Multi-Act for PCs
Hello all! (In advance, I am sorry if I failed the template!)
Mithran released a script called Enemy Multiact. For the curious, it looks like this:
Basically, I need the same thing only for PCs.
Script Title:
PC Multi-Act
Detailed Description:
To be more specific, the following functionality is requested:
*Include multiple actions for player characters, specifically making a game with one PC more interesting by letting that PC take multiple actions.
*The number of PC actions should start out at one and be tracked on an individual character basis.
*Actions can be increased by passive skills, equipment, and states. For example:
a) A passive skill called "Celerity" that grants you a bonus action.
b) A futuristic accessory called "Reflex Amp" that gives a bonus action when equipped.
c) A spell called "Haste" that causes a status effect which provides a bonus action
etc.
*In other words, there should be a tag for use with the notebox that grants bonus actions.
*Compatibility with most KGC scripts and other scripts that effect DBS functionality would be a plus. I am using the DBS, however, not any of those newfangled sideview battle systems.
*Optional functionality: enemy skills that can temporarily decrease (to a minimum of 1) or reset extra PC actions.
*If it helps, the inspiration is tabletop RPGs like Shadowrun where an important character stat (Initiative) involves not only WHEN you go in battle, but how many TIMES you go in battle.
I think that's basically everything but if you have any questions I will do my best to answer them. Thank you!
Other Scripts I Am Using (in order):
IN THIS PROJECT, SO FAR (it changes like every other day):
KGC_DrawFormatText
KGC_CustomMenuCommand
Notes Field
Restraint
StateParams+
KGC_SlipDamageExtension
KGC_MPCostAlter
SkillFunctions
KGC_AddEquipmentOptions
KGC_HelpExtension
KGC_ExtendedEquipScene
KGC_ReproduceFunctions
KGC_PassiveSkill
KGC_ForceStopVictoryME
Yanfly's Core Fixes and Upgrades
Firearms Script
KGC_TitleDirection
KGC_MiniMap
KGC_DistributeParameter
+SAVE SLOTS
That's it for now, although I am probably adding in some more Yanfly stuff soonish which might mean taking out other stuff if it conflicts.
Hello all! (In advance, I am sorry if I failed the template!)
Mithran released a script called Enemy Multiact. For the curious, it looks like this:
Code:
# Enemy Multiact
# v 1.0
# By Mithran
# Requested by Flood_Master / Netmonmatt
# Allows an enemy to act more than once per round
# Rules:
# Actors do not get extra turns
# Turn-based auto removal of states occurs only after the FINAL action
# Extra turns do not decrement state counter (only the final turn)
# For default battle system only.
# Add the following to the note section:
# <enemy extra actions n>
# Where n is the number of extra actions you want an enemy to have.
# The note tag can be given to an enemy note or a states note.
# Extra actions through notes and state notes stack.
# Install: Place in materials section above main.
# Please do not redistribute without asking!
class Scene_Battle
alias process_action_orig_mith_multiact process_action
def process_action
@extra_action_number_mith_multiact = 0
@extra_actions_mith_multiact = false
process_action_orig_mith_multiact
return if @active_battler.nil?
return unless @active_battler.extra_actions_mith_multiact > 0
@extra_actions_mith_multiact = true
@extra_action_number_mith_multiact = @active_battler.extra_actions_mith_multiact
for i in 1..@active_battler.extra_actions_mith_multiact
process_battle_event
@active_battler.make_action
@last_battler_mith_multiact = @active_battler
process_action_orig_mith_multiact
@active_battler = @last_battler_mith_multiact
process_battle_event
@extra_action_number_mith_multiact -= 1
end
@extra_actions_mith_multiact = false
end
alias set_next_active_battler_orig_mith_multiact set_next_active_battler
def set_next_active_battler
if @extra_actions_mith_multiact
if $game_troop.forcing_battler != nil
@last_battler_mith_multiact = @active_battler
@active_battler = $game_troop.forcing_battler
$game_troop.forcing_battler = nil
end
else
set_next_active_battler_orig_mith_multiact
end
end
alias remove_states_auto_orig_mith_multiact remove_states_auto
def remove_states_auto
if @active_battler.extra_actions_mith_multiact <= 0
remove_states_auto_orig_mith_multiact
# Remove states auto on original turn if no multiactions
elsif @extra_actions_mith_multiact && @extra_action_number_mith_multiact <= 1
remove_states_auto_orig_mith_multiact
# Otherwise, remove states auto if on last multiaction
end
end
end
class Game_Battler
def extra_actions_mith_multiact
return 0 if actor?
n = 0
n += $1.to_i if enemy.note =~ /<enemy extra actions (\d+)>/i
for state in states
n += $1.to_i if state.note =~ /<enemy extra actions (\d+)>/i
end
return n
end
end
Basically, I need the same thing only for PCs.
Script Title:
PC Multi-Act
Detailed Description:
To be more specific, the following functionality is requested:
*Include multiple actions for player characters, specifically making a game with one PC more interesting by letting that PC take multiple actions.
*The number of PC actions should start out at one and be tracked on an individual character basis.
*Actions can be increased by passive skills, equipment, and states. For example:
a) A passive skill called "Celerity" that grants you a bonus action.
b) A futuristic accessory called "Reflex Amp" that gives a bonus action when equipped.
c) A spell called "Haste" that causes a status effect which provides a bonus action
etc.
*In other words, there should be a tag for use with the notebox that grants bonus actions.
*Compatibility with most KGC scripts and other scripts that effect DBS functionality would be a plus. I am using the DBS, however, not any of those newfangled sideview battle systems.
*Optional functionality: enemy skills that can temporarily decrease (to a minimum of 1) or reset extra PC actions.
*If it helps, the inspiration is tabletop RPGs like Shadowrun where an important character stat (Initiative) involves not only WHEN you go in battle, but how many TIMES you go in battle.
I think that's basically everything but if you have any questions I will do my best to answer them. Thank you!
Other Scripts I Am Using (in order):
IN THIS PROJECT, SO FAR (it changes like every other day):
KGC_DrawFormatText
KGC_CustomMenuCommand
Notes Field
Restraint
StateParams+
KGC_SlipDamageExtension
KGC_MPCostAlter
SkillFunctions
KGC_AddEquipmentOptions
KGC_HelpExtension
KGC_ExtendedEquipScene
KGC_ReproduceFunctions
KGC_PassiveSkill
KGC_ForceStopVictoryME
Yanfly's Core Fixes and Upgrades
Firearms Script
KGC_TitleDirection
KGC_MiniMap
KGC_DistributeParameter
+SAVE SLOTS
That's it for now, although I am probably adding in some more Yanfly stuff soonish which might mean taking out other stuff if it conflicts.