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Original Source
- Original title: KPermaDamage ACE
- Original author: kyonides
- Original date: February 4, 2023
- Source thread: https://forums.rpgmakerweb.com/threads/kpermadamage-ace.154676/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
KPermaDamage ACE by Kyonides Arkanthes Introduction Would Eric love to lose n amount of HP or MP every time he moves in any direction?
Archived First Post
KPermaDamage ACE
by Kyonides Arkanthes
by Kyonides Arkanthes
Introduction
Would Eric love to lose n amount of HP or MP every time he moves in any direction?
Well, now he gotta live with it if he does and it happens to have the "wrong" note tag.
Plus, he could also die if his MP goes kaboom. :S
And there is also the dreadful perma-death. :S
Read the notes on which note tags are required for Actors.
FAQ
Question: Isn't that redundant or unnecessary?
Answer: Who cares?
Ruby:
# * KPermaDamage ACE * #
# Scripter : Kyonides Arkanthes
# v1.0.1 - 2023-02-04
# Make certain Heroes permanently lose HP or MP or even collapse for having
# no more MP left!
# * Note Tags * #
# _perma hp dmg Number_
# _perma mp dmg Number_
# _mp death_
# _perma death_
# The only way to cure the permanent HP or MP damage or the MP Death would be
# the following Script Calls:
# $game_actors[ActorID].perma_hp_dmg = 0
# $game_actors[ActorID].perma_mp_dmg = 0
# $game_actors[ActorID].mp_death = nil
# $game_actors[ActorID].perma_death = nil
module KPermaDmg
REGEX_HP = /_perma hp dmg (\d+)_/i
REGEX_MP = /_perma mp dmg (\d+)_/i
REGEX_MP_DEATH = /_mp death_/i
REGEX_PERMA_DEATH = /_perma death_/i
end
class Game_BattlerBase
alias :kyon_gm_btlr_hp_set :hp=
alias :kyon_gm_btlr_mp_set :mp=
alias :kyon_gm_btlr_rec_all :recover_all
def hp=(new_hp)
return 0 if @perma_death
kyon_gm_btlr_hp_set(new_hp)
end
def mp=(new_mp)
return 0 if @perma_death
kyon_gm_btlr_mp_set(new_mp)
end
def recover_all
return if @perma_death
kyon_gm_btlr_rec_all
end
end
class Game_Actor
alias :kyon_gm_act_setup :setup
alias :kyon_gm_act_refr :refresh
def setup(actor_id)
kyon_gm_act_setup(actor_id)
setup_permanent_damage
end
def check_note(regex)
(actor.note =~ regex) != nil
end
def setup_permanent_damage
self.actor.note[KPermaDmg::REGEX_HP]
@perma_hp_dmg = $1.to_i
self.actor.note[KPermaDmg::REGEX_MP]
@perma_mp_dmg = $1.to_i
@mp_death = check_note(KPermaDmg::REGEX_MP_DEATH)
@perma_death = check_note(KPermaDmg::REGEX_PERMA_DEATH)
end
def permanent_damage
self.hp -= @perma_hp_dmg
self.mp -= @perma_mp_dmg
end
def refresh_mp_death
if @mp == 0
@hp = 0
add_state(death_state_id)
else
@hp = 1 if @hp == 0
remove_state(death_state_id)
end
end
def refresh
kyon_gm_act_refr
refresh_mp_death if @mp_death
end
attr_accessor :perma_hp_dmg, :perma_mp_dmg, :mp_death, :perma_death
end
class Game_Party
def permanent_damage
@actors.each{|aid| $game_actors[aid].permanent_damage }
end
end
class Game_Player
alias :kyon_gm_plyr_incr_steps :increase_steps
def increase_steps
kyon_gm_plyr_incr_steps
$game_party.permanent_damage
end
end
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