10-03-2016, 09:57 PM 
	
	
	
		Recently I ran into a really weird problem regarding a modified version of Lanzer's counter attack script:
When you try to use a healing skill from the main menu, the game makes it look like you can't complete with "wrong!" buzzer. But when you exit the menu and re-enter, the characters are healed. It seems like a refresh issue, methinks.
If you are wondering, I'm using Blizard's Stormtronics Custom Menu System plus a dozen or so scripts.
BUT!!
I tested it in a new project and the problem's still here. Ergo, it must be this script and this script alone that's causing the error.
	
	
	
	
Code:
#==========================================================================
# ** UL Counter Attack
#==========================================================================
# Uncle Lanzer 
# Version 1
# 21.09.10
#==========================================================================
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
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# #----------------------------------------------------------------------------
#################
#               #  
# CONFIGURATION #
#               # 
#################
# IT`S PRETTY SIMPLE........ JUST KILL THE BATMAN! <-- FORGET THAT -.-U
# MAKE A "(YOUR COUNTER NAME)" STATE
# UL_COUNTER_STATES = { A => [ B,C]}
# A = THE COUNTER STATE
# B = RATE OF SUCCESS
# C = STRENGHT OF COUNTER ( % OF A NORMAL ATTACK)
Scene_Battle::UL_Counter_States = { 33 => [25,100], 68 => [50, 100], 69 => [75, 100]} #ADD MORE BY THE SAME SYNTAX
# MESSAGGE WHEN COUNTER
Scene_Battle::UL_Counter_Messages = ['Counter']
# CHECKING SCRIPT
if !@ul_counterattack_disabled
# START
    class Game_Battler
        
      alias lanzer_counter_battler_atkeff attack_effect
      def attack_effect(attacker)
        lanzer_counter_battler_atkeff(attacker)
        if $scene.is_a?(Scene_Battle) && $scene.active_battler == attacker
          $scene.ul_atkcounter_test(self)
        end
      end
      
      alias counter_skill_attacks skill_effect
      def skill_effect(attacker, skill)
        counter_skill_attacks(attacker, skill)
        if $scene.is_a?(Scene_Battle) && $scene.active_battler == attacker and skill.power > 0
          $scene.ul_atkcounter_test(self)
        end
      end
      
    end
class Scene_Battle
  attr_accessor :active_battler
  
  def ul_atkcounter_test(battler)
    # The actor is applied with a state that prevents movement. Stop counter.
    return unless battler.movable?
    
    ul_temp = UL_Counter_States.keys
    for i in 0...ul_temp.size
      if battler.state?(ul_temp[i])
        if UL_Counter_States[ul_temp[i]][0] > rand(99)
          @ul_counter = UL_Counter_States[ul_temp[i]][1]
          @ul_countertarget = battler
          return
        end
      end
    end
  end
  
  alias lanzer_counter_battle_up4s5 update_phase4_step5
  def update_phase4_step5
    lanzer_counter_battle_up4s5
    if @ul_countertarget != nil
      @phase4_step = 1337  # LEET
      @ul_atkcounter = 28
    end
  end
  
  def ul_counter_update
    if @ul_countertarget.dead? or @ul_atkcounter == 0 or !@ul_countertarget.movable?
      @ul_atkcounter = nil
      @ul_counter = nil
      @ul_countertarget = nil
      @phase4_step = 6
      return
    end
    @ul_atkcounter -= 1
    if @ul_atkcounter == 10
      @ul_countertarget.animation_id = @ul_countertarget.animation1_id
      @active_battler.animation_id = @ul_countertarget.animation2_id
      ul_temp = rand(UL_Counter_Messages.size)
      ul_temp = UL_Counter_Messages[ul_temp].clone
      ul_temp.gsub!(/\\[Mm]/) { @ul_countertarget.name }
      @help_window.set_text(ul_temp, 1)
      @active_battler.attack_effect(@ul_countertarget)
      if !@active_battler.damage.is_a?(String)
        @active_battler.hp += @active_battler.damage
        @active_battler.damage = @active_battler.damage * @ul_counter / 100
        @active_battler.hp -= @active_battler.damage
        @status_window.refresh
      end
      @active_battler.damage_pop = true
    end
  end
  
  alias lanzer_counter_battle_update update
  def update
    if @ul_atkcounter != nil
      ul_counter_update
    end
    lanzer_counter_battle_update
  end
end
#--------------------------------------------------------------------------#
endWhen you try to use a healing skill from the main menu, the game makes it look like you can't complete with "wrong!" buzzer. But when you exit the menu and re-enter, the characters are healed. It seems like a refresh issue, methinks.
If you are wondering, I'm using Blizard's Stormtronics Custom Menu System plus a dozen or so scripts.
BUT!!
I tested it in a new project and the problem's still here. Ergo, it must be this script and this script alone that's causing the error.

 
 
 Bizarre issue with Lanzer counter script.
 Bizarre issue with Lanzer counter script.


 

 
 
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