Skill/Item Apply Extension v1.00

Engr. Adiktuzmiko

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Overview


This script provides the ability to run RGSS3 methods/formulas during the


different stages of effect application for items/skills. There are tags for


both skill/item user and target.


These can be used for:


actors/classes/items/weapons/armors/skills/states/enemies


Actors – affects all skills/items used by/to the actor


Classes – affects all skills/items used by/to the actor that uses that class


Items – affects all usage of that item


Weapons/Armors – affects all skills/items used by/to the actor that has the


weapon/armor


Skills – affects all usage of that skill


States – affects all skills/items used by/to the battler that has the state


Enemies – affects all skills/items used by/to the enemy


Screenshot


The ultimate weapon for low accuracy people





Downloads


Get it here: http://lescripts.wordpress.com/rgss3/skillitem-apply-extension-v1-00/
 

shiori4me

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What is Pre-Apply? Does it mean when the phase starts?

I'm trying to have it so that after you have selected a skill, a state is given. This could be when the battle phase starts, or after.

Doesn't matter to me. I had started a topic with a scriptor before, it was: where I tried to ask to commission them for help

For automatic state condition handling, I want to have it so that a state is added when a skill is chosen, say, I want to have it so that before casting a spell, as you prepare it (after you select it and the turn begins) you're less wary, or maybe you have some sort of boost or invunerability (like Priorities, where say a power move is superior to a basic move, so the user is technically unaffected by power moves, or like when you're running up to slash someone, you dodge spells that are meant to generate near the user (like lightning from above/etc),
things like that.

So, what string do you think could I use determining what the individual's attack is to be?
So far I'm seeing
BattleManager.actor.input.set_skill(@skill.id)
BattleManager.actor.last_skill.object = @skill

if @subject.current_action
@subject.current_action.prepare
if @subject.current_action.valid?

set_skill(action.skill_id)

@item.object = $data_skills[skill_id]

and

actor.next_command

You can have it so that when this skill, that skill, or that skill is chosen, then this state is given, but else then the state is removed. I know of passive states that work that way. 
I know there isn't a preparation phase, and that's why skills are chosen by the enemy based on their current condition before the battle phase starts and their skill to be used wouldn't be changed if say they were poisoned and would normally heal if poisoned.
 
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Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
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Pre-apply is before any of the item application process starts... basically before things like hit,miss,damage,effects etc are processed.


It still will only run on the time the item/skill is used though, since that is what this script is all about anyways.


Why not just add a speed boost to the skill so that it will run first? As a player, I actually don't see sense in having skill effects that run even before my character actually uses a skill
 
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