08-18-2019, 08:34 AM
(This post was last modified: 03-03-2024, 08:16 AM by kyonides.
Edit Reason: Updated!
)
KMonstersTerrain XP
version 1.3.0
by Kyonides Arkanthes
Introduction
This scriplet allows you to add a curious skill to your games, namely Terrain Transform!
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Since version 1.1.0 you can make monsters temporarily learn extra actions aka skills if the chosen terrain is favorable to their evil purposes.
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From version 1.2.0 onwards you can swap a monster's stats!
Since version 1.3.0 monsters get more boosts
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Settings
Code:
# * KMonstersTerrain Parser Script for Mango Version 1.3.0
# Scripter : Kyonides Arkanthes
module KMonsTerrain
parse_file = true
@terrains = {} # Do not edit this line!
@good_terrains = {} # Do not edit this line!
@bad_terrains = {} # Do not edit this line!
@monster_boosts = {} # Do not edit this line!
@monster_debuff = {} # Do not edit this line!
@monster_skills = {} # Do not edit this line!
@actor_disable_skills = {} # Do not edit this line!
@monster_replace_skillset = {} # Do not edit this line!
# [TerrainID] = Backdrop Name
@terrains[1] = '043-Cave01'
@terrains[2] = '011-PortTown01'
# [MonsterID] = [All, Terrain, IDs]
@good_terrains[1] = [1]
# [MonsterID] = [All, Terrain, IDs]
@bad_terrains[1] = [2]
# [MonsterID] = [HP, SP, STR, DEX, AGI, INT, ATK, PD, MD, EVA, Gold]
@monster_boosts[1] = [1, 50, 25, 15, 5, 5, 15, 15, 5, 5, 5, 20]
# [MonsterID] = [[SkillID, Rating], etc.]
@monster_skills[1] = [[11, 5]]
# [MonsterID] = [HP, SP, STR, DEX, AGI, INT, ATK, PD, MD, EVA, Gold]
@monster_debuff[1] = [50, 25, 15, 5, 5, 15, 15, 5, 5, 5, 4]
# Monsters' Boost or Debuff Level Multiplier
# { MonsterID => Initial Level, etc. }
@monster_levels = { 1 => 2, 2 => 2 }
# [Actor_ID] = { TerrainID => [Disabled_Skill_ID1, etc.], etc. }
@actor_disable_skills[1] = { 1 => [2] }
@actor_disable_skills[2] = { 1 => [1], 2 => [2] }
# A Monster's Set of Useless Skills used to replace a Hero's Skillset
# [MonsterID] = [Useless_Skill_ID1, etc.]
@monster_replace_skillset[1] = [1, 2]
@monster_replace_skillset[2] = [5, 6]
class Boost# Do not alter this class!
def initialize
@hp = 0
@sp = 0
@str = 0
@dex = 0
@agi = 0
@int = 0
@atk = 0
@pdef = 0
@mdef = 0
@eva = 0
@gold = 0
@actions = []
end
attr_accessor :hp, :sp, :str, :dex, :agi, :int, :atk, :pdef, :mdef, :eva
attr_accessor :gold, :actions
end
def self.make_file
boosts = {}
ids = @monster_boosts.keys.sort
ids.each do |mid|
mb = @monster_boosts[mid]
boost = Boost.new
boost.hp = mb.pop
boost.sp = mb.pop
boost.str = mb.pop
boost.dex = mb.pop
boost.agi = mb.pop
boost.int = mb.pop
boost.atk = mb.pop
boost.pdef = mb.pop
boost.mdef = mb.pop
boost.eva = mb.pop
boost.gold = mb.pop
boosts[mid] = boost
end
skills = {}
ids = @monster_skills.keys.sort
ids.each do |sid|
boosts[sid].actions = @monster_skills[sid].map do |s,r|
gba = RPG::Enemy::Action.new
gba.kind = 1
gba.skill_id = s
gba.rating = r
gba
end
end
debuffs = {}
ids = @monster_debuff.keys.sort
ids.each do |mid|
mb = @monster_debuff[mid]
debuff = Boost.new
debuff.hp = -mb.pop
debuff.sp = -mb.pop
debuff.str = -mb.pop
debuff.dex = -mb.pop
debuff.agi = -mb.pop
debuff.int = -mb.pop
debuff.atk = -mb.pop
debuff.pdef = -mb.pop
debuff.mdef = -mb.pop
debuff.eva = -mb.pop
debuff.gold = -mb.pop
debuffs[mid] = debuff
end
puts "Opening KMonsTerrain file...", boosts, debuffs
File.open('Data/KMonsTerrain.rxdata','wb') do |f|
Marshal.dump(@terrains, f)
Marshal.dump(@good_terrains, f)
Marshal.dump(@bad_terrains, f)
Marshal.dump(boosts, f)
Marshal.dump(debuffs, f)
Marshal.dump(@monster_levels, f)
Marshal.dump(@actor_disable_skills, f)
Marshal.dump(@monster_replace_skillset, f)
end
puts :Finished
end
make_file if parse_file
end
KMT Main Script
Code:
# * KMonstersTerrain XP Mango Version
# Scripter : Kyonides Arkanthes
# v1.3.2 - 2019-10-30
# Terrains may let your monsters get stats boosts or debuffs!
# Since version 1.2.0 you can also swap monster's stats!
# Since version 1.3.0 monsters might get custom boost and debuff levels by
# setting their respective stats multiplier! Heroes might also notice that
# some of their skills might get disabled from the very beginning (via the
# global script call) or right after the monster used a skill to changed the
# current terrain! (Disabled skills get cleared if a bad terrain is chosen or
# the battle ends. A neutral terrain will not clear that list.)
# You can also replace and return Heroes' skills!
# * Stats Swap Script Calls *
# $game_troop.enemies[Index].hp_sp_swap = Boolean
# OR
# KMonsTerrain.hp_sp_swap(Index, Boolean)
# $game_troop.enemies[Index].str_int_swap = Boolean
# OR
# KMonsTerrain.str_int_swap(Index, Boolean)
# $game_troop.enemies[Index].agi_dex_swap = Boolean
# OR
# KMonsTerrain.agi_dex_swap(Index, Boolean)
# $game_troop.enemies[Index].pd_md_swap = Boolean
# OR
# KMonsTerrain.pd_md_swap(Index, Boolean)
# $game_troop.enemies[Index].swap_stats = Boolean
# OR
# KMonsTerrain.swap_stats(Index, Boolean)
# Index should be an Integer equal or greater than 0!
# Boolean should be either true or false!
# true - enables swap, false - disables it
# * Other Script Calls *
# $game_troop.enemies[Index].boost_level = Integer
# $game_troop.enemies[Index].debuff_level = Integer
# Integer stands for any positive number greater than or equal to 1.
# You can globally increase the Monster's Boost Stats and Gold Earned in
# custom battles by calling:
# KMonsTerrain.multiplier = 0 (or greater)
# Explanation: Let's say the evil wizard cursed the land so every monster
# gets a formidable increase in stats. 0 should be the new boost level after
# the player has defeated him, meaning they managed to cleanse the land!
# In custom battles you can setup a series of Skill IDs that will get
# disabled or temporarily replaced right before those battle events start.
# Minimum: 1 Skill ID
# actor = $game_party.actors[Actor_Position] - Usually 0 through 3
# actor.disable_skills(Skill_ID1, etc.)
# actor.replace_skills(Skill_ID1, etc.)
# actor.return_skills # Before battle ends only!
# Replaced skills will be restored once the battle has ended!
# You could also force the monsters use those skills during battle.
module KMonsTerrain
TRANSFORM_SKILL_ID = 81 # Skill that will trigger the terrain transformation
DISABLE_SKILL_ID = 82
REPLACE_SKILL_ID = 83
HPSP_STATS_MAX = 99999
@multiplier = 0 # Any Integer greater than or equal to 0
class Boost
def initialize
@hp = 0
@sp = 0
@str = 0
@dex = 0
@agi = 0
@int = 0
@atk = 0
@pdef = 0
@mdef = 0
@eva = 0
@gold = 0
@actions = []
end
attr_accessor :hp, :sp, :str, :dex, :agi, :int, :atk, :pdef, :mdef, :eva
attr_accessor :gold, :actions
end
# Do Not Edit The Following Array!
SKILL_IDS = [TRANSFORM_SKILL_ID, DISABLE_SKILL_ID, REPLACE_SKILL_ID]
class << self
def change_terrain(enemy)
@terrain = enemy.choose_terrain
actors = $game_party.actors
if enemy.good_terrain?
actors.each{|a| a.disable_skills(@disable_skills[a.id][@terrain]) }
elsif enemy.bad_terrain?
actors.each{|a| a.clear_disable_skills }
end
backdrop = @terrains[@terrain][0]
return if backdrop != ''
$game_temp.battleback_name = backdrop
return true
end
def load_data
File.open('Data/KMonsTerrain.rxdata','rb') do |f|
@terrains = Marshal.load(f)
@good_terrains = Marshal.load(f)
@bad_terrains = Marshal.load(f)
@boosts = Marshal.load(f)
@debuff = Marshal.load(f)
@multipliers = Marshal.load(f)
@disable_skills = Marshal.load(f)
@replace_skills = Marshal.load(f)
end
@terrain = 0
@terrains.default = ['']
@good_terrains.default = []
@bad_terrains.default = []
@boosts.default = [0] * 10
@debuff.default = [0] * 10
@multipliers.default = 1
@disable_skills.default = {}
@good_terrains.each{|n| @disable_skills.default[n] = [] }
@replace_skills.default = []
end
def hp_sp_swap(n, bool)
$game_troop.enemies[n].hp_sp_swap = bool
end
def str_int_swap(n, bool)
$game_troop.enemies[n].str_int_swap = bool
end
def agi_dex_swap(n, bool)
$game_troop.enemies[n].agi_dex_swap = bool
end
def pd_md_swap(n, bool)
$game_troop.enemies[n].pd_md_swap = bool
end
def swap_stats(n, bool)
$game_troop.enemies[n].swap_stats = bool
end
def transform?(sid)
sid == TRANSFORM_SKILL_ID
end
def disable_skills?(sid)
sid == DISABLE_SKILL_ID
end
def replace_skills?(sid)
sid == REPLACE_SKILL_ID
end
def include_skill?(sid)
SKILL_IDS.include?(sid)
end
attr_accessor :terrain, :multiplier
attr_reader :terrains, :good_terrains, :bad_terrains, :boosts, :debuff
attr_reader :multipliers, :disable_skills, :replace_skills
end
load_data
end
class Game_Battler
alias :kyon_kmt_gbse :skill_effect
def skill_effect(user, skill)
return kyon_kmt_gbse(user, skill) if !KMonsTerrain.include_skill?(skill.id)
hit = skill.hit
hit = hit * skill.atk_f / 100 + hit * user.int / 100
return unless rand(100) < hit
if KMonsTerrain.transform?(skill.id) and user.is_a?(Game_Enemy)
return KMonsTerrain.change_terrain(user)
end
return if self.is_a?(Game_Enemy)
if KMonsTerrain.disable_skills?(skill.id)
disable_skills(KMonsTerrain.disable_skills[@actor_id])
elsif KMonsTerrain.replace_skills?(skill.id)
replace_skills(KMonsTerrain.replace_skills[@enemy_id])
end
return
end
end
class Game_Enemy
alias :kyon_kmt_init :initialize
alias :kyon_kmt_hp :maxhp
alias :kyon_kmt_sp :maxsp
alias :kyon_kmt_str :str
alias :kyon_kmt_dex :dex
alias :kyon_kmt_agi :agi
alias :kyon_kmt_int :int
alias :kyon_kmt_atk :atk
alias :kyon_kmt_pdef :pdef
alias :kyon_kmt_mdef :mdef
alias :kyon_kmt_eva :eva
attr_accessor :hp_sp_swap, :str_int_swap, :pd_md_swap
attr_accessor :boost_level, :debuff_level
def initialize(troop_id, member_index)
eid = $data_troops[troop_id].members[member_index].enemy_id
@boost = KMonsTerrain.boosts[eid]
@debuff = KMonsTerrain.debuff[eid]
@terrains = KMonsTerrain.good_terrains[eid]
@bad_terrains = KMonsTerrain.bad_terrains[eid]
@boost_level = KMonsTerrain.multipliers[eid]
@debuff_level = KMonsTerrain.multipliers[eid]
kyon_kmt_init(troop_id, member_index)
end
def swap_stats=(bool)
@hp_sp_swap = bool
@str_int_swap = bool
@agi_dex_swap = bool
@pd_md_swap = bool
end
def mhp
base = good_terrain? ? @boost.hp * @boost_level : 0
base += @debuff.hp * @debuff_level if bad_terrain?
base += @boost.hp * KMonsTerrain.multiplier
base += kyon_kmt_hp
end
def msp
base = good_terrain? ? @boost.sp * @boost_level : 0
base += @debuff.sp * @debuff_level if bad_terrain?
base += @boost.sp * KMonsTerrain.multiplier
base += kyon_kmt_sp
end
def estr
base = good_terrain? ? @boost.str * @boost_level : 0
base += @debuff.str * @debuff_level if bad_terrain?
base += @boost.str * KMonsTerrain.multiplier
base += kyon_kmt_str
end
def eint
base = good_terrain? ? @boost.int * @boost_level : 0
base += @debuff.int * @debuff_level if bad_terrain?
base += @boost.int * KMonsTerrain.multiplier
base += kyon_kmt_int
end
def pd
base = good_terrain? ? @boost.pdef * @boost_level : 0
base += @debuff.pdef * @debuff_level if bad_terrain?
base += @boost.pdef * KMonsTerrain.multiplier
base += kyon_kmt_pdef
end
def md
base = good_terrain? ? @boost.mdef * @boost_level : 0
base += @debuff.mdef * @debuff_level if bad_terrain?
base += @boost.mdef * KMonsTerrain.multiplier
base += kyon_kmt_mdef
end
def dx
base = good_terrain? ? @boost.dex * @boost_level : 0
base += @debuff.dex * @debuff_level if bad_terrain?
base += @boost.dex * KMonsTerrain.multiplier
base += kyon_kmt_dex
end
def ag
base = good_terrain? ? @boost.agi * @boost_level : 0
base += @debuff.agi * @debuff_level if bad_terrain?
base += @boost.agi * KMonsTerrain.multiplier
base += kyon_kmt_agi
end
def mhp=(new_hp)
hsp = KMonsTerrain::HPSP_STATS_MAX
@maxhp_plus += new_hp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -hsp].max, hsp].min
@hp = [@hp, self.maxhp].min
end
def msp=(new_sp)
hsp = KMonsTerrain::HPSP_STATS_MAX
@maxsp_plus += new_sp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -hsp].max, hsp].min
@sp = [@sp, self.maxsp].min
end
def maxhp
@hp_sp_swap ? msp : mhp
end
def maxsp
@hp_sp_swap ? mhp : msp
end
def str
@str_int_swap ? eint : estr
end
def int
@str_int_swap ? estr : eint
end
def agi
@agi_dex_swap ? dx : ag
end
def dex
@agi_dex_swap ? ag : dx
end
def pdef
@pd_md_swap ? md : pd
end
def mdef
@pd_md_swap ? pd : md
end
def maxhp=(hpm)
@hp_sp_swap ? self.msp = hpm : self.mhp = hpm
end
def maxsp=(spm)
@hp_sp_swap ? self.mhp = spm : self.msp = spm
end
def atk
base = good_terrain? ? @boost.atk * @boost_level : 0
base += @debuff.atk * @debuff_level if bad_terrain?
base += @boost.atk * KMonsTerrain.multiplier
base += kyon_kmt_atk
end
def eva
base = good_terrain? ? @boost.eva * @boost_level : 0
base += @debuff.eva * @debuff_level if bad_terrain?
base += @boost.eva * KMonsTerrain.multiplier
base += kyon_kmt_eva
end
def actions
ba = good_terrain? ? @boost.actions : []
$data_enemies[@enemy_id].actions + ba
end
def gold
money = $data_enemies[@enemy_id].gold
money += @boost.gold * @boost_level if good_terrain?
money += @debuff.gold * @debuff_level if bad_terrain?
money += @boost.gold * KMonsTerrain.multiplier
money = 0 if money < 0
money
end
def choose_terrain
lands = @terrains + @bad_terrains
lands[rand(lands.size)]
end
def good_terrain?
@terrains.include?(KMonsTerrain.terrain)
end
def bad_terrain?
@bad_terrains.include?(KMonsTerrain.terrain)
end
end
class Game_Actor
alias kyon_kmt_gm_actor_setup setup
alias kyon_kmt_gm_actor_scu? skill_can_use?
def setup(actor_id)
kyon_kmt_gm_actor_setup(actor_id)
@disable_skills = []
@replaced_skills = []
end
def replace_skills(*sids)
@replaced_skills = @skills.dup
@skills = sids.flatten
end
def return_skills
@skills = @replaced_skills.dup
@replaced_skills.clear
return true
end
def skill_can_use?(skill_id)
return false if @disable_skills.include?(skill_id)
kyon_kmt_gm_actor_scu?(skill_id)
end
def disable_skills(*ids)
ids.flatten.each{|sid| @disable_skills << sid }
@disable_skills = @disable_skills.uniq
end
def clear_disable_skills
@disable_skills.clear
end
end
class Scene_Battle
alias :kyon_kmt_scn_battle_battle_end :battle_end
def battle_end(result)
KMonsTerrain.terrain = 0
$game_party.actors.each do |a|
a.clear_disable_skills
a.return_skills
end
kyon_kmt_scn_battle_battle_end(result)
end
end
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Give me a free copy of your completed game if you include at least 2 of my scripts!
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Give me a free copy of your completed game if you include at least 3 of my scripts!
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Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
![[Image: SP1-Scripter.png]](https://www.save-point.org/images/userbars/SP1-Scripter.png)
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)
![[Image: SP1-Poet.png]](https://www.save-point.org/images/userbars/SP1-Poet.png)
![[Image: SP1-PixelArtist.png]](https://www.save-point.org/images/userbars/SP1-PixelArtist.png)
![[Image: SP1-Reporter.png]](https://i.postimg.cc/GmxWbHyL/SP1-Reporter.png)
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE