Okay, I need the following ASAP, this should be incredibly easy for someone to pull off.
First: Holy shit high Maximum HP for bosses
-The idea: Trying to give a boss 950,000,000,000,000 HP (for those of you who can't tell just by looking, that's 950 TRILLION).
-The Problem: Yeah, even when using a little snippet I've had laying around, it still likes to cap out at about 9999999 HP (Nine Million, ton of 9s after)Completed by Game_guy.
Second: Damage Cap Enforcement
-The idea: Okay, one character doing over a million damage per hit is ridiculous, nuff said
-The problem: No way to really set an adjustable damage cap.
--What I'd like: Put simply, just a way to set a "hard cap" (a damage cap that cannot be broken no matter what) and a "soft cap" (a damage cap that creatures are not limited by, and can be bypassed via equipment/status effects/etc.)
Third: Infusion Skill
-The Idea: A skill that adds an element or chance of inflicting a state with the next attack, but with a limitation on the number of Infusions that can be active at a time (default 4)
-Example: Blade Infusion: Fire makes the next attack have the Fire Element added. If BI: Fire is used and the next ATTACK (skill targeting an enemy) chosen is Lightning, the attack will have both the Fire and Electric elements. This can be boosted to an effect such as Lightning doing Fire, Electric, Ice, and Earth damage AND giving the capability to inflict Poison (Poison Blade being used, which would give the next attack the capability of poisoning the target).
Fourth: Stacking States
-The Idea: ANYONE who has played WoW knows this one, states (buffs and debuffs) whose effects are additive for the number of "stacks" of the particular state exist on a character, each state having a limited number of stacks.
-Example: Attack Up would give a 10% increase to the Attack Power stat, with a maximum stack of 4. So casting Attack Up on a target 4 times would give them a bonus of +40% Attack Power. Casting the buff while at maximum stacks would just reset the expiration timer for the buff/debuff.
more to come eventually, gonna use this to display current requests.
Here's the hp thingy
HP_CAP_LIMIT = 1000000000
class RPG::Enemy
def maxhp
case @id
# when enemy_id then return hp_amount
# note: only add enemy id's that require over 999999
when 1 then return 1000000
end
return @maxhp
end
end
class Game_Battler
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, HP_CAP_LIMIT].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, HP_CAP_LIMIT].min
return n
end
end
Only add enemy id's that you need to add a high hp. Its not needed to add every single enemy
G_g, I fucking love you man (no homo).
Here's the Hard Damage Cap.
DAMAGE_CAP = 999999
class Game_Battler
alias gg_dmg_cap_atk_effect_lat attack_effect
def attack_effect(attacker)
last_hp = self.hp
result = gg_dmg_cap_atk_effect_lat(attacker)
if result && self.damage.is_a?(Integer)
self.hp = last_hp
self.hp = self.hp
self.damage = [self.damage, DAMAGE_CAP].min
self.hp -= Integer(self.damage)
end
return result
end
end
Updated status on first request being completed.
Added two new requests.
Edit: Regarding the Damage Cap posted by G_g, there is a precaution needed regarding usage of Blizz's ToA Revenge Skill. Just need a little something extra so that this skill is restricted by the Damage Cap so it's not doing 949999999999999 damage on a fucking super boss.
Here's a demi skill modification. Did not test it so let me know if it works. This still requires tons to work.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Demi Skill by Blizzard
# Version: 1.02b
# Type: Enhanced Skill
# Date: 5.9.2008
# Date v1.02b: 19.10.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Explanation:
#
# This skill deals damage equal to a percentage of the remaining HP.
#
#
# Configuration:
#
# Scroll down to START Demi Database and create Demi skills. This system work
# on both sides, both enemies and actors can use it.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# module BlizzCFG
#==============================================================================
IMMUNE_DEMI_ENEMIES = [1] # immune enemy id's
IMMUNE_TEXT = "Immune" # text displayed when enemy is immune to skill
module BlizzCFG
def self.demi_database(id)
case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Demi Database
#
# Use following template to create Demi skills:
#
# when ID then return RATE
#
# ID - ID of the skill in the database
# RATE - percentage of how much of the remaining HP should be taken away
#
# Example:
#
# when 88 then return 25
#
# Skill with ID 88 will do damage equal to 25% of the enemies' remaining HP.
#
# Note that using values equal to or greater than 100 will kill instantly.
# Negative values will heal instead.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
when 88 then return 25
when 89 then return 50
when 58 then return 50
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Demi Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
return 0
end
end
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias skill_effect_demi_skill_later skill_effect
def skill_effect(user, skill)
last_hp = self.hp
last_sr = self.sr if $crls && self.is_a?(Game_Actor)
result = skill_effect_demi_skill_later(user, skill)
if $game_system.DEMI_SKILL
rate = BlizzCFG.demi_database(skill.id)
if rate != 0
self.hp = last_hp
self.hp = self.hp
self.sr = last_sr if $crls && self.is_a?(Game_Actor)
if result || self.damage.is_a?(Numeric)
if IMMUNE_DEMI_ENEMIES.include?(self.id)
self.damage = IMMUNE_TEXT
return result
end
self.damage = last_hp * rate / 100
self.hp -= self.damage
end
end
end
return result
end
end
Replaced the Demi Skill in my Tons with that and it works, thanks G_g.
State stacking is a good idea, I think i saw that script somewhere.....
Gax, here's a much better Damage Cap script. http://forum.chaos-project.com/index.php/topic,7218.msg118549.html#new It now adds a cap to skills, and items, and enemies. And you can also make it not apply to certain weapons, skills, items, enemies