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Found 1,502 results

  1. CSCA Game Over Options v1.0 By: Casper Gaming (Casper667) Introduction This script will allow you to change the gameover music and image seperately by changing the value of a variable in game. It also adds a menu to the gameover sceen with options to return to title, quit, or load a saved game. Text for each option is customizable. Features - Change gameover music w/ a variable - Change gameover image w/ a variable - Menu added to gameover screen with load, title, and quit options. Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. Demo 1.5MB download here: LINK Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  2. Tsukihime

    Window Timer

    Window Timer -Tsukihime This script provides basic countdown timer functionality for windows. The timer is stored in frames, and decreases by 1 per frame update. I have also implemented two features to demonstrate how it is used (ie: make this script actually useful) 1. Message windows. Automatically skips the message when time-out 2: Choice window. Automatically selects a time-out choice. Download Script: http://db.tt/BUQC7Vfa Usage This script uses the control character "\T" (case insensitive) to specify time-out. It is used in text input as follows \T[n] Where n is the number of seconds before time-out (1 second = 60 frames) In message windows, you just need to include the control character somewhere. In choice windows, the last choice that contains a time-out control will be selected as the time-out choice. So for example you might have choice 1 Yes choice 2 No choice 3 \T[5]Can you repeat the question? If choice 2 was the cancel choice, and you time-out, then choice 3 will be selected. For developers For the most part you will probably only need to specify the time-out behavior. Simply alias or super that method def update_timeout super # your code
  3. Zen Blood

    Show Variables On Save Files

    Hello! I was hoping to program a text line in my save files that indicates where the player is at when they save the game. I've created a global variable ($v_player_location) that is set as a string so I can change the labeled "location" on a whim without having to change the map names in the editor. The player interacts with an event, within that event I have $v_player_location set to whatever location name I want it to be, and then the game saves. The "player location" does indeed show on the save files, but the issue here is that the location for every save file is portrayed as the same string because it's reflecting what $v_player_location currently is, instead of what it was at the time of each individual save. I was able to make the save files show individual play times. def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "play time: " + header[:playtime_s], 2) end As you can see, it uses the symbol :playtime_s It's been a while since I added the play time, so I'm not sure what "header" is referring to, whether its something I created or a system already in place within the RPGMVXA engine. Don't mind me, I'm half asleep. I've found that "header" is referring to the "def self.make_save_header" line within DataManager. I tried to turn the location into a symbol, too, that would initiate upon a new game and set when the player saves. def draw_location(x, y, width, align) draw_text(x, y, width, line_height, "location: " + contents[:plocation], 4) end This did not work. It seems as though I need to figure out how to tell the program I want to access :plocation within contents, but that one line alone can't do it. I probably have to do some version of the line "header = DataManager.load_header(@file_index)" to access :plocation, from what I can tell. Would anyone happen to have any ideas as to how I can grab the contents of a variable for each individual save and display it on the save files? Edit: Here's another piece of the puzzle that shows how the individual play times where achievable. It was also located in DataManager. Interestingly, it's referenced using "DataManager.load_header(@file_index)" instead of "DataManager.load_header_without_rescue(@file_index)". #-------------------------------------------------------------------------- # * Load Save Header (No Exception Processing) #-------------------------------------------------------------------------- def self.load_header_without_rescue(index) File.open(make_filename(index), "rb") do |file| return Marshal.load(file) end return nil end I had a feeling this would dig into the Marshal load/dump/ect; I'm not entirely sure where to go from here, but I'll keep plugging anyway at it. Another Edit: I read up on a similar question someone had, and a person offered a solution to add the variable under header. I was originally trying to place the variable under "contents". Supposedly, this was what would make the variable work. class << DataManager def self.create_game_objects orig_CGO #This works, I'm just not showing the rest of the script here. #MY OBJECTS $v_player_location = "" #blank at the beginning of the game end alias_method(:new_make_save_header, :make_save_header) def make_save_header header = new_make_save_header header[:plocation] = $v_player_location header end end #END CLASS class Window_SaveFile < Window_Base def draw_location(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "location: " + header[:plocation], 4) end end #END CLASS It doesn't, I'm getting an error "can't convert nil into string". This error goes away when I replace header[:plocation] in def draw_location with a string. So that's the issue here. It thinks :plocation is nil, even though I've at least given it a blank string and have it's string changed before a save file is made. Update: This error also goes away when I omit "location " + and keep header[:plocation]. This works well enough for me, but for future sake, I'd like to know why I can include "playtime: " + alongside header[:playtime_s], but not "location " + alongside header[:plocation]. Solution 1: If you're happy with just the variable showing without another string on the same line, this template should work for you. Thank you for reading!
  4. Quite simply, I'm not sure how to implement the aforementioned feature in the VX Ace version. What the triple pairing feature does, is allow one to setup three materia slots as linked slots rather than just two. I've tried to implement this feature before, but I kept getting errors and eventually trashed the idea. However, I know there is someone out there who would probably, maybe know how to help me with this. Oh, ya want the script for reference? Ya got it.
  5. Tactics Ogre PSP Crafting System Script by Mr. Bubble Summary This item crafting script is modeled after the crafting system implemented in the PSP remake of Tactics Ogre: Let Us Cling Together. It’s a very simple crafting system with a very simple GUI which I also used as a model. Players must have recipe books in their inventory when entering the crafting scene. Any recipe books owned by the player will be displayed in a list. When a recipe book is selected, all possible items, armors, and weapons in the recipe book will be listed and you will be able to craft them provided that the player has the necessary ingredients. Script Can be found here: http://wp.me/PxlCT-mI Installation Paste this script into its own page within the "Materials" section in the script editor of your project. How to Use This script utilizes notetags and has a customization module. Please read the comments thoroughly. Compatibility This script aliases some default VXA methods. There are no default method overwrites. Requests for compatibility with other scripts are encouraged and welcome. Terms and Conditions Free for non-commercial use. If you wish to use this for commercial games, contact me first. Please feel free to post coding and efficiency suggestions, script features suggestions, and bug reports.
  6. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  7. Need help understanding Victor Moving Platforms.
  8. Variable Hud Version: 1.0a Introduction A simple variable hud where you can show off to the player certain currencies or other values such as acquired gems etc.The choice is yours. Features Easy to use and install. Just like my previous scripts it is quite easy to setup the variable list and test it out. Unlimited variables to show but I suggest you only use around 5-7. Enable/disable the hud by a switch. Easy to positioning the hud as well as change the space beetween the variables. Support for icons. The choice to display a text next to the variable that will act like a vocab. Lag free! And more! Screenshots Script Get the script here. Updates None. Credit Do credit me, Nicke, if you are planing on using this script. Thanks. Can be use in a commercial project.
  9. Final Fantasy Styled Battle Log v3.06 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 3.00: Complete overhaul, which now allows users of the default battle system to control which messages in the Battle Log will display, as well as compatibility with various popular battle scripts such as VE Animated Battle, VE Damage Popup, Yanfly Engine Ace, Fomar's ATB, and Tankentai SBS. This version of the script is still in development for compatibility so PLEASE REPORT ANY ISSUES. In addition, more options have been added, such as setting an X offset to the Battle Log window, and text alignment options for default Battle Log messages and custom skill messages. - 3.01: Bugfixes. - 3.02: Compatibility for CP Damage Popup - 3.03: Code cleanup - 3.04: Streamlined compatibility for scripts using $imported. Users no longer have to identify the scripts they are using within the module, except in the case of Fomar's ATB which does not use $imported. - 3.05: Aliased the use_item method from Scene_Battle to support compatibility with many scripts. Unfortunately, compatibility with Tankentai SBS is no longer included. - 3.06: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Different font option added for actor/enemy skill/item usage. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Make sure you set any included patches you need to true! Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt, for some coding help. - AlliedG, for testing. - Punisher667, for testing. - Daniel Babineau, for providing bug reports for Tankentai SBS. - GreeNRM, for providing bug reports and testing for CP Battle Engine/CP Damage Popup.
  10. Here's one to start with: What exactly is the purpose of using doing an unless $@ check when aliasing a method? I know now that the $@ variable is an array that holds the backtrace of the last exception. So when you press F12 to enter debug mode, it generates an exception so $@ will evaluate to a true value (is that right?) and the aliasing won't happen. So why is it a bad idea to alias methods when you enter debug mode? And a somewhat related question: do "stack level too deep" errors occur when the same method aliasing code is run more than once? If so why is this?
  11. Basic Quest System v1.1a By Vlue Introduction Is your RPG too boring? Do people get lost easy? Do you want to make a mock MMO? You don't have to answer yes to any of those questions, but it helps if you want to use... Basic Quest System! Which gives you quests and junk. Yay. Features - Create quests with objectives and stuff. - Quests can rewards gold, or exp, or items, or nothing, it's up to you! - Nifty accepting and completing windows! - A quest log! - A quest overlay! Screenshots How to Use Make a lot of quests, set up quests in events, enjoy! Script On pastebin, as usual: http://pastebin.com/tyM7s1Pj FAQ Q: I have a question. A: No you don't. Credit and Thanks - By Vlue - Free to use in any project, commercial or otherwise (despite what my accountant says (hah, like I have an accountant)), with credit given Author's Notes ... of these scripts now.
  12. MasterMoes

    Swapping window positions

    So I'm working on a game that uses a whole lot of different scripts that involve windows, like an improved shop or an improved menu. I'm currently making multiple games at once, and all of them use some of the same scripts featured in my other games. The problem is, I don't want the positions of the windows to be the same in each game... As an example, lets say a window layout looks like this on the screen: What I want to do is change the positions of each window, making every window on the top appear on the bottom and vise versa, and same goes for the left and right positions of the windows. The window example should change to this: So in conclusion, how would this be possible? I'm using mostly Yanfly's and Galv's scripts if that helps. Getting this problem solved would really help me, and even just changing the top and bottom or just the left and right would be perfect too. Anybody know how to do this? -~MasterMoes
  13. MasterMoes

    Character select script?

    Hi, so I'm new to RPGMakerCentral, so I'm sorry if this is the wrong category for this topic... So I'm working on an open world survival game with RPG Maker VX Ace, and everything is going perfectly... except one thing. This game involves a gameplay mechanic were you must rescue survivors so you can play as them. I basically need a character select script. I know plenty of them exist, but the ones I found aren't what I'm looking for! So here's what I'm trying to do in my game: When a player finds a survivor, a switch is activated that declares the player has found that survivor. When the player goes back to base, the player can choose up to 3 survivors they've unlocked to join the party, plus the main character that is always in the party. Does a script exist for this type of game mechanic?
  14. Hello, first of all, I'm sorry if someone already asked this, or there's a thread about this, I'm not sure how to describe it properly. In battles, there are events that can be triggered when the enemy or actor receives a certain state, right? How can you make an event trigger that involves a stat buff/debuff like the default characters RPG makers give? (Like, Terence's Breath Weapon buffs a member's attack once) In short, is it possible to use buffs and debuffs a condition for events?
  15. AeghtyAteKees

    Categorize Item Scene

    Hey guys, I'm using this script to add more categories to the item scene. It works really well and is miraculously compatible with my item scene script. HOWEVER. I would like to request a small, simple tweak that I just don't know how to go about implementing myself. I would like a category tab to only appear IF there is an item in that category. Could anyone help me accomplish this? THANKS. :D
  16. Hello everyone I am just starting using VX ACE but is it true that the maximum game window size is only 640 x 480? if this is true then is my only option if I want a bigger screen is to switch to rpgmaker MV or xp? I definitely want to check this B4 switching also while I'm here I'm looking for a online Rpgmaker tutor who I am happy to pay per hour over Skype :) so PM me if you are interested
  17. N.A.S.T.Y. Extra Stats(Version 1.1) By: Nelderson Updated: 3/27/12 Introduction This script gives actors and enemies extra stats that you can use anywhere in your game! Features - New Stats for your game. - Define a formula for each new stat you make. - Use these new stats in skill formulas, or whatever else you feel like. - See your extra stats on the Status screen (Up to 6). - Equipment can increase these stats with a notetag. How to Use The instructions on the script itself has everything you need! Demo I'll make one if you guys want one! Script FAQ Q: What does N.A.S.T.Y. stand for? A: Nelderson's Awesome Scripts to You! Credit and Thanks - Nelderson - Zetu, for her original script, and showing me the value of Structs <3
  18. FP: Move Routes Author: Tsukihime Overview Need to extend your move route options? Or looking for an easier way to make move routes? Features Move towards/away from event Turn towards/away from event Compact move string! More will be added as I find more interesting things to add Usage All of these are accessed through "set move route" menu. Choose "script" and then enter the custom move commands. You can specify a sequence of move commands by typing a move-string moves("UDUDLRLR3R3R3L3L") They are in the form of "[number][direction]". It tells the event how many times to move in that direction. If no number is specified, then it's just one. U means up D means down L means left R means right. For diagonal movement, use the following Q is upper-left W is upper-right A is lower-left S is lower-right You can also specify some extended behaviors. move_toward_event(2) move_from_event(3) turn_toward_event(1) turn_from_event(5) The events are specified by event ID. By default the events are named "EventXXX" where XXX is the event ID. You can use that for reference. Download Script: http://db.tt/isHnpN7H notes Actually, I don't want to type all of these long method names. How about we just stick to things like "tt_event" instead of turn_toward_event "tf_event" instead of turn_from_event If you look at the script I've provided some shorthand aliases if you want to use those (if you don't mind forgeting what they mean)
  19. I'm sure this isn't a super difficult thing to pull of, but I'm terrible at scripting, so if anyone can help me out and explain things to me like I'm five, that would be great. I'm using the default battle system with only a few Victor modifications to the display (Arrow cursor, custom collapse, damage pop-up, etc) and no modifications that alter the function of battle.
  20. Enemy Voices in Battle Version: 1.0 Author: DiamondandPlatinum3 Date: October 2, 2013 Planned Future Versions You tell me Description This script grants you the ability to have your enemies talk throughout battle. Enemies will say things when attacking/using skills/getting damaged/etc. Features Play Voices when Enemy is Attacking, Taking Damage, or using a Skill. Gives you the ability to change the ratio that meets the damage voice criteria if you don't like the defaults. Can easily set up voices per enemy per skill & item via the use of notetags. Can mute battle voices with an event switch or by an enemy having a specific state attached to them (ie. Silence). Enemies can have a death cry when they fall in battle. Screenshots Cannot Screenshot Audio Instructions Instructions are inside of the ScriptScript Get it from here Credit DiamondandPlatinum3ThanksIAMFORTE - A glorious person deserves a glorious thank you Support Post in this thread or PM me. Known Compatibility Issues I am unaware of any scripts it doesn't work with; if you find any, post in this thread. Demo Not Available yet. Author's Notes This weeks scripting has been brought to you by the letter 'L', as in "Love that car" - Mitsubishi Terms of Use You may find my Terms of Use Here.
  21. AeghtyAteKees

    Add barriers to fly script!

    Hi, guys. I'm using Galv's Superman Ability to allow my player to fly, though it has no movement restrictions whatsoever. The player is set to THROUGH and can move freely from corner to corner of the map. Would it be possible to tweak "passable?" to check for a region ID I could use to draw some boundaries that block passability even when flying? Thanks in advance!
  22. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  23. This script modify the way battle order works. Now each batter acts separately from the other and the time before its next action is determined by its speed . It modify heavily the way the battle systems works so it may not be compatible with a lot of battle scripts. I will try to work on compatibility patches in the next days , first with my own scripts and then with yanfly battle engine .(It's almost like there is more people that use this than people using the default engine) I'm still releasing now to gather some feedback first on the UI , should I hide the battle order window and only show it on a button press? How would you put in the interface a preview of how an action will affect the battle order? (I'm really bad at imagining at UI) Second I would also like to know what kind of skills affecting the battle order would you like to see ? I have some ideas but if you have suggestions,I will start with them . Also should the agility stat affect the speed whith which a battle recover its action . If yes,how? = false if page.span == 1 } @turn_count += 1 end def battle_start @timer = FFX::ActionSpeed-1 BattleManager.battle_start @action_battlers = [] preemptive = BattleManager.make_action_list all_battle_members.each { |battler| battler.speed = 0 - battler.agi } preemptive.each{ |battler| battler.speed -= FFX::SurpriseBonus } battler_turn end def speed_order(a, diff = a.speed - b.speed if diff < 0 return -1 elsif diff > 0 return 1 else return a.name <=> b.name end end def update_action_order @active_battlers = [] @alive_members = [] all_battle_members.each { |battler| @active_battlers.push(battler) if battler.alive? && battler.movable? @alive_members.push(battler) if battler.alive? } @active_battlers.sort! {|a,b| speed_order(a, } while @active_battlers[0].speed > 0 @active_battlers.each{|m| m.speed -=1 } @alive_members.each{|m| m.update_buff_states } @timer+=1 $game_troop.increase_turn if @timer%FFX::ActionSpeed == 0 end update_list end def update_list list = [] @active_battlers.each { |battler| for i in 0 .. 3 list.push(Info_Battler.new(battler,i)) end } list.sort! {|a,b| speed_order(a, } @action_list_window.refresh(list) end def battler_turn update_action_order @subject = @active_battlers.shift @subject.make_actions if @subject.actor? BattleManager.actor_index = @subject.index start_actor_command_selection else turn_start end end def command_attack BattleManager.actor.make_actions BattleManager.actor.input.set_attack select_enemy_selection end def command_guard BattleManager.actor.make_actions BattleManager.actor.input.set_guard next_command end alias ffx_on_skill_ok on_skill_ok def on_skill_ok BattleManager.actor.make_actions ffx_on_skill_ok end alias ffx_on_item_ok on_item_ok def on_item_ok BattleManager.actor.make_actions ffx_on_item_ok end def next_command turn_start end def turn_start @party_command_window.close @actor_command_window.close @status_window.unselect BattleManager.turn_start @log_window.wait @log_window.clear end def start_actor_command_selection unless scene_changing? refresh_status @status_window.unselect @status_window.open @status_window.select(BattleManager.actor.index) @party_command_window.close @actor_command_window.setup(BattleManager.actor) end end def process_action return if scene_changing? if !@subject || !@subject.current_action turn_end end return turn_end unless @subject if @subject.current_action @subject.current_action.prepare if @subject.current_action.valid? @status_window.open @subject.speed += @subject.current_action.speed execute_action end @subject.remove_current_action end process_action_end unless @subject.current_action end def turn_end BattleManager.turn_end process_event battler_turn end def process_action_end @subject.on_action_end refresh_status @log_window.display_auto_affected_status(@subject) @log_window.wait_and_clear @log_window.display_current_state(@subject) @log_window.wait_and_clear BattleManager.judge_win_loss end end class Window_ActionList < Window_Selectable def initialize(height) @list=[] super(Graphics.width-100,50,100,height-100) end def refresh(list) @list=list contents.clear draw_all_items end def item_max @list.size end def draw_item(index) rect = item_rect(index) string = @list[index].name change_color(FFX::Active_Color) #if @list[index] == @list[0] draw_text_ex(rect.x,rect.y,string) draw_horz_line(rect.y+rect.height/2) #change_color(normal_color) end def draw_horz_line(y) line_y = y + line_height / 2 - 1 contents.fill_rect(0, line_y, width, 2, line_color) end def line_color color = normal_color color.alpha = 128 color end end class Info_Battler attr_reader :name attr_reader :battler attr_accessor :speed def initialize(battler,turn) @name = battler.name @battler = battler @speed = battler.speed + turn * FFX.action_time(battler,battler.atk_speed) end end
  24. I eventually found one (on this site, actually) but after inserting it under materials and placing the notetag, it didn't work. I proceeded to scrap the idea and just test out damage on some skills. I then started to get an error about the script I had just deleted! I'm very new to vx ace and rpg maker in general, so i'm kind of freaking out with this error. I've tried using different actors, giving them different skills; even inserting the script again and I still get an error. Can anyone help me with my problem? (here's the script in case anyone was wondering)
  25. WCouillard

    Kread-EX Vampiric Damage Mod?

    OK, so, kinda stuck on another mod... I have a script by Kread-EX that let's you assign a notetag to a state, and users with that state will absorb a certain amount of HP as designated by the notetag. What I want to do is also allow this notetag to apply to certain skills, rather than just states. I've successfully modified it to also be able to drain a portion on MP, but getting it to work with skills... not so much. Here is the original script... # :=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Put <vampire: x%> in the state's notebox. #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vamp = user.states.select {|state| state.vampire != nil} if vamp && !vamp.empty? @result.hp_drain = (@result.hp_damage * vamp.first.vampire.fdiv(100)).round end end end And here is the modified one that also allows MP draining (for States). If anyone could help me to get this to work for specific skills as well as states, I'd love you forever. NOTE: I also added a way to eliminate certain skill IDs from utilizing the vampiric state. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. # # Some additional functionality added by WCouillard #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Instructions # # Put <vampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as HP. # # Put <mpvampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as MP. #=========================================================================== # ■ Module VAMP #=========================================================================== module VAMP #-------------------------------------------------------------------------- # ● List Skill ID's that ignore vampiric effects, even with state applied #-------------------------------------------------------------------------- # ● NOTE: Important to include all HEALING abilities here #-------------------------------------------------------------------------- IGNORE_SKILLS = [89, 90, 91, 286, 288, 290, 291] end #=========================================================================== # ■ RPG::Skill #=========================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # ● Determine if vampire skill #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire skill #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire state #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire state #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::UsableItem #=========================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vampskill = user.skills.select {|skill| skill.vampire != nil} mpvampskill = user.skills.select {|skill| skill.mpvampire != nil} vampstate = user.states.select {|state| state.vampire != nil} mpvampstate = user.states.select {|state| state.mpvampire != nil} if item.is_a?(RPG::Skill) for i in 0..VAMP::IGNORE_SKILLS.length if item.id.to_s == VAMP::IGNORE_SKILLS[i].to_s return end end end if vampskill && !vampskill.empty? @result.hp_drain = (@result.hp_damage * vampskill.first.vampire.fdiv(100)).round end if mpvampskill && !mpvampskill.empty? @result.mp_drain = (@result.hp_damage * mpvampskill.first.mpvampire.fdiv(100)).round end if vampstate && !vampstate.empty? @result.hp_drain = (@result.hp_damage * vampstate.first.vampire.fdiv(100)).round end if mpvampstate && !mpvampstate.empty? @result.mp_drain = (@result.hp_damage * mpvampstate.first.mpvampire.fdiv(100)).round end end end So, what happens is that any skill now drains, rather than only those with the notetag. Notetagging is something very new to me, despite using VX Ace for like a decade. I never really messed with it. Any assistance greatly appreciated. :D
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