Introduction
This script defines new scope types for items and skills in battle.
More specifically, it separates the scope into distinct properties you can define independently.
Those properties are:
- Affects allies
- Affects enemies
- Affects the entire group or only one
- Selects one randomly
(new)
- Includes the user
- Only affects battlers that are alive
- Only affects battlers that are dead
You can also define completely custom restrictions by block, for example skills that can't target ghost enemies, or items that can only target allies that have a state, or more than 50% HP, etc.
Author: Wecoc
First Release: January 2017
Last Version: November 2018
Terms of use
- Giving credits (Wecoc) is optional, but appreciated.
- You can repost this code.
- You can edit this code freely, and distribute the edits as well.
- This code can be used on commercial games.
Demo
You can download a basic demo here:
Advanced Scope.zip
Code
There are two versions, a normal one and a version compatible with
Data File Save.
Normal version (independent)
Spoiler: Code
DFS version
Spoiler: Code
Advanced Instructions
Spoiler: Custom restriction examples
Targets must have a specific class ID
Target only certain enemy IDs
Target battlers with more than 50% HP
Target battlers that have a certain state
Target actors that know a certain skill
Target enemies that know a certain skill
Those should be defined both when creating a new game and when loading, but if you're using DFS you only have to define this once wherever you want.
FAQ
Spoiler: FAQ
- I want to apply a new restriction from an event script call, but those lines are too long.
Yeah, all my examples are like this
Code:
but you can separate it like this
Code:
- I want to make a "Random Ally" skill, but when there's only one actor (alive) I don't want that skill to be active, since that wouldn't be random at all.
Good point. You can do that with a custom restriction like this
Code:
Monster-based Scope (AddOn)
This AddOn allows to make some enemies untargetable based on a specific condition. That condition can be the ID of the attacker, his equipment, a switch or any other condition. The fact it cannot be selected implies that if neither meets the condition, the attack and offensive abilities will be directly deactivated for the actor in question.
The only configurable part is the module Monster_Scope, and I made some examples on the instructions of the script.
Normal version (independent)
Spoiler: Code
Advanced Scope version
Spoiler: Code
I hope you like this. It's insane how long my posts tend to be
本贴来自国际rpgmaker官方论坛作者:Wecoc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/advanced-scopes-more-target-options-for-battlers.139759/