Kain Nobel
Member
Battle : Auto Level Enemies
Version: 3.0
By: Kain Nobel
Introduction
This is a script which globally/individually inflates each enemies' base stats by a bonus multipled by the current party's average level. Whats different from the older version, I chose to re-release this because it is coded cleaner and it is generally easier to assign inflation percents individually to enemies now rather than them all have the same exact kind of *boost*.
Features
Script
Instructions
The instructions and the default formula used are documented in the script's header, please if you have any questions just ask and if you want your own special formula and don't know how you can ask me in privately to write you a different formula.
Compatibility
Place this script below anything that directly overwrites any of the Game_Enemy stats or it will not work. This script DOES NOT require SDK to use so if you need to remove the SDK delete the SDK.log, SDK.enabled?() test and the last end in the script.
This script was designed based off the default Battle System so anything outside of that concept, such as an ABS system, don't expect it to work. Things like RTAB and stuff which further enhance the default battle system, it should work on but if not you can request some sort of patch.
Credits and Thanks
Credits and thanks again still go to khmp and whoever else might've helped me on the origional script (which was written a year or two ago when I barely knew what I was doing).
Terms and Conditions
Free to use in commercial/non-commercial games so long as credit is given, please do not redistribute outside of the community without notifying me first.
Version: 3.0
By: Kain Nobel
Introduction
This is a script which globally/individually inflates each enemies' base stats by a bonus multipled by the current party's average level. Whats different from the older version, I chose to re-release this because it is coded cleaner and it is generally easier to assign inflation percents individually to enemies now rather than them all have the same exact kind of *boost*.
Features
- Enemy stats are modified based off game party's average level.
- Bonus percent can be set individually for any/all enemies' stats
- Stat influence is adjusted for capped stats so it doesn't accidentally go overboard!
Script
Code:
#===============================================================================
# ** Battle : Auto-Level Enemies
#-------------------------------------------------------------------------------
# * Description :
#
# Â This script influences individual/all enemies' stats to be modified by a
# Â bonus percent which is based off the active game party's average level.
#-------------------------------------------------------------------------------
# * Syntax :
#
# Â To set individual enemy's to have a special bonus percent, you'll do
# Â something like this...
#
# Â Â Bonus_<stat> = {enemy_id => bonus, ...}
#
# Â ...or...
#
# Â Â Bonus_<stat>[enemy_id] = bonus
#
# Â For enemys which aren't individually defined, you must always have a
# Â 'default' setting because the script looks for it reguardless. To make
# Â sure you have a default setting, all of your constants must have a...
#
# Â Â Bonus_<stat>.default = (Numeric) # 0 by default
#-------------------------------------------------------------------------------
# * Formula :
#
# Â The default formula used in this script is....
#
# Â Â level = $game_party.average('level')
# Â Â level /= 10.0
# Â Â bonus = eval("Bonus_#{stat}[#{id}]")
# Â Â bonus = bonus.is_a?(Numeric) ? (bonus * level) : 0
# Â Â return Integer(bonus)
#
# Â ...If you have a better formula than feel free to change it, but this
# Â basically takes the set bonus multiplied by the $game_party's average
# Â level (as a percent), then adds it to the enemy's base stat.
#===============================================================================
Â
#-------------------------------------------------------------------------------
# * SDK Log
#-------------------------------------------------------------------------------
SDK.log('Battle.AutoLevelEnemies', 'Kain Nobel ©', 3.0, '04.08.2009')
#-------------------------------------------------------------------------------
# * SDK Enabled Test : BEGIN
#-------------------------------------------------------------------------------
if SDK.enabled?('Battle.AutoLevelEnemies')
Â
#===============================================================================
# ** Game_Enemy::AutoLevel
#===============================================================================
Â
module Game_Enemy::AutoLevel
################################################################################
# ~** Â Â Â Â Â Â Â Â CUSTOMIZABLE CONSTANTS - BEGIN Â Â Â Â Â Â Â Â Â Â Â Â **~ #
################################################################################
 #-----------------------------------------------------------------------------
 # * Bonus : MaxHP
 #-----------------------------------------------------------------------------
 Bonus_MaxHP = {}
 Bonus_MaxHP.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : MaxSP
 #-----------------------------------------------------------------------------
 Bonus_MaxSP = {}
 Bonus_MaxSP.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Str
 #-----------------------------------------------------------------------------
 Bonus_Str  = {}
 Bonus_Str.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Dex
 #-----------------------------------------------------------------------------
 Bonus_Dex  = {}
 Bonus_Dex.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Agi
 #-----------------------------------------------------------------------------
 Bonus_Agi  = {}
 Bonus_Agi.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Int
 #-----------------------------------------------------------------------------
 Bonus_Int  = {}
 Bonus_Int.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Atk
 #-----------------------------------------------------------------------------
 Bonus_Atk  = {}
 Bonus_Atk.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : PDef
 #-----------------------------------------------------------------------------
 Bonus_PDef  = {}
 Bonus_PDef.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : MDef
 #-----------------------------------------------------------------------------
 Bonus_MDef  = {}
 Bonus_MDef.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Eva
 #-----------------------------------------------------------------------------
 Bonus_Eva  = {}
 Bonus_Eva.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Gold
 #-----------------------------------------------------------------------------
 Bonus_Gold  = {}
 Bonus_Gold.default = 0
 #-----------------------------------------------------------------------------
 # * Bonus : Exp
 #-----------------------------------------------------------------------------
 Bonus_Exp  = {}
 Bonus_Exp.default = 0
 #-----------------------------------------------------------------------------
 # * Capped : MaxHP
 #-----------------------------------------------------------------------------
 Capped_MaxHP = {}
 Capped_MaxHP.default = 9999999
 #-----------------------------------------------------------------------------
 # * Capped : MaxSP
 #-----------------------------------------------------------------------------
 Capped_MaxSP = {}
 Capped_MaxSP.default = 9999999
 #-----------------------------------------------------------------------------
 # * Capped : Str
 #-----------------------------------------------------------------------------
 Capped_Str = {}
 Capped_Str.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : Dex
 #-----------------------------------------------------------------------------
 Capped_Dex = {}
 Capped_Dex.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : Agi
 #-----------------------------------------------------------------------------
 Capped_Agi = {}
 Capped_Agi.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : Int
 #-----------------------------------------------------------------------------
 Capped_Int = {}
 Capped_Int.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : Atk
 #-----------------------------------------------------------------------------
 Capped_Atk = {}
 Capped_Atk.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : PDef
 #-----------------------------------------------------------------------------
 Capped_PDef = {}
 Capped_PDef.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : MDef
 #-----------------------------------------------------------------------------
 Capped_MDef = {}
 Capped_MDef.default = 999
 #-----------------------------------------------------------------------------
 # * Capped : Eva
 #-----------------------------------------------------------------------------
 Capped_Eva = {}
 Capped_Eva.default = 100
 #-----------------------------------------------------------------------------
 # * Capped : Gold
 #-----------------------------------------------------------------------------
 Capped_Gold = {}
 Capped_Gold.default = 9999999
 #-----------------------------------------------------------------------------
 # * Capped : Exp
 #-----------------------------------------------------------------------------
 Capped_Exp = {}
 Capped_Exp.default = 9999999
################################################################################
# ~** Â Â Â Â Â Â Â Â CUSTOMIZABLE CONSTANTS - END Â Â Â Â Â Â Â Â Â Â Â Â **~ #
################################################################################
 #-----------------------------------------------------------------------------
 # * Bonus
 #-----------------------------------------------------------------------------
 def self.bonus(id, stat)
  level = $game_party.average('level')
  level /= 10.0
  bonus = eval("Bonus_#{stat}[#{id}]")
  bonus = bonus.is_a?(Numeric) ? (bonus * level) : 0
  return Integer(bonus)
 end
 #-----------------------------------------------------------------------------
 # * Cap
 #-----------------------------------------------------------------------------
 def self.cap(id, stat)
  cap = eval("Capped_#{stat}[#{id}]")
  return cap
 end
end
Â
#===============================================================================
# ** Game_Enemy
#===============================================================================
Â
class Game_Enemy < Game_Battler
 #-----------------------------------------------------------------------------
 # * Alias Listings
 #-----------------------------------------------------------------------------
 alias_method :autolevel_gmenemy_basemaxhp,  :base_maxhp
 alias_method :autolevel_gmenemy_basemaxsp,  :base_maxsp
 alias_method :autolevel_gmenemy_basestr,   :base_str
 alias_method :autolevel_gmenemy_basedex,   :base_dex
 alias_method :autolevel_gmenemy_baseagi,   :base_agi
 alias_method :autolevel_gmenemy_baseint,   :base_int
 alias_method :autolevel_gmenemy_baseatk,   :base_atk
 alias_method :autolevel_gmenemy_basepdef,  :base_pdef
 alias_method :autolevel_gmenemy_basemdef,  :base_mdef
 alias_method :autolevel_gmenemy_baseeva,   :base_eva
 alias_method :autolevel_gmenemy_gold,    :gold
 alias_method :autolevel_gmenemy_exp,     :exp
 #-----------------------------------------------------------------------------
 # * Auto Level Bonus
 #-----------------------------------------------------------------------------
 def autolevel_bonus(stat)
  return AutoLevel.bonus(self.id, stat)
 end
 #-----------------------------------------------------------------------------
 # * Auto Level Cap
 #-----------------------------------------------------------------------------
 def autolevel_cap(stat)
  return AutoLevel.cap(self.id, stat)
 end
 #-----------------------------------------------------------------------------
 # * Base MaxHP
 #-----------------------------------------------------------------------------
 def base_maxhp
  n = autolevel_gmenemy_basemaxhp
  n += autolevel_bonus('MaxHP')
  return [[n, 1].max, autolevel_cap('MaxHP')].min
 end
 #-----------------------------------------------------------------------------
 # * Base MaxSP
 #-----------------------------------------------------------------------------
 def base_maxsp
  n = autolevel_gmenemy_basemaxsp
  n += autolevel_bonus('MaxSP')
  return [[n, 0].max, autolevel_cap('MaxSP')].min
 end
 #-----------------------------------------------------------------------------
 # * Base Str
 #-----------------------------------------------------------------------------
 def base_str
  n = autolevel_gmenemy_basestr
  n += autolevel_bonus('Str')
  return [[n, 1].max, autolevel_cap('Str')].min
 end
 #-----------------------------------------------------------------------------
 # * Base Dex
 #-----------------------------------------------------------------------------
 def base_dex
  n = autolevel_gmenemy_basedex
  n += autolevel_bonus('Dex')
  return [[n, 1].max, autolevel_cap('Dex')].min
 end
 #-----------------------------------------------------------------------------
 # * Base Agi
 #-----------------------------------------------------------------------------
 def base_agi
  n = autolevel_gmenemy_baseagi
  n += autolevel_bonus('Agi')
  return [[n, 1].max, autolevel_cap('Agi')].min
 end
 #-----------------------------------------------------------------------------
 # * Base Int
 #-----------------------------------------------------------------------------
 def base_int
  n = autolevel_gmenemy_baseint
  n += autolevel_bonus('Int')
  return [[n, 1].max, autolevel_cap('Int')].min
 end
 #-----------------------------------------------------------------------------
 # * Base Atk
 #-----------------------------------------------------------------------------
 def base_atk
  n = autolevel_gmenemy_baseatk
  n += autolevel_bonus('Atk')
  return [[n, 0].max, autolevel_cap('Atk')].min
 end
 #-----------------------------------------------------------------------------
 # * Base PDef
 #-----------------------------------------------------------------------------
 def base_pdef
  n = autolevel_gmenemy_basepdef
  n += autolevel_bonus('PDef')
  return [[n, 0].max, autolevel_cap('PDef')].min
 end
 #-----------------------------------------------------------------------------
 # * Base MDef
 #-----------------------------------------------------------------------------
 def base_mdef
  n = autolevel_gmenemy_basemdef
  n += autolevel_bonus('MDef')
  return [[n, 0].max, autolevel_cap('MDef')].min
 end
 #-----------------------------------------------------------------------------
 # * Base Eva
 #-----------------------------------------------------------------------------
 def base_eva
  n = autolevel_gmenemy_baseeva
  n += autolevel_bonus('Eva')
  return [[n, -100].max, autolevel_cap('Eva')].min
 end
 #-----------------------------------------------------------------------------
 # * Gold
 #-----------------------------------------------------------------------------
 def gold
  n = autolevel_gmenemy_gold
  n += autolevel_bonus('Gold')
  return [[n, 0].max, autolevel_cap('Gold')].min
 end
 #-----------------------------------------------------------------------------
 # * Exp
 #-----------------------------------------------------------------------------
 def exp
  n = autolevel_gmenemy_exp
  n += autolevel_bonus('Exp')
  return [[n, 0].max, autolevel_cap('Exp')].min
 end
end
Â
#===============================================================================
# ** Game_Party
#===============================================================================
Â
class Game_Party
 #-----------------------------------------------------------------------------
 # * Name    : Average
 #  Info    : Returns average of party's stats, based on parameter
 #  Author   : Kain Nobel
 #  Call Info : Parameter is a string representing parameter in question
 #-----------------------------------------------------------------------------
 unless self.method_defined?(:average)
  def average(stat)
   return 0 if @actors.size == 0
   avg = 0
   case stat.downcase
   when 'hp'   ; @actors.each {|actor| avg += actor.hp}
   when 'maxhp' ; @actors.each {|actor| avg += actor.maxhp}
   when 'sp'   ; @actors.each {|actor| avg += actor.sp}
   when 'maxsp' ; @actors.each {|actor| avg += actor.maxsp}
   when 'level' ; @actors.each {|actor| avg += actor.level}
   when 'exp'  ; @actors.each {|actor| avg += actor.exp}
   when 'str'  ; @actors.each {|actor| avg += actor.str}
   when 'dex'  ; @actors.each {|actor| avg += actor.dex}
   when 'agi'  ; @actors.each {|actor| avg += actor.agi}
   when 'int'  ; @actors.each {|actor| avg += actor.int}
   when 'atk'  ; @actors.each {|actor| avg += actor.atk}
   when 'pdef'  ; @actors.each {|actor| avg += actor.pdef}
   when 'mdef'  ; @actors.each {|actor| avg += actor.mdef}
   when 'eva'  ; @actors.each {|actor| avg += actor.eva}
   end
   return (avg / @actors.size)
  end
 end
end
Â
#-------------------------------------------------------------------------------
# * SDK Enabled Test : END
#-------------------------------------------------------------------------------
end
Code:
#===============================================================================
# ** Battle : Auto-Level Enemies
#-------------------------------------------------------------------------------
# * Description :
#
# This script influences individual/all enemies' stats to be modified by a
# bonus percent which is based off the active game party's average level.
#-------------------------------------------------------------------------------
# * Syntax :
#
# To set individual enemy's to have a special bonus percent, you'll do
# something like this...
#
# Bonus_<stat> = {enemy_id => bonus, ...}
#
# ...or...
#
# Bonus_<stat>[enemy_id] = bonus
#
# For enemys which aren't individually defined, you must always have a
# 'default' setting because the script looks for it reguardless. To make
# sure you have a default setting, all of your constants must have a...
#
# Bonus_<stat>.default = (Numeric) # 0 by default
#-------------------------------------------------------------------------------
# * Formula :
#
# The default formula used in this script is....
#
# level = $game_party.average('level')
# level /= 10.0
# bonus = eval("Bonus_#{stat}[#{id}]")
# bonus = bonus.is_a?(Numeric) ? (bonus * level) : 0
# return Integer(bonus)
#
# ...If you have a better formula than feel free to change it, but this
# basically takes the set bonus multiplied by the $game_party's average
# level (as a percent), then adds it to the enemy's base stat.
#===============================================================================
#===============================================================================
# ** Game_Enemy::AutoLevel
#===============================================================================
module Game_Enemy::AutoLevel
################################################################################
# ~** CUSTOMIZABLE CONSTANTS - BEGIN **~ #
################################################################################
#-----------------------------------------------------------------------------
# * Bonus : MaxHP
#-----------------------------------------------------------------------------
Bonus_MaxHP = {}
Bonus_MaxHP.default = 0
#-----------------------------------------------------------------------------
# * Bonus : MaxMP
#-----------------------------------------------------------------------------
Bonus_MaxMP = {}
Bonus_MaxMP.default = 0
#-----------------------------------------------------------------------------
# * Bonus : Atk
#-----------------------------------------------------------------------------
Bonus_Atk = {}
Bonus_Atk.default = 0
#-----------------------------------------------------------------------------
# * Bonus : Def
#-----------------------------------------------------------------------------
Bonus_Def = {}
Bonus_Def.default = 0
#-----------------------------------------------------------------------------
# * Bonus : Spi
#-----------------------------------------------------------------------------
Bonus_Spi = {}
Bonus_Spi.default = 0
#-----------------------------------------------------------------------------
# * Bonus : Agi
#-----------------------------------------------------------------------------
Bonus_Agi = {}
Bonus_Agi.default = 0
#-----------------------------------------------------------------------------
# * Bonus : Gold
#-----------------------------------------------------------------------------
Bonus_Gold = {}
Bonus_Gold.default = 0
#-----------------------------------------------------------------------------
# * Bonus : Exp
#-----------------------------------------------------------------------------
Bonus_Exp = {}
Bonus_Exp.default = 0
#-----------------------------------------------------------------------------
# * Capped : MaxHP
#-----------------------------------------------------------------------------
Capped_MaxHP = {}
Capped_MaxHP.default = 9999999
#-----------------------------------------------------------------------------
# * Capped : MaxMP
#-----------------------------------------------------------------------------
Capped_MaxMP = {}
Capped_MaxMP.default = 9999999
#-----------------------------------------------------------------------------
# * Capped : Atk
#-----------------------------------------------------------------------------
Capped_Atk = {}
Capped_Atk.default = 999
#-----------------------------------------------------------------------------
# * Capped : Def
#-----------------------------------------------------------------------------
Capped_Def = {}
Capped_Def.default = 999
#-----------------------------------------------------------------------------
# * Capped : Spi
#-----------------------------------------------------------------------------
Capped_Spi = {}
Capped_Spi.default = 999
#-----------------------------------------------------------------------------
# * Capped : Agi
#-----------------------------------------------------------------------------
Capped_Agi = {}
Capped_Agi.default = 999
#-----------------------------------------------------------------------------
# * Capped : Gold
#-----------------------------------------------------------------------------
Capped_Gold = {}
Capped_Gold.default = 9999999
#-----------------------------------------------------------------------------
# * Capped : Exp
#-----------------------------------------------------------------------------
Capped_Exp = {}
Capped_Exp.default = 9999999
################################################################################
# ~** CUSTOMIZABLE CONSTANTS - END **~ #
################################################################################
#-----------------------------------------------------------------------------
# * Bonus
#-----------------------------------------------------------------------------
def self.bonus(id, stat)
level = $game_party.average('level')
level /= 10.0
bonus = eval("Bonus_#{stat}[#{id}]")
bonus = bonus.is_a?(Numeric) ? (bonus * level) : 0
return Integer(bonus)
end
#-----------------------------------------------------------------------------
# * Cap
#-----------------------------------------------------------------------------
def self.cap(id, stat)
cap = eval("Capped_#{stat}[#{id}]")
return cap
end
end
#===============================================================================
# ** Game_Enemy
#===============================================================================
class Game_Enemy < Game_Battler
#-----------------------------------------------------------------------------
# * Alias Listings
#-----------------------------------------------------------------------------
alias_method :autolevel_gmenemy_basemaxhp, :base_maxhp
alias_method :autolevel_gmenemy_basemaxmp, :base_maxmp
alias_method :autolevel_gmenemy_baseatk, :base_atk
alias_method :autolevel_gmenemy_basedef, :base_def
alias_method :autolevel_gmenemy_basespi, :base_spi
alias_method :autolevel_gmenemy_baseagi, :base_agi
alias_method :autolevel_gmenemy_gold, :gold
alias_method :autolevel_gmenemy_exp, :exp
#-----------------------------------------------------------------------------
# * Auto Level Bonus
#-----------------------------------------------------------------------------
def autolevel_bonus(stat)
AutoLevel.bonus(self.id, stat)
end
#-----------------------------------------------------------------------------
# * Auto Level Cap
#-----------------------------------------------------------------------------
def autolevel_cap(stat)
AutoLevel.cap(self.id, stat)
end
#-----------------------------------------------------------------------------
# * Base MaxHP
#-----------------------------------------------------------------------------
def base_maxhp
n = autolevel_gmenemy_basemaxhp
n += autolevel_bonus('MaxHP')
[[n, 1].max, autolevel_cap('MaxHP')].min
end
#-----------------------------------------------------------------------------
# * Base MaxMP
#-----------------------------------------------------------------------------
def base_maxmp
n = autolevel_gmenemy_basemaxmp
n += autolevel_bonus('MaxMP')
[[n, 0].max, autolevel_cap('MaxMP')].min
end
#-----------------------------------------------------------------------------
# * Base Attack
#-----------------------------------------------------------------------------
def base_atk
n = autolevel_gmenemy_baseatk
n += autolevel_bonus('Atk')
[[n, 1].max, autolevel_cap('Atk')].min
end
#-----------------------------------------------------------------------------
# * Base Defense
#-----------------------------------------------------------------------------
def base_def
n = autolevel_gmenemy_basedef
n += autolevel_bonus('Def')
[[n, 1].max, autolevel_cap('Def')].min
end
#-----------------------------------------------------------------------------
# * Base Spirit
#-----------------------------------------------------------------------------
def base_spi
n = autolevel_gmenemy_basespi
n += autolevel_bonus('Spi')
[[n, 1].max, autolevel_cap('Spi')].min
end
#-----------------------------------------------------------------------------
# * Base Int
#-----------------------------------------------------------------------------
def base_agi
n = autolevel_gmenemy_baseagi
n += autolevel_bonus('Agi')
[[n, 1].max, autolevel_cap('Agi')].min
end
#-----------------------------------------------------------------------------
# * Gold
#-----------------------------------------------------------------------------
def gold
n = autolevel_gmenemy_gold
n += autolevel_bonus('Gold')
[[n, 0].max, autolevel_cap('Gold')].min
end
#-----------------------------------------------------------------------------
# * Exp
#-----------------------------------------------------------------------------
def exp
n = autolevel_gmenemy_exp
n += autolevel_bonus('Exp')
[[n, 0].max, autolevel_cap('Exp')].min
end
end
#===============================================================================
# ** Game_Party
#===============================================================================
class Game_Party
#-----------------------------------------------------------------------------
# * Name : Average
# Info : Returns average of party's stats, based on parameter
# Author : Kain Nobel
# Call Info : Parameter is a string representing parameter in question
#-----------------------------------------------------------------------------
unless self.method_defined?(:average)
def average(stat)
return 0 if @actors.size == 0
avg = 0
@actors.compact.each {|a|
next if members[a].nil?
case stat.downcase
when 'hp' then avg += $game_party.members[a].hp
when 'maxhp' then avg += $game_party.members[a].maxhp
when 'mp' then avg += $game_party.members[a].mp
when 'maxmp' then avg += $game_party.members[a].maxmp
when 'level' then avg += $game_party.members[a].level
when 'exp' then avg += $game_party.members[a].exp
when 'atk' then avg += $game_party.members[a].atk
when 'def' then avg += $game_party.members[a].def
when 'spi' then avg += $game_party.members[a].spi
when 'agi' then avg += $game_party.members[a].agi
end}
return (avg / @actors.size)
end
end
end
Instructions
The instructions and the default formula used are documented in the script's header, please if you have any questions just ask and if you want your own special formula and don't know how you can ask me in privately to write you a different formula.
Compatibility
Place this script below anything that directly overwrites any of the Game_Enemy stats or it will not work. This script DOES NOT require SDK to use so if you need to remove the SDK delete the SDK.log, SDK.enabled?() test and the last end in the script.
This script was designed based off the default Battle System so anything outside of that concept, such as an ABS system, don't expect it to work. Things like RTAB and stuff which further enhance the default battle system, it should work on but if not you can request some sort of patch.
Credits and Thanks
Credits and thanks again still go to khmp and whoever else might've helped me on the origional script (which was written a year or two ago when I barely knew what I was doing).
Terms and Conditions
Free to use in commercial/non-commercial games so long as credit is given, please do not redistribute outside of the community without notifying me first.