Does anyone have these scripts (VX Ace) that were taken down?

HopeFragment

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Hope this is the right place for this. I'm looking for scripts for VX Ace; Tsukihime's Scope Damage Modifier, as well as her Attack Animation script. She has her scripts on her site here, but both of those I'm looking for link to RPG Maker Central rather than himeworks, and therefore have a broken Dropbox link. Does anyone have either of those two scripts lying around anywhere? For Scope Damage Modifier, preferably the updated one from 2013 that was made compatible with Scope Change. If no one has it, the older one is fine.
 
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Sixth

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Scope Damage Modifier:
Code:
=begin
#==============================================================================
 ** Scope Damage Modifer
 Author: Hime
 Date: Jul 30, 2013
------------------------------------------------------------------------------
 ** Change log
 Jul 30, 2013
   - added compatibility with Scope Change script
 Sep 21, 2012
   - added condition for all other scopes to fix nil value bug
 Aug 18, 2012
   - initial release
------------------------------------------------------------------------------   
 This script adds a scope-based damage modifier to your skills/items.
 Maybe a skill that targets all enemies should deal less damage to each enemy
 than when you use it to target a single enemy.
 
 To specify a single-scope modifier, tag your skill/item with
 
    <single_scope_mod: x>
    
 To specify an all-scope modifier, tag your skill/item with
 
    <all_scope_mod: x>
    
 For some number x.
 
 This is only useful if you have a script that allows you to change
 the scope of your skills.
#==============================================================================
=end
$imported = {} if $imported.nil?
$imported["Tsuki_ScopeDamage"] = true
#==============================================================================
# ** Configuration
#==============================================================================
module Tsuki
  module Scope_Damage
    Single_Scope_Regex = /<(single_scope_mod|single scope mod):\s*(.*)>/i
    All_Scope_Regex = /<(all_scope_mod|all scope mod):?\s*(.*)>/i
  end
end
#==============================================================================
# ** Rest of the script
#==============================================================================
module RPG
  class UsableItem
    
    def single_damage_modifier
      return @single_dmg_mod unless @single_dmg_mod.nil?
      res = Tsuki::Scope_Damage::Single_Scope_Regex.match(self.note)
      return @single_dmg_mod = res ? res[2].to_f : 1
    end
    
    def all_damage_modifier
      return @all_dmg_mod unless @all_dmg_mod.nil?
      res = Tsuki::Scope_Damage::All_Scope_Regex.match(self.note)
      return @all_dmg_mod = res ? res[2].to_f : 1
    end
  end
end

class Game_ActionResult
 
 
 
  alias :th_scope_change_make_damage :make_damage
  def make_damage(value, item)
    value = apply_scope_modifier(value, item).to_i
    th_scope_change_make_damage(value, item)
  end
 
  def apply_scope_modifier(value, item)
    return value * item.single_damage_modifier if item.for_one?
    return value * item.all_damage_modifier if item.for_all?
    return value
  end
end

#-------------------------------------------------------------------------------
# Compatibilty with Scope Change
#-------------------------------------------------------------------------------
if $imported["Tsuki_ScopeChange"]
  class Game_ActionResult
    attr_accessor :action
    
    alias :th_scope_damage_modifier_clear :clear
    def clear
      th_scope_damage_modifier_clear
      @action = Game_Action.new(self)
    end
    
    def apply_scope_modifier(value, item)
      return value * item.single_damage_modifier if @action.scope.for_one?
      return value * item.all_damage_modifier if @action.scope.for_all?
      return value
    end
  end

  class Game_Battler < Game_BattlerBase
    alias :th_tsuki_action_item_test :item_test
    def item_test(user, item)
      @result.action = user.current_action
      th_tsuki_action_item_test(user, item)
    end
  end
end

Feature: Attack Animation:
Code:
=begin
#==============================================================================
 ** Feature: Attack Animation
 Author: Hime
 Date: Oct 29,  2012
------------------------------------------------------------------------------
 ** Change log
 Oct 29, 2012
   - fixed bug where dual wield animation was being executed even without
     dual wield
 Oct 28, 2012
   - initial release
------------------------------------------------------------------------------   
 ** Terms of Use
 * Free to use in non-commercial projects
 * Contact me for commercial use
 * No real support. The script is provided as-is
 * Will do bug fixes, but no compatibility patches
 * Features may be requested but no guarantees, especially if it is non-trivial
 * Preserve this header
------------------------------------------------------------------------------
 ** Required
 -Feature Manager
  (http://himeworks.wordpress.com/2012/10/13/feature-manager)

------------------------------------------------------------------------------
 Changes the animation for your "attack" skill.
 
 Tag database objects with
   <ft: atk_anim x>
  
 For some animation ID x.

#==============================================================================
=end
$imported = {} if $imported.nil?
$imported["Feature_AttackAnimation"] = true
#==============================================================================
# ** Rest of the script
#==============================================================================
module Features
  module Attack_Animation
    FeatureManager.register(:atk_anim, 1.0)
  end
end

module RPG
  class BaseItem
    def add_feature_atk_anim(code, data_id, args)
      data_id = 0
      value = args[0].to_i
      add_feature(code, data_id, value)
    end
  end
end

class Game_Actor < Game_Battler
 
  alias :ft_atk_anim_id1 :atk_animation_id1
  def atk_animation_id1
    res = features_value_set(:atk_anim)
    return res[0] if res[0] && res[0] > 0
    return ft_atk_anim_id1
  end
 
  alias :ft_atk_anim_id2 :atk_animation_id2
  def atk_animation_id2
    if dual_wield?
      res = features_value_set(:atk_anim)
      return res[0] if res[0] && res[0] > 0
    end
    ft_atk_anim_id2
  end
end
 

HopeFragment

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Thank you Sixth, you are a lifesever.
 

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