05-13-2016, 03:38 AM
Version 1.4 coming up
Code:
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# DerVV's Enemy/Actor HP / SP Bars Fix v 1.4
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# By: DerVVulfman (a fix for El Conducter's script v 4.0)
# Written May 12, 2016
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Put below his script and it should allow SP healing and damage now!!!
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (main phase step 2 : start action)
#--------------------------------------------------------------------------
alias elconducter_set_sp_fix1 set_target_battlers
alias elconducter_set_sp_fix2 make_basic_action_result
#--------------------------------------------------------------------------
# * Set Targeted Battler for Skill or Item
# scope : effect scope for skill or item
#--------------------------------------------------------------------------
def set_target_battlers(scope)
# The original call to get the scopes
scopers = elconducter_set_sp_fix1(scope)
# Now create an empty area to store SP values
@battler_sp_dmg = []
# And cycle through all the determined battlers to get 'em
for target in @target_battlers
@battler_sp_dmg.push(target.sp)
end
return scopers
end
#--------------------------------------------------------------------------
# * Make Basic Action Results
#--------------------------------------------------------------------------
def make_basic_action_result
# Set the array to nil (to skip any SP healing)
@battler_sp_dmg = nil
# And return with the called action
return elconducter_set_sp_fix2
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 5 : damage display)
#--------------------------------------------------------------------------
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
# Display damage
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
counter = 0
# Display damage
for target in @target_battlers
# Default each target to no magic
target.magic_casting = false
# Skip if the battler array is nil
next if @battler_sp_dmg.nil?
# Get the old SP value
old_sp = @battler_sp_dmg[counter]
# Compare if the old SP to the new SP
if old_sp != target.sp
# Set the passed sp_used to the difference
target.sp_used = old_sp - target.sp
# And set magic casting flag to true
target.magic_casting = true
end
# Ad to the count
counter += 1
end
# Shift to step 6
@phase4_step = 6
end
end