Simply, I'd like to see a way of having Items have a chance of failure. Letting me affect the hit ratio like done with spells. I don't plan to implement it to all of my items, just to the reviving scroll in my game (Antenecros).
That seems quite bastardly to do to your players. Anyway, I'm quite positive that MA will post here and tell you that he's already made a script with 17 more features that does exactly that. The question is when.
This should do it.
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias tds_item_hit_rate_game_battler_calc_hit calc_hit
#--------------------------------------------------------------------------
# * Calculation of Final Hit Ratio
# user : Attacker, or user of skill or item
# obj : Skill or item (for normal attacks, this is nil)
#--------------------------------------------------------------------------
def calc_hit(user, obj = nil)
# If Object is an Item
if obj.is_a?(RPG::Item)
# Return Object Hit Ratio
return obj.hit_ratio
end
# Run Original Method
tds_item_hit_rate_game_battler_calc_hit(user, obj = nil)
end
end
#============================================================================
# ** RPG::Item
#----------------------------------------------------------------------------
# This module handles item information.
#============================================================================
module RPG
class Item < UsableItem
#--------------------------------------------------------------------------
# * Get Item Hit Ratio
#--------------------------------------------------------------------------
def hit_ratio
# Check for Hit Ratio
self.note[/HIT_RATE: ([-0-9]+)/i]
# Return hit ratio
return $1 == nil ? 100 : $1.to_i
end
end
end
To use it simply add this into the item note box:
HIT_RATE: #
# = The Hit rate you want for the item.
The script will assume 100% hit rate if this is not in the note box.
Let me know if this works out for you and if you need anything added to it.
Have a nice day.
Quote from: Welfare-Daddy Pacman on February 07, 2011, 06:46:47 AM
That seems quite bastardly to do to your players. Anyway, I'm quite positive that MA will post here and tell you that he's already made a script with 17 more features that does exactly that. The question is when.
How exactly does this help the person asking for help?
Did you whip that up in that window of time?
God you're amazing.
As for my post, it was reassuring positivity.
I just like talking to people ;9
Wow, TDS, it worked perfectly, thanks for the swiftness. And to Pacman, in my game's Lore you could call it, the spell, Raise Dead is sort of a sin, using an item called Antenecros is the alternative to it but has a chance of failure, but Raise Dead has no chance of failure but is hard on the cleric to cast, for instance when a cleric casts Raise Dead they would suffer "Weakened Soul" a state that damages Spirit until cured or it passes.
Fair enough. That's actually an incredibly good explanation. I think I read that somewhere in GoV anyway. Would be quite silly if your skills didn't make sense in your lore.