Spoiler
#--------------------------------------------------------------------------|
# Item Trigger Condition Notetag Values |
# - Setups itcx used by <timing item trigger: itcx, itax> |
#--------------------------------------------------------------------------|
# itcx are used at:
# 1. Scene_Battle
# - it.send(trigger[1], self) if it.send(trigger[0], self) in
# exec_item_triggers
# itcx are strings of names of methods under DoubleX_RMVXA::Item_Triggers
# itcx names can only use alphanumeric characters
# battler is the battler using item
# item is the skill/item using the itcx
# The below itcx are examples added to help you set your itcx
# You can freely use, rewrite and/or delete these examples
# Sets the item trigger condition as always true
def self.itc1(battler, item)
true
end
# Sets the item trigger condition as always false
def self.itc2(battler, item)
false
end
# Sets the item trigger condition as needing switch with id x to be on
def self.itc3(battler, item)
$game_switches[x]
end
# Adds new itcx here
#--------------------------------------------------------------------------|
# Item Trigger Action Notetag Values |
# - Setups itax used by <timing item trigger: itcx, itax> |
#--------------------------------------------------------------------------|
# itax are used at:
# 1. Scene_Battle
# - it.send(trigger[1], self) if it.send(trigger[0], self) in
# exec_item_triggers
# itax are strings of names of methods under DoubleX_RMVXA::Item_Triggers
# itax names can only use alphanumeric characters
# battler is the battler using item
# item is the skill/item using the itax
# The below itax are examples added to help you set your itax
# You can freely use, rewrite and/or delete these examples
# Sets the item trigger action as what Special Effect Escape does
def self.ita1(battler, item)
battler.hide
end
# Sets the item trigger action as calling common event with id
# common_event_id
def self.ita2(battler, item)
$game_temp.reserve_common_event(common_event_id)
SceneManager.scene.process_event
end
# Sets the item trigger action as executing damage equal to the value of
# game variable with id x to self with type equal to that of skill with id
# equal to y
def self.ita3(battler, item)
battler.result.clear
battler.result.make_damage($game_variables[x], $data_skills[y])
battler.execute_damage(battler)
end
# Adds new itax here