Allows users to create unison skills or items for actors
#------------------------------------------------------------------------------|
# * Notetag <unison item: x> for skills and items: |
# x is the list of id of actors needed for the skill or item. For instance: |
# - <unison item: 1> means actor with id 1 is required to use it |
# - <unison item: 4, 2> means actors with id 4 and 2 are needed to use it |
# All actors in list x needs to be in the battle, inputable, able to use it |
# and pay its cost. They'll all pay the cost after using it. Only actors in |
# list x can select it. |
#------------------------------------------------------------------------------|
# * Notetag <unison rule: x> for skills and items: |
# x is the rule of setting parameters used in the damage formula of the |
# skill or item. Notetag setting overrides the universal UNISON_PARAM_RULE. |
# This notetag doesn't work if <unison item: x> is absent or x is nil. |
#------------------------------------------------------------------------------|
# * Notetag <unison param: x> for skills and items: |
# x is the list of id of actors needed for the skill or item and stat is |
# parameters used in its damage formula. For instance: |
# - <unison atk: 1> means atk in its damage formula uses atk of actor with |
# id 1 |
# - <unison mat: 4, 2> means mat in its damage formula uses mat of actors |
# with id 4 and 2 under unison rule specified in <unison rule: x> notetag |
# param can be hp, mp, tp, level, mhp, mmp, atk, def, mat, mdf, agi or luk. |
#------------------------------------------------------------------------------|
#==============================================================================|
# ** You only need to edit this part as it's about what this script does |
#------------------------------------------------------------------------------|
module DoubleX_RMVXA
module Unison_Item
#------------------------------------------------------------------------------|
# * SHOW_UNISON_ACTOR, default = true |
# The battlelog will show all actors involved in the unison skills or items |
# instead of only the one invoking them if SHOW_UNISON_ACTOR is true. |
#------------------------------------------------------------------------------|
SHOW_UNISON_ACTOR = true
#------------------------------------------------------------------------------|
# * UNISON_PARAM_RULE, default = 2 |
# Each parameter in the damage formula of the unison skills or items used |
# will be altered by one of the rules below if there's no working notetag: |
# 0 - No changes will take place |
# 1 - Its minimum among all actors involved in the unison skills or items |
# used will be used in their damage formulae |
# 2 - Its average among all actors involved in the unison skills or items |
# used will be used in their damage formulae |
# 3 - Its maximum among all actors involved in the unison skills or items |
# used will be used in their damage formulae |
#------------------------------------------------------------------------------|
UNISON_PARAM_RULE = 2
Use of notetags(needs knowledge of notetag usage) to set specific skills or items needing specific actors and using specific parameter rules in their damage formulae in notetags in these skills or items' notebox
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 rewriting or aliasing method:
- load_database under DataManager
- param, inputable? or usable? under Game_BattlerBase
- make_damage_value or use_item under Game_Battler
- clear_actions or next_command under Game_Actor
- enable? under Window_ItemList
- display_use_item under Window_BattleLog
- start, next_command, prior_command or turn_start under Scene_Battle
may have compatibility issues with this script
Place this script above those aliasing any of these methods if possible
Changelog
v1.01d(GMT 0300 21-7-2015):
- Increased this script's effectiveness, efficiency and flexibility
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.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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