KMustSurvive - kyonides - 02-19-2024
KMustSurvive
XP + VX + ACE
by Kyonides
Introduction
When I played Breath of Fire II back in the days, I noticed that there was a village where fights were a bit different. There you had to rescue the villagers by not killing them but just the scorpions that controlled them. You were still able to kill the people but it was not recommended.
This scriptlet would let the battle script judge the end result of the battle without any external interference. This means that you will not be in a dire need to keep checking your enemies' current HP every single turn via event commands!
Script Calls
Code: $game_troop.must_survive(EnemyIndex, MinimumHP%)
$game_troop.must_survive(EnemyIndex, MinimumHP%, MaximumHP%)
There no MaxHP% is just the same as 100% of its HP.
XP Script
Code: # * KMustSurvive XP * #
# Scripter : Kyonides Arkanthes
# v1.0.0 - 2024-02-19
# This scriptlet allows you to set any enemy as some sort of victim that should
# be rescued during battle by NOT KILLING the victim!
# No event command will be needed during battle!
# This is a very simplistic approach to a feature in Breath of Fire II where
# you were supposed to kill the scorpion but not the villager.
# * Script Call * #
# - Warning: Both HP% parameters should be Integers.
# If no maximum percent is entered, it will be equal to 100%
# $game_troop.must_survive(EnemyIndex, MinimumHP%)
# $game_troop.must_survive(EnemyIndex, MinimumHP%, MaximumHP%)
class Game_Actor
def alive?
@hp > 0
end
end
class Game_Enemy
def alive?
@hp > 0
end
end
class Game_Party
def alive?
@actors.any? {|a| a.alive? }
end
end
class Game_Troop
alias :kyon_must_survive_gm_trp_init :initialize
attr_reader :survivors
def initialize
kyon_must_survive_gm_trp_init
@survivors = {}
end
def alive?
@enemies.any? {|a| a.alive? }
end
def must_survive(enemy_index, min_percent, max_percent=100)
@survivors[enemy_index - 1] = [min_percent.to_i, max_percent.to_i]
end
def enemies_alive
@enemies.select {|e| e.alive? }
end
def few_survivors?
enemies_alive.size < @survivors.size
end
def only_survivors?
list = enemies_alive.map {|e| e.index }
list.sort == @survivors.keys.sort
end
def survivors_with_enough_hp?
enemies_alive.each do |e|
percent = e.hp * 100 / e.maxhp
return false unless percent.between?(*@survivors[e.index])
end
true
end
end
class Scene_Battle
alias :kyon_must_survive_scn_btl_judge :judge
def judge
if $game_troop.survivors.empty?
kyon_must_survive_scn_btl_judge
else
judge_enemy_survivors
end
end
def lose_scenario
if $game_temp.battle_can_lose
$game_system.bgm_play($game_temp.map_bgm)
battle_end(2)
return
end
$game_temp.gameover = true
end
def judge_enemy_survivors
if $game_party.alive?
if $game_troop.few_survivors?
lose_scenario
return true
end
return false unless $game_troop.only_survivors?
if $game_troop.survivors_with_enough_hp?
start_phase5
return true
end
return false
else
lose_scenario
end
end
end
VX Script
Code: # * KMustSurvive VX * #
# Scripter : Kyonides Arkanthes
# v1.0.0 - 2024-02-19
# This scriptlet allows you to set any enemy as some sort of victim that should
# be rescued during battle by NOT KILLING the victim!
# No event command will be needed during battle!
# This is a very simplistic approach to a feature in Breath of Fire II where
# you were supposed to kill the scorpion but not the villager.
# * Script Call * #
# - Warning: Both HP% parameters should be Integers.
# If no maximum percent is entered, it will be equal to 100%
# $game_troop.must_survive(EnemyIndex, MinimumHP%)
# $game_troop.must_survive(EnemyIndex, MinimumHP%, MaximumHP%)
class Game_Actor
def alive?
@hp > 0
end
end
class Game_Enemy
def alive?
@hp > 0
end
end
class Game_Party
def alive?
members.any? {|m| m.alive? }
end
end
class Game_Troop
alias :kyon_must_survive_gm_trp_init :initialize
attr_reader :survivors
def initialize
kyon_must_survive_gm_trp_init
@survivors = {}
end
def alive?
@enemies.any? {|a| a.alive? }
end
def must_survive(enemy_index, min_percent, max_percent=100)
@survivors[enemy_index - 1] = [min_percent.to_i, max_percent.to_i]
end
def enemies_alive
@enemies.select {|e| e.alive? }
end
def few_survivors?
enemies_alive.size < @survivors.size
end
def only_survivors?
list = enemies_alive.map {|e| e.index }
list.sort == @survivors.keys.sort
end
def survivors_with_enough_hp?
enemies_alive.each do |e|
percent = e.hp * 100 / e.maxhp
return false unless percent.between?(*@survivors[e.index])
end
true
end
end
class Scene_Battle
alias :kyon_must_survive_scn_btl_judge :judge_win_loss
def judge_win_loss
if $game_troop.survivors.empty?
kyon_must_survive_scn_btl_judge
else
judge_enemy_survivors
end
end
def judge_enemy_survivors
return true unless $game_temp.in_battle
if $game_party.alive?
if $game_troop.few_survivors?
process_defeat
return true
end
return false unless $game_troop.only_survivors?
if $game_troop.survivors_with_enough_hp?
process_victory
return true
end
return false
else
process_defeat
return true
end
end
end
VX ACE Script
Code: # * KMustSurvive ACE * #
# Scripter : Kyonides Arkanthes
# v1.0.0 - 2024-02-19
# This scriptlet allows you to set any enemy as some sort of victim that should
# be rescued during battle by NOT KILLING the victim!
# No event command will be needed during battle!
# This is a very simplistic approach to a feature in Breath of Fire II where
# you were supposed to kill the scorpion but not the villager.
# * Script Call * #
# - Warning: Both HP% parameters should be Integers.
# If no maximum percent is entered, it will be equal to 100%
# $game_troop.must_survive(EnemyIndex, MinimumHP%)
# $game_troop.must_survive(EnemyIndex, MinimumHP%, MaximumHP%)
class Game_Unit
def alive?
members.any? {|m| m.alive? }
end
end
class Game_Troop
alias :kyon_must_survive_gm_trp_init :initialize
attr_reader :survivors
def initialize
kyon_must_survive_gm_trp_init
@survivors = {}
end
def must_survive(enemy_index, min_percent, max_percent=100)
@survivors[enemy_index - 1] = [min_percent.to_i, max_percent.to_i]
end
def enemies_alive
@enemies.select {|e| e.alive? }
end
def few_survivors?
enemies_alive.size < @survivors.size
end
def only_survivors?
list = enemies_alive.map {|e| e.index }
list.sort == @survivors.keys.sort
end
def survivors_with_enough_hp?
enemies_alive.each do |e|
percent = e.hp * 100 / e.mhp
return false unless percent.between?(*@survivors[e.index])
end
true
end
end
class << BattleManager
alias :kyon_must_survive_btlman_judge :judge_win_loss
def judge_win_loss
if $game_troop.survivors.empty?
kyon_must_survive_btlman_judge
else
judge_enemy_survivors
end
end
def judge_enemy_survivors
return false unless @phase
return process_abort if $game_party.members.empty? or aborting?
return process_defeat if $game_party.all_dead?
return process_defeat if $game_troop.few_survivors?
return false unless $game_troop.only_survivors?
if $game_troop.survivors_with_enough_hp?
return process_victory
else
return process_defeat
end
end
end
Terms & Conditions
Free for use in ANY game.
Due credit is mandatory.
Please include the URL of the website or forum where you found this script in your credits file.
That's it!
RE: KMustSurvive - kyonides - 02-19-2024
The Night of the Scripts
Not too long after posting the XP port of KMustSurvive, I had to quickly update it because it did not contemplate all possible scenarios as I expected. Don't worry, pals! Now it does!
Later on I was able to port the script to the other two engines, namely VX and VX ACE!
You can also download demos to better understand how it works, but I got to admit it is a very simple script indeed.
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