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FF2 Koishi's Bosses [BeepMan Updated!]


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93SHADoW
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Old 06-11-2018 , 05:51   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #311

Baldi's coming soon to Freak Fortress.

What will he do? What are his abilities?

Find out soon! There's gonna be a significant twist.
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Old 06-13-2018 , 17:19   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #312

Model by PierreHammit/STONE:

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Sadao
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Old 06-13-2018 , 20:14   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #313

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
Model by PierreHammit/STONE:

You're a god, this boss.. i already have a feeling that its gonna be hilarious.
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MAGNAT2645
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Old 10-20-2018 , 09:49   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #314

L 10/20/2018 - 11:19:20: [SM] Plugin "freaks/shadow93_bosses.ff2" encountered error 23: Native detected error
L 10/20/2018 - 11:19:20: [SM] Invalid timer handle 4212095c (error 3) during timer end, displayed function is timer callback, not the stack trace
L 10/20/2018 - 11:19:20: [SM] Unable to call function "GainLife" due to above error(s).

I think that this error appears because you're trying to delete timer handle inside timer callback.

Isn't better to do this? :
Code:
DelayElixir[boss]= null;
return Plugin_Stop; // instead of delete DelayElixir[boss];
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Last edited by MAGNAT2645; 10-20-2018 at 10:01.
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xXDeathreusXx
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Old 10-22-2018 , 01:31   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #315

Quote:
Originally Posted by MAGNAT2645 View Post
Code:
DelayElixir[boss]= null;
return Plugin_Stop; // instead of delete DelayElixir[boss];
That's a good way to leak handles if it's not getting deleted anywhere else
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MAGNAT2645
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Old 10-22-2018 , 07:31   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #316

Idk. Invalid timer handle error doesn't appear with above code. And, as i know, Plugin_Stop works same as KillTimer() for timers with TIMER_REPEAT.

Maybe only compiled version from archive has this error.
Edit: I've decompiled archived plugin and it's structure are same as source code. Strange error...
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Last edited by MAGNAT2645; 10-22-2018 at 07:36.
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Hoto Cocoa
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Old 08-14-2019 , 05:46   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #317

Quote:
Originally Posted by MAGNAT2645 View Post
Idk. Invalid timer handle error doesn't appear with above code. And, as i know, Plugin_Stop works same as KillTimer() for timers with TIMER_REPEAT.

Maybe only compiled version from archive has this error.
Edit: I've decompiled archived plugin and it's structure are same as source code. Strange error...
Nope. I complie the source code and still have the same error above.
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93SHADoW
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Old 09-13-2019 , 00:22   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #318

I really need to redo this plugin, I've been slacking for too long with work and other things in the way, but once I have more free time, then I'll be able to update a lot of subplugins and bosses. Not sure when though.
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Old 09-04-2020 , 18:02   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #319

Bosses & Subplugins have been divided into 2 categories: Legacy & Flagship.
  • Flagships will continue to be supported for the far future.
  • Legacy add-ons, while deprecated, will only receive updates as long as they continue to be used.
  • Ability packs inherited from Otokiru, while most of its features have been deprecated, will continue to be supported as long as the bosses that rely on the ability packs continue to use them.
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Last edited by 93SHADoW; 09-04-2020 at 18:05.
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Hoto Cocoa
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Old 09-06-2020 , 05:10   Re: Koishi's Bosses [BeepMan Updated!]
Reply With Quote #320

Is Baldi out?
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