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Hardly a big deal, but since adding craze's script asylum - accuracy overflow v1.00 to my game, which uses the yanfly battle engine, the text popup for evade that used to happen when missing an enemy no longer happens. Here is the overflow script, it's not very big:

#==============================================================================## ▼ Craze's Script Asylum - Accuracy Overflow v1.00# -- Last Updated: 2012.01.10# -- Level: Normal# -- Requires: n/a##==============================================================================$imported = {} if $imported.nil?$imported["CRZ-AccuracyOverflow"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.01.10 - Started and Finished Script.##==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# In default Ace, skill success rate caps at 100%, meaning that even the most# powerful accuracy buff won't help you hit an evasive ninja. With this script,# hit rates above 100% are useful in hitting enemies with a high evasion or# magical evasion.##==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.## -----------------------------------------------------------------------------# Skill & Item Notetags - These notetags go in those noteboxes in the database.# -----------------------------------------------------------------------------# <hit: x%> <hit rate: x%> <success: x%> <success rate: x%># Sets the success rate of the skill or item, replacing the input field# in the database. All of the tags do the same thing; use whichever one# makes the most sense to you.## Use <hit: 999%> if you want to make what will likely be a "guaranteed hit"# skill without actually using the "guaranteed hit" hit type in the database.# If you have any enemies that can combat 999% accuracy, I pity your players.##==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.## It is encouraged that this script be used with Yanfly Engine Ace - Extra# Param Formulas, so as to make your speed stats affect accuracy and evasion# if you so choose.## Overwritten methods:# Game_Battler# item_apply## NOTE: item_apply is an important method, and many scripts likely alias it,# if not overwrite it themselves. If you wish to merge this script with that,# it is simple and you are free to do so without my permission. Look at the# script itself to see the lines you need to change.#==============================================================================module CRZmodule ACC_OVER#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Evasion Message Setting -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# If true, evasion messages will still appear based on the target's# evasion rate. If not, all misses (due to evasion or not) will be# displayed as a common miss message.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-USE_EV = falseend#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================module REGEXPmodule USABLEITEMNEW_HIT = /<(?:hit|hit rate|HIT_RATE|success|SUCCESS_RATE):[ ](\d+)([%%])>/iend # USABLEITEMend # REGEXPend # CRZ#==============================================================================# ■ DataManager#==============================================================================module DataManager#--------------------------------------------------------------------------# alias method: load_database#--------------------------------------------------------------------------class <<self; alias load_database_acc_over load_database; enddef self.load_databaseload_database_acc_overload_notetags_acc_overend#--------------------------------------------------------------------------# new method: load_notetags_acc_over#--------------------------------------------------------------------------def self.load_notetags_acc_overgroups = [$data_skills, $data_items]for group in groupsfor obj in groupnext if obj.nil?obj.load_notetags_acc_overendendendend # DataManager#==============================================================================# ■ RPG::UsableItem#==============================================================================class RPG::UsableItem < RPG::BaseItem#--------------------------------------------------------------------------# common cache: load_notetags_acc_over#--------------------------------------------------------------------------def load_notetags_acc_over#---self.note.split(/[\r\n]+/).each { |line|case line#---when CRZ::REGEXP::USABLEITEM::NEW_HIT@success_rate = $1.to_iend} # self.note.split#---endend # RPG::UsableItem#==============================================================================# ■ Game_Battler#==============================================================================class Game_Battler < Game_BattlerBasedef item_apply(user, item)@result.clear@result.used = item_test(user, item)# ALL CHANGES BELOW HERErate = item_hit(user, item) - item_eva(user, item)@result.missed = (@result.used && rand >= rate)if @result.missed and rate < item_eva(user, item) and CRZ::ACC_OVER::USE_EV@result.missed = false; @result.evaded = trueend# ALL CHANGES ABOVE HEREif @result.hit?unless item.damage.none?@result.critical = (rand < item_cri(user, item))make_damage_value(user, item)execute_damage(user)enditem.effects.each {|effect| item_effect_apply(user, item, effect) }item_user_effect(user, item)endendend # Game_Battler#==============================================================================## ▼ End of File##============================================================================== 
Yanfly's battle engine is of course available here: http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
 
I figure it's something small but I'm not a scripter so it's nothing I could resolve alone, any help would be appreciated.

(Ok why the heck is the code tag working but the spoiler tag is not?)

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Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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