This script gives a complete control of the game challengue, not only with a initial decision.
Features:
-You can create all the difficulty effects you want and active and desactive at your will. Each effect can changue some nemy atributes based in %.
The effects are accumulative and saved when quit the game.
4 ways of choosing what enemies are using the effects:
-By enemies ids
-By maps ids
-Using the map tree system. You only have to write the name of the parent map and all the others are included in the effect.
-Global
-All the atributes are optional.
-You can use the value in a event variable to control all the values of a effect in real time.
-HP, SP, ATK, PDEF, PMAG, EVS, STR, DEX, AGI, INT, EXPERIENCIE, GOLD and DROP
As usual, the script is in development. Bugs,sugerences,etc...
Also i suppose that this script might be incompatible with other difficulty scripts. Just ask for a compatibilitzation.
#==============================================================================
# Difficulty effects
# By gerkrt/gerrtunk
# Version: 1
# License: GPL, credits
#==============================================================================
=begin
This script gives a complete control of the game challengue, not only with a
initial decision.
Features:
-You can create all the difficulty effects you want and active and desactive
at your will. Each effect can changue some nemy atributes based in %.
The effects are accumulative and saved when quit the game.
4 ways of choosing what enemies are using the effects:
-By enemies ids
-By maps ids
-Using the map tree system. You only have to write the name of the parent map
and all the others are included in rhe effect.
-Global
-All the atributes are optional.
-You can use the value in a event variable to control all the values of a effect
in real time.
-HP, SP, ATK, PDEF, PMAG, EVS, STR, DEX, AGI, INT, EXPERIENCIE, GOLD and DROP
############ Values and sintaxis #########
Enemies atributes are calculated in %. Each atribute you add to a effect to
modify starts wuth a value of 100% and then you can sum or rest to it.
Example:
Difficulty_effects[5] = {
:active => false,
:type => 3,
:base_map_name => 'Forest',
:hp => 50,
:sp =>-30
}
This makes that the hp is 150 and sp 70.
:x => value of x,
You must respect : before x name, the => separating them and the final ,
-Each new effect must have a new and unique number ID in Difficulty_effects[ID]
-Dont touch the {}. They mean start and end and have to be in that positions.
-You can add or remove any values, just use the same sintaxis.
-The last value dont use the final ,
############ Option types #########
Obligatory:
active: If you give this a true value the script will start actived.
type: Define how is going to know the script wich enemies affect.
Values:
1.By enemies ids
2.By maps ids
3.By map tree
4.Global
enemies_ids: Obligatory when type is 1. Define wich enemies are affected.
:enemies_ids => [1,2,3]
maps_ids: Obligatory when type is 2. Define wich maps are affected.
:maps_ids => [1,2,3]
base_map_name: Obligatory when type is 3. Define the parent map name.
Optionals:
variable: Makes that all values of the effect depend of that event variable value.
value*event_variable/100
hp
sp
atk
pdef
mdef
evs
str STRENGTH
dex DEXTERITY
agi AGILITY
int INTELIGENCE
exp EXPERIENCIE
gold MONEY
drop % OF ITEMS
Note that you can erase the example effects.
############ Select wich enemies will use the effect #########
-Global. All combats
-By enemies: Only the enemies that you add to the list.
-By maps: All combats in the maps that you add to the list.
-By map tree: With this you only have to define a parent map and write its name in
the effect. All the maps and combats under it will have the effect.
The map tree is show under the tileset tool. If you doubleclick to - or + you will
see that the maps are shown in groups that depend in parent maps.
Note: I recomend having the maps having the maps ordered and directly relationed with
its parent map to have optimal performance.
Use example:
Mapamundi
Forest
Mapa3
Mapa4
Mapa5
Mapa6
Mapa7
Pantano del Wep
Mapa9
Ex:
Difficulty_effects[2] = {
:active => false,
:hp => 50,
:sp => 30,
:atk => 20,
:spi => 20,
:agi => 10,
:drop => -20,
:variable => 6,
:type => 3,
:base_map_name => 'Forest'
}
Maps 3,4,5,6,7, and Forest have that effect.
############ Activating effects #########
Activate: start_difficulty_effect(effect number)
Desactivate: stop_difficulty_effect(effect number)
Ex: start_difficulty_effect(1)
############ Last notes #########
-All the effects to an enemy are sumed and then applied.
-You can create large number groups with this:
:enemies_ids => (1..25).to_a
This is like putting the enemies ids 1-25
-Creditss: this script have been created studying KGC
BattleDifficuly
=end
module Wep
# Dont touch this
Difficulty_effects = []
Difficulty_effects[1] = {
:active => false,
:hp => 50,
:mp => 30,
:atk => 20,
:agi => 10,
:drop => 20,
:variable => 4,
:type => 1,
:enemies_ids => [2,3]
}
Difficulty_effects[2] = {
:active => false,
:hp => 50,
:mp =>30,
:atk => 20,
:agi => 10,
:drop => 20,
:gold => 20,
:exp => 20,
:variable => 5,
:type => 2,
:maps_ids => [1,2,3,4,6,7]
}
Difficulty_effects[3] = {
:active => false,
:hp => 50,
:mp => 30,
:atk => 20,
:dex => 20,
:agi => 10,
:drop => -20,
:variable => 6,
:type => 3,
:base_map_name => 'Forest'
}
Difficulty_effects[4] = {
:active => false,
:hp => 50,
:mp => 30,
:atk => 20,
:agi => 10,
:drop => -20,
:variable => 6,
:type => 4
}
end
class Game_System
attr_accessor :difficulty_effects
alias gs_wep_cc_init initialize
def initialize
@difficulty_effects = Wep::Difficulty_effects
gs_wep_cc_init
end
end
class Interpreter
def start_difficulty_effect(num)
$game_system.difficulty_effects[num][:active] = true
end
def stop_difficulty_effect(num)
$game_system.difficulty_effects[num][:active] = false
end
end
class Game_Party
def tree_includes_map? (name)
# Load mapinfos for map name
mapinfos = load_data("Data/MapInfos.rxdata")
# If his name is the name searched
if mapinfos[$game_map.map_id].name == name
return true
end
map = $game_map.map_id
# Iterate all parents maps
while mapinfos[map].parent_id != 0
if mapinfos[mapinfos[map].parent_id].name == name
return true
else
map = mapinfos[map].parent_id
end
end
end
end
#==============================================================================
# ? Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ? MaxHP
#--------------------------------------------------------------------------
alias base_maxhp_Challengue_Compensator base_maxhp
def base_maxhp
# Gets normal atribute
n = base_maxhp_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:hp] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:hp]*$game_variables[effect[:variable]]/100
else
total+=effect[:hp]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:hp] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:hp]*$game_variables[effect[:variable]]/100
else
total+=effect[:hp]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:hp] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:hp]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:hp]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:hp] != nil
if effect[:variable] != nil
total+=effect[:hp]*$game_variables[effect[:variable]]/100
else
total+=effect[:hp]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? MaxSP
#--------------------------------------------------------------------------
alias base_maxsp_Challengue_Compensator base_maxsp
def base_maxsp
# Gets normal atribute
n = base_maxsp_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:sp] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:sp]*$game_variables[effect[:variable]]/100
else
total+=effect[:sp]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:sp] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:sp]*$game_variables[effect[:variable]]/100
else
total+=effect[:sp]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:sp] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:sp]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:sp]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:sp] != nil
if effect[:variable] != nil
total+=effect[:sp]*$game_variables[effect[:variable]]/100
else
total+=effect[:sp]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxstr
#--------------------------------------------------------------------------
alias base_str_Challengue_Compensator base_str
def base_str
# Gets normal atribute
n = base_str_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:str] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:str]*$game_variables[effect[:variable]]/100
else
total+=effect[:str]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:str] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:str]*$game_variables[effect[:variable]]/100
else
total+=effect[:str]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:str] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:str]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:str]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:str] != nil
if effect[:variable] != nil
total+=effect[:str]*$game_variables[effect[:variable]]/100
else
total+=effect[:str]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxdex
#--------------------------------------------------------------------------
alias base_dex_Challengue_Compensator base_dex
def base_dex
# Gets normal atribute
n = base_dex_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:dex] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:dex]*$game_variables[effect[:variable]]/100
else
total+=effect[:dex]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:dex] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:dex]*$game_variables[effect[:variable]]/100
else
total+=effect[:dex]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:dex] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:dex]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:dex]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:dex] != nil
if effect[:variable] != nil
total+=effect[:dex]*$game_variables[effect[:variable]]/100
else
total+=effect[:dex]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxagi
#--------------------------------------------------------------------------
alias base_agi_Challengue_Compensator base_agi
def base_agi
# Gets normal atribute
n = base_agi_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:agi] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:agi]*$game_variables[effect[:variable]]/100
else
total+=effect[:agi]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:agi] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:agi]*$game_variables[effect[:variable]]/100
else
total+=effect[:agi]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:agi] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:agi]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:agi]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:agi] != nil
if effect[:variable] != nil
total+=effect[:agi]*$game_variables[effect[:variable]]/100
else
total+=effect[:agi]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxint
#--------------------------------------------------------------------------
alias base_int_Challengue_Compensator base_int
def base_int
# Gets normal atribute
n = base_int_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:int] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:int]*$game_variables[effect[:variable]]/100
else
total+=effect[:int]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:int] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:int]*$game_variables[effect[:variable]]/100
else
total+=effect[:int]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:int] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:int]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:int]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:int] != nil
if effect[:variable] != nil
total+=effect[:int]*$game_variables[effect[:variable]]/100
else
total+=effect[:int]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxatk
#--------------------------------------------------------------------------
alias base_atk_Challengue_Compensator base_atk
def base_atk
# Gets normal atribute
n = base_atk_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:atk] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:atk]*$game_variables[effect[:variable]]/100
else
total+=effect[:atk]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:atk] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:atk]*$game_variables[effect[:variable]]/100
else
total+=effect[:atk]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:atk] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:atk]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:atk]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:atk] != nil
if effect[:variable] != nil
total+=effect[:atk]*$game_variables[effect[:variable]]/100
else
total+=effect[:atk]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxpdef
#--------------------------------------------------------------------------
alias base_pdef_Challengue_Compensator base_pdef
def base_pdef
# Gets normal atribute
n = base_pdef_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:pdef] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:pdef]*$game_variables[effect[:variable]]/100
else
total+=effect[:pdef]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:pdef] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:pdef]*$game_variables[effect[:variable]]/100
else
total+=effect[:pdef]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:pdef] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:pdef]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:pdef]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:pdef] != nil
if effect[:variable] != nil
total+=effect[:pdef]*$game_variables[effect[:variable]]/100
else
total+=effect[:pdef]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxmdef
#--------------------------------------------------------------------------
alias base_mdef_Challengue_Compensator base_mdef
def base_mdef
# Gets normal atribute
n = base_mdef_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:mdef] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:mdef]*$game_variables[effect[:variable]]/100
else
total+=effect[:mdef]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:mdef] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:mdef]*$game_variables[effect[:variable]]/100
else
total+=effect[:mdef]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:mdef] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:mdef]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:mdef]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:mdef] != nil
if effect[:variable] != nil
total+=effect[:mdef]*$game_variables[effect[:variable]]/100
else
total+=effect[:mdef]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxeva
#--------------------------------------------------------------------------
alias base_eva_Challengue_Compensator base_eva
def base_eva
# Gets normal atribute
n = base_eva_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:eva] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:eva]*$game_variables[effect[:variable]]/100
else
total+=effect[:eva]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:eva] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:eva]*$game_variables[effect[:variable]]/100
else
total+=effect[:eva]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:eva] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:eva]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:eva]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:eva] != nil
if effect[:variable] != nil
total+=effect[:eva]*$game_variables[effect[:variable]]/100
else
total+=effect[:eva]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxexp
#--------------------------------------------------------------------------
alias exp_Challengue_Compensator exp
def exp
# Gets normal atribute
n = exp_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:exp] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:exp]*$game_variables[effect[:variable]]/100
else
total+=effect[:exp]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:exp] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:exp]*$game_variables[effect[:variable]]/100
else
total+=effect[:exp]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:exp] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:exp]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:exp]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:exp] != nil
if effect[:variable] != nil
total+=effect[:exp]*$game_variables[effect[:variable]]/100
else
total+=effect[:exp]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxgold
#--------------------------------------------------------------------------
alias gold_Challengue_Compensator gold
def gold
# Gets normal atribute
n = gold_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:gold] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:gold]*$game_variables[effect[:variable]]/100
else
total+=effect[:gold]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:gold] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:gold]*$game_variables[effect[:variable]]/100
else
total+=effect[:gold]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:gold] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:gold]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:gold]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:gold] != nil
if effect[:variable] != nil
total+=effect[:gold]*$game_variables[effect[:variable]]/100
else
total+=effect[:gold]
end
end
end
n = n * total / 100
return n.to_i
end
#--------------------------------------------------------------------------
# ? Maxdrop
#--------------------------------------------------------------------------
alias treasure_prob_Challengue_Compensator treasure_prob
def treasure_prob
# Gets normal atribute
n = treasure_prob_Challengue_Compensator
# Sets total to a base 100%
total = 100
# Search in all effects
for effect in $game_system.difficulty_effects
# Effect type 1
if effect[:active] and effect[:type] == 1 and effect[:drop] != nil and effect[:enemies_ids].include?(@enemy_id)
if effect[:variable] != nil
total+=effect[:drop]*$game_variables[effect[:variable]]/100
else
total+=effect[:drop]
end
end
# Effect type 2
if effect[:active] and effect[:type] == 2 and effect[:drop] != nil and effect[:maps_ids].include?($game_map.map_id)
if effect[:variable] != nil
total+=effect[:drop]*$game_variables[effect[:variable]]/100
else
total+=effect[:drop]
end
end
# Effect type 3
if effect[:active] and effect[:type] == 3 and effect[:drop] != nil and $game_party.tree_includes_map? (effect[:base_map_name])
if effect[:variable] != nil
total+=effect[:drop]*$game_variables[effect[:variable]].to_f/100
else
total+=effect[:drop]
end
end
# Effect type 4
if effect[:active] and effect[:type] == 4 and effect[:drop] != nil
if effect[:variable] != nil
total+=effect[:drop]*$game_variables[effect[:variable]]/100
else
total+=effect[:drop]
end
end
end
n = n * total / 100
return n.to_i
end
end