PROBLEM WITH TRICKSTER'S BAG OF SKILL EFFECTS SCRIPT (PROBLEM WITH DEFENDER)

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Pages: 1
Ok, So I've been using Trickster's Bag of skill effect script.

And I've run into a problem with the Defender skill (Makes target of the skill the target of all enemy attacks for X turns).

No matter what I try doing, the skill effect (every enemy gangs up on the guy who used defender) never kicks in.

I have re-imported all the script pages associated with the script. I have triple checked that I'm referencing the right Element ID.

I can't figure out what the problem is. Has anyone here used this script before and had trouble getting it to work? What do I do now?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, I haven't used it, but even just reading your description, you're saying it does one thing and then saying you're having trouble making it do a different thing. By your own words, it makes enemies attack the target of the skill, not the user of the skill.

You might need to make sure the skill applies a status effect or something. If a skill doesn't do any damage or healing and doesn't apply any status effect, the engine registers that the skill missed. Make a "Provoke" buff that does nothing, and have the skill apply it unresistably, see if that fixes it.
Adon237
if i had an allowance, i would give it to rmn
1743
Send over the script, and we could probably help you more.
author=Adon237
Send over the script, and we could probably help you more.

*facepalm* Why did I not that from the get go?

There are four parts to the script:

Edits to classes:
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log("Trickster\'s Bag of Skill Effects", "Trickster", 4.0, "11.11.06")

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("Trickster\'s Bag of Skill Effects") == true
class Scene_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :status_window
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias skill_effects_main main
def main
$game_party.actors.each {|actor| actor.times_used = Hash.new(0)}
skill_effects_main
end
#--------------------------------------------------------------------------
# * Make Basic Action Results - Nothing
#--------------------------------------------------------------------------
alias skill_make_basic_action_result_nothing make_basic_action_result_nothing
def make_basic_action_result_nothing
skill_make_basic_action_result_nothing
if @active_battler.special_flags.has_key?('countdown')
@help_window.set_text(Skill_Customizations::Charging, 1)
@phase4_step = 2
elsif @active_battler.special_flags.has_key?('recharge')
@help_window.set_text(Skill_Customizations::Recharging, 1)
@phase4_step = 2
end
end
#--------------------------------------------------------------------------
# * Make Skill Action Result (Random Skill Effects)
#--------------------------------------------------------------------------
alias random_make_skill_action_result make_skill_action_result
def make_skill_action_result
skill_id = @active_battler.current_action.skill_id
if $data_skills.effect_set.include?(Skill_Effect_Constants::Random_Range)
range = $data_skills.extra.to_a
range.collect! {|obj| obj.to_a}
range.flatten!
skill = range
@active_battler.current_action.skill_id = skill
@active_battler.current_action.special_skill = true
elsif $data_skills.effect_set.include?(Skill_Effect_Constants::Random_Elem)
element = $data_skills.extra
range =
$data_skills.each do |skill|
next if skill == nil
range << skill.id if skill.element_set.include?(element)
end
skill = range
@active_battler.current_action.skill_id = skill
@active_battler.current_action.special_skill = true
end
random_make_skill_action_result
end
end

class Game_Actor
#--------------------------------------------------------------------------
# * Skill Can Use? (Special Skill Effects)
#--------------------------------------------------------------------------
alias special_skill_can_use? skill_can_use?
def skill_can_use?(skill_id)
if self.current_action.special_skill
return super
else
return special_skill_can_use?(skill_id)
end
end
end

class Game_BattleAction
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :special_skill
#--------------------------------------------------------------------------
# * Clear
#--------------------------------------------------------------------------
alias special_clear clear
def clear
special_clear
@special_skill = false
end
end

class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :items
#--------------------------------------------------------------------------
# * Smooth Target Actor (Unaliased)
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
for actor in @actors
if actor.special_flags.has_key?('defender')
index = @actors.index(actor)
return @actors
end
end
actor = @actors
if actor != nil and actor.exist?
return actor if not actor.special_flags.has_key?('hidden')
end
# Loop
for actor in @actors
# If an actor exists
if actor.exist?
return actor if not actor.special_flags.has_key?('hidden')
end
end
return random_target_actor
end
end

class Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :times_used
attr_accessor :special_flags #21-22 special flags
attr_accessor :turns
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias skill_effects_init initialize
def initialize
skill_effects_init
@times_used = {}
@special_flags = {}
@skills_used = 0
@turns = 0
end
#--------------------------------------------------------------------------
# * Remove States Battle
#--------------------------------------------------------------------------
alias skill_effects_rsb remove_states_battle
def remove_states_battle
skill_effects_rsb
# Reset Battle Flags and Turns
@special_flags = {}
@skills_used = 0
@turns = 0
end
#--------------------------------------------------------------------------
# * Decide if Command is Inputable
#--------------------------------------------------------------------------
alias recharge_countdown_inputable? inputable?
def inputable?
flag = recharge_countdown_inputable?
flag &= !@special_flags.keys.includes_any?('countdown','recharge')
return flag
end
#--------------------------------------------------------------------------
# * Decide if Action is Possible
#--------------------------------------------------------------------------
alias recharge_countdown_movable? movable?
def movable?
flag = recharge_countdown_movable?
flag &= !@special_flags.keys.includes_any?('countdown','recharge')
return flag
end
#--------------------------------------------------------------------------
# * Make Action Speed
#--------------------------------------------------------------------------
alias skill_make_action_speed make_action_speed
def make_action_speed
skill_make_action_speed
if @current_action.is_a_skill?
if $data_skills.effect_set.include?(First_Act)
@current_action.speed = 1258 #Highest possible speed
elsif $data_skills.effect_set.include?(Last_Act)
@current_action.speed = 10 #Lowest possible speed
elsif $data_skills.effect_set.include?(Rand_Act)
@current_action.speed = rand(1258) #random speed
end
end
end
#--------------------------------------------------------------------------
# * Remove States Auto
#--------------------------------------------------------------------------
alias skill_effects_rsa remove_states_auto
def remove_states_auto
skill_effects_rsa
@special_flags.each_key do |flag|
@special_flags -= 1
if @special_flags <= 0
@special_flags.delete(flag)
if flag == 'shadow_heal'
damage = Integer(self.maxhp * @shadow_removal.to_i / 100.0)
self.hp -= damage
self.damage = damage == 0 ? nil : damage
self.damage_pop = damage == 0 ? false : true
elsif flag == 'countdown'
if @final_skill != nil
@current_action.kind = 1
@current_action.skill_id = @final_skill
@current_action.special_skill = true
@final_skill = nil
end
end
end
end
@turns += 1
end
end

module RPG
class Skill
#--------------------------------------------------------------------------
# * Power - Alias Prevents Stack Errors
#--------------------------------------------------------------------------
if @stack.nil?
alias skill_effect_power power
@stack = true
end
#--------------------------------------------------------------------------
# * Power
#--------------------------------------------------------------------------
def power
n = skill_effect_power
if self.effect_set.include?(Magnitude)
num = rand(20) + 1
power = Skill_Customizations::Magnitudes * n
n = power.to_i
end
return n
end
#--------------------------------------------------------------------------
# * Element Set
#--------------------------------------------------------------------------
def element_set
elements = @element_set.dup
Skill_Effect_Constants.constants.each do |constant|
elements.delete(eval("Skill_Effect_Constants::#{constant}"))
end
return elements
end
#--------------------------------------------------------------------------
# * Effect Set
#--------------------------------------------------------------------------
def effect_set(flag = true)
if flag
return @element_set - self.element_set
else
return @element_set
end
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end


Constants:
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("Trickster\'s Bag of Skill Effects") == true
module Skill_Effect_Constants
#set these to the element ids set one to 0 to disable it
Desparation = 0
Chance = 0
Gravity = 0
Gravity_Max = 0
Pain_Split = 0
Swap = 0
Inventory = 0
Skills = 0
Gold = 0
Times = 0
Same_Elem = 0
Same_Skill = 0
Weapon = 0
#CLONE = 33 #Disabled Effect
Revive = 0
Defender = 29
Hidden = 0
Turns = 0
Save = 0
Swap2 = 0
Inversion = 0
Rand_Item = 0
Rand_Sts = 0
Present = 0
Enemy_Num = 0
Last_Stand = 0
#GUST_OF_WIND = 46 #Disabled!
#SUMMON = 47 #Disabled!
#SUMMON_DEF = 48 #Disabled!
Yoshi_Cookie = 0
Status2 = 30
Status3 = 0
Roulette = 0
First_Act = 0
Last_Act = 0
Rand_Act = 0
Absorb = 0
Osmosis = 0
Magnitude = 0
Random_Range = 0
Random_Elem = 0
#Random_Item = 61 Disabled!

Countdown = 0
Recharge = 0
Shadow_Heal = 0
Skills_Used = 0
end

module Skill_Customizations
#--------------------------------------------------------------------------
# * Yoshi Cookie Effect syntax enemy_id => item_id
#--------------------------------------------------------------------------
Yoshi_Cookie = {
1 => 4, 2 => 4}
#--------------------------------------------------------------------------
# * Power Magnitudes syntax 0-20 => power multiple
#--------------------------------------------------------------------------
Magnitudes = {
1 => 0.2, 2 => 0.3, 3 => 0.3, 4 => 0.5, 5 => 0.5, 6 => 0.5, 7 => 0.5,
8 => 0.8, 9 => 0.8, 10 => 0.8, 11 => 0.8, 12 => 0.8, 13 => 0.8, 14 => 1,
15 => 1, 16 => 1, 17 => 1, 18 => 2.5, 19 => 2.5, 20 => 5}
#--------------------------------------------------------------------------
# * Charging Help Text
#--------------------------------------------------------------------------
Charging = 'Charging...'
#--------------------------------------------------------------------------
# * Recharging Help Text
#--------------------------------------------------------------------------
Recharging = 'Recharging...'
end

class Game_Battler
include Skill_Effect_Constants
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end


Skill_Effect
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("Trickster\'s Bag of Skill Effects") == true
class Game_Battler
#--------------------------------------------------------------------------
# * Skill Effect
#--------------------------------------------------------------------------
def skill_extra_effect(user, skill)
@damage_hp = skill.power == 0 ? 0 : self.damage
@damage_hp = skill.power < 0 ? -@damage_hp : @damage_hp
@hp_damaging = false
elements = skill.effect_set
gold = user.is_a?(Game_Enemy) ? user.gold : $game_party.gold
multiplier = 0
@skills_used += 1

#Desparation see extra parameters
if elements.include?(Desparation)
damage = skill.extra * user.maxhp / user.hp
damage *= self.element_rate(Desparation) / 100.0
@damage_hp += damage.to_i
end

#Chance Damage see Skill extra parameters
if elements.include?(Chance)
max = skill.extra
min = skill.extra
multiplier = skill.extra
damage = multiplier * (rand(max - min + 1) + min)
damage *= self.element_rate(Chance) / 100.0
@damage_hp += damage.to_i
end

#Hp damaging skill power is the % damage done
if elements.include?(Gravity)
damage = self.hp * (skill.power) / 100
damage *= self.element_rate(Gravity) / 100.0
@damage_hp += damage.to_i
end

#Hp damaging skill using max hp power is % damage
if elements.include?(Gravity_Max)
damage = self.maxhp * (skill.power) / 100
damage *= self.element_rate(Gravity_Max) / 100.0
@damage_hp += damage.to_i
end

#Pain Split
if elements.include?(Pain_Split)
if self.element_rate(Pain_Split) != 0
savehp = self.hp + user.hp
savesp = self.sp + user.sp
savehp /= 2
savesp /= 2
user.hp = savehp
user.sp = savesp
self.hp = savehp
self.sp = savesp
self.damage = "Split"
user.damage = "Split"
else
self.damage = "Miss"
end
end

#Swap
if elements.include?(Swap)
if self.element_rate(Swap) != 0
savehp = self.hp
savesp = self.sp
self.hp = user.hp
self.sp = user.sp
user.hp = savehp
user.sp = savesp
self.damage = "Swapped"
user.damage = "Swapped"
else
self.damage = "Miss"
end
end

#Inventory damage see extra
if elements.include?(Inventory)
damage = $game_party.items.size * skill.extra
damage *= self.element_rate(Inventory) / 100.0
@damage_hp += damage.to_i
end

#num skills damage see extra
if elements.include?(Skills)
damage = user.skills.size * skill.extra
damage *= self.element_rate(Skills) / 100.0
@damage_hp += damage.to_i
end

#gold carrying see extra
if elements.include?(Gold)
x = skill.extra
mul1 = skill.extra+1
mul2 = skill.extra
damage = (gold/(99 * mul1)) * mul2 + rand(3*x+1) + rand(2*x+1) - x
damage = damage.to_i
damage = rand(x) if damage <= 0
damage *= self.element_rate(Gold) / 100.0
@damage_hp += damage.to_i
end

#times the skill has been used in battle
if elements.include?(Times)
time = user.times_used
damage = 1.3 ** time * self.element_rate(Times) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage
@damage_hp = @damage_hp.to_i
user.times_used = Hash.new(0)
user.times_used += time + 1
else
user.times_used = Hash.new(0)
end

#same element increase see extra
if elements.include?(Same_Elem)
multiplier = 0
user.skills.each do |i|
if $data_skills.effect_set(false).include?(skill.extra)
multiplier += 1
end
#give a bonus if all skills have the element
if multiplier == user.skills.size
multiplier *= 1.5
end
end
damage *= (1.3 ** multiplier) * self.element_rate(Same_Elem) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage
@damage_hp = @damage_hp.to_i
end

#known skill increase see extra
if elements.include?(Same_Skill)
multiplier = 0
if user.is_a?(Game_Actor)
$game_party.actors.each do |actor|
if actor.skills.include?(skill.extra)
multiplier += 1
end
if multiplier == $game_party.actors.size
multiplier += 1
end
end
elsif user.is_a?(Game_Enemy)
$game_troop.enemies.each do |enemy|
if enemy.skills.include?(skill.extra)
multiplier += 1
end
if multiplier == $game_troop.enemies.size
multiplier += 1
end
end
end
damage = (1.3 ** multiplier) * self.element_rate(Same_Skill) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage
@damage_hp = @damage_hp.to_i
end

#weapon increase
if elements.include?(Weapon)
if user.is_a?(Game_Actor)
weapon = $data_weapons
damage = weapon.nil? ? 0 : weapon.atk / 2
elsif user.is_a?(Game_Enemy)
damage += user.atk / 2
end
damage *= self.element_rate(Weapon) / 100.0
@damage_hp += damage.to_i
end

#+ revive see extra (buggy?)
if elements.include?(Revive)
$game_party.actors.each do |actor|
if actor.hp0?
states =
(1...$data_states.size).each do |state_id|
states << state_id if $data_states.zero_hp
end
actor.states_minus(states)
actor.hp = skill.extra * actor.maxhp / 100
end
end
end

#Defender see extra
if elements.include?(Defender)
self.special_flags = skill.extra
end

#Hidden see extra
if elements.include?(Hidden)
self.special_flags = skill.extra
end

#turn damage
if elements.include?(Turns)
turns = $game_temp.battle_turn
damage = turns * 1.1 ** turns * self.element_rate(Turns) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage.to_i
end

#save damage
if elements.include?(Save)
damage = 100 ** (1.0/($game_system.save_count+1))
damage *= self.element_rate(Save) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage
@damage_hp = @damage_hp.to_i
end

#skills used damage
if elements.include?(Skills_Used)
damage = 1.1 ** @skills_used * self.element_rate(Skills_Used) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage.to_i
end

#Swap 2
if elements.include?(Swap2)
if self.element_rate(Swap2) != 0
save_hp = self.hp
save_sp = self.sp
self.hp = save_sp
self.sp = save_hp
self.damage = "Swap"
else
self.damage = "Miss"
end
end

#give random item see extra
if elements.include?(Rand_Item)
extra = skill.extra
random = rand(extra - extra + 1) + extra
$game_party.gain_item(random, 1)
self.damage = $data_items.name
end

#random status see extra
if elements.include?(Rand_Sts)
extra = skill.extra
state = rand(extra - extra + 1) + extra
self.add_state(state)
self.damage = $data_states.name
end

#pkmn present see extra
if elements.include?(Present)
if rand(100) > skill.extra
@damage_hp *= -1
end
end

#Enemy # damage
if elements.include?(Enemy_Num)
if user.is_a?(Game_Actor)
num = 0
$game_troop.enemies.each {|enemy| num += 1 if enemy.exist?}
elsif user.is_a?(Game_Enemy)
num = 0
$game_party.actors.each {|actor| num += 1 if !actor.dead?}
end
@damage_hp += num
damage = Integer(1.3 ** num) * (self.element_rate(Enemy_Num) / 100.0)
damage = 1 if damage == 0
@damage_hp *= damage
@damage_hp = @damage_hp.to_i
end

#last one standing
if elements.include?(Last_Stand)
if user.is_a?(Game_Actor)
num = $game_party.actors.size
hptotal = 0
$game_party.actors.each do |actor|
num -= 1 if actor.dead?
hptotal += actor.maxhp
end
elsif user.is_a?(Game_Enemy)
num = $game_troop.enemies.size
hptotal = 0
$game_troop.enemies.each do |enemy|
num -= 1 if enemy.dead?
hptotal += enemy.maxhp
end
end
rate = skill.extra.to_f
damage = hptotal / (rate * num) * self.element_rate(Last_Stand) / 100
@damage_hp += damage.to_i
end

#Status effect damage 3
if elements.include?(Status3)
num = user.states.size
@damage_hp += num
damage = Integer(1.1625 ** num) * self.element_rate(Status3) / 100.0
damage = 1 if damage == 0
@damage_hp *= damage
end

#Roulette
if elements.include?(Roulette)
array =
$game_party.actors.each {|actor| array << actor}
$game_troop.enemies.each {|enemy| array << enemy}
random = rand(array.size) + 1
damage = array.maxhp - array.hp
damage *= self.element_rate(Roulette) / 100.0
@damage_hp += damage.to_i
end

#Yoshi cookie see method get_item
if elements.include?(Yoshi_Cookie)
item = Skill_Customizations::Yoshi_Cookie
if item != nil
@damage_hp = self.hp
$game_party.gain_item(item,1)
else
@damage_hp = 0
end
end

#inversion
if elements.include?(Inversion)
if @damage_hp != (skill.power == 0 ? 0 : self.damage)
n = @damage_hp
else
n = self.damage
end
n = 0.5 if n == 0
n = 100.0 / n
damage = Integer(n + rand(n))
damage *= self.element_rate(Inversion) / 100.0
@damage_hp = damage.to_i
end

#Status effect damage 2 see extra
if elements.include?(Status2)
if self.states.include?(skill.extra)
damage = rand(@damage_hp / 2 + 1) * self.element_rate(Status2) / 100.0
@damage_hp += damage.to_i
else
@damage_hp = 0
self.damage = 0
end
end

#Osmosis
if elements.include?(Osmosis)
self.damage = @damage_hp
last_hp = self.hp
if skill.extra == 0 and self.damage.abs > 0
random = rand(self.damage) + 1
user.sp += random
user.damage = -random
else
user.sp += self.damage * skill.extra / 100
user.damage = -self.damage * skill.extra / 100
end
@damage_hp = 0
end

#Countdown
if elements.include?(Countdown)
extra = skill.extra
@special_flags = extra
@final_skill = extra
self.damage = ''
end

#Recharge
if elements.include?(Recharge)
user.special_flags = skill.extra
end

#Shadow Heal
if elements.include?(Shadow_Heal)
extra = skill.extra
damage = (self.maxhp * extra.to_i / 100.0).to_i
self.hp += damage
self.damage = -damage
@special_flags = extra
@shadow_removal = extra
end

#damage routine
if @damage_hp.is_a?(Numeric)
@damage_hp = (skill.power < 0 && @damage_hp > 0) ? -@damage_hp : @damage_hp
end
if @damage_hp != 0 and @damage_hp != nil
self.damage = @damage_hp
last_hp = self.hp
self.hp -= @damage_hp if @damage_hp.is_a?(Numeric)
else
last_hp = self.hp
self.hp -= self.damage if self.damage.is_a?(Numeric)
end
if @damage_hp != 0 and @damage_hp != nil or self.damage != "Miss"
@hp_damaging = true
end
#absorb see Extra parameters
if elements.include?(Absorb)
if skill.extra == 0 and self.damage.abs > 0
random = rand(self.damage) + 1
user.hp += random
user.damage = -random
else
user.hp += self.damage * skill.extra / 100
user.damage = -self.damage * skill.extra / 100
end
end
return last_hp
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end


Skill Extra Parameters
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("Trickster\'s Bag of Skill Effects") == true
module RPG
class Skill
#--------------------------------------------------------------------------
# * Inclusion
#--------------------------------------------------------------------------
include Skill_Effect_Constants
#--------------------------------------------------------------------------
# * Extra Parameters Setup
#--------------------------------------------------------------------------
def extra
hash = Hash.new
#hash = {ELEMENT_ID => data, ELEMENT2_ID => data2}
hash = {Desparation => 50}
hash = {Chance => }
hash = {Inventory => 20}
hash = {Skills => 5}
hash = {Gold => }
hash = {Same_Elem => 1}
hash = {Same_Skill => 1}
#hash = {CLONE => 5}
hash = {Revive => 75}
hash = {Defender => 2}
hash = {Hidden => 5}
hash = {Rand_Item => }
hash = {Rand_Sts => }
hash = {Present => 60}
hash = {Last_Stand => 10}
#hash = {GUST_OF_WIND => 3}
#hash = {SUMMON => }
#hash = {SUMMON_DEF => }
hash = {Status2 => 62}
hash = {Absorb => 50}
hash = {Osmosis => 50}
hash = {Random_Range => }
hash = {Random_Elem => 1}
hash = {Countdown => }
hash = {Recharge => 3}
hash = {Shadow_Heal => }
return hash
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end

#Extra Parameters for skill effect usuage
#Desparation parameters power
#Chance Damage parameters
#Absorb/Osmosis parameters percent absorb 0 for random
#Inventory parameters multiplier
#Number of skills parameters multiplier
#Gold parameters
#Same element parameters element id to check
#Known skill parameters skill id to check
#Defender parameters number of turns
#Hidden parameters number of turns
#Revive parameters % of hp to recover
#random item parameters item id
#random status parameters item id
#present parameters chance heal
#status 2 parameters state id to check
#last stand parameters rate damage rate multiplier
#random skill parameters
#countdown parameters
#recharge parameters num turns
#shadow heal parameters


EDIT: It's worth noting that it works perfectly fine in the demo for the script. It just doesn't work in my game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
OK, first of all, IDs are numbers, not names. You see how in the database, in the list of elements, they're numbered? Those numbers are the IDs.

I tried to download the original script to see how the parameters were supposed to be input. It turns out you're using an old version of his script; the newer one looks simple to use. I highly recommend downloading it from here. The new version doesn't use the stupid method with the elements at all, you just tell it which skills are defender skills by listing the ID numbers of the skills. It looks much simpler to use, and has more new types of skills, and I can almost guarantee it probably fixes some bugs too.

If you insist on using the old version because you've already put in 30 hours of work getting it to work with all your other skills or something, then hopefully it's just a matter of getting the IDs right. But if you couldn't get this part of it working, I'mma guess you had the same trouble with any other parts you tried to use.
Oh, thanks a huge bunch. I'm downloading the new version right this minute and will be trying it out the second I get home from work.

:) thanks
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