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Vampiric Weapon

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#1 Tsukihime

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Posted 08 October 2012 - 11:43 AM

Effect: Vampiric Weapon
-Tsukihime

This script adds a "vampiric weapon" effect to a state.
When a battler has this effect, a percentage of damage inflicted to the target will be absorbed as HP.

Download

Script: Download here
Required: Effect Manager

Usage

Tag your state with

<eff: vampiric_weapon x>
Where x is the fraction of damage that should be converted.
For example, 0.5 would mean 50% of damage will be absorbed.

Edited by Tsukihime, 09 March 2016 - 10:53 PM.

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#2 Tammsyn

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Posted 08 October 2012 - 05:13 PM

well after modifying this to work as a weapon tag this is a nice code thank you for the share

#3 HellKiteChaoS

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Posted 10 October 2012 - 07:32 AM

well after modifying this to work as a weapon tag this is a nice code thank you for the share


Would you mind posting that fix? Or show it to Tsu so he/she can apply this fix in the code?

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#4 Tammsyn

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Posted 10 October 2012 - 11:09 AM

here you go
Spoiler


#5 Tsukihime

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Posted 10 October 2012 - 03:00 PM

You can just add the weapon_effect method under the state_effect.
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#6 Tammsyn

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Posted 10 October 2012 - 03:35 PM

that is a good point

#7 Audrey

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Posted 15 June 2013 - 01:03 PM

Is there a way to make it so only skills with Same as Attack are affected by this effect?


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#8 Tsukihime

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Posted 15 June 2013 - 10:22 PM

"Same as Attack"?
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#9 Audrey

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Posted 16 June 2013 - 12:04 AM

"Normal Attack" attribute that can be applied to skills to make them use the properties set on attack states and whatnot.

I was wondering on the same thing with your Iron/Thorn Armor script.

This is so that physical spells aren't counted as direct hits.

But because this is a personal preference, then I was thinking maybe you'd want to have a tag for skills to set them to work with Thorn Armor and Vampire Weapon.

'Cause maybe someone would like to have--

Body Slam: Tagged with Thorn Armor so that if you Body Slam an enemy you will get hurt by their Thorn Armor, but not tagged with Vampire Weapon because it's not a direct weapon skill (this might be someone's preference).

Powerful Slash: Tagged with Thorn Armor and Vampire Weapon because it's a direct weapon skill

Jagged Rock: Tagged with neither because it's a physical spell, not a direct attack nor a weapon skill.

 

although the "Normal Attack" attribute works for me. It's just a way of saying they're direct attacks. Heheh. So just wondering.


Edited by Audrey, 16 June 2013 - 12:20 AM.

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The Archive Cleric

48% Strength, 23% Bloodlust, 37% Intelligence, 42% Spirit, 28% Vitality and 12% Agility!

Spoiler

My personal character subclasses are 

Cleric * Shaman * Soldier


#10 Pyramid_Head

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Posted 20 July 2013 - 02:47 AM

Hi, uhm, I'm fairly new to RPG Maker VX, and I'm not entirely sure on how to get this to work, I know that to tag something means to  put it in the notes box in the database, but do I put the tag in the notes on the weapons tab, or the state tab? Any and all help will be appreciated.



#11 Tsukihime

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Posted 20 July 2013 - 09:32 AM

You can put it in a state notebox or a weapon notebox since both are supported.
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#12 Pyramid_Head

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Posted 20 July 2013 - 09:37 AM

Ah, wonderful, thank you, I shall give this a try



#13 RaZzi

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Posted 30 August 2013 - 04:56 AM

Can't get this to work with Yanfly Battle engine + symphony + atb... I'm using Passive States script from Yanfly to add a state to one actor who is vampire. That state has exactly this in its notetag: <eff: vampiric_weapon 0.5> so everytime that actor attacks, it should heal 50% of the dmg done. But it does nothing. I can see the state icon so the state applies normally. I've also added <eff: vampiric_weapon 0.5> to the weapon the actor uses and it still does nothing.

 

I have tried having this script and the effect manager script above and below the battle engine scripts with no luck. Vampiric script is of course below Effect Manager.

Also tried with empty project with only Effect Manager and this script in it and nothing. Added skill that adds state to actor that has <eff: vampiric_weapon 0.5> in its notetag and attacked enemy after that state was applied. Again, the state icon showed up normally so the state was "On".

 

And yes, I've remembered to save before trying battle test.

 

EDIT: Think I'll go with this route of doing things http://forums.rpgmak...5369-lifesteal/ but would still like to know why I can't get the script working even with blank project..


Edited by RaZzi, 30 August 2013 - 05:04 AM.

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#14 Tsukihime

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Posted 30 August 2013 - 09:54 AM

I am not sure why it doesn't work for you in a blank project.
I created a state with that note-tag
<eff: vampiric_weapon 0.5>
added it to my actor on turn 2, and it restored HP whenever it hit the enemy after the state was applied.
I am not using any custom scripts besides effect manager and vampiric weapon.

You can upload the blank project if you want.

Edited by Tsukihime, 30 August 2013 - 09:56 AM.

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#15 RaZzi

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Posted 30 August 2013 - 08:16 PM

I am not sure why it doesn't work for you in a blank project.
I created a state with that note-tag

<eff: vampiric_weapon 0.5>
added it to my actor on turn 2, and it restored HP whenever it hit the enemy after the state was applied.
I am not using any custom scripts besides effect manager and vampiric weapon.

You can upload the blank project if you want.

Got it to work. Did everything like last time and it worked. Can't really tell how but nvrmind. Good script.


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#16 hellvandalier001

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Posted 07 November 2013 - 12:09 PM

Hey, just wondering if this could easily be adapted to being applied to an actor. Like, their passive ability is that they restore damage dealt as HP all the time. Could I just take the notetag and put it onto the actor?



#17 Tsukihime

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Posted 07 November 2013 - 12:14 PM

This script was written as an "effect", and effects are only applied to skills or items.
You would need a different approach to achieve this kind of thing for an actor.
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#18 bagohammers49

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Posted 24 September 2014 - 04:50 PM

I can't get this to work with Sapphire Action System IV.



#19 Shana

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Posted 23 February 2015 - 10:22 PM

Uhm... right now, the script link seems to be leading to the eight directional movement script instead *^*







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