OH MY GOD! You are amazing. Totally didn't know that was inbuilt there
Hahaha how dumb of me. THANK A HEAP!!!
Hahaha how dumb of me. THANK A HEAP!!!
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Hahaha how dumb of me. THANK A HEAP!!!
Quote from: bnecitizen on April 10, 2013, 11:32:39 pmQuote from: KK20 on April 10, 2013, 11:18:35 pm
Holy crap, someone threw a Phoenix Down here!
What RM engine are you using? I believe $imported is meant for VX or VXA.
I'm using RMXP, is $imported in the script?

Quote
#Chance = 100
#OutOf = 50
#==============================================================================#
# Escape Enabling Spells by LilBrudder917 #
# v1.1 | 3-6-10 #
#==============================================================================#
# What it Does: #
# +Allows player to use Skills that allow them to activate the #
# -Escape option. #
# #
# Features: #
# + Multiple Escaping Skills #
# + Sound to be played if you can Escape #
# + Sound to be played if you can't Escape #
# + Can change Chances of Activating #
# + Can use a Switch to disable Escape Attempts #
# #
# Possibilities for an Update: #
# + Different Skills can have Different Chances #
# #
# Version History: #
# + 1.1 : Uses 2 less Global Variables. #
#==============================================================================#
module Escaping_Skills
#------------------------------------------------------------------------------#
# Configuration #
#------------------------------------------------------------------------------#
ESCAPE_SKILLS = 1
Escape_Sound = "!Escape Battle"
NoEscape_Sound = "045-Push01"
NoEscapeSwitch = 100
Chance = 100
OutOf = 90
#------------------------------------------------------------------------------#
# Script Below : Don't Touch Unless you know what You're Doing #
#------------------------------------------------------------------------------#
end
class Scene_Battle
alias start_escaping main
def main
start_escaping
@ESCAPED = 0
end
alias escape_skill make_skill_action_result
def make_skill_action_result
escape_skill
if @active_battler.current_action.skill_id = Escaping_Skills::ESCAPE_SKILLS
if !$game_switches[Escaping_Skills::NoEscapeSwitch]
@ESCAPED = rand(Escaping_Skills::Chance)
if @ESCAPED <= Escaping_Skills::OutOf
Audio.se_play("Audio/SE/"+Escaping_Skills::NoEscape_Sound, 100, 100)
$game_temp.battle_can_escape = false
@party_command_window = Window_PartyCommand.new
else
Audio.se_play("Audio/SE/"+Escaping_Skills::Escape_Sound, 100, 100)
$game_temp.battle_can_escape = true
@party_command_window = Window_PartyCommand.new
end
end
end
end
end
class Window_PartyCommand < Window_Selectable
alias escape_fix initialize
def initialize
escape_fix
if $game_temp.battle_can_escape
draw_item(1, normal_color)
end
end
end