Changelog# v1.01a(GMT 1300 26-2-2016): |
# 1. itcx and itax take the skill/item calling them as an argument as well |
# 2. Fixed passing Scene_battle instead of a battler into itcx/itax bug |
# v1.00b(GMT 0400 7-11-2015): |
# 1. Notetag values are now symbols of methods in the configuration regions |
# 2. This script doesn't need DoubleX RMVXA Item Triggers Compatibility to |
# be compatible with all its addressed scripts |
# 3. Further improved this script's compatibility, efficiency and simplicity|
# v1.00a(GMT 1300 11-5-2015): |
# 1. 1st version of this script finished |
AuthorsDoubleX
CreditsDoubleX(Optional)
PurposeSets some skills/items to trigger effects before and/or after being used
Games using this scriptNone so far
Notetag# * Skill/Item Notetags: |
# 1. <timing item trigger: itcx, itax> |
# - Sets a skill/item to trigger itax when timing and itcx are met |
# - It only works in battles using the default battle scene(Scene_Battle)|
# - timing can be pre, post or custom timings set by you |
# - pre means right before using the skill/item |
# - post means right after using the skill/item |
# - timing must only consist of alphanumeric characters |
# - itcx can be set in Item Trigger Condition Notetag Values |
# - itax can be set in Item Trigger Action Notetag Values |
#--------------------------------------------------------------------------|
# Item Trigger Condition Notetag Values |
# - Setups itcx used by <timing item trigger: itcx, itax> |
#--------------------------------------------------------------------------|
# itcx are used at:
# 1. Scene_Battle
# - it.send(trigger[1], self) if it.send(trigger[0], self) in
# exec_item_triggers
# itcx are strings of names of methods under DoubleX_RMVXA::Item_Triggers
# itcx names can only use alphanumeric characters
# battler is the battler using item
# item is the skill/item using the itcx
# The below itcx are examples added to help you set your itcx
# You can freely use, rewrite and/or delete these examples
# Sets the item trigger condition as always true
def self.itc1(battler, item)
true
end
# Sets the item trigger condition as always false
def self.itc2(battler, item)
false
end
# Sets the item trigger condition as needing switch with id x to be on
def self.itc3(battler, item)
$game_switches[x]
end
# Adds new itcx here
#--------------------------------------------------------------------------|
# Item Trigger Action Notetag Values |
# - Setups itax used by <timing item trigger: itcx, itax> |
#--------------------------------------------------------------------------|
# itax are used at:
# 1. Scene_Battle
# - it.send(trigger[1], self) if it.send(trigger[0], self) in
# exec_item_triggers
# itax are strings of names of methods under DoubleX_RMVXA::Item_Triggers
# itax names can only use alphanumeric characters
# battler is the battler using item
# item is the skill/item using the itax
# The below itax are examples added to help you set your itax
# You can freely use, rewrite and/or delete these examples
# Sets the item trigger action as what Special Effect Escape does
def self.ita1(battler, item)
battler.hide
end
# Sets the item trigger action as calling common event with id
# common_event_id
def self.ita2(battler, item)
$game_temp.reserve_common_event(common_event_id)
SceneManager.scene.process_event
end
# Sets the item trigger action as executing damage equal to the value of
# game variable with id x to self with type equal to that of skill with id
# equal to y
def self.ita3(battler, item)
battler.result.clear
battler.result.make_damage($game_variables[x], $data_skills[y])
battler.execute_damage(battler)
end
# Adds new itax here
Script Call# * Scene manipulation |
# 1. exec_item_triggers(item, timing) |
# - Executes all item triggers with timing timing of item item |
PrerequisitesAbilities:
1. Decent RGSS3 scripting proficiency to fully utilize this script
Terms Of UseYou shall:
1. Keep this script's Script Info part's contents intact
You shalln't:
1. Claim that this script is written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his/her aliases
InstructionsOpen the script editor and put this script into an open slot between Materials and Main. Save to take effect.