BDR Elements Version: 1.0 for RMVX
By: Fustel
Introduction
This is just a small script I use to use. But as it will appear in some soon-to-be-release demos, I decided to 'officially' present it first.
As you may have guessed, thie script slightly modifies the way the element_max_rate is calculated.
Features
Screenshots
Demo
Script
Instructions
FAQ
Compatibility
No issue known
Credits and Thanks
All done by myself
Author's Notes
Terms and Conditions
You may NOT use this in a commercial game without my explicit permission.
You may NOT post this script anywhere without my explict permission.
You *MUST* give me credit.
By: Fustel
Introduction
This is just a small script I use to use. But as it will appear in some soon-to-be-release demos, I decided to 'officially' present it first.
As you may have guessed, thie script slightly modifies the way the element_max_rate is calculated.
Features
- allows to ignore some of the elemnts in the list (some elements may exists for other scripting purpose)
- combines both the best damaging (A-E) with the regenerating (F) effects
Screenshots
Demo
Script
Code:
#==============================================================================
# ** BDR Elements
#------------------------------------------------------------------------------
# © Fustel, 2010
# 02/04/10
# Version 1.0
#------------------------------------------------------------------------------
# VERSION HISTORY:
# - 1.0 (02/04/10), Initial release
#------------------------------------------------------------------------------
# INSTRUCTIONS:
# - Place this script above Main
#------------------------------------------------------------------------------
# NOTES
# - allows the exclusion of some elements in computiing elemental damage
# - combine the best damaging with regenerating elemental effects
#
#------------------------------------------------------------------------------
module BDR
module Elements
# array of elements ID to ignore
#-------------------------------
IGNORE = []
end
end
class Game_Battler
def elements_max_rate(element_set)
rate_list = []
for i in element_set
rate_list.push( element_rate( i)) unless BDR::Elements::IGNORE.include?( i)
end
return 100 if rate_list.empty? # If there is no element
result = rate_list.max
result = 100 if result < 0
result += rate_list.min * 2 if rate_list.min < 0
return result
end
end
Instructions
- Copy the script in the 'Materials' section
FAQ
Compatibility
No issue known
Credits and Thanks
All done by myself
Author's Notes
Terms and Conditions
You may NOT use this in a commercial game without my explicit permission.
You may NOT post this script anywhere without my explict permission.
You *MUST* give me credit.