#============================================================================# [VXAce] Dragon Quest Tile DMG and State DMG Flash V1.00#----------------------------------------------------------------------------# By Jamiras843## Features: #   V1.00#   * Allows you to have 5 HP and 1 MP damage type floors based on switches#   * Plays SE with damage#   * Damage floors fully custom with damage and screen flashes#   * Damage floors can add states#   * A switch to negate floor damage and effects#   * Ability to change flash color for slip states for 3 different states# #============================================================================$imported = {} if $imported.nil?$imported["Dragon Quest Tile DMG and State DMG Flash"] = true module Jami_DQ_Tile_DMG #======================================================================== # Script options #------------------------------------------------------------------------ # Here you can edit the switches and damage amounts for each floor type  # Make all simple edits here! They are easy to understand and labled!  #=========================================================================beginEXPLANATION F1_DAMAGE = 1                   amount of HP or MP taken F1_SFX_ON = true                 when on plays SE on step   F1_SFX = ""                  SE file to play (leave "") F1_ADD_STATE = false               when true adds a state    F1_STATE = 0                  the state to be added F1_RED =255                    flash hue red 0-255 F1_GREEN = 0                   flash hue grn 0-255 F1_BLUE = 255                   flash hue blu 0-255=end   STEPGUARD_SWITCH = 1 FLOOR_VARIABLE = 1               Â
#Set variable number to match                        Â
#floor type. MP damage is 6.Â
#FLOOR 1 Edits F1_DAMAGE = 1 F1_SFX_ON = true   F1_SFX = "Poison" F1_ADD_STATE = false   F1_STATE = 0 F1_RED =255 F1_GREEN = 0 F1_BLUE = 255  Â
#FLOOR2 Edits F2_DAMAGE = 4 F2_SFX_ON = true   F2_SFX = "Fire1" F2_ADD_STATE = false   F2_STATE = 0 F2_RED = 255 F2_GREEN = 0 F2_BLUE = 0  Â
#FLOOR3 Edits F3_DAMAGE = 5 F3_SFX_ON = true   F3_SFX = "Ice4" F3_ADD_STATE = false   F3_STATE = 0 F3_RED = 0 F3_GREEN = 255 F3_BLUE = 255   #FLOOR4 Edits F4_DAMAGE = 6 F4_SFX_ON = true   F4_SFX = "Thunder2" F4_ADD_STATE = false   F4_STATE = 0 F4_RED = 255 F4_GREEN = 255 F4_BLUE = 0   #FLOOR5 Edits F5_DAMAGE = 7 F5_SFX_ON = true   F5_SFX = "Water2" F5_ADD_STATE = false   F5_STATE = 0 F5_RED = 0 F5_GREEN = 110 F5_BLUE = 255   #FLOOR6 (MP DAMAGE) Edits MP_DAMAGE = 2 MP_SFX_ON = true   MP_SFX = "Down1" MP_ADD_STATE = false   MP_STATE = 0 MP_RED = 0 MP_GREEN = 0 MP_BLUE = 0   #======================================================================== # Script options (MORE!?) #------------------------------------------------------------------------ # Here you can edit the states slip damage screen effects # NOTE: All damage is still done through the database under the "STATES" #    tab, this is only for editing the eyecandy. # # Make all simple edits here! They are easy to understand and labled!  #======================================================================== #State 1 Screen effects STATE1 = 2 STATE1_SFX_ON = true   STATE1_SFX = "Bell1" STATE1_RED = 255 STATE1_GREEN = 255 STATE1_BLUE = 255  #State 2 Screen effects STATE2 = 0 STATE2_SFX_ON = false   STATE2_SFX = "" STATE2_RED = 0 STATE2_GREEN = 0 STATE2_BLUE = 0   #State 3 Screen effects STATE3 = 0 STATE3_SFX_ON = false   STATE3_SFX = "" STATE3_RED = 0 STATE3_GREEN = 0 STATE3_BLUE = 0end #module  class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Term #--------------------------------------------------------------------------  def s_any?(state_id)  members.any? {|actor| actor.state?(state_id)} end end  class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Floor Damage Processing #-------------------------------------------------------------------------- def execute_floor_damage  return if $game_switches[Jami_DQ_Tile_DMG::STEPGUARD_SWITCH]  damage = (basic_floor_damage * fdr).to_i  if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 6  self.mp -= [damage, max_floor_damage].min  else  self.hp -= [damage, max_floor_damage].min  end  perform_map_damage if damage > 0 end #-------------------------------------------------------------------------- # * State Damage Processing #--------------------------------------------------------------------------   def turn_end_on_map  if $game_party.steps % steps_for_turn == 0  on_turn_end  perform_state1_effect if $game_party.s_any?(Jami_DQ_Tile_DMG::STATE1)  perform_state2_effect if $game_party.s_any?(Jami_DQ_Tile_DMG::STATE2)  perform_state3_effect if $game_party.s_any?(Jami_DQ_Tile_DMG::STATE3)  end end  #-------------------------------------------------------------------------- # * Get Base Value for Floor Damage #-------------------------------------------------------------------------- def basic_floor_damage  if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 1  return Jami_DQ_Tile_DMG::F1_DAMAGE  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 2  return Jami_DQ_Tile_DMG::F2_DAMAGE  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 3  return Jami_DQ_Tile_DMG::F3_DAMAGE  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 4  return Jami_DQ_Tile_DMG::F4_DAMAGE  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 5  return Jami_DQ_Tile_DMG::F5_DAMAGE  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 6  return Jami_DQ_Tile_DMG::MP_DAMAGE  end     end #basic_floor_damage   #-------------------------------------------------------------------------- # * Execute Damage Effect on Map #-------------------------------------------------------------------------- def perform_map_damage     if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 1  $game_map.screen.start_flash_F1  if Jami_DQ_Tile_DMG::F1_ADD_STATE == true   $game_party.members.each { |actor|   already_dead = actor.dead?   actor.add_state(Jami_DQ_Tile_DMG::F1_STATE)   actor.perform_collapse_effect if actor.dead? and !already_dead   }   $game_party.clear_results  end #state if  end     if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 2  $game_map.screen.start_flash_F2  if Jami_DQ_Tile_DMG::F2_ADD_STATE == true   $game_party.members.each { |actor|   already_dead = actor.dead?   actor.add_state(Jami_DQ_Tile_DMG::F2_STATE)   actor.perform_collapse_effect if actor.dead? and !already_dead   }   $game_party.clear_results  end #state if  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 3  $game_map.screen.start_flash_F3  if Jami_DQ_Tile_DMG::F3_ADD_STATE == true   $game_party.members.each { |actor|   already_dead = actor.dead?   actor.add_state(Jami_DQ_Tile_DMG::F3_STATE)   actor.perform_collapse_effect if actor.dead? and !already_dead   }   $game_party.clear_results  end #state if  end    if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 4  $game_map.screen.start_flash_F4  if Jami_DQ_Tile_DMG::F4_ADD_STATE == true   $game_party.members.each { |actor|   already_dead = actor.dead?   actor.add_state(Jami_DQ_Tile_DMG::F4_STATE)   actor.perform_collapse_effect if actor.dead? and !already_dead   }   $game_party.clear_results  end #state if  end  if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 5  $game_map.screen.start_flash_F5  if Jami_DQ_Tile_DMG::F5_ADD_STATE == true   $game_party.members.each { |actor|   already_dead = actor.dead?   actor.add_state(Jami_DQ_Tile_DMG::F5_STATE)   actor.perform_collapse_effect if actor.dead? and !already_dead   }   $game_party.clear_results  end #state if  end  if $game_variables[Jami_DQ_Tile_DMG::FLOOR_VARIABLE] == 6  $game_map.screen.start_flash_MP  if Jami_DQ_Tile_DMG::MP_ADD_STATE == true   $game_party.members.each { |actor|   already_dead = actor.dead?   actor.add_state(Jami_DQ_Tile_DMG::MP_STATE)   actor.perform_collapse_effect if actor.dead? and !already_dead   }   $game_party.clear_results  end #state if  end    end #perform-map_damage_effect   def perform_state1_effect $game_map.screen.start_flash_state1   end  def perform_state2_effect $game_map.screen.start_flash_state2   end  def perform_state3_effect $game_map.screen.start_flash_state3   endend #Game_Actor`` class Game_Screen #-------------------------------------------------------------------------- # * Start Flash (Damage Floor) #-------------------------------------------------------------------------- def start_flash_F1  start_flash(Color.new(Jami_DQ_Tile_DMG::F1_RED,Jami_DQ_Tile_DMG::F1_GREEN,Jami_DQ_Tile_DMG::F1_BLUE,128), 8)  if Jami_DQ_Tile_DMG::F1_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::F1_SFX)  end end def start_flash_F2  start_flash(Color.new(Jami_DQ_Tile_DMG::F2_RED,Jami_DQ_Tile_DMG::F2_GREEN,Jami_DQ_Tile_DMG::F2_BLUE,128), 8)  if Jami_DQ_Tile_DMG::F2_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::F2_SFX)  end end def start_flash_F3  start_flash(Color.new(Jami_DQ_Tile_DMG::F3_RED,Jami_DQ_Tile_DMG::F3_GREEN,Jami_DQ_Tile_DMG::F3_BLUE,128), 8)  if Jami_DQ_Tile_DMG::F3_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::F3_SFX)  end end def start_flash_F4  start_flash(Color.new(Jami_DQ_Tile_DMG::F4_RED,Jami_DQ_Tile_DMG::F4_GREEN,Jami_DQ_Tile_DMG::F4_BLUE,128), 8)  if Jami_DQ_Tile_DMG::F4_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::F4_SFX)  end end def start_flash_F5  start_flash(Color.new(Jami_DQ_Tile_DMG::F5_RED,Jami_DQ_Tile_DMG::F5_GREEN,Jami_DQ_Tile_DMG::F5_BLUE,128), 8)  if Jami_DQ_Tile_DMG::F5_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::F5_SFX)  end end def start_flash_MP  start_flash(Color.new(Jami_DQ_Tile_DMG::MP_RED,Jami_DQ_Tile_DMG::MP_GREEN,Jami_DQ_Tile_DMG::MP_BLUE,128), 8)  if Jami_DQ_Tile_DMG::MP_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::MP_SFX)  end end def start_flash_state1  start_flash(Color.new(Jami_DQ_Tile_DMG::STATE1_RED,Jami_DQ_Tile_DMG::STATE1_GREEN,Jami_DQ_Tile_DMG::STATE1_BLUE,128), 8)  if Jami_DQ_Tile_DMG::STATE1_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::STATE1_SFX)  end end def start_flash_state2  start_flash(Color.new(Jami_DQ_Tile_DMG::STATE2_RED,Jami_DQ_Tile_DMG::STATE2_GREEN,Jami_DQ_Tile_DMG::STATE2_BLUE,128), 8)  if Jami_DQ_Tile_DMG::STATE2_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::STATE2_SFX)  end end def start_flash_state3  start_flash(Color.new(Jami_DQ_Tile_DMG::STATE3_RED,Jami_DQ_Tile_DMG::STATE3_GREEN,Jami_DQ_Tile_DMG::STATE3_BLUE,128), 8)  if Jami_DQ_Tile_DMG::STATE3_SFX_ON == true  Audio.se_play("Audio/SE/" + Jami_DQ_Tile_DMG::STATE3_SFX)  end endend #Game_Picture