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Regen, Auto-Life and more!!!

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***
Rep:
Level 90
By: Sir Edeon X

Desperate not, my beloved FF Fans! Here I am leading you to salvation. :)
This tutorial includes easy follow-the-steps guide to making:

--> Regen Status: For those who don't know what this is, it is the opposite of poison. Instead of damaging you,
it heals you.
--> Change MP Cost: Whether Half MP Cost or No MP Cost, learn how to reduce the amount of MP you use
for spells during battle. Remember the Gold Hairpin in FF6? This is useful!
--> Auto-Life Status: This status assures that when you're killed, you'll be automatically revived. This is present
in all FF above the 6th! So, why can't you use it, too? :)
--> 9999 ATK: A status to assure that your next attacks will cause 9999 of damage.
--> Critical ATK:  A status to assure that your next attacks will hit with critical dmg.
--> Overdrive: For those who use anykind of overdrive script, this status accelerates the overdrive bar.
--> Demi and Quarter Spells (or Gravity and Gravija): For those who don't know what these spells does,
they reduce enemy's HP by 1/2 or 1/4.
--> Changing Items and Skills name and description during game: Useful if you want your game to include
more than one language!

Let's begin!!! If you have any doubt through any of these steps, just check the previous topic, where all steps
are explained a lot better. For example, if you begin reading the 9999 ATK, I suggest to read REGEN first, where
I explain everything better.

REGEN:

a) Open up Database, select Status Effects
b) Create a new one called Regen and select the animation you want.
c) Check the first and last box ('Unresistable' and 'Progressive Damage')
d) Check the 'Ends after battle' box
e) Select the amount of turns you want it to last for, and input '100' after it. Personnaly, I like it to last during
5 turns, so, this would be like this: 'After   5    turns, there is a   100   % Chance of Recovery Each
f) Check the id (number before the name) of 'Regen'
g) Close the Database.
h) Open up the Script Editor and search (Ctrl+Shift+F) for 'def update_phase4_step2'
If more than one appears, you'll have to add to both. This will assure that whatever scripts you have, this
will work.
i) Double click on it and add

if @active_battler.hp > 0 and @active_battler.regen?
   @active_battler.regen_effect
   @active_battler.restorative = true
   @active_battler.damage_pop = true
end

below 'def update_phase4_step2'.
j) Go to Game_Battler 2 and replace the last 'end' for

def regen?
   for i in @states
     if $data_states.slip_damage and i == !!!!!!
       return true
     end
   end
   return false
  end
def regen_effect
    self.damage = self.maxhp / 10
    if self.damage.abs > 0
      amp = [self.damage.abs * 15 / 100, 1].max
      self.damage += rand(amp+1) + rand(amp+1) - amp
    end
    self.hp -= -self.damage
    return true
  end
end

k) replace the '!!!!!!' for the id of Regen
l) Go to line 129 (or the one where's 'def slip_damage?' and replace

if $data_states.slip_damage

for

if $data_states.slip_damage and i != !!!!!!

m) replace the '!!!!!!' for the id of Regen

And that's all!!! You just have to create a skill that adds this status! The only problem is that the recovery
will pop up as damage (white colored). This can be easily changed with a script for damage coloring. Here
it is. Put it before Main. This one was put together by me. I don't know who wrote the first class script, but
I've changed it a lil' bit. Thanks to whoever wrote it.

module RPG
  class Sprite < ::Sprite
    def damage(damage, critical, restorative)
      dispose_damage
      if damage.is_a?(Numeric)
        damage_string = damage.abs.to_s
      else
        damage_string = damage.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "High Tower Text"
      bitmap.font.size = 40
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 20, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 20, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 20, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 20, damage_string, 1)
      if damage.is_a?(Numeric) and damage < 0
        bitmap.font.color.set(176, 255, 144)
      elsif restorative
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 36, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 36, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new(self.viewport)
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80
      @_damage_sprite.oy = 20
      @_damage_sprite.x = self.x
      @_damage_sprite.y = self.y - self.oy / 2
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
  end
end
 # --------------------------------
class Game_Battler
  attr_accessor :restorative  
  alias game_battler_initialize initialize
  def initialize
    game_battler_initialize
    @restorative = false
  end
end
# --------------------------------
class Sprite_Battler < RPG::Sprite
  def update
    super
    if @battler == nil
      self.bitmap = nil
      loop_animation(nil)
      return
    end
    if @battler.battler_name != @battler_name or
       @battler.battler_hue != @battler_hue
      @battler_name = @battler.battler_name
      @battler_hue = @battler.battler_hue
      self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
      @width = bitmap.width
      @height = bitmap.height
      self.ox = @width / 2
      self.oy = @height
      if @battler.dead? or @battler.hidden
        self.opacity = 0
      end
    end
    if @battler.damage == nil and
       @battler.state_animation_id != @state_animation_id
      @state_animation_id = @battler.state_animation_id
      loop_animation($data_animations[@state_animation_id])
    end
    if @battler.is_a?(Game_Actor) and @battler_visible
      if $game_temp.battle_main_phase
        self.opacity += 3 if self.opacity < 255
      else
        self.opacity -= 3 if self.opacity > 207
      end
    end
    if @battler.blink
      blink_on
    else
      blink_off
    end
    unless @battler_visible
      if not @battler.hidden and not @battler.dead? and
         (@battler.damage == nil or @battler.damage_pop)
        appear
        @battler_visible = true
      end
    end
    if @battler_visible
      if @battler.hidden
        $game_system.se_play($data_system.escape_se)
        escape
        @battler_visible = false
      end
      if @battler.white_flash
        whiten
        @battler.white_flash = false
      end
      if @battler.animation_id != 0
        animation = $data_animations[@battler.animation_id]
        animation(animation, @battler.animation_hit)
        @battler.animation_id = 0
      end
      if @battler.damage_pop
        damage(@battler.damage, @battler.critical, @battler.restorative)
        @battler.damage = nil
        @battler.critical = false
        @battler.damage_pop = false
        @battler.restorative = false
      end
      if @battler.damage == nil and @battler.dead?
        if @battler.is_a?(Game_Enemy)
          $game_system.se_play($data_system.enemy_collapse_se)
        else
          $game_system.se_play($data_system.actor_collapse_se)
        end
        collapse
        @battler_visible = false
      end
    end
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
  end
end

------------------------------------------------------------------------------------------------------------------------------------------------
CHANGING MP COST:
These are a lot easier. I'll teach you how to reduce the MP(SP) cost to Half and to 0.

a) Open the database, and in the Status Effects create two new status: 'Half MP Cost' and 'No MP Cost'
b) Check the 'unresistable' box, which is the first one, and put them to end after battle, for both!
c) Put a minus before 'Half MP Cost' IN THE 'No MP Cost'
c) Check the id of the status (no. before the name) and close the database.
d) Script editor!!! Go to Window_Skill and change the  

self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)

for
#----------------------------------
mp_cost = skill.sp_cost
   if @actor.states.include?(!!!!!)
      mp_cost /= 2
   end
   if @actor.states.include?(*****)
      mp_cost *= 0
   end
self.contents.draw_text(x + 226, y, 48, 32, mp_cost.to_s, 2)
#----------------------------------
where '!!!!!' is the 'Half MP Cost' ID and ***** the 'NO MP Cost' ID.
e) Search for '@active_battler.sp -= @skill.sp_cost'. If more than one appears, you'll have to do the following
to both.
f) Replace

@active_battler.sp -= @skill.sp_cost

for
#----------------------------------
if @active_battler.states.include?(*****)
  @active_battler.sp -= 0
elsif @active_battler.states.include?(!!!!!)
  @active_battler.sp -= (@skill.sp_cost / 2)
else
  @active_battler.sp -= @skill.sp_cost
end
#----------------------------------
where '!!!!!' is the 'Half MP Cost' ID and ***** the 'NO MP Cost' ID.
That's all. Create a skill that adds one of them, or even an accessory that auto-inflict one of these.
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

***
Rep:
Level 90
AUTO_LIFE:
a) Yet again, create a new status called 'Auto-Life'. Put it 'Unresistable' and ending after battle.
b) After selecting the animation, memorize the ID of 'Auto-Life'
c) In the Script Editor, go to Game_Party and search for 'def all_dead?'.
d) Below

for actor in @actors
  if actor.hp > 0
    return false
  end

add
#----------------------------------
if actor.states.include?(Auto-life ID!!!!!)
  return false
end
#----------------------------------
e) In Scene_Battle1, go to 'def Judge', and before everything (if $game_party.all_dead...) add

for i in 0...$game_party.actors.size
  actor = $game_party.actors
  if actor.states.include?(Auto-life ID!!!!!) and actor.hp == 0
    actor.hp += 1
    @battler = $game_actors[actor.id]
    @battler.remove_state(Auto-life ID!!!!!)
    @battler.remove_state(1)
    @dead = false
    @battler.animation_id = 25 #(this is the number of MY ressurection animation. I don't know if it is yours, too)
    @battler.restorative = true
    @battler.damage = "Auto-Life!"
    @battler.damage_pop = true
    #@spriteset.actor_sprites.default_pose (if you have the animated side view battle script, remove the #)
  end
end

f) That's all. Remember adding the damage_coloring script I gave above in REGEN or you'll receive an error
message! Now, create a skill that adds it, or even an accessory that auto-inflicts it!

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
9999 ATK and CRITICAL ATK:

a) You know what to do, right? Create both status in the database.
b) Check the 'unresistable' box and put them to end after battle and after X turns, I like 4 turns. (Check REGEN
to know how this is done, if you don't know)
c) In '9999 ATK' status, put a minus before 'CRITICAL ATK'
d) Remember both numbers and open up the script editor
e) Search for 'attack_effect' in Game_Battler3 and look for:

if rand(100) < 4 * attacker.dex / self.agi
   self.damage *= 2
   self.critical = true
end

f) replace it for:

if attacker.states.include?(CRITICAL ATK ID!!!!)
   self.damage *= 2
   self.critical = true
else
   if rand(100) < 4 * attacker.dex / self.agi
      self.damage *= 2
      self.critical = true
   end
end

g) look also for 'remove_states_shock'. Below it put this:

if attacker.states.include?(9999 ATK ID!!!!)
   self.damage = 9999
end

That's all!!! Create a skill or so. :)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
OVERDRIVE:

If you have an overdrive bar, here it is a little help.

a) Create a status called 'Overdrive x1.5' and another called 'Overdrive x2'.
b) Make it unresistable and ending after a few turns (I like 4 :P)
c) Put a minus before 'Overdrive x1.5' IN 'Overdrive x2' status 'cuz 2 is bigger than 1.5!
d) Search for '.overdrive +=' (Ctrl+Shift+F) and do this in each topic:
e) Replace the XXXX.overdrive += YYYY for (doesn't matter what you have besides XXXX or YYYY':

if XXXX.states.include?(OVERDRIVE X2 ID)
   XXXX.overdrive += YYYY * 2
elsif XXXX.states.include?(OVERDRIVE X1.5 ID)
   XXXX.overdrive += YYYY * 1.5
else
   XXXX.overdrive += YYYY
end
f) And that's all. Create a skill or an item which adds you this status and that's all.
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

***
Rep:
Level 90
DEMI AND QUARTER SPELLS:

a) create two attributes in the database (system). call them like 'Demi' or '1/2 HP' and 'Quarter' or '1/4'. What
you like
b) Memorize the IDs and go to the script editor
c) Go to Game_Battler3 and search for 'last_hp = self.hp' in 'def skill_effect(user, skill)'
d) Replace

last_hp = self.hp
self.hp -= self.damage

for

if skill.element_set.include?(DEMI STATUS ID!!!!)
  @damage_hp = self.hp * 50 / 100
  self.damage = @damage_hp
  last_hp = self.hp
  self.hp -= @damage_hp
  @hp_damaging = true
elsif skill.element_set.include?(QUARTER STATUS ID!!!!)      
  @damage_hp = self.hp * 25 / 100
  self.damage = @damage_hp
  last_hp = self.hp
  self.hp -= @damage_hp
  @hp_damaging = true
else
   last_hp = self.hp
   self.hp -= self.damage
end

e) Now, below 'unless @status_changed' there's a 'self.damage = "Miss" '. Replace it for

if @hp_damaging = true
   self.damage = @damage_hp
   @hp_damaging = false
else
   self.damage = "Miss"
end  

f) And that's all. Create a skill WITH NO effect rating, but WITH the element you want it to do. That's all :)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
CHANGING ITEMS AND SKILL DESCRIPTION:

Want to have more than one language in your game (like me: English and Portuguese)? Don't make twice
as many items and skills, and so, which I previously did. This cause you to assure that the player can't
change language in the middle of the game! If he changes it, he will play in one language with items from
another one! Now, follow me here to see how everything is done:

a) In your language choosing menu, add '$game_variables[XXXX] = 0' for the first language
and increase the number for the next ones. (You can use this variable to change the messages in events)
b) Then, go to Game_System and replace the last 'end' for

  def english? #(or what you want)
    if $game_variables[XXXX] == 0
      return true
    else
      return
    end
  end
  def portuguese?#(or your second language)
    if $game_variables[XXXX] == 1
      return true
    else
      return
    end
  end
end

c) Now search (Ctrl+Shift+F) for 'item.name' and make the game check if the language was changed and
if that's true, add a letter before 'name', like 'p' for portuguese name :)

if $game_system.portuguese?#(for example)
   self.contents.draw_text(x + 28, y, 212, 32, item.pname, 0)
 else #(or 'elsif $game_system.chinese?' if you have more than 2 langs)
   self.contentsdraw_text(x + 28, y, 212, 32, item.name, 0)
end

d) Do this for all the topics and do the same thing for 'skill.name'
e) Create a new script above Main called Portuguese(or what you want) Item Name and do this:

module RPG
  class Item
    def pname
      if self.id == 1
        return "Po
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

****
Rep: +0/-0Level 91
:shock: you are amazing :shock:
At least I have chicken.
--------------------------------------------------------

***
Rep:
Level 89
:shock:  Finally, someone has had the sense to do this!

Oh my you don't know ho mmuch I have been waiting for something like this! Dude, you are FRICKIN AWESOME MAN!!!!

Hey, do you know how to break the Level 99 system by chance?

****
Rep:
Level 91
Are you sure you can't create a system, without using scripts? I'm preety sure you can create most of them. Like the quarter one, you would make a varible, equal it to the enemy's HP, divide by 4, then subtract the varible from the HP of the enemy. I haven't checked, but I am preety sure there is a way to have a varible equal a monster's HP.

**
Rep:
Level 85
Zaldek Wielding Yaktuzema
hey i have a problem with the regen script. like everytime it regens health, like right after if regens a thing pops up saying " Script 'Game_Battler 2' line 296: NoMethodError occured.
                                     undefined method `slip_damage' for #<Array:0x141b8d0>

**
Rep:
Level 85
Zaldek Wielding Yaktuzema
also that regen color script is messing with my CBS. i'm using a side view battle system and with the color script the ally battlers disappear and the enimies show their sprite, i need help

***
Rep:
Level 69
RMRK Junior
This is wonderful.  I'm going to try this one out soon. I love Regen and Autolife. Very very cool.

***
Rep:
Level 69
RMRK Junior
Ooo, I just realized this is for XP,  does anyone know if it works for VX?

***
Rep:
Level 69
RMRK Junior

**
Rep: +0/-0Level 68
RMRK Junior
I doubt a lot because the defaults scritps are different.

This is the worse script to install and configure i have ever seen, for sure...