RoseofElandil

Villager
Member
Joined
Apr 10, 2019
Messages
11
Reaction score
4
First Language
English
Primarily Uses
RMVXA
Hello there, again sorry to be asking this, been stuck for awhile...

I find Moghunter's Kekkai script really awesome. What it does is that it kind of changes battle background while at the same time implements a lot of cool effects like Reverse Damage, HP always = 1, etc that does not wear off after turns like status effects.

I'm finding it a bit difficult to customize however. The script comes with 12 effects but they are all negative for the player. I wanted to 1) make copies of all those effects but make them damaging to the enemy rather than the player, 2) add more effects that Moghunter didn't include like "lower Fire Elemental damage while Kekkai in effect" etc. I'm having some trouble just adding effects however as the script would not pick up on any effects I added other than the given 12. Would someone know how to try to even add in a customized effect based on Moghunter's Kekkai script?

(I thought about just finding another animated battle back script that adds in status, but I'm not sure if it'll turn out as cool as Moghuner's...plus I do want there to be only one 'Kekkai' in effect so it's not exactly the same as status).

Thank you for reading! Here's the code and the demo.

Code:
#==============================================================================
# +++ MOG - Kekkai (Bounded Field) (v1.4) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# Permite o inimigo invocar uma barreira mágica (Kekkai / Bounded Field)
# onde serão adicionadas regras no campo de batalha. O sistema inclúi
# efeitos animados simulando o Kekkai ativado.
#==============================================================================

#==============================================================================
# ● UTILIZAÇÃO
#==============================================================================
# Modo 1 (Event)
# Use o comando abaixo através do comando chamar script.
#
# kekkai(ID)
#
# ID do Kekkai
#
#==============================================================================
# Modo 2 (Skill)
# Coloque o comentário abaixo na caixa de notas de habilidades .
#
# <Kekkai = ID>
#
#==============================================================================
# Para cancelar o Kekkai use o comando abaixo.
#
# kekkai_clear
#
#==============================================================================

#==============================================================================
# ● As imagens devem ser gravadas na pasta Graphics/Pictures/
#==============================================================================
module MOG_KEKKAI
 
  BOUNDED_FIELD = [] # ☢CAUTION!!☢ Don't Touch.^_^
 
  #BOUNDED_FIELD[A] = [B,C,D]
  # A = FIELD ID.
  # B = Description (Kekkai Title).
  #
  # C = Effect Type.
  #       0 - Enemy Power UP
  #       1 - Enemy Defense UP
  #       2 - Enemy Invulnerable.
  #       3 - Party Damage Reverse.
  #       4 - Party always 1 HP or 0 HP.
  #       5 - Party always 0 MP.
  #       6 - Party Power Down.
  #       7 - Party Defense Down.
  #       8 - Seal Skill & Guard Command.
  #       9 - Seal All Commands. (Except Guard Command)
  #      10 - Slip HP Damage.
  #      11 - Slip MP Damage.
  #
  # D = Background File Name.
  # E = Background Animation Type.
  #       0 - Scrolling
  #       1 - Wave
  # F = Scroll Speed X / Wave Power. (0 - 10)
  # G = Scroll Speed Y / Wave Speed. (0 - 10)
  # H = Opacity. (0,255)
  # I = Blend Type. (0- Normal / 1 - Add / 2 - Substract)
 
  BOUNDED_FIELD[1] = ["Curse  of  Dreams  and  Reality.", #Kekkai Name
                       3,          # Effect Type
                       "Background_1",  # Picture file Name
                       1,          # Animation Type
                       4,          # Scroll Speed X
                       4,          # Scroll Speed Y
                       150,        # Opacity
                       0           # Blend Type
                       ]                       
  BOUNDED_FIELD[2] = ["Balance of Motion and Stillness.",5, "Kekkai1", 0,1,1,255,0]
  BOUNDED_FIELD[3] = ["Mesh of Light and Darkness.",9, "Background_1", 1,4,10,250,2]
  BOUNDED_FIELD[4] = ["Boundary of Humans and Youkai",2, "Background_5", 1,4,4,155,0]
  BOUNDED_FIELD[5] = ["Boundary of Life and Death.",4, "Background_8", 0,0,0,255,0]
  BOUNDED_FIELD[6] = ["Boundary of Life and Death.",4, "Background_8", 1,1,1,255,0]
  BOUNDED_FIELD[7] = ["Hakurei Dai-Kekkai.",
                       3,          # Effect Type
                       "Reimu_Hakurei",  # Picture file Name
                       1,          # Animation Type
                       4,          # Scroll Speed X
                       4,          # Scroll Speed Y
                       150,        # Opacity
                       1           # Blend Type
                       ]     
  #Definição do poder de ataque do campo.
  ATTACK_PERC = 100
 
  #Definição do poder de defesa do campo.
  DEFENSE_PERC = 100
 
  #Porcentagem de dano no efeito Slip.
  SLIP_DAMAGE_PERC = 20
 
  #Posição do texto (Title). (x,y)
  TEXT_POSITION = [310,0]
 
  #Alinhamento do texto. (0..2)
  TEXT_ALIGN = 1
 
  #Ativar o efeito de zoom no texto.
  TEXT_ZOOM_EFFECT = true
 
  #Definição da cor da fonte. 
  FONT_COLOR = Color.new(255,255,255)
 
  #Apresentar os efeitos em danos. (*É preciso ter o script MOG_Damage_Popup)
  EFFECT_POPUP = true
  EFFECT_POPUP_WORD = "Kekkai Effect"
  EFFECT_POPUP_INVUNERABLE_WORD = "Invulnerable"
  EFFECT_POPUP_REVERSE_DAMAGE_WORD = "Reverse Effect"
end
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.4 - Compatibilidade com MOG Battle Camera.
# v 1.3 - Compatibilidade com o MOG ATB.
# v 1.2 - Correção na compatibilidade com o script Advanced Battle Hud.
#         No efeito Drain.
# v 1.1 - Melhoria na codificação.
#==============================================================================

#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
 
  attr_accessor :kekkai
  attr_accessor :battle_end
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------- 
  alias mog_bounded_field_initialize initialize
  def initialize
      @kekkai = [false,nil,nil]
      @battle_end = false
      mog_bounded_field_initialize
  end 

end

#==============================================================================
# ■ Game Interpreter
#==============================================================================
class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # ● Bounded Field
  #-------------------------------------------------------------------------- 
  def kekkai(id = nil)
      id = nil if id < 1
      $game_temp.kekkai = [true,id]
  end
 
  #--------------------------------------------------------------------------
  # ● Clear  Kekkai
  #--------------------------------------------------------------------------   
  def kekkai_clear
      $game_temp.kekkai = [true,nil]
  end 
 
  #--------------------------------------------------------------------------
  # ● Clear Bounded Field
  #--------------------------------------------------------------------------   
  def clear_bounded_field
      $game_temp.kekkai = [true,nil]
  end
 
end

#==============================================================================
# ■ Bounded Field
#==============================================================================
class Bounded_Field

  include MOG_KEKKAI
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------- 
  def initialize(viewport = nil)
      $game_temp.kekkai = [false,nil]
      $game_temp.battle_end = false
      @effect = ["",0,"",0,0,0,0,0]
      @phase = 0
      create_kekkai_text(viewport)
  end

  #--------------------------------------------------------------------------
  # ● Create Kekkai Layer
  #--------------------------------------------------------------------------   
  def create_kekkai_layer
      if @effect[3] == 0
         @kekkai_1 = Plane.new
         @kekkai_1.bitmap = Cache.picture(@effect[2].to_s)
         stretch_battleback(@kekkai_1) if $imported[:mog_battle_camera]
         @kekkai_1.ox = @kekkai_1.bitmap.width / 2
         @kekkai_1.oy = @kekkai_1.bitmap.height / 2         
       else
         range = (@effect[4] + 1) * 10 ;  range = 500 if range > 500
         if $imported[:mog_battle_camera]
           camera_range = [[$game_system.battle_camera_range.abs, 100].min, 0].max
           rxy = [Graphics.width * camera_range / 100,Graphics.height * camera_range / 100]
         else
           rxy = [0,0]
         end
         speed = (@effect[5] + 1) * 100
         speed = 1000 if speed > 1000                 
         @kekkai_image = Cache.picture(@effect[2].to_s)
         @kekkai_1 = Sprite.new
         @kekkai_1.x = -range
         @kekkai_1.wave_amp = range
         @kekkai_1.wave_length = Graphics.width
         @kekkai_1.wave_speed = speed
         @kekkai_1.bitmap = Bitmap.new(Graphics.width + rxy[0] + (range * 2),Graphics.height + rxy[1])
         @kekkai_1.bitmap.stretch_blt(@kekkai_1.bitmap.rect, @kekkai_image, @kekkai_image.rect)
         center_sprite(@kekkai_1)
      end
  end
 
  #--------------------------------------------------------------------------
  # ● Stretch Battleback
  #-------------------------------------------------------------------------- 
  def stretch_battleback(sprite)
      return if !$game_system.battle_camera
      return if !MOG_BATTLE_CAMERA::BATTLEBACK_STRETCH
      return if sprite == nil
      camera_range = [[$game_system.battle_camera_range.abs, 100].min, 0].max
      old_bitmap = sprite.bitmap ; perc_s = 105 + camera_range
      perc_w = Graphics.width * perc_s / 100
      perc_h = Graphics.height * perc_s / 100
      sprite.bitmap = Bitmap.new(perc_w,perc_h)
      sprite.bitmap.stretch_blt(sprite.bitmap.rect, old_bitmap, old_bitmap.rect)
  end 

  #--------------------------------------------------------------------------
  # ● Center Sprite
  #--------------------------------------------------------------------------   
  def center_sprite(sprite)
      sprite.ox = sprite.bitmap.width / 2
      sprite.oy = sprite.bitmap.height / 2
      sprite.x = Graphics.width / 2
      sprite.y = Graphics.height / 2
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Kekkai Layer
  #--------------------------------------------------------------------------     
  def refresh_kekkai_layer
      dispose_kekkai_layer
      create_kekkai_layer
      @kekkai_1.viewport = @kekkai_text.viewport rescue nil
      @kekkai_1.z = 9
      @kekkai_1.opacity = 0
      @kekkai_1.blend_type = @effect[7]
      @kekkai_1.visible = true
  end
    
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------   
  def dispose
      dispose_kekkai_layer
      dispose_kekkai_text
      $game_temp.kekkai = [false,nil]
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Kekkai Layer
  #--------------------------------------------------------------------------     
  def dispose_kekkai_layer
      return if @kekkai_1 == nil
      if @kekkai_1.bitmap != nil
         @kekkai_1.bitmap.dispose
         @kekkai_1.bitmap = nil
      end   
      @kekkai_1.dispose
      @kekkai_1 = nil
      if @kekkai_image != nil
         @kekkai_image.dispose
         @kekkai_image = nil
      end   
  end   
 
  #--------------------------------------------------------------------------
  # ● Dispose kekkai Text Bitmap
  #--------------------------------------------------------------------------           
  def dispose_kekkai_text_bitmap
      return if @kekkai_text == nil
      return if @kekkai_text.bitmap == nil
      @kekkai_text.bitmap.dispose
      @kekkai_text.bitmap = nil
  end   
 
  #--------------------------------------------------------------------------
  # ● Dispose Kekkai Text
  #--------------------------------------------------------------------------     
  def dispose_kekkai_text
      return if @kekkai_text == nil
      dispose_kekkai_text_bitmap
      @kekkai_text.dispose
      @kekkai_text = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Create Kekkai Text
  #--------------------------------------------------------------------------       
  def create_kekkai_text(viewport)
      @kekkai_text_duration = 0
      @kekkai_text = Sprite.new
      @kekkai_text.viewport = viewport
      @kekkai_text.z = 160
      @kekkai_text.ox = 120
      @kekkai_text.oy = 16
      @kekkai_text.x = @kekkai_text.ox + TEXT_POSITION[0]
      @kekkai_text.y = @kekkai_text.oy + TEXT_POSITION[1]
      @kekkai_text.visible = false
      refresh_kekkai_text
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Kekkai Text
  #--------------------------------------------------------------------------         
  def refresh_kekkai_text
      dispose_kekkai_text_bitmap
      @kekkai_text_duration = 0
      @kekkai_text.bitmap = Bitmap.new(240,32)
      text = @effect[0]
      @kekkai_text.bitmap.font.size = 22
      @kekkai_text.bitmap.font.bold = true
      @kekkai_text.bitmap.font.color = Color.new(0,0,0)
      @kekkai_text.bitmap.draw_text(0,0,240,32,text.to_s, TEXT_ALIGN)
      @kekkai_text.bitmap.font.color = FONT_COLOR
      @kekkai_text.bitmap.draw_text(2,2,240,32,text.to_s, TEXT_ALIGN)
      @kekkai_text.zoom_x = 1.00
      @kekkai_text.zoom_y = 1.00
      @kekkai_text.opacity = 0
      @kekkai_text.visible = true
      if $imported[:mog_battle_command_ex]       
         $game_temp.refresh_battle_command = true #if [8,9].include?(@effect[1])
      end
  end 
 
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------   
  def update
      refresh_kekkai if can_refresh_kekkai?
      update_kekkai if can_update_kekkai?
  end

  #--------------------------------------------------------------------------
  # ● Can Refresh Kekkain?
  #--------------------------------------------------------------------------     
  def can_refresh_kekkai?
      return false if !$game_temp.kekkai[0]
      return true
  end

  #--------------------------------------------------------------------------
  # ● Can Update Kekkai?
  #--------------------------------------------------------------------------       
  def can_update_kekkai?
      return false if @phase == 0
      return true
  end
    
  #--------------------------------------------------------------------------
  # ● Refresh Kekkai
  #--------------------------------------------------------------------------     
  def refresh_kekkai
      $game_temp.kekkai[0] = false     
      @effect = BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil
      if @effect != nil
         refresh_party_effects
         refresh_kekkai_layer
         refresh_kekkai_text
         @phase = 1
      else
         @phase = 2
      end 
  end 
 
  #--------------------------------------------------------------------------
  # ● Refresh Party Effects
  #--------------------------------------------------------------------------       
  def refresh_party_effects
      if @effect[1] == 4 or @effect[1] == 5
         index = 0
         for i in $game_party.members
             i.hp = 1 if i.hp != 0 and @effect[1] == 4
             i.mp = 0 if @effect[1] == 5
             if $mog_rgss3_battle_hud != nil
                i.battler_face = [3,0,40]
             end   
             if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP
                i.damage.push([MOG_KEKKAI::EFFECT_POPUP_WORD,"Kekkai Effect"])
             end                   
             index += 1
             break if index >= $game_party.max_battle_members
         end 
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Kekkai
  #--------------------------------------------------------------------------       
  def update_kekkai
      update_kekkai_layer
      update_kekkai_text
      if !$game_temp.battle_end
          if @phase == 1
             if  @kekkai_1.opacity < @effect[6]
                 @kekkai_1.opacity += 5
                 @kekkai_1.opacity = @effect[6] if @kekkai_1.opacity > @effect[6]
             end   
             @kekkai_text.opacity += 5
          elsif @phase == 2
             update_kekkai_clear
          end
      else
          update_fade_sprite
      end 
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Kekkai Layer
  #--------------------------------------------------------------------------         
  def update_kekkai_layer
      return if @kekkai_1 == nil
      return if @effect == nil     
      if @effect[3] == 0
         @kekkai_1.ox += @effect[4]
         @kekkai_1.oy += @effect[5]
      else
         @kekkai_1.update
      end
  end 
    
  #--------------------------------------------------------------------------
  # ● Update Kekkai Text
  #--------------------------------------------------------------------------         
  def update_kekkai_text
      return if @kekkai_text == nil
      return if !@kekkai_text.visible
      return if !TEXT_ZOOM_EFFECT
      if $imported[:mog_battle_camera]
         @kekkai_text.ox = -$game_temp.viewport_oxy[0] + 120
         @kekkai_text.oy = -$game_temp.viewport_oxy[1] + 16
      end
      @kekkai_text_duration += 1
      case @kekkai_text_duration
         when 1..20
           @kekkai_text.zoom_x += 0.005
           @kekkai_text.zoom_y += 0.005         
         when 21..40
           @kekkai_text.zoom_x -= 0.005
           @kekkai_text.zoom_y -= 0.005                 
         else 
           @kekkai_text.zoom_x = 1.00
           @kekkai_text.zoom_y = 1.00
           @kekkai_text_duration = 0
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Kekkai Clear
  #--------------------------------------------------------------------------         
  def update_kekkai_clear
      return if @phase == 0
      return if @kekkai_1 == nil
      @kekkai_1.opacity -= 5
      @kekkai_text.opacity -= 5
      if @kekkai_1.opacity == 0
         dispose_kekkai_layer
         dispose_kekkai_text_bitmap
         @kekkai_text.visible = false
         @phase = 0
      end   
  end
 
  #--------------------------------------------------------------------------
  # ● Update Fade Sprite
  #--------------------------------------------------------------------------           
  def update_fade_sprite
      if @kekkai_1 != nil
         @kekkai_1.opacity -= 5
      end
      if @kekkai_text != nil
         @kekkai_text.opacity -= 5
      end 
  end 
  
end

#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------- 
  alias mog_bounded_field_initialize initialize
  def initialize
      mog_bounded_field_initialize
      create_bounded_field
  end

  #--------------------------------------------------------------------------
  # ● Dispose
  #-------------------------------------------------------------------------- 
  alias mog_bounded_field_dispose dispose
  def dispose
      dispose_bounded_field
      mog_bounded_field_dispose     
  end

  #--------------------------------------------------------------------------
  # ● Update
  #-------------------------------------------------------------------------- 
  alias mog_bounded_field_update update
  def update
      mog_bounded_field_update
      update_bounded_field
  end

  #--------------------------------------------------------------------------
  # ● Create Bounded Field
  #--------------------------------------------------------------------------   
  def create_bounded_field
      @bounded_field = Bounded_Field.new(@viewport1)
  end

  #--------------------------------------------------------------------------
  # ● Dispose Bounded Field
  #--------------------------------------------------------------------------   
  def dispose_bounded_field
      return if @bounded_field == nil
      @bounded_field.dispose
  end

  #--------------------------------------------------------------------------
  # ● Update Bounded Field
  #--------------------------------------------------------------------------   
  def update_bounded_field
      return if @bounded_field == nil
      @bounded_field.update
  end

end

#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
 
  #--------------------------------------------------------------------------
  # ● Bounded Effect
  #--------------------------------------------------------------------------       
  def bounded_effect
      MOG_KEKKAI::BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil
  end   
 
  #--------------------------------------------------------------------------
  # ● Execute Damage
  #--------------------------------------------------------------------------     
  alias mog_bounded_field_execute_damage execute_damage
  def execute_damage(user)     
      execute_bounded_field_effects_before(user,bounded_effect) if bounded_effect != nil
      mog_bounded_field_execute_damage(user)
      execute_bounded_field_effects_after(user,bounded_effect) if bounded_effect != nil
  end
 
  #--------------------------------------------------------------------------
  # ● Item Apply
  #--------------------------------------------------------------------------       
  alias mog_bounded_field_item_apply item_apply
  def item_apply(user, item)
      return if bounded_nil_effect_enemy?(user)
      mog_bounded_field_item_apply(user, item)
  end
 
  #--------------------------------------------------------------------------
  # ● Bounded Nil Effect Enemy?
  #--------------------------------------------------------------------------         
  def bounded_nil_effect_enemy?(user)
      return false if bounded_effect == nil
      return false if self.is_a?(Game_Actor)
      return false if user.is_a?(Game_Enemy)
      return false if bounded_effect[1] != 2
      if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP
         self.damage.push([MOG_KEKKAI::EFFECT_POPUP_INVUNERABLE_WORD,"Invunerable"]) if bounded_effect[1] == 2
      end
      @result.clear
      return true
  end 

  #--------------------------------------------------------------------------
  # ● Execute Bounded Field Effects Before
  #--------------------------------------------------------------------------       
  def execute_bounded_field_effects_before(user,bounded_effect)
      case bounded_effect[1]
          when 0; bounded_power_effect(user)
          when 1; bounded_defense_effect(user)
          when 2; bounded_invunerable_effect(user)
          when 3; bounded_reverse_damage_effect(user)
          when 4; bounded_nil_drain_hp(user)
          when 5; bounded_nil_drain_mp(user)
          when 6; bounded_power_effect_actor(user)
          when 7; bounded_defense_effect_actor(user)           
      end
  end
    
  #--------------------------------------------------------------------------
  # ● Execute Bounded Field Effects After
  #--------------------------------------------------------------------------       
  def execute_bounded_field_effects_after(user,bounded_effect)
      case bounded_effect[1]
           when 4; bounded_nil_actor_recover_hp(user)
           when 5; bounded_nil_actor_recover_mp(user)
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Bounded Power Effect
  #--------------------------------------------------------------------------         
  def bounded_power_effect(user)
      return if self.is_a?(Game_Enemy)
      return if user.is_a?(Game_Actor)
      dam = @result.hp_damage * MOG_KEKKAI::ATTACK_PERC / 100
      dam = 0 if dam < 0
      @result.hp_damage += dam
  end

  #--------------------------------------------------------------------------
  # ● Bounded Power Effect User
  #--------------------------------------------------------------------------         
  def bounded_power_effect_actor(user)
      return if user.is_a?(Game_Enemy)
      return if @result.hp_damage < 0
      dam = @result.hp_damage * MOG_KEKKAI::ATTACK_PERC / 100
      dam = 0 if dam < 0
      @result.hp_damage -= dam
      @result.hp_damage = 0 if @result.hp_damage < 0
  end 
 
  #--------------------------------------------------------------------------
  # ● Bounded Defense Effect
  #--------------------------------------------------------------------------         
  def bounded_defense_effect(user)
      return if self.is_a?(Game_Actor)
      return if user.is_a?(Game_Enemy)
      dam = @result.hp_damage * MOG_KEKKAI::DEFENSE_PERC / 100
      dam2 = @result.hp_damage - dam
      dam2 = 0 if dam2 < 0
      @result.hp_damage = dam2
  end 

  #--------------------------------------------------------------------------
  # ● Bounded Defense Effect Actor
  #--------------------------------------------------------------------------         
  def bounded_defense_effect_actor(user)
      return if self.is_a?(Game_Enemy)
      dam = @result.hp_damage * MOG_KEKKAI::DEFENSE_PERC / 100
      dam2 = @result.hp_damage + dam
      dam2 = 0 if dam2 < 0
      @result.hp_damage = dam2
  end   
 
  #--------------------------------------------------------------------------
  # ● Bounded Invunerable Effect
  #--------------------------------------------------------------------------         
  def bounded_invunerable_effect(user)
      return if self.is_a?(Game_Actor)
      return if user.is_a?(Game_Enemy)
      @result.hp_damage = 0
  end

  #--------------------------------------------------------------------------
  # ● Bounded Reverse Damage Effect
  #--------------------------------------------------------------------------         
  def bounded_reverse_damage_effect(user)
      return if @result.hp_damage == 0
      return if user.is_a?(Game_Enemy)
      if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP
         self.damage.push([MOG_KEKKAI::EFFECT_POPUP_REVERSE_DAMAGE_WORD,"Reverse Effect"])
      end         
      @result.hp_damage = -@result.hp_damage
      if @result.hp_drain != nil and @result.hp_drain != 0
         @result.hp_drain = -@result.hp_drain
         if $mog_rgss3_battle_hud != nil
            user.battler_face = [3,0,40]
         end
      end
  end

  #--------------------------------------------------------------------------
  # ● Bounded Nil Drain HP
  #--------------------------------------------------------------------------             
  def bounded_nil_drain_hp(user)
      return if self.is_a?(Game_Actor)
      @result.hp_drain = 0
  end
 
  #--------------------------------------------------------------------------
  # ● Bounded Nil Actor Recover HP
  #--------------------------------------------------------------------------           
  def bounded_nil_actor_recover_hp(user)
      return if self.is_a?(Game_Enemy)
      @result.hp_drain = 0
      self.hp = 1 if self.hp > 1
  end 
 
  #--------------------------------------------------------------------------
  # ● Bounded Nil Drain MP
  #--------------------------------------------------------------------------             
  def bounded_nil_drain_mp(user)
      return if self.is_a?(Game_Actor)
      @result.mp_drain = 0
  end
    
  #--------------------------------------------------------------------------
  # ● Bounded Nil Actor Recover MP
  #--------------------------------------------------------------------------           
  def bounded_nil_actor_recover_mp(user)
      return if self.is_a?(Game_Enemy)
      self.mp = 0
  end

  #--------------------------------------------------------------------------
  # ● Item Effect Recover HP
  #--------------------------------------------------------------------------
  alias mog_bounded_field_item_effect_recover_hp item_effect_recover_hp
  def item_effect_recover_hp(user, item, effect)
      if bounded_effect != nil and bounded_effect[1] == 3
         execute_bounded_reverse_item_hp(user, item, effect)
         return
      end 
      mog_bounded_field_item_effect_recover_hp(user, item, effect)
      if bounded_effect != nil and self.is_a?(Game_Actor)
         execute_bounded_seal_hp
      end
  end   
    
  #--------------------------------------------------------------------------
  # ● Execute Bounded Reverse Item HP
  #-------------------------------------------------------------------------- 
  def execute_bounded_reverse_item_hp(user, item, effect)
      if $mog_rgss3_damage_pop != nil and MOG_KEKKAI::EFFECT_POPUP
         self.damage.push(["Reverse Effect","Reverse Effect"])
      end   
      value = (mhp * effect.value1 + effect.value2) * rec
      value *= user.pha if item.is_a?(RPG::Item)
      value = -value.to_i
      @result.hp_damage -= value
      @result.success = true
      self.hp += value
  end
      
  #--------------------------------------------------------------------------
  # ● Execute Bounded seal HP
  #-------------------------------------------------------------------------- 
  def execute_bounded_seal_hp
      return if bounded_effect[1] != 4
      self.hp = 1 if self.hp > 0
  end

  #--------------------------------------------------------------------------
  # ● Item Effect Recover MP
  #--------------------------------------------------------------------------
  alias mog_bounded_field_item_effect_recover_mp item_effect_recover_mp
  def item_effect_recover_mp(user, item, effect)
      mog_bounded_field_item_effect_recover_mp(user, item, effect)
      if bounded_effect != nil and self.is_a?(Game_Actor)
         execute_bounded_seal_mp
      end   
  end
 
  #--------------------------------------------------------------------------
  # ● Execute Bounded seal MP
  #-------------------------------------------------------------------------- 
  def execute_bounded_seal_mp
      return if bounded_effect[1] != 5
      self.mp = 0 if self.mp > 0
  end
    
  #--------------------------------------------------------------------------
  # ● Regenerate HP
  #--------------------------------------------------------------------------           
  alias mog_bounded_field_regenerate_hp regenerate_hp
  def regenerate_hp
      mog_bounded_field_regenerate_hp
      if bounded_effect != nil and self.is_a?(Game_Actor)
         execute_bounded_slip_hp
         execute_bounded_seal_hp
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Regenerate mp
  #--------------------------------------------------------------------------             
  alias mog_bounded_field_regenerate_mp regenerate_mp
  def regenerate_mp
      mog_bounded_field_regenerate_mp
      if bounded_effect != nil and self.is_a?(Game_Actor)
         execute_bounded_slip_mp
         execute_bounded_seal_mp
      end
  end   
 
  #--------------------------------------------------------------------------
  # ● Execute Bounded Slip HP
  #--------------------------------------------------------------------------               
  def execute_bounded_slip_hp
      return if bounded_effect[1] != 10
      return if self.hp <= 1
      dmg = self.mhp * MOG_KEKKAI::SLIP_DAMAGE_PERC  / 100
      dmg = 1 if dmg < 1
      dmg = self.hp - 1 if dmg > self.hp
      self.hp -= dmg if self.hp > 0
      if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP
         self.damage.push([dmg,"HP"])
         self.damage.push([MOG_KEKKAI::EFFECT_POPUP_WORD,"Kekkai Effect"])
      end     
  end
 
  #--------------------------------------------------------------------------
  # ● Execute Bounded Slip MP
  #--------------------------------------------------------------------------               
  def execute_bounded_slip_mp
      return if bounded_effect[1] != 11
      return if self.mp == 0
      dmg = self.mmp * MOG_KEKKAI::SLIP_DAMAGE_PERC  / 100
      self.mp -= dmg
      if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP
         self.damage.push([dmg,"MP"])
         self.damage.push([MOG_KEKKAI::EFFECT_POPUP_WORD,"Kekkai Effect"])
      end     
  end 
 
end

#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter

  #--------------------------------------------------------------------------
  # ● Bounded Effect
  #--------------------------------------------------------------------------       
  def bounded_effect
      MOG_KEKKAI::BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil
  end     
 
  #--------------------------------------------------------------------------
  # ● Kekkai Effect
  #--------------------------------------------------------------------------   
  def kekkai_effect
      return if !SceneManager.scene_is?(Scene_Battle)
      return if bounded_effect == nil
      index = 0
      for i in $game_party.members
          break if index >= $game_party.max_battle_members
          i.hp = 1 if bounded_effect[1] == 4 and i.hp > 1
          i.mp = 0 if bounded_effect[1] == 5
          index += 1
      end 
  end
 
  #--------------------------------------------------------------------------
  # ● Command 311
  #-------------------------------------------------------------------------- 
  alias mog_kekkai_command_311 command_311
  def command_311
      mog_kekkai_command_311
      kekkai_effect
  end
 
  #--------------------------------------------------------------------------
  # ● Command 312
  #-------------------------------------------------------------------------- 
  alias mog_kekkai_command_312 command_312
  def command_312
      mog_kekkai_command_312
      kekkai_effect
  end 
 
  #--------------------------------------------------------------------------
  # ● Command 314
  #-------------------------------------------------------------------------- 
  alias mog_kekkai_command_314 command_314
  def command_314
      mog_kekkai_command_314
      kekkai_effect
  end   
 
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # ● Use Item
  #--------------------------------------------------------------------------
  alias mog_kekkai_use_item use_item
  def use_item
      check_kekkai_effect
      mog_kekkai_use_item
  end
 
  #--------------------------------------------------------------------------
  # ● Check Kekkai Effect
  #--------------------------------------------------------------------------   
  def check_kekkai_effect
      return if @subject.is_a?(Game_Actor)
      skill = @subject.current_action.item
      if skill.note =~ /<Kekkai = (\d+)>/i
         id = $1.to_i
         id = nil if id < 1
         $game_temp.kekkai = [true,id]
      end 
  end
    
end   

#==============================================================================
# ■ BattleManager
#==============================================================================
class << BattleManager
 
  #--------------------------------------------------------------------------
  # ● Init Members
  #--------------------------------------------------------------------------         
  alias mog_kekkai_init_members init_members
  def init_members
      $game_temp.battle_end = false
      mog_kekkai_init_members
  end 
 
  #--------------------------------------------------------------------------
  # ● Process Victory
  #--------------------------------------------------------------------------           
  alias mog_kekkai_process_victory process_victory
  def process_victory
      $game_temp.battle_end = true
      mog_kekkai_process_victory
  end
 
  #--------------------------------------------------------------------------
  # ● Process Abort
  #--------------------------------------------------------------------------           
  alias mog_kekkai_process_abort process_abort
  def process_abort
      $game_temp.battle_end = true
      mog_kekkai_process_abort
  end

  #--------------------------------------------------------------------------
  # ● Process Defeat
  #--------------------------------------------------------------------------           
  alias mog_kekkai_process_defeat process_defeat
  def process_defeat
      $game_temp.battle_end = true
      mog_kekkai_process_defeat
  end
 
end

#==============================================================================
# ■ Window Base
#==============================================================================
class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # ● Bounded Effect
  #--------------------------------------------------------------------------       
  def bounded_effect
      MOG_KEKKAI::BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil
  end 
    
end

#==============================================================================
# ■ Window ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # ● Make Command List
  #--------------------------------------------------------------------------         
  alias mog_kekkai_make_command_list make_command_list
  def make_command_list
      return if kekkai_enabled?
      mog_kekkai_make_command_list
  end 
    
  #--------------------------------------------------------------------------
  # ● Kekkai Enabled?
  #--------------------------------------------------------------------------         
  def kekkai_enabled?
      if bounded_effect != nil and (bounded_effect[1] == 8 or bounded_effect[1] == 9)
         if @actor != nil
            if bounded_effect[1] == 8
               add_attack_command
               add_item_command
            else
               add_guard_command
            end
         end
         return true
      end
      return false
  end 
 
end

It can be found in the demo here:

https://atelierrgss.wordpress.com/download-page-1/
 

Latest Threads

Latest Posts

Latest Profile Posts

What if the Actor Battlers disappeared when your selecting enemies...
ndyhHXV.gif
So, last chance to get RPG Maker Fes games?
That moment when you significantly rewrite about 80% of a course, reduce it from 12 hours to 8, drastically refocus the content, provide several overview briefings to staff on the changes, giving them several weeks to prepare, & they start asking questions 10 minutes before the classes start. I have a bad feeling. :oops:
Forgot to add this to my stream thumbnail collection, nothing to see here. Move along. :kaoswt:

It's been a while again, eh.

Forum statistics

Threads
129,956
Messages
1,206,535
Members
171,175
Latest member
CallyLee
Top