Original Source
- Original title: KMustSurvive ACE
- Original author: kyonides
- Original date: February 19, 2024
- Source thread: https://forums.rpgmakerweb.com/threads/kmustsurvive-ace.165933/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
KMustSurvive ACE by Kyonides Introduction When I played Breath of Fire II back in the days, I noticed that there was a village where fights were a bit different. There you had to rescue the villagers by not killing them but just the scorpions that controlled them. You were still able to kill the people but it was not recommended.
Archived First Post
by Kyonides
Introduction
When I played Breath of Fire II back in the days, I noticed that there was a village where fights were a bit different. There you had to rescue the villagers by not killing them but just the scorpions that controlled them. You were still able to kill the people but it was not recommended.
This scriptlet would let the battle :editor: script :judge: judge the end result of the battle without any external interference. This means that you will not be in a dire need to keep checking your enemies' current HP every single turn via event commands!
Script Calls
$game_troop.must_survive(EnemyIndex, MinimumHP%)
$game_troop.must_survive(EnemyIndex, MinimumHP%, MaximumHP%)
There no MaxHP% is just the same as 100% of its HP.
The Script
# * KMustSurvive ACE * #
# Scripter : Kyonides Arkanthes
# v1.0.1 - 2025-08-31
# This scriptlet allows you to set any enemy as some sort of victim that should
# be rescued during battle by NOT KILLING the victim!
# No event command will be needed during battle!
# This is a very simplistic approach to a feature in Breath of Fire II where
# you were supposed to kill the scorpion but not the villager.
# * Script Call * #
# - Warning: Both HP% parameters should be Integers.
# If no maximum percent is entered, it will be equal to 100%
# $game_troop.must_survive(EnemyIndex, MinimumHP%)
# $game_troop.must_survive(EnemyIndex, MinimumHP%, MaximumHP%)
class Game_Unit
def alive?
members.any? {|m| m.alive? }
end
end
class Game_Troop
alias :kyon_must_survive_gm_trp_init :initialize
attr_reader :survivors
def initialize
kyon_must_survive_gm_trp_init
@survivors = {}
end
def must_survive(enemy_index, min_percent, max_percent=100)
@survivors[enemy_index - 1] = [min_percent.to_i, max_percent.to_i]
end
def enemies_alive
members.select {|e| e.alive? }
end
def few_survivors?
enemies_alive.size < @survivors.size
end
def only_survivors?
list = enemies_alive.map {|e| e.index }
list.sort == @survivors.keys.sort
end
def survivors_with_enough_hp?
enemies_alive.each do |e|
percent = e.hp * 100 / e.mhp
return false unless percent.between?(*@survivors[e.index])
end
true
end
end
class << BattleManager
alias :kyon_must_survive_btlman_judge :judge_win_loss
alias :kyon_must_survive_btlman_blt_end :battle_end
def judge_win_loss
if $game_troop.survivors.empty?
kyon_must_survive_btlman_judge
else
judge_enemy_survivors
end
end
def judge_enemy_survivors
return false unless @phase
return process_abort if $game_party.members.empty? or aborting?
return process_defeat if $game_party.all_dead?
return process_defeat if $game_troop.few_survivors?
return false unless $game_troop.only_survivors?
if $game_troop.survivors_with_enough_hp?
return process_victory
else
return process_defeat
end
end
def battle_end(result)
$game_troop.survivors.clear
kyon_must_survive_btlman_blt_end(result)
end
end
Terms & Conditions
Free for use in ANY game.
Due credit is mandatory.
Please include the URL of the website or forum where you found this script in your credits file.
That's it!
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Due credit is mandatory. Please include the URL of the website or forum where you found this script in your credits file. That's it!
Creator Claims / Removal
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