MP Damage Effect // When the player takes MP damage, a visual and audio effect happens (like with HP Damage).
Customization:
- Change the SE for the damage effect.
- For advanced scripters, you can implement your own script calls in perform_mpdamage_effect.
Setup:
- Paste under the Materials slot, above main.
Known issues:
Usage Notes:
Code: - #==============================================================================
- #
- # ** Title: MP Damage SE 1.0
- # Author: ZirconStorms
- # Created: April 2019 (Forum request)
- #
- #------------------------------------------------------------------------------
- #
- # Script is allowed for commercial and non-commercial games.
- # In the game's credits or read.me, credit "ZirconStorms".
- #
- #==============================================================================
- # Customizable Section Begins Here.
- #==============================================================================
- module GhostMPDamage
- MPDAMAGESOUND = RPG::SE.new("Blind", 80, 100)
- #Put SE audio file name in between quotes.
- #First number value is volume.
- #Second number value is pitch. [Default: 100]
-
- #You can adjust the commands in perform_mpdamage_effect if you want different
- #screen effects or processes to run while the player gets MP Damage.
- end
- #==============================================================================
- # Customizable Section Ends Here
- #==============================================================================
- class Game_Actor < Game_Battler
- def perform_mpdamage_effect
- $game_troop.screen.start_shake(5, 5, 10)
- @sprite_effect_type = :blink
- GhostMPDamage::MPDAMAGESOUND.play
- end
- end
- class Window_BattleLog < Window_Selectable
- alias ghost_display_mp_damage display_mp_damage
- def display_mp_damage(target, item)
- return if target.dead? || target.result.mp_damage == 0
- if target.result.mp_damage > 0 && target.result.mp_drain == 0
- target.perform_mpdamage_effect
- end
- Sound.play_recovery if target.result.mp_damage < 0
- add_text(target.result.mp_damage_text)
- wait
- end
- end
- #===============================================================================
- # End of Script
- #===============================================================================
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