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[Request] Element ranks A-Z for monsters

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**
Rep:
Level 75
RMRK Junior
Enemy Elements
31st may 2011



Summary
I need another rank inserted to use 1-5 stars as damage rating, aswell as having no effect and absorbtion symbols. I'm sick and tired of trying to get Yanfly's ElementAffinity to work for monsters.  I simply need a script which can forcefully overwrite a monsters element in the notebox. ranks would go Z,A,B,C,D,E,F. to cut the script much shorter a Z rank would be all that's needed and the ability to change the damage modifier. (must be compatible with Yanfly's Bestiary and show up as Z rank there)

Features Desired
  • Z Rank
  • ability to modify damage percentage
  • compatible with YERD_BestiaryScan only
  • not done via states

What other scripts are you using?

Spoiler for:
YEM Core fixes and Upgrades (was inserted to try and fix as the engine)
KGC_DayNight
Thomas_Edison_VX
YERD_StatusResistFix
YERD_DmgFormula
YERD_ElementAffinity
YERD_BestiaryScan
ModAlgebra's Flash Selected Enemy
YERD_VictoryAftermath
YERD_VictoryExtend
MALG_yerdAftermathFix
YERD_CommonEventShop
Shanghai's break max stats
ModAlgebra's Skill Teaching Equipment & Items
Jens009's Enemy Hp Window
Shanghai Simple Script - Vampiric Weapons
ModAlgebra's Integrated Reserve Party
Additional Drops Note Tags by Deriru
skill deletion script (bespoke)
Spoiler for:
Code: [Select]
#==============================================================================
# ** RPG::Skill Module
#------------------------------------------------------------------------------
# This module handles skill information.
#==============================================================================

module RPG
  class Skill < UsableItem
    #--------------------------------------------------------------------------
    # * Check if a skill cannot be removed
    #--------------------------------------------------------------------------           
    def unremovable?     
      return self.note.include?("UNREMOVABLE")
    end       
    #--------------------------------------------------------------------------
    # * Make array of actors that can remove skills
    #--------------------------------------------------------------------------           
    def removable_by?
      self.note[/REMOVABLE_BY: (.*)/]               
      # Return false if match is nil or collected array of ID's
      return $1 == nil ? false : $1.split.collect! {|id| id.to_i}       
    end       
  end     
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @status_window = Window_SkillStatus.new(0, 56, @actor)
    @status_window.y = 112
    @status_window.viewport = @viewport
    @skill_window = Window_Skill.new(0, 112 + 56, 544, 304 - 56, @actor)       
    @skill_window.viewport = @viewport
    # Create Command Window
    @command_window =  Window_Command.new(544, ["Use Skill", "Remove Skill"], 2)
    @command_window.draw_item(1, !@actor.skills.empty?)
    @command_window.y = 56   
    @command_window.visible = true
    @command_window.active = true   
    # Create Prompt Window
    @prompt_window =  Window_Command.new(544, ["Yes", "No"], 2)
    @prompt_window.y = 56
    @prompt_window.visible = false
    @prompt_window.active = false       
    @target_window = Window_MenuStatus.new(0, 0)
    # Selection mode
    @selection_mode = "Use"   
    hide_target_window
    @skill_window.active = false   
    # Wait for input flag
    @wait_for_input = false
    # Update Help Display
    update_help_display   
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  alias tds_skill_remove_scene_skill_terminate terminate
  def terminate
    tds_skill_remove_scene_skill_terminate
    dispose_menu_background
    @command_window.dispose
    @prompt_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    # Update Help Display
    update_help_display     
    @help_window.update
    @status_window.update
    @skill_window.update
    @target_window.update
    # Update command window
    @command_window.update
    # Update Prompt Window
    @prompt_window.update
    if @wait_for_input     
    if Input.trigger?(Input::B) or Input.trigger?(Input::C)       
      Sound.play_decision           
      @prompt_window.visible = false
      @prompt_window.active = false
      @command_window.active = @actor.skills.empty? ? true : false
      @command_window.visible = true     
      @skill_window.active = @actor.skills.empty? ? false : true
      @wait_for_input = false
      return
    end                 
    elsif @command_window.active
      update_command_selection
    elsif @prompt_window.active
      update_prompt_selection
    elsif @skill_window.active
      update_skill_selection
    elsif @target_window.active
      update_target_selection
    end
  end   
  #--------------------------------------------------------------------------
  # * Update Prompt Window selection
  #--------------------------------------------------------------------------
  def update_prompt_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @prompt_window.visible = false
      @prompt_window.active = false
      @command_window.active = false     
      @command_window.visible = true     
      @skill_window.active = true     
    elsif Input.trigger?(Input::C)     
      case @prompt_window.index
      when 0 # Yes               
        Sound.play_decision             
        @actor.forget_skill(@skill_window.skill.id)
        @help_window.set_text(sprintf("%s has forgotten the skill: %s", @actor.name, @skill_window.skill.name))       
        @skill_window.index = 0       
        @skill_window.refresh       
        @wait_for_input = true   
        @command_window.draw_item(1, !@actor.skills.empty?)
        @prompt_window.active = false
        @prompt_window.visible = false       
        @command_window.visible = true
        return
      when 1 # No
        Sound.play_decision     
        @prompt_window.visible = false
        @prompt_window.active = false
        @command_window.active = false     
        @command_window.visible = true     
        @skill_window.active = true             
      end
    end   
  end
  #--------------------------------------------------------------------------
  # * Update Command Window selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0 ; @selection_mode = "Use"
      when 1         
        return Sound.play_buzzer if @actor.skills.empty?
        @selection_mode = "Remove"   
      end
      @skill_window.index = 0
      Sound.play_decision           
      @command_window.active = false
      @skill_window.active = true
    end   
  end
  #--------------------------------------------------------------------------
  # * Update Help Window Display Information
  #--------------------------------------------------------------------------
  def update_help_display     
    # Return if wait for input is true
    return if @wait_for_input
    # If Prompt Window is active
    if @prompt_window.active     
      @help_window.set_text("Are you sure you want to remove this skill?")
      return
    end   
    # If command window is active
    if @command_window.active
      case @command_window.index
      when 0 # Use Skills           
        @help_window.set_text("Use Selected Skill")
      when 1 # Remove Skills
        @help_window.set_text("Remove Selected Skill")
      end
      return
    end   
    # If Skill window is active
    if @skill_window.active
      case @selection_mode
      when "Use"
        @help_window.set_text(@skill_window.skill == nil ? "" : @skill_window.skill.description)
      when "Remove"       
        @help_window.set_text("Choose a skill to remove")       
      end     
      return
    end       
  end
  #--------------------------------------------------------------------------
  # * Update Skill Selection
  #--------------------------------------------------------------------------
  def update_skill_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @skill_window.active = false         
      @command_window.active = true
      return
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      case @selection_mode
      when "Use"
        @skill = @skill_window.skill
        if @skill != nil
          @actor.last_skill_id = @skill.id
        end
        if @actor.skill_can_use?(@skill)
          Sound.play_decision
          determine_skill
        else
          Sound.play_buzzer
        end
      when "Remove"         
        return Sound.play_buzzer if @skill_window.skill.unremovable?
        # Actor Remove Array
        actor_remove = @skill_window.skill.removable_by?
        # If Skill removal by character is not false
        if actor_remove != false         
          return Sound.play_buzzer if !actor_remove.include?(@actor.id)         
        end       
        Sound.play_decision       
        @skill_window.active = false     
        @command_window.active = false
        @command_window.visible = false
        @prompt_window.index = 1
        @prompt_window.visible = true
        @prompt_window.active = true
        return
      end
    end
  end
end
Synthesis Shop v1.1 by: Cylindrical
Advanced Text System Version: 3.0b Author: modern algebra
Item/Equipment/Skill Conditions (Author Unknown)
ModAlgebra's Max HP/MP Equipment Version 1.0
Condiditional Autostates v 1.3 by Mithran
Deriru's States v2.5
YERD_StatusEffects
Cozziekuns Simple Sort Inventory
Hide 0 MP Cost - By JFace
TDS Weapon Unleash
KGC_SlipDamageExtension
YERD_SceneShop
YERD_SwapMonster



Did you search?
Yes

Where did you search? / What did you search for?
Almost everything under the sun while also trying to find ways to make the existing script work

**
Rep:
Level 75
RMRK Junior
can someone please look into this, it doesn't seem like it would be a great deal to forcefully create a new rank (Z) and adjust Yerd_BestiaryScan to accept it, it's quite important to my system.

**
Rep:
Level 75
RMRK Junior