chrislongden3
Member
I found this script on RPG RPG revolution. It allows you to set a damage limit, but how would i go about having the damage limit removed for actors using certain weapons? Similarly to Final Fantasy X, where the celestial weapons let you break the initial damage limit of 9999, but then have a new damage limit of 99,999.
This is the script
Anyone got any ideas?
This is the script
#============================================================================
# Limiting Damage
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 100
# October 1st, 2007
#============================================================================
# Compatibility:
# Rewrites:
# Game_Battler::attack_effect
# Game_Battler::skill_effect
#--------------------------------------------------------------------------
# Begin Customization Section
#--------------------------------------------------------------------------
module LimitDamage
Maximum_Damage = 9999
Minimum_Damage = 1
Maximum_SkillDamage = 9999
Minimum_SkillDamage = 1
# Change these values to your expected setting.
# Note: By default minimum damage is 0.
end
#--------------------------------------------------------------------------
# End Customization Section
#--------------------------------------------------------------------------
# Begin Game_Battler Rewrite
#--------------------------------------------------------------------------
class Game_Battler
def attack_effect(attacker)
# Clear critical flag
self.critical = false
# First hit detection
hit_result = (rand(100) < attacker.hit)
# If hit occurs
if hit_result == true
# Calculate basic damage
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
# Element correction
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
# If damage value is strictly positive
if self.damage > 0
# Critical correction
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
# Guard correction
if self.guarding?
self.damage /= 2
end
end
# Dispersion
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Second hit detection
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# If hit occurs
if hit_result == true
# State Removed by Shock
remove_states_shock
# Substract damage from HP
if self.damage < LimitDamage::Minimum_Damage
self.damage = LimitDamage::Minimum_Damage
elsif self.damage > LimitDamage::Maximum_Damage
self.damage = LimitDamage::Maximum_Damage
end
self.hp -= self.damage
# State change
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
# When missing
else
# Set damage to "Miss"
self.damage = "Miss"
# Clear critical flag
self.critical = false
end
# End Method
return true
end
#---------------------------------------------------------------------
# Begin Skill Adjustment
#---------------------------------------------------------------------
def skill_effect(user, skill)
# Clear critical flag
self.critical = false
# If skill scope is for ally with 1 or more HP, and your own HP = 0,
# or skill scope is for ally with 0, and your own HP = 1 or more
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# End Method
return false
end
# Clear effective flag
effective = false
# Set effective flag if common ID is effective
effective |= skill.common_event_id > 0
# First hit detection
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# Set effective flag if skill is uncertain
effective |= hit < 100
# If hit occurs
if hit_result == true
# Calculate power
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculate rate
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# Calculate basic damage
self.damage = power * rate / 20
# Element correction
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
# If damage value is strictly positive
if self.damage > 0
# Guard correction
if self.guarding?
self.damage /= 2
end
end
# Dispersion
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Second hit detection
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# Set effective flag if skill is uncertain
effective |= hit < 100
end
# If hit occurs
if hit_result == true
# If physical attack has power other than 0
if skill.power != 0 and skill.atk_f > 0
# State Removed by Shock
remove_states_shock
# Set to effective flag
effective = true
end
# Substract damage from HP
if self.damage < LimitDamage::Minimum_SkillDamage
self.damage = LimitDamage::Minimum_SkillDamage
elsif self.damage > LimitDamage::Maximum_SkillDamage
self.damage = LimitDamage::Maximum_SkillDamage
end
last_hp = self.hp
self.hp -= self.damage
effective |= self.hp != last_hp
# State change
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
# If power is 0
if skill.power == 0
# Set damage to an empty string
self.damage = ""
# If state is unchanged
unless @state_changed
# Set damage to "Miss"
self.damage = "Miss"
end
end
# If miss occurs
else
# Set damage to "Miss"
self.damage = "Miss"
end
# If not in battle
unless $game_temp.in_battle
# Set damage to nil
self.damage = nil
end
# End Method
return effective
end
end
#============================================================================
# Written by Synthesize
# Special Thanks: Peter for the request
#----------------------------------------------------------------------------
# Limiting Damage
#============================================================================
# Limiting Damage
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 100
# October 1st, 2007
#============================================================================
# Compatibility:
# Rewrites:
# Game_Battler::attack_effect
# Game_Battler::skill_effect
#--------------------------------------------------------------------------
# Begin Customization Section
#--------------------------------------------------------------------------
module LimitDamage
Maximum_Damage = 9999
Minimum_Damage = 1
Maximum_SkillDamage = 9999
Minimum_SkillDamage = 1
# Change these values to your expected setting.
# Note: By default minimum damage is 0.
end
#--------------------------------------------------------------------------
# End Customization Section
#--------------------------------------------------------------------------
# Begin Game_Battler Rewrite
#--------------------------------------------------------------------------
class Game_Battler
def attack_effect(attacker)
# Clear critical flag
self.critical = false
# First hit detection
hit_result = (rand(100) < attacker.hit)
# If hit occurs
if hit_result == true
# Calculate basic damage
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
# Element correction
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
# If damage value is strictly positive
if self.damage > 0
# Critical correction
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
# Guard correction
if self.guarding?
self.damage /= 2
end
end
# Dispersion
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Second hit detection
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# If hit occurs
if hit_result == true
# State Removed by Shock
remove_states_shock
# Substract damage from HP
if self.damage < LimitDamage::Minimum_Damage
self.damage = LimitDamage::Minimum_Damage
elsif self.damage > LimitDamage::Maximum_Damage
self.damage = LimitDamage::Maximum_Damage
end
self.hp -= self.damage
# State change
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
# When missing
else
# Set damage to "Miss"
self.damage = "Miss"
# Clear critical flag
self.critical = false
end
# End Method
return true
end
#---------------------------------------------------------------------
# Begin Skill Adjustment
#---------------------------------------------------------------------
def skill_effect(user, skill)
# Clear critical flag
self.critical = false
# If skill scope is for ally with 1 or more HP, and your own HP = 0,
# or skill scope is for ally with 0, and your own HP = 1 or more
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# End Method
return false
end
# Clear effective flag
effective = false
# Set effective flag if common ID is effective
effective |= skill.common_event_id > 0
# First hit detection
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# Set effective flag if skill is uncertain
effective |= hit < 100
# If hit occurs
if hit_result == true
# Calculate power
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculate rate
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# Calculate basic damage
self.damage = power * rate / 20
# Element correction
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
# If damage value is strictly positive
if self.damage > 0
# Guard correction
if self.guarding?
self.damage /= 2
end
end
# Dispersion
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Second hit detection
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# Set effective flag if skill is uncertain
effective |= hit < 100
end
# If hit occurs
if hit_result == true
# If physical attack has power other than 0
if skill.power != 0 and skill.atk_f > 0
# State Removed by Shock
remove_states_shock
# Set to effective flag
effective = true
end
# Substract damage from HP
if self.damage < LimitDamage::Minimum_SkillDamage
self.damage = LimitDamage::Minimum_SkillDamage
elsif self.damage > LimitDamage::Maximum_SkillDamage
self.damage = LimitDamage::Maximum_SkillDamage
end
last_hp = self.hp
self.hp -= self.damage
effective |= self.hp != last_hp
# State change
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
# If power is 0
if skill.power == 0
# Set damage to an empty string
self.damage = ""
# If state is unchanged
unless @state_changed
# Set damage to "Miss"
self.damage = "Miss"
end
end
# If miss occurs
else
# Set damage to "Miss"
self.damage = "Miss"
end
# If not in battle
unless $game_temp.in_battle
# Set damage to nil
self.damage = nil
end
# End Method
return effective
end
end
#============================================================================
# Written by Synthesize
# Special Thanks: Peter for the request
#----------------------------------------------------------------------------
# Limiting Damage
#============================================================================
Anyone got any ideas?