RPG Maker Forums

So back in August 2014 someone mentioned in the comments for this script that it's way too easy because you can just spam Z and always get a preemptive strike. I decided to do something about that.

This modification makes the pointer go back and forth rather than straight to the end, has a customisable speed setting in the configuration, and starts the pointer at a random point along the gauge so that spamming Z no longer guarantees a preemptive.

I'm considering adding an option to factor AGI into the sizes of the gauge sections, so the faster you are compared to the enemy (or vice versa) the bigger/smaller the green and red sections become. Let me know what you think.

Code:
#==============================================================================# # ▼ Yanfly Engine Ace - Active Battle Advantage v1.00# -- Last Updated: 2015.08.05# -- Level: Easy, Normal, Hard# -- Requires: n/a# -- Modified by Trihan#==============================================================================$imported = {} if $imported.nil?$imported["YEA-ActiveAdvantage"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2015.08.05 - Modified the gauge to move back and forth rather than just to# the end and added customisable gauge speed. The icon starts at a random# point along the gauge so you can't guarantee a preemptive by spamming Z.# 2012.02.01 - Started Script and Finished.# #==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# Whenever a random encounter initiates, a gauge will appear on screen. And# depending on the timing regarding a player's button input, the battle will# start off as a pre-emptive attack for the party, a normal battle, or even a# surprise attack from the enemy.# #==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.# # Create or download an image with the filename "BattleAdvantage" within the# Graphics\Pictures\ folder of your project.# #==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.# #==============================================================================module YEA  module ACTIVE_ADVANTAGE        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    # - Visual Settings -    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    # These are some visual settings applied to the Active Advantage gauge.    # Change the colour settings here, the cursor used for indicating the    # position of the the player advantage, and     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    PREEMPTIVE_COLOUR =  3    # Text Colour used for pre-emptives.    NORMAL_COLOUR     =  6    # Text Colour used for normal.    SURPRISE_COLOUR   = 10    # Text Colour used for surprise attacks.    BACK_GAUGE_COLOUR = 19    # Text Colour of the back of the gauge.        CURSOR_ICON = 398         # Icon used for the gauge.        # This picture is used for the battle advantage display. The following    # string below determines what filename is used. Place this file inside of    # the Graphics\Pictures\ folder.    ADVANTAGE_PICTURE = "BattleAdvantage"        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    # - Advantage Formulas -    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    # For those who would like to adjust the encounter advantage formulas, you    # may do so below. It's highly recommended that you don't touch this unless    # you are familiar with how encounter rates work.    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    USE_CUSTOM_RATES = true   # Must be enabled to use formulas below.        # This is the formula used for pre-emptive advantage.    PRE_RATE = "(agi >= troop_agi ? 0.40 : 0.25) * (raise_preemptive? ? 2 : 1)"        # This is the formula used for surprise attack.    BAD_RATE = "cancel_surprise? ? 0 : (agi >= troop_agi ? 0.25 : 0.5)"        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    # - Other Settings -    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    # These are some other settings used for this script. You can change the    # sound played when the gauge appears, the flash colour, and the flash    # length. Adjust them as you see fit.    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-    APPEAR_SOUND = RPG::SE.new("Battle2", 150)    # Sound played for advantage.    FLASH_COLOUR = Color.new(255, 255, 255, 255)  # Flash colour for advantage.    FLASH_LENGTH = 20                             # Duration of flash.        # If for some reason, you wish to disable Active Advantage from occuring,    # set the following value to a Switch ID you want to use. If it is 0, then    # Active Advantage will always be on for random encounters.    SWITCH = 0        # Gauge speed in pixels per frame.    # 1 = 1 ppf, 2 = 2 ppf, 3 = 4 ppf, 4 = 8 ppf, 5 = 16 ppf, 6 = 32 ppf    # default is 4    GAUGE_SPEED = 4      end # ACTIVE_ADVANTAGEend # YEA#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================#==============================================================================# ■ Switch#==============================================================================module Switch    #--------------------------------------------------------------------------  # self.active_advantage  #--------------------------------------------------------------------------  def self.active_advantage    return true if YEA::ACTIVE_ADVANTAGE::SWITCH <= 0    return $game_switches[YEA::ACTIVE_ADVANTAGE::SWITCH]  end  end # Switch#==============================================================================# ■ BattleManager#==============================================================================module BattleManager    #--------------------------------------------------------------------------  # overwrite method: on_encounter  #--------------------------------------------------------------------------  def self.on_encounter    if SceneManager.scene_is?(Scene_Map) && Switch.active_advantage      SceneManager.scene.process_active_battle_advantage    else      @preemptive = (rand < rate_preemptive)      @surprise = (rand < rate_surprise && !@preemptive)    end  end    #--------------------------------------------------------------------------  # new method: set_advantage  #--------------------------------------------------------------------------  def self.set_advantage(preemptive, surprise)    @preemptive = preemptive    @surprise = surprise  end  end # BattleManager#==============================================================================# ■ Game_Party#==============================================================================class Game_Party < Game_Unit    if YEA::ACTIVE_ADVANTAGE::USE_CUSTOM_RATES  #--------------------------------------------------------------------------  # overwrite method: rate_preemptive  #--------------------------------------------------------------------------  def rate_preemptive(troop_agi)    return [eval(YEA::ACTIVE_ADVANTAGE::PRE_RATE), 0.90].min  end    #--------------------------------------------------------------------------  # overwrite method: rate_surprise  #--------------------------------------------------------------------------  def rate_surprise(troop_agi)    return [eval(YEA::ACTIVE_ADVANTAGE::BAD_RATE), 0.90].min  end  end # YEA::ACTIVE_ADVANTAGE::USE_CUSTOM_RATES  end # Game_Party#==============================================================================# ■ Sprite_BattleAdvantage#==============================================================================class Sprite_AdvantageTitle < Sprite    #--------------------------------------------------------------------------  # initialize  #--------------------------------------------------------------------------  def initialize(viewport = nil)    super(viewport)    create_bitmap    reposition  end    #--------------------------------------------------------------------------  # create_bitmap  #--------------------------------------------------------------------------  def create_bitmap    self.bitmap = Cache.picture(YEA::ACTIVE_ADVANTAGE::ADVANTAGE_PICTURE)  end    #--------------------------------------------------------------------------  # create_bitmap  #--------------------------------------------------------------------------  def reposition    self.z = 800    self.ox = self.bitmap.width / 2    self.oy = self.bitmap.height    self.x = Graphics.width / 2    self.y = Graphics.height / 2 - 16  end    #--------------------------------------------------------------------------  # dispose  #--------------------------------------------------------------------------  def dispose    self.bitmap.dispose    super  end  end # Sprite_AdvantageTitle#==============================================================================# ■ Sprite_BattleAdvantage#==============================================================================class Sprite_BattleAdvantage < Sprite    #--------------------------------------------------------------------------  # initialize  #--------------------------------------------------------------------------  def initialize(viewport = nil)    super(viewport)    create_bitmap    reposition  end    #--------------------------------------------------------------------------  # create_bitmap  #--------------------------------------------------------------------------  def create_bitmap    self.bitmap = Bitmap.new(450, 26)    back_colour = text_colour(YEA::ACTIVE_ADVANTAGE::BACK_GAUGE_COLOUR)    self.bitmap.fill_rect(self.bitmap.rect, back_colour)    colour1 = text_colour(YEA::ACTIVE_ADVANTAGE::PREEMPTIVE_COLOUR)    colour2 = text_colour(YEA::ACTIVE_ADVANTAGE::NORMAL_COLOUR)    colour3 = text_colour(YEA::ACTIVE_ADVANTAGE::SURPRISE_COLOUR)    #---    @dw1 = (BattleManager.rate_preemptive * 200).to_i    @dw3 = (BattleManager.rate_surprise * 200).to_i    @dw2 = 400 - @dw1 - @dw3    #---    rect = Rect.new(1, 1, @dw1, 24)    self.bitmap.fill_rect(rect, colour1)    #---    rect = Rect.new(rect.x + rect.width, 1, 24, 24)    self.bitmap.gradient_fill_rect(rect, colour1, colour2)    #---    rect = Rect.new(rect.x + rect.width, 1, @dw2, 24)    self.bitmap.fill_rect(rect, colour2)    #---    rect = Rect.new(rect.x + rect.width, 1, 24, 24)    self.bitmap.gradient_fill_rect(rect, colour2, colour3)    #---    rect = Rect.new(rect.x + rect.width, 1, @dw3, 24)    self.bitmap.fill_rect(rect, colour3)  end    #--------------------------------------------------------------------------  # reposition  #--------------------------------------------------------------------------  def reposition    self.z = 800    self.ox = self.bitmap.width / 2    self.oy = self.bitmap.height / 2    self.x = Graphics.width / 2    self.y = Graphics.height / 2 + 32  end    #--------------------------------------------------------------------------  # text_colour  #--------------------------------------------------------------------------  def text_colour(n)    windowskin = Cache.system("Window")    windowskin.get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8)  end    #--------------------------------------------------------------------------  # dispose  #--------------------------------------------------------------------------  def dispose    self.bitmap.dispose    super  end  end # Sprite_BattleAdvantage#==============================================================================# ■ Sprite_AdvantageCursor#==============================================================================class Sprite_AdvantageCursor < Sprite    #--------------------------------------------------------------------------  # initialize  #--------------------------------------------------------------------------  def initialize(viewport = nil)    super(viewport)    create_bitmap    @pos = rand(pos_end / 32) * 32    reposition    @dir = :right    @input_advantage = false    @@speeds = { 1 => 1, 2 => 2, 3 => 4, 4 => 8, 5 => 16, 6 => 32 }  end    #--------------------------------------------------------------------------  # create_bitmap  #--------------------------------------------------------------------------  def create_bitmap    icon_bitmap = Cache.system("Iconset")    icon_index = YEA::ACTIVE_ADVANTAGE::CURSOR_ICON    src_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)    self.bitmap = Bitmap.new(48, 48)    self.bitmap.stretch_blt(self.bitmap.rect, icon_bitmap, src_rect)  end    #--------------------------------------------------------------------------  # reposition  #--------------------------------------------------------------------------  def reposition    self.x = (Graphics.width / 2 - 224) + @pos    self.y = Graphics.height / 2 + 32  end    #--------------------------------------------------------------------------  # dispose  #--------------------------------------------------------------------------  def dispose    self.bitmap.dispose    super  end    #--------------------------------------------------------------------------  # update  #--------------------------------------------------------------------------  def update    super    return if end?    return @input_advantage = true if Input.trigger?(:C)    speed = @@speeds[YEA::ACTIVE_ADVANTAGE::GAUGE_SPEED]    if @dir == :right      self.x += speed      @pos += speed      @dir = :left if @pos >= pos_end    else      self.x -= speed      @pos -= speed      @dir = :right if @pos <= 0    end  end    #--------------------------------------------------------------------------  # end?  #--------------------------------------------------------------------------  def end?    return true if @input_advantage    return false  end    #--------------------------------------------------------------------------  # pos_end  #--------------------------------------------------------------------------  def pos_end    return 448  end    #--------------------------------------------------------------------------  # input_advantage  #--------------------------------------------------------------------------  def input_advantage    dw1 = (BattleManager.rate_preemptive * 200).to_i    dw3 = (BattleManager.rate_surprise * 200).to_i    dw2 = 456 - dw1 - dw3    if @pos <= dw1      BattleManager.set_advantage(true, false)    elsif @pos <= dw2      BattleManager.set_advantage(false, false)    else      BattleManager.set_advantage(false, true)    end  end  end # Sprite_AdvantageCursor#==============================================================================# ■ Spriteset_Map#==============================================================================class Spriteset_Map    #--------------------------------------------------------------------------  # new method: create_battle_advantage_sprites  #--------------------------------------------------------------------------  def create_battle_advantage_sprites    @battle_advantage_title  = Sprite_AdvantageTitle.new(@viewport3)    @battle_advantage_sprite = Sprite_BattleAdvantage.new(@viewport3)    @battle_advantage_cursor = Sprite_AdvantageCursor.new(@viewport3)    @battle_advantage_cursor.z = @battle_advantage_sprite.z + 1  end    #--------------------------------------------------------------------------  # alias method: dispose  #--------------------------------------------------------------------------  alias spriteset_map_dispose_aba dispose  def dispose    dispose_battle_advantage_sprites    spriteset_map_dispose_aba  end    #--------------------------------------------------------------------------  # new method: dispose_battle_advantage_sprites  #--------------------------------------------------------------------------  def dispose_battle_advantage_sprites    @battle_advantage_title.dispose unless @battle_advantage_title.nil?    @battle_advantage_sprite.dispose unless @battle_advantage_sprite.nil?    @battle_advantage_cursor.dispose unless @battle_advantage_cursor.nil?  end    #--------------------------------------------------------------------------  # alias method: update  #--------------------------------------------------------------------------  alias spriteset_map_update_aba update  def update    spriteset_map_update_aba    update_battle_advantage_sprites  end    #--------------------------------------------------------------------------  # new method: update_battle_advantage_sprites  #--------------------------------------------------------------------------  def update_battle_advantage_sprites    @battle_advantage_title.update unless @battle_advantage_title.nil?    @battle_advantage_sprite.update unless @battle_advantage_sprite.nil?    @battle_advantage_cursor.update unless @battle_advantage_cursor.nil?  end    #--------------------------------------------------------------------------  # new method: advantage_cursor  #--------------------------------------------------------------------------  def advantage_cursor    return @battle_advantage_cursor  end  end # Spriteset_Map#==============================================================================# ■ Scene_Map#==============================================================================class Scene_Map < Scene_Base    #--------------------------------------------------------------------------  # new method: process_active_battle_advantage  #--------------------------------------------------------------------------  def process_active_battle_advantage    @spriteset.create_battle_advantage_sprites    YEA::ACTIVE_ADVANTAGE::APPEAR_SOUND.play    flash_colour = YEA::ACTIVE_ADVANTAGE::FLASH_COLOUR    flash_length = YEA::ACTIVE_ADVANTAGE::FLASH_LENGTH    $game_map.screen.start_flash(flash_colour, flash_length)    update_active_battle_advantage  end    #--------------------------------------------------------------------------  # new method: update_active_battle_advantage  #--------------------------------------------------------------------------  def update_active_battle_advantage    loop do      break if @spriteset.advantage_cursor.end?      update_battle_advantage_graphics    end    @spriteset.advantage_cursor.input_advantage  end    #--------------------------------------------------------------------------  # new method: update_battle_advantage_graphics  #--------------------------------------------------------------------------  def update_battle_advantage_graphics    Graphics.update    Input.update    update_all_windows    $game_map.update    @spriteset.update  end  end # Scene_Map#==============================================================================# # ▼ End of File# #==============================================================================

Latest Threads

Latest Posts

Latest Profile Posts

He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

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!

Forum statistics

Threads
106,035
Messages
1,018,459
Members
137,821
Latest member
Capterson
Top