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[VX] - Breath of Fire 3 - Enemy Skill System

Breath of Fire 3 - Enemy Skill System
Version 1.0
By TywinLannister


Screenshots
None needed this time!

What it does
This script emulates the "watch enemy" system in Breath of Fire 3. That is, if an enemy uses a skill which you can learn in battle and one or more of your party is defending, there is a chance that one of your defending party members will learn the skill being used.

Version History
Version 1.0
Initial Release

Download Link
http://www.sendspace.com/file/fg5gr2

Thanks
ElementalCrisis for a simple yet effective side view battle system!
Fomar 0153 - the blue mage script came in handy.

Customising
Create a new element and call it enemy skill or whatever - make note of its id!
On line 46 of the script - ENEMY_SKILL_ELEMENT_ID = 17; change the number to your element id
on line 47 of the script - CHANCE_TO_LEARN = 100; change this to what you want the percentage chance of learning the skill to be.
Now for the skills, create a skill that your party will be able to learn and give it the enemy skill element.

Script
Code:
#==============================================================================
# ** Tywin_Enemy_Skills
#------------------------------------------------------------------------------
#  © TywinLannister, 2008
#  27/03/08
#  Version 1.0
#------------------------------------------------------------------------------
#  INSTRUCTIONS:
#   - Paste this above main
#  VERSION HISTORY:
#   - 1.0 (27/03/08),  Initial release.
#==============================================================================

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------

class Game_Party
  #--------------------------------------------------------------------------
  # * Alias listings
  #--------------------------------------------------------------------------
  alias tywin_skill_initialize initialize
  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :enemy_skills_learned     # enemy skills already learned by the party.
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    tywin_skill_initialize
    @enemy_skills_learned = []
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  ENEMY_SKILL_ELEMENT_ID = 17
  CHANCE_TO_LEARN = 100
  
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias tywin_skill_execute_action_skill execute_action_skill
  
  #--------------------------------------------------------------------------
  # * Execute Battle Action: Skill
  #--------------------------------------------------------------------------
  def execute_action_skill
    tywin_skill_execute_action_skill
    defending_members = []
    chance_to_learn = CHANCE_TO_LEARN
    skill = @active_battler.action.skill
    if skill.element_set.include?(ENEMY_SKILL_ELEMENT_ID)
      if not $game_party.enemy_skills_learned.include?(skill.id)
        for member in $game_party.existing_members
          if member.guarding?
            defending_members.push(member)
          end
        end
      end
    end
    if defending_members.size > 0
      learn_chance = rand(100)
      if learn_chance < chance_to_learn
        member_to_learn = defending_members[rand(defending_members.size)]
        member_to_learn.learn_skill(skill.id)
        $game_party.enemy_skills_learned.push(skill.id)
        wait(10)
        @message_window.add_instant_text(member_to_learn.name + " learns " + skill.name)
        wait(60)
      end
    end
  end
  
end
 
WOW i love it!! love it, too bad im not doing my game yet but im gonna add all these dude, i love the idea

now that youre doing all these stuff is there a way you can do the whole battle system including ex turns and weapon weight? that would be intresting

im loving your work i would like a package of all the  BOFIII i think it had a lot of intresting features that make the game very intresting, and so far youve done a lot
 
@busbuzz: Thanks for all your kind comments! (seriously, this much praise is likely to give me an ego!)

There are definite plans the battle system of BOF3, including the cross hairs! (now this is a MAJOR project and will be done last when I'm happy with the rest of the scripts) The next script will be fishing or faerie village, as for weapon weights - its pretty easy without a script, just put a negative value on the weapon's AGI value. Also, when all is said and done, a project will be unleashed with all of these scripts and i'm gonna move on to another system (one of my own, or another game, don't know yet)

Thanks for your support on keeping the topics acive and i love your map conversions!
 
Because i make a RMXP BOF fan game, i was searching this kind a script for long time about 1 year, and now i find it in...VX  :lol:

I dont have VX so i cannot try it but it nice to see someone make this script.
 
@busbuzz: You know when your choosing to attack/defend or what not in bof 3, instead of text you kinda select from a "cross-hairs" style image as far as i remember!
 
Oh that, yeah i remember that, if holding down attack holding left for defend and so. yeah, a graphic menu would be awesome. I dont like the way VX displays battle menu it looks awful. BOF is way better, and even xp was better in that way
 

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