*Update*
Just paste the snippets into materials and add the appropriate vocab.
1st: Separate sound effect for critical hits. Sound effect below the code. Place in materials.
[Show/Hide] GB CRITICAL SE
Click to view attachment
Mediafire alternative download.
http://www.mediafire.com/?jfxtzjwdybi
2nd: Dragon Quest 8 damage calculation. Replace line 643 Game_Battler. (More realistic damage system i think.) This is an edit. Follow the instructions. Replace line 643 in Game_Battler.
CODE
damage = attacker.atk / 2 - self.def / 4
3rd: Common Event after battle without script. Insert in Scene_Battle, line 595 under display_level_up. This is an edit. Follow the instructions. Place under line 595 in Scene_Battle, under display_level_up.
CODE
$game_temp.common_event_id = "your event id without quotations"
4th: This will make the gold and exp messages more flexible. EX: If your currency is called gold coins and the monster you defeat in battle only gives 1 coin at the end, this edit will show the message "the party gained 1 gold coin" or whatever you have it to say. If you have the experience message to say "experience points" this will do the same.
Put these in the Script Editor Vocab with the rest of the vocab. NOTE: This is only for the specified examples when the currency isn't just called "Gold" or the experience is given more depth, saying "points" after experience. Otherwise it will sound weird.
CODE
ObtainExp = "Each party member recieves %s experience points!"
ObtainExp1 = "Each party member recieves %s experience point!"
ObtainGold1 = "The party gained %s%s."
ObtainGold2 = "The party gained %s gold coin."
ObtainExp1 = "Each party member recieves %s experience point!"
ObtainGold1 = "The party gained %s%s."
ObtainGold2 = "The party gained %s gold coin."
[Show/Hide] GB FLEX GOLD/EXP
5th: This is for the damage messages. Like above this will only work correctly if the damage says "%s took %s points of damage!" for both ActorDamage and EnemyDamage. Paste the snippet in materials.
Put these in the script editor vocab as well.
CODE
Actor1Damage = "%s takes %s point of damage!"
Enemy1Damage = "%s took %s point of damage!"
Enemy1Damage = "%s took %s point of damage!"
[Show/Hide] GB FLEX DAMAGE
6th: This will allow you to have alternative wait messages. Insert these into the Script Editor Vocab. You can edit what they say to your liking. But leave "%s" alone. You can thank Night5h4d3 for this snippet. Couldn't have got to work with out him. Paste snippet in materials.
CODE
DoWait1 = "%s laughed flippantly."
DoWait2 = "%s stared off into space."
DoWait3 = "%s prepared itself to attack."
DoWait4 = "%s is observing the battle."
DoWait2 = "%s stared off into space."
DoWait3 = "%s prepared itself to attack."
DoWait4 = "%s is observing the battle."
[Show/Hide] GB ALTERNATIVE WAIT
*New*
7th: This new one will let you have random GameOver screens. Requested by DarkSarul. You can add more by copying one of the "when" lines and changing the number. Be sure "case rand()" is set to a number equal to the number of GameOver screens you are using. By default it's set to 3. Credit to Night5h4d3 also.
[Show/Hide] GB RANDOM GAMEOVER SCREEN
8th: This one will let you have random Title screens. You can add more by copying one of the "when" lines and changing the number. Be sure "case rand()" is set to a number equal to the number of Title screens you are using. By default it's set to 3. Credit to Night5h4d3 also.
[Show/Hide] GB RANDOM TITLE SCREEN
9th: This one will let you have random Defeat messages. You can add more by copying one of the "when" lines and changing the number. Be sure "case rand()" is set to a number equal to the number of Defeat messages you are using. By default it's set to 3. Credit to Night5h4d3 also. Add defeat messages to Vocab in script editor. Edit what they say if you want, but leave "%s" alone.
CODE
Defeat = "%s was defeated!"
Defeat2 = "%s was utterly destroyed!"
Defeat3 = "%s was completely eliminated!"
Defeat2 = "%s was utterly destroyed!"
Defeat3 = "%s was completely eliminated!"
[Show/Hide] GB RANDOM DEFEAT MESSAGE
10th: This one will let you have random Victory messages. You can add more by copying one of the "when" lines and changing the number. Be sure "case rand()" is set to a number equal to the number of Victory messages you are using. By default it's set to 3. Credit to Night5h4d3 also. Add Victory messages to Vocab in script editor. Edit what they say if you want, but leave "%s" alone.
CODE
Victory = "%s was victorious!"
Victory2 = "%s won the battle!"
Victory3 = "%s dominated the enemies!"
Victory2 = "%s won the battle!"
Victory3 = "%s dominated the enemies!"
[Show/Hide] GB RANDOM VICTORY MESSAGE
NOTICE
The GB FLEX GOLD/EXP and GB RANDOM VICTORY MESSAGE scripts are not compatible while separate. To make these two work together use this combination instead.
[Show/Hide] GB FLEX GOLD/EXP/VICTORY MESSAGE
If i think of anymore I'll post them.
