Capture Enemies
By DreamX
Introduction/Features
Capture enemies, adding their actor version to the party.
Patch Notes
v1.8 - Compatible with Yanfly CTB.
1.7 - Fixes issues with loading more than one save during a game session causing captured actors of a different save game overriding each other. This version is not compatible with saves made with previous versions.
1.6 -
I've updated the plugin with the following notetags:
Put <capturedSwitch:x> with x as the switch id as an enemy notetag to set the
switch to true when the enemy is captured.
Put <capturedVariable:x> with x as the variable id as an enemy notetag to
incremenet that variable by 1 every time the enemy type is captured.
In addition, there is a parameter that you can use to increment a variable every time any enemy is captured.
v1.5 - Added parameter to decide whether to add captured enemies in battle or after battle. Right now, if that parameter is false, captured enemies will be added right before scene returns to the map, after the battle. Will change timing in an update later so you don't see the captured enemies a split second before the return to the map.
v1.4f - Fixed crash on collapse of non-capturable enemies.
v1.4 - Added parameter to level up an actor instead of duplicating their capture.
v1.3 - There is now a parameter to decide whether captured enemies give EXP.
v1.2 - Captured enemies now correctly display their sideview sprite.
Now compatible with VE BattlerGraphicSetup.
1.1 - Fixed cannot capture message appearing with every normal action.
How to Use
Place under Yanfly plugins.
Right click the script link and select save link as a .js file.
Must be used with Yanfly's Battle Engine Core to work properly.
Put <capture_actor_id:x> into the notetag of an enemy, with x as the actor id.
Put <capture:1> or <captureRate:x> into the notetag of a skill or item to
enable capture. <capture:1> guarantees capture while <captureRate:x> adds
x to the chance of capture.
Put <captureRate:x> in the notetag of an actor to add x to the chance of
capture. Make sure this is the same actor id as you put in the enemy
notetag.
Put <captureRate:x> in the notetag of a state to add x to the chance of
capture when the enemy has that state.
When you use the item or skill succesfully, the actor in that notetag will be
added. You can have duplicates. You can manually add actors to your party by
using the AddActor x y plugin command with x being the actor id and y being
the level. You can still have duplicates.
Make a comment in the first page of a troop with <noCapture> to disable
capture for that battle. Make sure the comment only consists of that.
Here are the text codes for the message parameters:
%1 - The name of the enemy in the capture attempt
%2 - The name of the troop in the database
%3 - The name of the actor corresponding to the enemy
Script
Script (1.6a)
Compatibility
Compatible with Yanfly and Hime's respective enemy level plugins. Actors will be added upon capture at the level the enemy is at.
Credit and Thanks
- DreamX
-Thanks to Jeremy Cannady for reference from his Monster Breeding System script.
-Thanks to Yanfly for code from their Item Core script.
Author's Notes/Terms of Use
Free to use and modify for commercial and noncommercial games, with credit.
This plugin uses some code from Yanfly's Item Core. Please credit Yanfly.
本贴来自国际rpgmaker官方论坛作者:DreamX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/capture-enemies.57771/