$imported = {} if $imported.nil?
$imported["YEA-Element Absorb"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.23 - Compatibility Update: Doppelganger
# 2011.12.14 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Absorbing elements have been taken out of RPG Maker VX Ace despite being a
# possible feature in the past RPG Maker iterations. This script brings back
# the ability to absorb elemental rates by applying them as traits for actors,
# classes, weapons, armours, enemies, and states.
#
# If a target is inherently strong against the element absorbed, then more
# will be absorbed. If the target is inherently weak to the element absorbed,
# then less will be absorbed. The rate of which absorption takes effect is
# dependent on the target's natural affinity to the element.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Weapons Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <element absorb: x>
# <element absorb: x, x>
# Grants a trait to absorb element x and heal the battler.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module ELEMENT_ABSORB
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Absorption Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can change how the game handles absorption when there are
# multiple elements being calculated. If the following setting is set to
# true, then the absorption takes priority. If false, then absorption is
# ignored and the damage is calculated normally.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MULTI_ELEMENT_ABSORB_PRIORITY = true
end # ELEMENT_ABSORB
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_eabs load_database; end
def self.load_database
load_database_eabs
load_notetags_eabs
end
#--------------------------------------------------------------------------
# new method: load_notetags_eabs
#--------------------------------------------------------------------------
def self.load_notetags_eabs
groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
$data_enemies, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_eabs
end
end
end
#--------------------------------------------------------------------------
# alias method: element_rate
#--------------------------------------------------------------------------
alias game_battler_element_rate_eabs element_rate
def element_rate(element_id)
result = game_battler_element_rate_eabs(element_id)
if element_absorb?(element_id)
result = [result - 2.0, -0.01].min
end
return result
end
#--------------------------------------------------------------------------
# new method: element_absorb?
#--------------------------------------------------------------------------
def element_absorb?(element_id)
if actor?
return true if self.actor.element_absorb.include?(element_id)
return true if self.class.element_absorb.include?(element_id)
for equip in equips
next if equip.nil?
return true if equip.element_absorb.include?(element_id)
end
else
return true if self.enemy.element_absorb.include?(element_id)
if $imported["YEA-Doppelganger"] && !self.class.nil?
return true if self.class.element_absorb.include?(element_id)
end
end
for state in states
next if state.nil?
return true if state.element_absorb.include?(element_id)
end
return false
end
#--------------------------------------------------------------------------
# alias method: elements_max_rate
#--------------------------------------------------------------------------
alias game_battler_elements_max_rate_eabs elements_max_rate
def elements_max_rate(elements)
result = game_battler_elements_max_rate_eabs(elements)
if YEA::ELEMENT_ABSORB::MULTI_ELEMENT_ABSORB_PRIORITY
for element_id in elements
next unless element_absorb?(element_id)
result = [result - 2.0, -0.01].min
return result
end
end
return result
end
end # Game_Battler
#==============================================================================
#
# ▼ End of File
#
#==============================================================================作者: 是猪别乱叫 时间: 2016-3-3 17:20
艹了,居然没行数,
报错的地方在这
# new method: element_absorb?
#--------------------------------------------------------------------------
def element_absorb?(element_id)
if actor?
return true if self.actor.element_absorb.include?(element_id)
return true if self.class.element_absorb.include?(element_id)
for equip in equips
next if equip.nil?
return true if equip.element_absorb.include?(element_id)
end
else
return true if self.enemy.element_absorb.include?(element_id)
if $imported["YEA-Doppelganger"] && !self.class.nil?
return true if self.class.element_absorb.include?(element_id)
end
end
for state in states
next if state.nil?
return true if state.element_absorb.include?(element_id)
end
return false
end