11-17-2019, 08:40 PM
KBrainWash XP
version 1.0.2
by Kyonides Arkanthes
version 1.0.2
by Kyonides Arkanthes
Introduction
Let heroes and monsters brainwash their opponents!
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Do you need instructions to perform such an amazing task!?
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That's easy!
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XP Script
Code:
# * KBrainWash XP
# Scripter : Kyonides Arkanthes
# v1.0.2 - 2019-11-22
# This scriptlet allows you to define spells that might take control of their
# caster's opponent. It also adds a new stat, namely will, to all battlers.
# It also features the will force that might help the target resist such an
# psychic attack.
# The spell will fail if the target's willpower is stronger than the caster's.
# NOTE : The player is still able to choose any battle action at will.
module KBrainWash
FAIL_ANIME_ID = 1 # Animation for Brainwash failure
SKILL_ID = 81
STATE_ID = 17
# Target's Section
WILL_FORCE_STATE_ID = 18
WILL_FORCE_POINTS_PERCENT = 20 # Percent of Extra Will Force Points
WILL_POINTS_VARIANCE_PERCENT = 5
TEMP_IGNORE_BW_PERCENT = 5
# Initial Will Points
START_WILL_POINTS = {} # Do Not Touch This!
# ActorID or EnemyID => Will Power Points, etc.
START_WILL_POINTS[:actor] = {}
START_WILL_POINTS[:enemy] = {}
START_WILL_POINTS[:actor].default = 0 # Excluded actors get none!
START_WILL_POINTS[:enemy].default = 0 # Excluded enemies get none!
def self.ignore?() rand(100) < TEMP_IGNORE_BW_PERCENT end
end
class Game_BattleAction
alias :kyon_brainwash_gm_battle_act_drtfa :decide_random_target_for_actor
alias :kyon_brainwash_gm_battle_act_drtfe :decide_random_target_for_enemy
def decide_random_target_for_actor
if @battler.brainwashed?
target = $game_party.random_target_actor
return clear unless target
return @target_index = target.index
end
kyon_brainwash_gm_battle_act_drtfa
end
def decide_random_target_for_enemy
if @battler and @battler.brainwashed?
target = $game_troop.random_target_enemy
return clear unless target
return @target_index = target.index
end
kyon_brainwash_gm_battle_act_drtfe
end
end
class Game_Battler
attr_accessor :will
alias :kyon_brainwash_gm_battler_init :initialize
alias :kyon_brainwash_gm_battler_se :skill_effect
def initialize
kyon_brainwash_gm_battler_init
@will = KBrainWash::START_WILL_POINTS[self.kind]
end
def skill_effect(user, skill)
if KBrainWash::SKILL_ID == skill.id
power = @will
if @states.include?(KBrainWash::WILL_FORCE_STATE_ID)
power *= KBrainWash::WILL_FORCE_POINTS_PERCENT
end
percent = KBrainWash::WILL_POINTS_VARIANCE_PERCENT
user_var = rand(user.will * percent / 100)
self_var = rand(@will * percent / 100)
user_var.send(:-@) if rand(4) % 2 == 0
self_var.send(:-@) if rand(4) % 2 == 0
total = user.will * user.int + user_var - power * @int - self_var
effective = (total > 0 and user.class != self.class)
if effective
states_plus(skill.plus_state_set)
state = $data_states[KBrainWash::STATE_ID]
@animation_id = state.animation_id
else
@animation_id = KBrainWash::FAIL_ANIME_ID
end
return effective
end
kyon_brainwash_gm_battler_se(user, skill)
end
def brainwashed?() @states.include?(KBrainWash::STATE_ID) end
end
class Game_Actor
def kind() :actor end
end
class Game_Enemy
def kind() :enemy end
end
class Scene_Battle
alias :kyon_brainwash_sbattle_stb :set_target_battlers
def set_target_battlers(scope)
if !@active_battler.brainwashed? or KBrainWash.ignore?
return kyon_brainwash_sbattle_stb(scope)
end
if @active_battler.is_a?(Game_Enemy)
case scope
when 1 # single enemy
index = @active_battler.current_action.target_index
@target_battlers << $game_troop.smooth_target_enemy(index)
when 2 # all enemies
for target in $game_troop.enemies
next unless target.exist?
@target_battlers << target
end
when 3 # single ally
index = @active_battler.current_action.target_index
@target_battlers << $game_party.smooth_target_actor(index)
when 4 # all allies
for target in $game_party.actors
next unless target.exist?
@target_battlers << target
end
end
elsif @active_battler.is_a?(Game_Actor)
case scope
when 1 # single enemy
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # all enemies
for target in $game_party.actors
next unless target.exist?
@target_battlers << target
end
when 3 # single ally
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # all allies
for target in $game_troop.enemies
next unless target.exist?
@target_battlers << target
end
end
end
end
end
Terms & Conditions
You must include my nickname and the current website's URL in your game credits.
You are free to use it in non commercial games.
Give me a free copy of your completed game if you include at least 2 of my scripts!
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