KPermaDamage VX
KPermaDamage VXby Kyonides Arkanthes
Introduction
Would Ralph love to lose n amount of HP or MP every time he moves in any direction?
Well, now he gotta live with it if he does and it happens to have the death sentence already configured in the KPermaDmg module.
Plus, he could also die if his MP goes kaboom. :S
And there is also the dreadful perma-death. :S
Read the notes on how to configure the CONSTANTS that will affect the target Actors.
FAQ
Question: Isn't that redundant or unnecessary?
Answer: Who cares?
Ruby:
# * KPermaDamage VX * #
# Scripter : Kyonides Arkanthes
# v1.0.1 - 2023-02-04
# Make certain Heroes permanently lose HP or MP or even collapse for having
# no more MP left!
# * CONSTANTS * #
# LOSE_HP or LOSE_MP or MP_DEATH or PERMA_DEATH
# The only way to cure the permanent HP or MP damage or the MP Death would be
# the following Script Calls:
# $game_actors.perma_hp_dmg = 0
# $game_actors.perma_mp_dmg = 0
# $game_actors.mp_death = nil
# $game_actors.perma_death = nil
module KPermaDmg
# ActorID => Points Lost, etc. separated by a commas
LOSE_HP = { 1 => 5 }
LOSE_MP = { 1 => 3 }
# Just Add as Many ActorIDs as deemed necessary
MP_DEATH =
PERMA_DEATH = []
end
class Game_Battler
alias :kyon_gm_btlr_hp_set :hp=
alias :kyon_gm_btlr_mp_set :mp=
alias :kyon_gm_btlr_rec_all :recover_all
def hp=(new_hp)
return 0 if @perma_death
kyon_gm_btlr_hp_set(new_hp)
end
def mp=(new_mp)
return 0 if @perma_death
kyon_gm_btlr_mp_set(new_mp)
check_mp_death if @mp_death
end
def recover_all
return if @perma_death
kyon_gm_btlr_rec_all
end
end
class Game_Actor
alias :kyon_gm_act_setup :setup
def setup(actor_id)
kyon_gm_act_setup(actor_id)
setup_permanent_damage
end
def setup_permanent_damage
@perma_hp_dmg = KPermaDmg::LOSE_HP[@actor_id] || 0
@perma_mp_dmg = KPermaDmg::LOSE_MP[@actor_id] || 0
@mp_death = KPermaDmg::MP_DEATH.include?(@actor_id)
@perma_death = KPermaDmg::PERMA_DEATH.include?(@actor_id)
end
def permanent_damage
self.hp -= @perma_hp_dmg
self.mp -= @perma_mp_dmg
end
def check_mp_death
if @mp == 0 and !@immortal
@hp = 0
add_state(1)
@added_states << 1
else
@hp = 1 if @hp == 0
remove_state(1)
@removed_states << 1
end
end
attr_accessor :perma_hp_dmg, :perma_mp_dmg, :mp_death, :perma_death
end
class Game_Party
def permanent_damage
@actors.each{|aid| $game_actors.permanent_damage }
end
end
class Game_Player
alias :kyon_gm_plyr_incr_steps :increase_steps
def increase_steps
kyon_gm_plyr_incr_steps
$game_party.permanent_damage
end
end
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本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/kpermadamage-vx.154680/
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