Shad3Light's RPG Maker Adventures
Thursday, March 20, 2014
Targeting Priority Manipulator : Schala Battle System Patch
A patch for Enemy AI : Targeting Priority Manipulator for Schala Battle System has been released. Go grab it on the script page.
Enemy AI : Targeting Priority Manipulator
The default VX Ace's enemy targeting behavior just pick a random target for any actions.
This script adds some AI targeting priority. With this script, the enemies become able to pick a target based on the action specific priority.
Download the script here. You might also want to look at the patches below.
Installation
Put this script below ▼ Materials and above ▼ Main Process.
Usage
In an enemy notebox, you can add some tags.
Example:
Available targeting shortcut is as follows:
If you want to make your own targeting condition, use
In the eval, a and b denotes the battlers that would be sorted.
For example, to make the enemy prioritize Eric when doing its ultimate skill, the tag will be
Do note that target selection is done at the start of the turn, like actors. The enemy will not suddenly change target mid-turn, for example if its target had already healed.
Also, TGR have no effect on acquiring target.
Patches:
There is a patch for Schala Battle System here.
This script adds some AI targeting priority. With this script, the enemies become able to pick a target based on the action specific priority.
Download the script here. You might also want to look at the patches below.
Installation
Put this script below ▼ Materials and above ▼ Main Process.
Usage
In an enemy notebox, you can add some tags.
<target [action_id] [shortcut]>where [action_id] corresponds to the enemy's action list, and [shortcut] corresponds to one of the implemented targeting priority method.
Example:
<target 1 high_hp>This will make the enemy target the battlers with the highest HP value when using action number 1 (by default Attack).
<target 2 low_hp_rate>This will make the enemy target the battler with the lowest HP percentage when using action number 2. If the action no. 2 is set to Heal, the enemy will proceed to heal its ally with the lowest percentage of health.
Available targeting shortcut is as follows:
low_hp high_hp low_hp_rate high_hp_rate low_mp high_mp low_mp_rate high_mp_rate low_tp high_tp low_tp_rate high_tp_rate self not_self
If you want to make your own targeting condition, use
<target eval [action_id]> [eval] </target eval>where [eval] is a ruby expression that takes returns -1, 0, or 1.
In the eval, a and b denotes the battlers that would be sorted.
For example, to make the enemy prioritize Eric when doing its ultimate skill, the tag will be
<target eval 8> if a.name == "Eric" -1 elsif b.name == "Eric" 1 else a.hp <=> b.hp end </target eval>
Do note that target selection is done at the start of the turn, like actors. The enemy will not suddenly change target mid-turn, for example if its target had already healed.
Also, TGR have no effect on acquiring target.
Patches:
There is a patch for Schala Battle System here.
Monday, March 10, 2014
Script Update: End Turn/Action Skill v 1.2
The End Turn/Action Skill has been updated to version 1.2. The update addressed some bugs that is missed on previous version, and expanding the tag to all feature objects. Get the new version at the script page.
Thursday, March 6, 2014
Restrict/Seal Equipment By Weapon/Armor Types
By default, VX Ace does not offer equipment restriction by weapon or armor types, only equipment slots can be sealed. This script tries to rectify that so a battler can be prohibited from equipping a specific weapon/armor types.
You can also specify more than one types in the notetag:
Example:
Download here.
Installation
Put this script below ▼ Materials and above ▼ Main Process. If there are scripts that overwrite the aliased methods below, put this script below said script.Usage
To make an actor, class, enemy (even though it does not make sense), equipment, or state to seal a specific weapon or armor types, use these notetags:<seal wtype: x> <seal atype: x>This will make the weapon/armor with specified types cannot be equipped.
You can also specify more than one types in the notetag:
<seal wtype: x, y, z> <seal atype: x, y, z>
Example:
<seal wtype: 1>This will make Axe-type weapons unequippable for the battler.
Wednesday, March 5, 2014
Gain TP on Kill
This script adds a gain TP by killing function. Users can specify the details
using various notetags.
Download the script here.
Installation
Put this script below ▼ Materials and above ▼ Main Process.
If there are scripts that overwrite the aliased methods below,
put this script below said script.
Usage
To make an actor, class, enemy, equipment, or state adds TP when killing
enemy, add this notetag:
<kill gain tp: x>
where x is the number of tp gained, x can be a negative value.
To make them give TP upon death, add this notetag:
<death give tp: x>
where x is the number of tp given, x can be a negative value.
Tuesday, March 4, 2014
Substitute for Enemy : Yami's BattleSymphony Compatibility Patch
I have created a patch for my Substitute for Enemy script for those who use Yami's BattleSymphony. Grab it from the Substitute for Enemy's page.
Substitute for Enemy
This script expands the substitute behavior. A battler now can substitute for his enemies when specified.
Download here.
Installation
Put this script below ▼ Materials and above ▼ Main Process.
Usage
To mark an actor, class, weapon, armor, enemy, or state to act as substitute for enemy, use this notetag:
<substitute enemy>
Patches
A compatibility patch for Yami's BattleSymphony is available here. Put Substitute for Enemy script before BattleSymphony, and put the patch below them.
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