12-07-2008, 02:54 PM
Enemies Use Items
Version: 2.1
Version: 2.1
Introduction
I think this is self-explanatory.
Script
"Script"
Code:
#==============================================================================
# ** Enemies Use Items
#------------------------------------------------------------------------------
# by Fomar0153
# updates by DerVVulfman
# version 2.1
# 12-02-2007
# Full SDK 2.3 Compatible (Does not need or require SDK 2.3)
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# This system allows enemy battlers to use items during battle. This is accom-
# plished by switching the skill used by an enemy to that of an item in a pre-
# defined list in the configuration section.
#
# By example, you could set up a Skeleton enemy to use a 'Tonic' in battle when
# it performs its 'Sleep' skill. This 'skill-to-item' change would have to be
# defined in either the SWITCH_SKILL_ITEM hash, or the SWITCH_ENEMY_SKILL_ITEM
# hash (explained in the configuration section below).
#
# The enemies can either have infinite item usage, or can be limited to the no.
# of items used based on the SP points at their disposal. This feature is con-
# trolled by the SWITCH_SP_LIMIT value. As long as it is false, enemies can use
# items without running out. But if it is true, the enemies will use up their
# SP points as they use items. The SP points used will be based on the SP Cost
# of the Skill it is switched from.
#
#------------------------------------------------------------------------------
#
# COMPATABILITY:
#
# This system is compatible with the default battlesystem, SDK 2.2, the RTAB
# system, Fomar's Action Cost, ParaDog's and XRXS's battle system in certain
# limits.
#
# Systems that use AT bars (everything except the 'default' and 'SDK default'
# battlesystems) must have the SWITCH_SP_LIMIT value set to 'false'. All other
# systems either use up the enemy sp through repeated calls of the make_action
# def as their AT gauges are filled, or uses values other than sp_cost.
#
# In short, the 'SWITCH_SP_LIMIT' value can only be 'true' if you're using the
# default or SDK default battlesystems.
#
#==============================================================================
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# This constant holds the list of skills and items they are switched with. It
# is in the following format: { skill.id => item.id, skill.id => item.id,... }
# The sample currently switches the "Heal" skill with the "Sharp Stone" item,
# and the "Greater Heal" with the "Potion" item.
SWITCH_SKILL_ITEM = {1 => 1, 2 => 1}
# This constant holds the lists of skills & items switched for each enemy that
# uses them. The format to apply the switch mimics the design to the one above:
# { enemy.id => ( skill.id => item.id), enemy.id =>{ skill.id => item.id},... }
# The sample currently switches the "Mass Heal" skill with the "Tonic" item for
# the GHOST enemy, and changes the "Heal" skill with the "Barrier Stone" item
# for the BASILISK enemy.
SWITCH_ENEMY_SKILL_ITEM = { 1 => {3 => 1}, 2 => {1 => 1}}
# This merely determines if you limit the items based on Skill SP cost. If this
# is true, then the enemy must have enough SP to use the original skill before
# the item is used. If it is false, then the enemy has an infinite supply.
SWITCH_SP_LIMIT = false
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Make Action
#--------------------------------------------------------------------------
alias item_make_action make_action
def make_action
item_make_action
temp_hash = {}
switch_id = self.current_action.skill_id
# Sets the Skill Limiting switch if the SWITCH_SP_LIMIT is true.
# If true, this sets 'sp_limted' to true if SP is too low for item use.
if SWITCH_SP_LIMIT
if $data_skills[switch_id].sp_cost > self.sp
sp_limited = true
else
sp_limited = nil
end
else
sp_limited = nil
end
# Perform Skill/Item switch if 'sp_limited' switch isn't true.
# It won't be true if there's enough SP, or if SWITCH_SP_LIMITED is false.
if !sp_limited
if SWITCH_SKILL_ITEM.include? switch_id
self.current_action.kind = 2
self.current_action.item_id = SWITCH_SKILL_ITEM[switch_id]
self.current_action.decide_random_target_for_enemy
end
temp_hash = SWITCH_ENEMY_SKILL_ITEM[self.id] if SWITCH_ENEMY_SKILL_ITEM.include? self.id
if temp_hash.include? switch_id
self.current_action.kind = 2
self.current_action.item_id = temp_hash[switch_id]
self.current_action.decide_random_target_for_enemy
end
end
# Use up SP (If SWITCH_SP_LIMIT is true)
if SWITCH_SP_LIMIT
self.sp =- $data_skills[switch_id].sp_cost
end
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Item Action Results
#--------------------------------------------------------------------------
alias e_make_item_action_result make_item_action_result
def make_item_action_result(battler = @active_battler)
@rtab = !@target_battlers
if battler.is_a?(Game_Actor)
@rtab ? e_make_item_action_result(battler) : e_make_item_action_result
else
# Get item
@item = $data_items[battler.current_action.item_id]
if @rtab
# Setting animation ID
battler.anime1 = @item.animation1_id
battler.anime2 = @item.animation2_id
# Setting common event ID
battler.event = @item.common_event_id
else
# Display item name on help window
@help_window.set_text(@item.name, 1)
# Set animation ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# Set common event ID
@common_event_id = @item.common_event_id
end
# Deciding the object
index = battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
if @rtab
# Setting the object side battler
set_target_battlers(@item.scope, battler)
# Applying the effect of the item
for target in battler.target
target.item_effect(@item, battler)
end
else
# Set targeted battlers
set_target_battlers(@item.scope)
# Apply item effect
for target in @target_battlers
target.item_effect(@item)
end
end
end
end
end
Instructions
Add the code and then read the comments DerVVulfman wrote.
FAQ
Is this RTAB compatable?
I haven't checked this version but I trust DerVVulfman and so should you.
Compatibility
Should be RTAB compatable and SDK 2.3 Compatible (Does not need or require SDK 2.3).
Credits and Thanks
Original Script: Fomar0153
Current Script: DerVVulfman (but you still have to credit me)
Author's Notes
The original version is still viewable at my site specifically:
http://fomar0153.awardspace.co.uk/index.ph...ripts&script=14
Terms and Conditions
Credit me and DerVVulfman. Other than that I don't care too much.