Evasion Upgrade

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Evasion Upgrade
Version: 1.0
Author: Cozziekuns
Date: June 6, 2010

Version History


  • <Version 1.0> 06.06.2010 - Original Release

Planned Future Versions

  • None! Please suggest some features.

Description


Actors and classes now have their individual evasion properties, and states can now change an actors evasion. Originally, I was just going to make the alter the state properties, but I realised that you cannot set actor and class evasion through the database, so I added them in as a bonus.

Features

  • Allows you to alter the evasion stat with status effects.
  • Allows you to give actors individual evasion stats.
  • Allows you to give classes individual evasion stats.

Instructions

See header.

Script


Code: [Select]
#===============================================================================
#
# Cozziekuns Evasion Upgrade
# Last Date Updated: 6/6/2010
#
# Actors and classes now have their individual evasion properties, and states
# can now change an actors evasion. Originally, I was just going to make the
# alter the state properties, but I realised that you cannot set actor and
# class evasion through the database, so I added them in.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 06/06/10 - Created Script.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# It's pretty self explanatory. If you want a state to increase an actors
# evasion by a specific number, put the following command in the states notebox:
#
# \evasion[number]
#
# Where number is the amount you want to add to your actors evasion. Originally,
# that was the only feature I was going to include, but I noticed that all
# actors have the same evasion, so I made the two modules ACTOR_INDIVIDUAL_EVA
# and CLASS_INDIVIDUAL_EVA. ACTOR_INDIVIDUAL_EVA follows the following template:
#
# Actor ID => Evasion
#
# So if I wanted Ralph to have 10 Evasion, I would use:
#
# 1 => 10
#
# Remember that the evasion amount is stacked to the default evasion amount(5).
# The same rules go for CLASS_INDIVIDUAL_EVA, except the template is now:
#
# Class ID => Evasion
#
# So if I wanted a Ninja with the class ID of 2 to have 25 Evasion, I would use:
#
# 2 => 25
#
#===============================================================================

module COZZIEKUNS
  module CEU
   
    USE_ACTOR_INDIVIDUAL_EVA = true # Do you want actors to have an individual evasion stat?
    ACTOR_INDIVIDUAL_EVA ={
      # Actor ID => Evasion
      1 => 5,
      2 => 2,
      3 => 95,
      4 => 90,
    }
   
    USE_CLASS_INDIVIDUAL_EVA = true # Do you want classes to have an individual evasion stat?
    CLASS_INDIVIDUAL_EVA ={
      # Class ID => Evasion
      1 => 23,
      2 => 42,
      3 => 0,
      4 => 1,
    }
   
  end
end
   
$imported = {} if $imported == nil
$imported["CozEvasnUpgrd"] = true

#==============================================================================
# ** RPG::State
#------------------------------------------------------------------------------
#  The superclass of all states.
#==============================================================================

class RPG::State
  #--------------------------------------------------------------------------
  # * Evasion to add
  #--------------------------------------------------------------------------
  def evasion_to_add
    @evasion = 0
    if self.note[/\\evasion\[(\d+)]/i] != nil
      @evasion = $1.to_i
    end
    return @evasion
  end
end

#==============================================================================
# ** RPG::Item
#------------------------------------------------------------------------------
#  The superclass of all items.
#==============================================================================

class RPG::Item < RPG::UsableItem
  #--------------------------------------------------------------------------
  # * Evasion parameter increase
  #--------------------------------------------------------------------------
  def evasion_param_increase
    @evasion = 0
    if self.note[/\\evasion\[(\d+)]/i] != nil
      @evasion = $1.to_i
    end
    return @evasion
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  alias coz_ceu_setup setup
    def setup(actor_id)
      coz_ceu_setup(actor_id)
      @uaie = COZZIEKUNS::CEU::USE_ACTOR_INDIVIDUAL_EVA
      @aie = COZZIEKUNS::CEU::ACTOR_INDIVIDUAL_EVA
      @ucie = COZZIEKUNS::CEU::USE_CLASS_INDIVIDUAL_EVA
      @cie = COZZIEKUNS::CEU::CLASS_INDIVIDUAL_EVA
    end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Element
  #--------------------------------------------------------------------------
  alias coz_ceu_eva eva
  def eva
    result = coz_ceu_eva
    for state in states
      result += state.evasion
    end
    if @uaie
      if @aie.include?(@actor_id)
        result += @aie[@actor_id]
      end
    end
    if @ucie
      if @cie.include?(@class_id)
        result += @cie[@class_id]
      end
    end
    return result
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemy characters. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Get Evasion Rate
  #--------------------------------------------------------------------------
  alias coz_ceu_enemy_eva eva
    def eva
      result = coz_ceu_enemy_eva
      for state in states
        result += state.evasion
      end
      return result
    end
  end


Credit


  • cozziekuns

Thanks

  • All those games where you can increase your evasion with a status effect (My mind's blank right now).

Support


Just post down here.

Known Compatibility Issues

Shouldn't be any, since basically everything's aliased.

Author's Notes


I need to stop writing scripts about status effects. I could be the status effect king or something o.o

Restrictions

:ccby:

*
Crew Slut
Rep:
Level 93
You'll love it!
For taking a crack at the RMRK Wiki
It's like pokemon?

Nice script, I always liked that mechanic!

*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
Yeah, it's like Pokemon. So that's what I was thinking of when I was designing this.

Anyways, glad you like it!