atb val %: Target Typing, Operator Value * - Use Operator to assign Value% of the maximum atb value to the atb * value of targets included by Target Typing, which can be any * Target Typing supported by Action Sequences that targets battlers * not cooling down * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * 3. reset atb val: Target Typing * - Resets the atb value of targets included by Target Typing, which * can be any Target Typing supported by Action Sequences, to the * maximum atb value in delay fill mode and 0 if otherwise * 4. reset atb: Target Typing * - Clears all actions of targets included by Target Typing, which * can be any Target Typing supported by Action Sequences * # DoubleX RMMV Popularized ATB Charge * 1. charge val: Target Typing, Operator Value * - Use Operator to assign Value to the charge value of targets * included by Target Typing, which can be any Target Typing * supported by Action Sequences that targets battlers charging * actions * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * 2. charge val %: Target Typing, Operator Value * - Use Operator to assign Value% of the maximum atb value to the * charge value of targets included by Target Typing, which can be * any Target Typing supported by Action Sequences that targets * battlers charging actions * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * # DoubleX RMMV Popularized ATB Cooldown * 1. cooldown val: Target Typing, Operator Value * - Use Operator to assign Value to the cooldown value of targets * included by Target Typing, which can be any Target Typing * supported by Action Sequences that targets battlers cooling down * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * 2. cooldown val %: Target Typing, Operator Value * - Use Operator to assign Value% of the maximum atb value to the * cooldown value of targets included by Target Typing, which can be * any Target Typing supported by Action Sequences that targets * battlers cooling down * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * # DoubleX RMMV Popularized ATB Countdown * 1. countdown clock: Target Typing, Operator Value State * - Use operator to assign Value to the number of frames as the * countdown clock of state with id State for targets included by * Target Typing, which can be any any Target Typing supported by * Action Sequences that targets battlers having said state * - The fps is assumed to be always 60 * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * 2. countdown freeze: Target Typing, Flag State * - Assign Flag, which is either true or false, to set whether the * countdown clock of state with id State is frozen for targets * included by Target Typing, which can be any any Target Typing * supported by Action Sequences that targets battlers having said * state * # DoubleX RMMV Popularized ATB Delay * 1. delay frame: Target Typing, Operator Value * - Use Operator to assign Value to the number of frames as delay for * targets included by Target Typing, which can be any Target Typing * supported by Action Sequences * - The fps is assumed to be always 60 * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * # DoubleX RMMV Popularized ATB Reset * 1. reset val: Target Typing, Operator Value * - Use Operator to assign Value to the atb reset value for targets * included by Target Typing, which can be any Target Typing * supported by Action Sequences * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * 2. reset val %: Target Typing, Operator Value * - Use Operator to assign Value% of the maximum atb value to the atb * reset value for targets included by Target Typing, which can be * any Target Typing supported by Action Sequences * - Operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively
  13. Updates * v1.03a(GMT 1200 26-8-2017): * 1. Added no_prior_actor
  14. Updates * v1.02b(GMT 1400 26-8-2017): * 1. Fixed showing status window with MOG_BattleHud compatility issue * 2. Fixed changing currently inputable actor with * Yanfly Engine Plugins - Target Extension - Selection Control * compatibility issue
  15. Updates * v1.03a(GMT 1100 22-8-2017): * 1. Lets users cancel all skills/items of the selected charging actor
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