What bothers me is that I can't see how much damage poison is doing to actors or enemies.. Is there any way to do this?
On map, in battle, or both?
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :slip_damage_message # message for slip damage
#--------------------------------------------------------------------------
# * Application of Slip Damage Effects
#--------------------------------------------------------------------------
def slip_damage_effect
if slip_damage? and @hp > 0
@hp_damage = apply_variance(maxhp / 20, 10)
@hp_damage = @hp - 1 if @hp_damage >= @hp
self.hp -= @hp_damage
@slip_damage_message = "#{self.name} took #{self.hp_damage}" + " damage due to slip damage!"
end
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * End Turn
#--------------------------------------------------------------------------
def turn_end
$game_troop.turn_ending = true
$game_party.slip_damage_effect
for i in 0...$game_party.members.size
for state in $game_party.members[i].states
if state.slip_damage
unless $game_party.members[i].dead?
$game_troop.screen.start_shake(5, 5, 10)
@message_window.replace_instant_text($game_party.members[i].slip_damage_message)
Sound.play_actor_damage
wait(90)
end
end
end
end
$game_troop.slip_damage_effect
for i in 0...$game_troop.members.size
for state in $game_troop.members[i].states
if state.slip_damage
unless $game_troop.members[i].dead?
$game_troop.members[i].blink = true
@message_window.replace_instant_text($game_troop.members[i].slip_damage_message)
Sound.play_enemy_damage
wait(90)
$game_troop.members[i].slip_damage_message = nil
end
end
end
end
$game_party.do_auto_recovery
$game_troop.preemptive = false
$game_troop.surprise = false
process_battle_event
$game_troop.turn_ending = false
start_party_command_selection
end
end
Will show it in battle.
That's exactly what I needed, it works great. Thank you very much!!
Great idea! who made the script? it was you pacman? (i ask because for the credits)
No, I wrote a similar script, but it's not as good as Cozziekuns'. Which is the one I posted.
http://rmrk.net/index.php/topic,42968.0.html
Okey, thank you very much! oh and just a comment, i realize that the script should be posted above the battle script (i use tankentai) because if not its kinda weird (sorry, my english skills are not good enough to explain D; )