These are great ideas and would be great additions to Tons. I think I might do a couple. The way you want these skills are setup where they'd be their own unique script. I'll do Verge of Death first, name sounds so cool.
Just to clarify, verge of death would do something like this.
"Actor 2 uses heal on Actor 1"
"heal will heal 100 hp"
"actor 1 has less then 50% of hp"
"heal will now do 150"
That kinda thing?
EDIT: Here's Verge of Death, tell me if the instructions are unclear. I set it up so you could have several different verge of death skills with different values.
#===============================================================================
# Verge of Death
# Version 1.0
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Healing skills increase effect if its target's hp is less then X amount.
#===============================================================================
module GGVoD
Skills = []
# To add new Verge of Death skills, add a new line, then use the following
# format
# Skills[skill_id] = [hp_percent, multiplier]
# skill_id - id of the skill
# hp_percent - percentage requirement for targets health
# multiplier - how much the damage increase
Skills[1] = [40, 1.5] # Increase final result by 50% if actor hp less then 40% for skill id 1
# add new lines here
end
class Game_Battler
alias gg_verge_of_death_lat skill_effect
def skill_effect(user, skill)
if GGVoD::Skills[skill.id] != nil
old_hp = self.hp
percent = self.hp / self.maxhp.to_f * 100
result = gg_verge_of_death_lat(user, skill)
values = GGVoD::Skills[skill.id]
if result && self.hp > old_hp && percent <= values[0]
if self.damage != nil && self.damage.is_a?(Integer)
self.damage *= values[1]
end
self.hp = [(self.hp * values[1]).floor, self.maxhp].min
end
return result
end
return gg_verge_of_death_lat(user, skill)
end
end