Allows users to set states that intercepts magic under some conditions(similar to FF6's Runic command)
#------------------------------------------------------------------------------|
# * Notetag <intercept tier: x> for skills and states: |
# - Allows battlers having states with this notetag to intercept skills with|
# this notetag(x must be greater than 0 in order for this notetag to work)|
# - If the intercept tier of the states is greater than or equal to that of |
# the skills, those skills will be intercepted if other conditions are met|
# - If more than 1 battler can intercept a skill, the one having any |
# intercept state for the shortest time will intercept the skill |
# - This notetag needs <ally intercept> or <enemy intercept> to be present |
# to work(they can be used together to let any battler be the interceptor)|
#------------------------------------------------------------------------------|
# * Notetag <intercept mp> for skills and states: |
# - Interceptors having states with this notetag absorb mp equal to the mp |
# cost of the skills intercepted if those skills also have this notetag |
# - Put this notetag below <intercept tier: x> to make this notetag work |
#------------------------------------------------------------------------------|
# * Notetag <intercept tp> for skills and states: |
# - Interceptors having states with this notetag absorb tp equal to the tp |
# cost of the skills intercepted if those skills also have this notetag |
# - Put this notetag below <intercept tier: x> to make this notetag work |
#------------------------------------------------------------------------------|
# * (v1.02a+)Notetag <hit intercept mp> for skills and states: |
# - Failed interceptions due to Intercept_MP_Limit will cause the skill to |
# only hit the interceptor if both the skills and states have this notetag|
#------------------------------------------------------------------------------|
# * (v1.02a+)Notetag <hit intercept tp> for skills and states: |
# - Failed interceptions due to Intercept_TP_Limit will cause the skill to |
# only hit the interceptor if both the skills and states have this notetag|
#------------------------------------------------------------------------------|
# * (v1.03a+)Notetag <ally intercept> for skills and states: |
# - Interceptors having states with this notetag can intercept skills with |
# this notetag if their users are allies and other conditions are met |
# - Putting this notetag above <enemy intercept> means allies will always |
# intercept the skills if enemies can also intercept them |
# - The ordering of <ally intercept> and <enemy intercept> in skills to be |
# intercepted will be used if intercepting states also has those notetags |
# - Put this notetag below <intercept tier: x> to make this notetag work |
#------------------------------------------------------------------------------|
# * (v1.03a+)Notetag <enemy intercept> for skills and states: |
# - Interceptors having states with this notetag can intercept skills with |
# this notetag if their users are enemies and other conditions are met |
# - Putting this notetag above <ally intercept> means enemies will always |
# intercept the skills if allies can also intercept them |
# - The ordering of <ally intercept> and <enemy intercept> in skills to be |
# intercepted will be used if intercepting states also has those notetags |
# - Put this notetag below <intercept tier: x> to make this notetag work |
#------------------------------------------------------------------------------|
# * (v1.03a+)Notetag <intercept chance: x> for skills and states: |
# - Interceptors having states with this notetag have a x% chance to |
# intercept skills that can be intercepted if other conditions are met |
# - Skills that can be intercepted with this notetag have a x% chance to be |
# intercepted by interceptors if other conditions are met |
# - The real chance of success is that of intercepting states multiplied by |
# that of skills to be intercepted |
# - If this notetag is absent, the chance of success will be 100% |
#------------------------------------------------------------------------------|
#------------------------------------------------------------------------------|
# * (v1.01a+)Intercept_Animation_Id, default = 0 |
# Animations with id Intercept_Animation_Id will be played upon interception|
# if 0 < Intercept_Animation_Id < 1000 |
#------------------------------------------------------------------------------|
Intercept_Animation_Id = 0
#------------------------------------------------------------------------------|
# * Intercept_SE, default = RPG::SE.new(File, Volume, Pitch) |
# SE file File with volume Volume and pitch Pitch will be played upon |
# successful interceptions |
#------------------------------------------------------------------------------|
# File is a SE file without specifying its extension and with or without
# specifying its path
# Volume and Pitch range from 1 to 100 and 5 to 200 respectively
# Setting Intercept_SE as nil or false will disable this feature
Intercept_SE = RPG::SE.new("Absorb1", 80, 100)
#------------------------------------------------------------------------------|
# * Intercept_Times_Limit, default = 0 |
# Intercept states will worn off after its battlers intercepted |
# Intercept_Times_Limit skills(0 here means no such limit) |
#------------------------------------------------------------------------------|
Intercept_Times_Limit = 0
#------------------------------------------------------------------------------|
# * (v1.02a+)Count_Fail_Intercept, default = true |
# Failed interceptions will also be counted for Intercept_Times_Limit |
#------------------------------------------------------------------------------|
Count_Fail_Intercept = true
#------------------------------------------------------------------------------|
# * Intercept_MP_Limit, default = true |
# If Intercept_MP_Limit is true and the interceptors' MP will be greater |
# than their MMP after intercepting a skill, that skill can't be intercepted|
#------------------------------------------------------------------------------|
Intercept_MP_Limit = true
#------------------------------------------------------------------------------|
# * Intercept_TP_Limit, default = true |
# If Intercept_TP_Limit is true and the interceptors' TP will be greater |
# than their max TP value after intercepting a skill, that skill can't be |
# intercepted |
#------------------------------------------------------------------------------|
Intercept_TP_Limit = true
#------------------------------------------------------------------------------|
# * Intercept_Learnt_Skill, default = true |
# Battlers can only intercept skills that they're learnt |
#------------------------------------------------------------------------------|
Intercept_Learnt_Skill = true
#------------------------------------------------------------------------------|
# * Intercept_Usable_Skill, default = true |
# Battlers can only intercept skills that they can use at the moment |
#------------------------------------------------------------------------------|
Intercept_Usable_Skill = true
#------------------------------------------------------------------------------|
# * Intercept_MCR, default = true |
# The MP absorbed by the interceptor will be the actual MP used by the users|
# of the skills intercepted If Intercept_MCR is true |
#------------------------------------------------------------------------------|
Intercept_MCR = true
Video
Features
Use of notetags(requires knowledge of notetag usage) to set specific states to let battlers intercept skills
How to use
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
FAQ
None
Credit and Thanks
DoubleX(Giving me credit is completely optional)
No terms of use other than not claiming this script as created by anyone except DoubleX or his alias
Compatibility
Scripts aliasing or rewriting method:
- self.load_database under module DataManager
- add_state under class Game_Battler
- use_item under class Scene_Battle
may have compatibility issues with this script
Place this script above those aliasing any of these methods if possible
Changelog
v1.03b(GMT 1400 7-7-2015):
- Improved this script's efficiency and readability
v1.03a(GMT 1000 7-12-2014):
- Added <ally intercept>, <enemy intercept> and <intercept chance>notetags
v1.02b(GMT 1000 27-7-2014):
- Fixed crashes with Intercept_MP_Limit or Intercept_TP_Limit being true
v1.02a(GMT 0700 21-6-2014):
- Added <hit intercept mp> and <hit intercept tp> notetags
v1.01a(GMT 0200 8-4-2014):
- Allows users to set intercept animations
v1.00b(GMT 0900 7-4-2014):
- Fixed intercept magic not working on allies' skills bug
v1.00a (GMT 0700 5-4-2014):
- 1st version of this script finished
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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