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> Restoring a bit more HP and SP while guarding for one character only [SOLVED], KGC GuardRecover Upgrade ***
TheDrifter
post Oct 1 2011, 06:21 PM
Post #1


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Posts: 25
Type: Mapper
RM Skill: Masterful




Hi, I'm currently using this script that allows the player to restore HP & MP while guarding.

KGC script
CODE
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Recover on Guard - KGC_GuardRecover ◆ VX ◆
#_/ ◇  Last Update: 08/10/2008
#_/ ◆ Written by TOMY    
#_/ ◆ Translation by Mr. Anonymous                  
#_/ ◆ KGC Site:                                                  
#_/ ◆  [url="http://ytomy.sakura.ne.jp/"]http://ytomy.sakura.ne.jp/[/url]                                  
#_/ ◆ Translator's Blog:                                            
#_/ ◆  [url="http://mraprojects.wordpress.com"]http://mraprojects.wordpress.com[/url]    
#_/-----------------------------------------------------------------------------
#_/  This script allows you to add HP/MP Recovery percentiles to the battle
#_/   guard/defend command.
#_/  * Note from the translator: I had previously ported this script myself,
#_/     this official KGC port however, is a bit more cleanly coded.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================
# ★ BEGIN Customization ★                                
#==============================================================================

module KGC
  module GuardRecover
    # ◆ HP Recovery Rate [In Percentile]
    HP_RATE_ACTOR = 5
    # ◆ MP Recovery Rate [In Percentile]
    MP_RATE_ACTOR = 5

    # ◆ Guarding Enemy HP Recovery Rate [In Percentile]
    HP_RATE_ENEMY = 0
    # ◆ Guarding Enemy MP Recovery Rate [In Percentile]
    MP_RATE_ENEMY = 0
  end
end

#==============================================================================
# ★ END Customization ★                                
#==============================================================================

$imported = {} if $imported == nil
$imported["GuardRecover"] = true

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ○ Defending Recovery Calculation
  #     hp_rate : HP Recovery Rate
  #     mp_rate : MP Recovery Rate
  #--------------------------------------------------------------------------
  def make_guard_recover_value(hp_rate, mp_rate)
    recover_hp = maxhp * hp_rate / 100
    if hp_rate > 0
      recover_hp = [1, recover_hp].max
    elsif hp_rate < 0
      recover_hp = [-1, recover_hp].min
    end

    recover_mp = maxmp * mp_rate / 100
    if mp_rate > 0
      recover_mp = [1, recover_mp].max
    elsif mp_rate < 0
      recover_mp = [-1, recover_mp].min
    end

    @hp_damage -= recover_hp
    @mp_damage -= recover_mp
  end
end

#==================================End Class===================================#
#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ○ Apply Recovery Effect
  #--------------------------------------------------------------------------
  def guard_recover_effect
    clear_action_results
    make_guard_recover_value(
      KGC::GuardRecover::HP_RATE_ACTOR,
      KGC::GuardRecover::MP_RATE_ACTOR)
    execute_damage(nil)
  end
end

#==================================End Class===================================#
#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ○ Apply Recovery Effect
  #--------------------------------------------------------------------------
  def guard_recover_effect
    clear_action_results
    make_guard_recover_value(
      KGC::GuardRecover::HP_RATE_ENEMY,
      KGC::GuardRecover::MP_RATE_ENEMY)
    execute_damage(nil)
  end
end

#==================================End Class===================================#
#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● Execute Battle Action: Guard
  #--------------------------------------------------------------------------
  alias execute_action_guard_KGC_GuardRecover execute_action_guard
  def execute_action_guard
    execute_action_guard_KGC_GuardRecover

    @active_battler.guard_recover_effect
    if @active_battler.hp_damage != 0
      display_damage(@active_battler)
    elsif @active_battler.mp_damage != 0
      display_mp_damage(@active_battler)
    end
  end
end


It works really nicely, the only thing I wish to change is the recovery rate for one of the characters, making it his specialty.
In my database, it's the character #001 (class #001) if it helps.
He should be able to regain 10% of his HP and 10% of his MP for guarding instead of 5% each.

Thanks a lot for your help!

This post has been edited by TheDrifter: Oct 15 2011, 11:44 AM
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TheDrifter
post Oct 5 2011, 06:24 PM
Post #2


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Posts: 25
Type: Mapper
RM Skill: Masterful




QUOTE (Alexander Amnell @ Oct 4 2011, 11:05 PM) *
Someone else made a guard recover script already that lets you choose per actor how much to heal http://rmrk.net/index.php/topic,24165.0.html here's to hoping you don't find any conflicts with it.


Thank you for the script you provided, however I don't think it's going to cut it.

When guarding with the KGC script, you actually get a recovery sound, and I prefer what is displayed in the bottom bar.
In the KGC script, you can also set it so that enemies don't recover anything when they guard (which is something I need to keep that way).

The script written by Synthesize only has one element I wish to have, and it's the fact that you can set how much each character recovers.

Is there a way to import that part of the script to the KGC one? My RGSS2 skills are void.
Thanks for your help!

Synthesize's script
CODE
#==========================================================================
=====
# Regenerate HP/MP - RMVX Version
#===============================================================================
# Written by Synthesize
# Version 1.2.0
# January 19, 2008
#===============================================================================
#           *This script is not compatible with RPG Maker XP*
#===============================================================================
module SynRegen
  # Format = { Actor_ID => Percent to restore, Actor_ID2 => Percent to restore}
  HP_regen = {1 => 10, 2 => 5, 3 => 5, 4 => 5, 5 => 5, 6 => 5, 7 => 5, 8 => 5, 9 => 5} # %
  # You can define how much HP each individual actor regenerates when they
  # Defend. Add new actors by seperating each returning value with a comma (,)
  #-----------------------------------------------------------------------------
  # This value determines the Default Percent growth if the Actor_ID is not
  # in the above hash
  HP_regen.default = 0 # %
  #-----------------------------------------------------------------------------
  # Set to true to enable HP regen in battle, false to disable.
  Use_hp_regen = true
  #----------------------------------------------------------------------------
  # Format = {Actor_ID => SP to restore
  SP_regen = {1 => 20, 2 => 10, 3 => 10, 4 => 10, 5 => 10, 6 => 10, 7 => 10, 8 => 10, 9 => 10} # %
  # You can define how much SP each individual actor regenerates when they
  # defend. Add new actors by seperating each returning value with a comma (,)
  #-----------------------------------------------------------------------------
  # This is the default percentage to regenerate if the Actor_ID is not in the
  # hash.
  SP_regen.default = 0 # %
  #-----------------------------------------------------------------------------
  # Set to true to enable, false to disable
  Use_mp_regen = true
  #-----------------------------------------------------------------------------
  # Draw how much HP/MP the actor regenerated?
  Draw_text = true
  #-----------------------------------------------------------------------------
  # The defense rate if the actor has 'Super Defense'
  Super_guard_rate = 4
  #-----------------------------------------------------------------------------
  # The defense rate if the actor has 'Normal Defense'
  Normal_guard_rate = 2
end
#-------------------------------------------------------------------------------
# Scene_Battle
#   This aliases the execute_action_guard method in Scene_Battle
#-------------------------------------------------------------------------------
class Scene_Battle
  # Alias execute_action_guard
  alias syn_regen_execute_guard execute_action_guard
  #-----------------------------------------------------------------------------
  # Execute Action_Guard
  #-----------------------------------------------------------------------------
  def execute_action_guard
    # Calculate the amount of HP and MP gained
    hp_restore = ((@active_battler.maxhp * SynRegen::HP_regen[@active_battler.id]) / 100) if SynRegen::Use_hp_regen == true
    sp_restore = ((@active_battler.maxmp * SynRegen::SP_regen[@active_battler.id]) / 100) if SynRegen::Use_mp_regen == true
    # Calculate the different between MaxHP, HP, MaxMP and MP
    temp_value_hp = (@active_battler.maxhp - @active_battler.hp)
    temp_value_mp = (@active_battler.maxmp - @active_battler.mp)
    # Add HP and MP
    @active_battler.hp += hp_restore if SynRegen::Use_hp_regen == true
    @active_battler.mp += sp_restore if SynRegen::Use_mp_regen == true
    # Draw how much HP/MP the actor regenerated
    if temp_value_hp != 0 and temp_value_mp != 0
      @message_window.add_instant_text("#{@active_battler.name} HP increased by #{hp_restore} and MP increased by #{sp_restore}")
    elsif temp_value_hp != 0 and temp_value_mp == 0
      @message_window.add_instant_text("#{@active_battler.name} HP increased by #{hp_restore}")
    elsif temp_value_hp == 0 and temp_value_mp != 0
      @message_window.add_instant_text("#{@active_battler.name} MP increased by #{sp_restore}")
    end
    # Call the original code
    syn_regen_execute_guard
  end
end
#-------------------------------------------------------------------------------
# Game_Battler
#   This rewrites the defense method found in Game_Battler
#-------------------------------------------------------------------------------
class Game_Battler
  #-----------------------------------------------------------------------------
  # Apply_Guard_Damage
  #-----------------------------------------------------------------------------
  def apply_guard(damage)
    if damage > 0 and guarding?
      # Divide the total damage from the effectivness of the defense rate.
      damage /= super_guard ? SynRegen::Super_guard_rate : SynRegen::Normal_guard_rate  
    end
    return damage
  end
end
#===============================================================================
# This script is not compatible with Rpg Maker XP. However, I have also made a
# RPG Maker Xp version which can be found on RPGRPG Revolution.
#===============================================================================
#          * This script is untested but should work in theory *
#===============================================================================
# Written by Synthesize
# January 19, 2008
#===============================================================================
# Regenerate HP/MP - RMVX Version
#===============================================================================


This post has been edited by TheDrifter: Oct 5 2011, 06:30 PM
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TheDrifter
post Oct 11 2011, 07:33 PM
Post #3


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Posts: 25
Type: Mapper
RM Skill: Masterful




QUOTE (Digioso @ Oct 14 2011, 01:13 PM) *
Here you are. smile.gif

Basically what I did was changing the variable used for specifying the values to a hash.
You put the actor_id/enemy_id in there and specify the value for this id. More info is in the script.

Final Script
CODE
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? Recover on Guard - KGC_GuardRecover ? VX ?
#_/ ? Last Update: 08/10/2008
#_/ ? Written by TOMY
#_/ ? Translation by Mr. Anonymous
#_/ ? KGC Site:
#_/ ? [url="http://ytomy.sakura.ne.jp/"]http://ytomy.sakura.ne.jp/[/url]
#_/ ? Translator's Blog:
#_/ ? [url="http://mraprojects.wordpress.com"]http://mraprojects.wordpress.com[/url]
#_/ ? Edited by Digioso on 14.10.2011 so that you can now specify the recovery
#_/ ? values for each actor/enemy seperately. If not specified a default value is used.
#_/ ? [url="http://www.digioso.org"]http://www.digioso.org[/url]
#_/-----------------------------------------------------------------------------
#_/ This script allows you to add HP/MP Recovery percentiles to the battle
#_/ guard/defend command.
#_/ * Note from the translator: I had previously ported this script myself,
#_/ this official KGC port however, is a bit more cleanly coded.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================
# ? BEGIN Customization ?
#==============================================================================

module KGC
    module GuardRecover
      
        # Guarding HP recovery rate in percent
        # Syntax:
        # Actor_ID => percent,
        # eg actor 2 recovers 100% of his/her HP
        # Actors you don't specify recover the value behind default
        # If you're fine with just the default value and don't want any
        # settings for anything else,
        # remove all other stuff AND the "," in the default row
        # Some goes for the MP below and the enemy HP/MP recovery
        HP_RATE_ACTOR = {
        "default" => 5,
        1 => 10,
        2 => 100,
        3 => 5
        } # Do not remove this line
        
        # Guarding MP recovery rate in percent
        MP_RATE_ACTOR = {
        "default" => 5,
        1 => 10,
        2 => 5,
        3 => 100
        } # Do not remove this line
        
        # ? Guarding Enemy HP Recovery Rate in percent
        HP_RATE_ENEMY = {
        "default" => 0,
        1 => 5
        } # Do not remove this line
        
        # ? Guarding Enemy MP Recovery Rate in percent
        MP_RATE_ENEMY = {
        "default" => 0,
        1 => 5
        } # Do not remove this line
    end
end

#==============================================================================
# ? END Customization ?
#==============================================================================

$imported = {} if $imported == nil
$imported["GuardRecover"] = true

#==============================================================================
# ¦ Game_Battler
#==============================================================================

class Game_Battler
    #--------------------------------------------------------------------------
    # ? Defending Recovery Calculation
    # hp_rate : HP Recovery Rate
    # mp_rate : MP Recovery Rate
    #--------------------------------------------------------------------------
    def make_guard_recover_value(hp_rate, mp_rate)
        recover_hp = maxhp * hp_rate / 100
        if hp_rate > 0
            recover_hp = [1, recover_hp].max
        elsif hp_rate < 0
            recover_hp = [-1, recover_hp].min
        end
    
        recover_mp = maxmp * mp_rate / 100
        if mp_rate > 0
            recover_mp = [1, recover_mp].max
        elsif mp_rate < 0
            recover_mp = [-1, recover_mp].min
        end
    
        @hp_damage -= recover_hp
        @mp_damage -= recover_mp
    end
end

#==================================End Class===================================#
#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
    #--------------------------------------------------------------------------
    # ? Apply Recovery Effect
    #--------------------------------------------------------------------------
    def guard_recover_effect
        clear_action_results
        if(KGC::GuardRecover::HP_RATE_ACTOR.has_key?(@actor_id))
          if(KGC::GuardRecover::MP_RATE_ACTOR.has_key?(@actor_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR[@actor_id],
            KGC::GuardRecover::MP_RATE_ACTOR[@actor_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR[@actor_id],
            KGC::GuardRecover::MP_RATE_ACTOR["default"])
          end
        else
          if(KGC::GuardRecover::MP_RATE_ACTOR.has_key?(@actor_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR["default"],
            KGC::GuardRecover::MP_RATE_ACTOR[@actor_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR["default"],
            KGC::GuardRecover::MP_RATE_ACTOR["default"])
          end
        end
        execute_damage(nil)
    end
end

#==================================End Class===================================#
#==============================================================================
# ¦ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
    #--------------------------------------------------------------------------
    # ? Apply Recovery Effect
    #--------------------------------------------------------------------------
    def guard_recover_effect
        clear_action_results
        if(KGC::GuardRecover::HP_RATE_ENEMY.has_key?(@enemy_id))
          if(KGC::GuardRecover::MP_RATE_ENEMY.has_key?(@enemy_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY[@enemy_id],
            KGC::GuardRecover::MP_RATE_ENEMY[@enemy_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY[@enemy_id],
            KGC::GuardRecover::MP_RATE_ENEMY["default"])
          end
        else
          if(KGC::GuardRecover::MP_RATE_ENEMY.has_key?(@enemy_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY["default"],
            KGC::GuardRecover::MP_RATE_ENEMY[@enemy_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY["default"],
            KGC::GuardRecover::MP_RATE_ENEMY["default"])
          end
        end
        execute_damage(nil)
        end
    end

#==================================End Class===================================#
#==============================================================================
# ¦ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
    #--------------------------------------------------------------------------
    # ? Execute Battle Action: Guard
    #--------------------------------------------------------------------------
    alias execute_action_guard_KGC_GuardRecover execute_action_guard
    def execute_action_guard
        execute_action_guard_KGC_GuardRecover
        
        @active_battler.guard_recover_effect
        if @active_battler.hp_damage != 0
            display_damage(@active_battler)
        elsif @active_battler.mp_damage != 0
            display_mp_damage(@active_battler)
        end
    end
end


OMG! It's absolutely perfect! It's the best birthday present I ever had : D
I'm impressed, it's so well done, it's exactly what I've been looking for! Thank you so very much!

This post has been edited by TheDrifter: Oct 15 2011, 11:42 AM
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Digioso
post Oct 16 2011, 09:57 AM
Post #4


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Posts: 20
Type: Event Designer
RM Skill: Skilled




You're welcome. smile.gif

Edit:

And here's an updated version of the script. It is possible to change the recovery values during the game as well. So you're not limited to setting them up once and instead can change them whenever you want. Soo attached demo for more info.

The newest version of this script can always be found here: http://www.digioso.org/KGC_GuardRec

Update
CODE
Edit: And I did a small update to the script as well:

[spoiler][code]#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? Recover on Guard - KGC_GuardRecover Extended 1.1 ? VX ?
#_/ ? Last Update: 08/10/2008
#_/ ? Written by TOMY
#_/ ? Translation by Mr. Anonymous
#_/ ? KGC Site:
#_/ ? http://ytomy.sakura.ne.jp/
#_/ ? Translator's Blog:
#_/ ? http://mraprojects.wordpress.com
#_/ ? Edited by Digioso on 14.10.2011 so that you can now specify the recovery
#_/ ? values for each actor/enemy seperately. If not specified a default value is used.
#_/ ? http://www.digioso.org
#_/ ? Updated documentation on 17.10.2011
#_/-----------------------------------------------------------------------------
#_/ This script allows you to add HP/MP Recovery percentiles to the battle
#_/ guard/defend command.
#_/ * Note from the translator: I had previously ported this script myself,
#_/ this official KGC port however, is a bit more cleanly coded.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================
# ? BEGIN Customization ?
#==============================================================================

module KGC
    module GuardRecover
      
        # Guarding HP recovery rate in percent
        # Syntax:
        # Actor_ID => percent,
        # eg actor 2 recovers 100% of his/her HP
        # Actors you don't specify recover the value behind default
        # If you're fine with just the default value and don't want any
        # settings for anything else,
        # remove all other stuff AND the "," in the default row
        # Some goes for the MP below and the enemy HP/MP recovery
        
        # It is possible to change the recovery rates in the middle of the game
        # as well! So if one of your characters falls in the magical river of
        # magical recovery and you want him to recover 10% HP instead of 5%
        # create a script event and put this into it:
        # KGC::GuardRecover::HP_RATE_ACTOR[1] = 10
        # This changes the HP recovery rate for actor 1 (Ralph in this demo) to 10%
        # Works with MP (use KGC::GuardRecover::MP_RATE_ACTOR[actor_id] ) and
        # the recovery rates of enemies as well:
        # KGC::GuardRecover::HP_RATE_ENEMY[enemy_id] and KGC::GuardRecover::MP_RATE_ENEMY[enemy_id]
        
        HP_RATE_ACTOR = {
        "default" => 5,
        1 => 10,
        2 => 100,
        3 => 5
        } # Do not remove this line
        
        # Guarding MP recovery rate in percent
        MP_RATE_ACTOR = {
        "default" => 5,
        1 => 10,
        2 => 5,
        3 => 100
        } # Do not remove this line
        
        # ? Guarding Enemy HP Recovery Rate in percent
        HP_RATE_ENEMY = {
        "default" => 0,
        1 => 5
        } # Do not remove this line
        
        # ? Guarding Enemy MP Recovery Rate in percent
        MP_RATE_ENEMY = {
        "default" => 0,
        1 => 5
        } # Do not remove this line
    end
end

#==============================================================================
# ? END Customization ?
#==============================================================================

$imported = {} if $imported == nil
$imported["GuardRecover"] = true

#==============================================================================
# ¦ Game_Battler
#==============================================================================

class Game_Battler
    #--------------------------------------------------------------------------
    # ? Defending Recovery Calculation
    # hp_rate : HP Recovery Rate
    # mp_rate : MP Recovery Rate
    #--------------------------------------------------------------------------
    def make_guard_recover_value(hp_rate, mp_rate)
        recover_hp = maxhp * hp_rate / 100
        if hp_rate > 0
            recover_hp = [1, recover_hp].max
        elsif hp_rate < 0
            recover_hp = [-1, recover_hp].min
        end
    
        recover_mp = maxmp * mp_rate / 100
        if mp_rate > 0
            recover_mp = [1, recover_mp].max
        elsif mp_rate < 0
            recover_mp = [-1, recover_mp].min
        end
    
        @hp_damage -= recover_hp
        @mp_damage -= recover_mp
    end
end

#==================================End Class===================================#
#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
    #--------------------------------------------------------------------------
    # ? Apply Recovery Effect
    #--------------------------------------------------------------------------
    def guard_recover_effect
        clear_action_results
        if(KGC::GuardRecover::HP_RATE_ACTOR.has_key?(@actor_id))
          if(KGC::GuardRecover::MP_RATE_ACTOR.has_key?(@actor_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR[@actor_id],
            KGC::GuardRecover::MP_RATE_ACTOR[@actor_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR[@actor_id],
            KGC::GuardRecover::MP_RATE_ACTOR["default"])
          end
        else
          if(KGC::GuardRecover::MP_RATE_ACTOR.has_key?(@actor_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR["default"],
            KGC::GuardRecover::MP_RATE_ACTOR[@actor_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ACTOR["default"],
            KGC::GuardRecover::MP_RATE_ACTOR["default"])
          end
        end
        execute_damage(nil)
    end
end

#==================================End Class===================================#
#==============================================================================
# ¦ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
    #--------------------------------------------------------------------------
    # ? Apply Recovery Effect
    #--------------------------------------------------------------------------
    def guard_recover_effect
        clear_action_results
        if(KGC::GuardRecover::HP_RATE_ENEMY.has_key?(@enemy_id))
          if(KGC::GuardRecover::MP_RATE_ENEMY.has_key?(@enemy_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY[@enemy_id],
            KGC::GuardRecover::MP_RATE_ENEMY[@enemy_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY[@enemy_id],
            KGC::GuardRecover::MP_RATE_ENEMY["default"])
          end
        else
          if(KGC::GuardRecover::MP_RATE_ENEMY.has_key?(@enemy_id))
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY["default"],
            KGC::GuardRecover::MP_RATE_ENEMY[@enemy_id])
          else
            make_guard_recover_value(
            KGC::GuardRecover::HP_RATE_ENEMY["default"],
            KGC::GuardRecover::MP_RATE_ENEMY["default"])
          end
        end
        execute_damage(nil)
        end
    end

#==================================End Class===================================#
#==============================================================================
# ¦ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
    #--------------------------------------------------------------------------
    # ? Execute Battle Action: Guard
    #--------------------------------------------------------------------------
    alias execute_action_guard_KGC_GuardRecover execute_action_guard
    def execute_action_guard
        execute_action_guard_KGC_GuardRecover
        
        @active_battler.guard_recover_effect
        if @active_battler.hp_damage != 0
            display_damage(@active_battler)
        elsif @active_battler.mp_damage != 0
            display_mp_damage(@active_battler)
        end
    end
end


This post has been edited by Digioso: Oct 23 2011, 10:43 AM
Attached File(s)
Attached File  kgc_guardrec.zip ( 243.37K ) Number of downloads: 0
 


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