Normally you can add any combination of states for weapons,
but you dont have any other control. With this you can use any state based on %. It functions like old rpgmakers ones.
You can ask for bugs, suggerences, compatibilitzations and any other things.
You can get the code in this simple web. Im going to use it on now because it saves alot of time updating posts and other things.
http://usuarios.multimania.es/kisap/english_list.html#==============================================================================
# % based weapons states rates
# By gerkrt/gerrtunk
# Version: 1.0
# License: GPL, credits
# Date: 23/12/2010
# IMPORTANT NOTE: to acces the more actualitzed or corrected version of this
# script check here: http://usuarios.multimania.es/kisap/english_list.html
#==============================================================================
=begin
--------Introduction-----------
Normally you can add any combination of states for weapons,
but you dont have any other control. With this you can use any state based on %.
You can ask for bugs, suggerences, compatibilitzations and any other things.
-------In the future------------
Im going to add complete armors suport, and also, a elements equivalent.
------Instructions-------------
The % means the posibilities that have the state to impact the enemy. After that
impact, the traditional formula(versus random+abdce) is applied. It works like
old rpgmakers state affliction.
weapon_id=>[[state_id1, posibility], [state_id2, posibility]]
Weap_state_rates = {3=>[[2, 100], [4,100]], 11=>[[2, 100], [4,100]] }
You can add any number of states for weapon, and weapons, just add a , before these.
and respect the {}.
---------Syntax notes--------------
You can divide long linges like this:
Weap_state_rates = {3=>[[2, 100], [4,100]],
11=>[[2, 100], [4,100]] ,
15=>[[2, 100], [4,100]] }
See that the new line have to be after a , and that the final one dont put a
final ,.
=end
module Wep
Weap_state_rates = {3=>[[2, 100], [4,100]], 11=>[[2, 100], [4,100]] }
end
class Game_Battler
#--------------------------------------------------------------------------
# * Applying Normal Attack Effects
# attacker : battler
# moded to use unique states rates
#--------------------------------------------------------------------------
def attack_effect(attacker)
# Clear critical flag
self.critical = false
# First hit detection
hit_result = (rand(100) < attacker.hit)
# If hit occurs
if hit_result == true
# Calculate basic damage
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
# Element correction
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
# If damage value is strictly positive
if self.damage > 0
# Critical correction
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
# Guard correction
if self.guarding?
self.damage /= 2
end
end
# Dispersion
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Second hit detection
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# If hit occurs
if hit_result == true
# State Removed by Shock
remove_states_shock
# Substract damage from HP
self.hp -= self.damage
# State change
@state_changed = false
# Check to add unique states for weapons
if attacker.is_a? Game_Actor and Wep::Weap_state_rates[attacker.weapon_id] != nil
state_list = []
# Loop over state rates and check the posibiltys. Create a state list.
for state_rate in Wep::Weap_state_rates[attacker.weapon_id]
if rand(100) < state_rate[1]
state_list.push(state_rate[0])
end
end
states_plus(state_list)
else
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
end
# When missing
else
# Set damage to "Miss"
self.damage = "Miss"
# Clear critical flag
self.critical = false
end
# End Method
return true
end
end