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 CTB - A Final Fantasy X-like Battle System, Version 3.2
Hey Charlie. A couple of questions...

What does the Rigene effect do in your system? I'm a bit stumped. Is it a regeneration - +15% health?

I'm really trying to incorporate damage and healing over time for hp and sp.

I don't like the default rmxp system at all of taking away a percentage. If you happen to be fighting enemies that are your level, that is probably fine. If you're in a boss fight with something that has many more hp, the effect would be much more powerful and that just is not very intuitive.

I'd love to be able to actually create calculations based on your new ones to have things like int be incorporated into how much damage is delt per turn but I lack the coding knowledge. I'd be fine settling for just an exact amount that a spell/state will take off per turn. I've looked through and have only found one script that could possibly do this.....

Code:
#==============================================================================
# HoT DoT
# Author: Shdwlink1993
# Version: 1.01b
# Type: Poison Control
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# HT Date 1.0b: 1/11/2009
# HT Date 1.01b: 1/12/2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# #  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
# #
# # Note that if you share this file, even after editing it, you must still
# # give proper credit to shdwlink1993.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                ~= Function =~
#
# This script is designed to allow you to expand what poison does to your
# character. Poison now is able to affect HP or SP, and take off a fraction or
# a set amount of HP/SP.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                               ~= Version History =~
#
# Version 1.0b ---------------------------------------------------- [1/11/2009]
# Version 1.01b --------------------------------------------------- [1/12/2009]
#  - A simple math error was fixed (+ instead of -)
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                              ~= Customization =~
#
# Customization can be found right under where the Poison Database begins.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                               ~= Compatability =~
#
# - Low probability of working with the SDK.
# - Will not work with other Poison-editing scripts.
# - Must be placed above Tons of Addons.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module SL93
  
  def self.hotdot(id)
    case id
    #------------------------------------------------------------------------
    # Poison Database Begins
    #------------------------------------------------------------------------
    #  when STATE_NUMBER then return [TYPE, DAMAGE, VARIANCE, LIMIT_DRAIN]
    #  * STATE_NUMBER is the state you want to be affected by this.
    #  * TYPE refers to the thing sustaining damage.
    #      1 = HP, 2 = SP. If the type is positive, the amount is a literal
    #      number (eg. You lose about 50 HP). If the type is negative, then
    #      the amount is a fraction of the maximum (eg. You lose about 50% of
    #      your HP).
    #  * DAMAGE refers to how much damage is healed/taken.
    #      A Positive amount hurts you and a negative amount heals you.
    #  * VARIANCE refers to how much the damage varies. Positive only.
    #      This depends in part on if the type was positive (~5 HP difference)
    #      or negative (~5% HP difference).
    #  * LIMIT_DRAIN refers to if the poison can leave you with 0 HP/SP.
    #      If true, then it is limited, and stops at 1. If false, then it
    #      isn't.
    #------------------------------------------------------------------------
      when 3 then return [-1, 10, 15, false]  # Standard Poison
    #------------------------------------------------------------------------
    # Poison Database Ends
    #------------------------------------------------------------------------
    end
    return false
  end
  
end

class Game_Battler
  
  def slip_damage?
    return @states.any? {|i| SL93.hotdot(i) != false }
  end
  
  def slip_damage_effect
    ids = []
    for i in @states
      ids.push(i) if SL93.hotdot(i) != false
    end
    for i in ids
      self.damage = SL93.hotdot(i)[1] if SL93.hotdot(i)[0] > 0
      self.damage = self.maxhp / SL93.hotdot(i)[1] if SL93.hotdot(i)[0] == -1
      self.damage = self.maxsp / SL93.hotdot(i)[1] if SL93.hotdot(i)[0] == -2
      if self.damage.abs > 0 && SL93.hotdot(i)[2] > 0
        amp = [self.damage.abs - SL93.hotdot(i)[2], 1].max if SL93.hotdot(i)[0] > 0
        amp = [self.damage.abs * SL93.hotdot(i)[2] / 100, 1].max if SL93.hotdot(i)[0] < 0
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      self.damage = self.damage * -1 if SL93.hotdot(i)[0] < 0
      if SL93.hotdot(i)[0] == 1 || SL93.hotdot(i)[0] == -1
        self.damage = self.hp - 1 if !SL93.hotdot(i)[3] && (0 > self.hp += self.damage)
        self.hp += self.damage
      elsif SL93.hotdot(i)[0] == 2 || SL93.hotdot(i)[0] == -2
        self.damage = self.sp - 1 if !SL93.hotdot(i)[3] && (0 > self.sp += self.damage)
        self.sp += self.damage
      end
    end
    return true
  end
  
end

class Game_Party
  
  def check_map_slip_damage
    @actors.each {|actor|
      if actor.hp > 0 && actor.slip_damage?
        actor.slip_damage_effect
        $game_screen.start_flash(Color.new(255, 0, 0, 128), 4)
        $game_temp.gameover = $game_party.all_dead?
      end
    }
  end
  
end

Unfortunately it does not seem to work with the battle system... or at least I have not been able to get it to(It just acts as if it is not there and slip damage works as usual). I was curious to know if you could give it a quick look and see if it specifically conflicts with anything in your system?

Also, do you just happen to have any thoughts or ideas on a better system for regeneration/damage over time or know of a script that you enjoy using or have experience with?

Any kind of information you could give about these types of effects with your battle system would be much appreciated!!
Reply }


Messages In This Thread
CTB - A Final Fantasy X-like Battle System, version 3.1 (NEW Jul 4 2010) - by andicesharks - 05-01-2010, 11:35 PM

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