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YEA Lunatic States

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  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Lunatic States v1.02
  4. # -- Last Updated: 2012.01.30
  5. # -- Level: Lunatic
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-LunaticStates"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.01.30 - Compatibility Update: Ace Battle Engine
  17. # 2011.12.19 - Fixed Death State stacking error.
  18. # 2011.12.15 - Started Script and Finished.
  19. #
  20. #==============================================================================
  21. # ▼ Introduction
  22. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  23. # Lunatic mode effects have always been a core part of Yanfly Engine scripts.
  24. # They exist to provide more effects for those who want more power and control
  25. # for their items, skills, status effects, etc., but the users must be able to
  26. # add them in themselves.
  27. #
  28. # This script provides the base setup for state lunatic effects. These effects
  29. # will occur under certain conditions, which can include when a state is
  30. # applied, erased, leaves naturally, before taking damage, after taking damage,
  31. # at the start of a turn, while an action finishes, and at the end of a turn.
  32. #
  33. #==============================================================================
  34. # ▼ Instructions
  35. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  36. # To install this script, open up your script editor and copy/paste this script
  37. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  38. #
  39. #==============================================================================
  40. # ▼ Compatibility
  41. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  42. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  43. # it will run with RPG Maker VX without adjusting.
  44. #
  45. #==============================================================================
  46.  
  47. class Game_BattlerBase
  48.  
  49. #--------------------------------------------------------------------------
  50. # ● Welcome to Lunatic Mode
  51. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  52. # Lunatic States allow allow states to trigger various scripted functions
  53. # throughout certain set periods of times or when certain conditions
  54. # trigger. These effects can occur when a state is applied, when a state is
  55. # erased, when a state leaves naturally, before damage is taken, after
  56. # damage is taken, at the beginning of a turn, while the turn is occuring,
  57. # and at the closing of a turn. These effects are separated by these eight
  58. # different notetags.
  59. #
  60. # <apply effect: string> - Occurs when state is applied.
  61. # <erase effect: string> - Occurs when state is removed.
  62. # <leave effect: string> - Occurs when state timer hits 0.
  63. # <react effect: string> - Occurs before taking damage.
  64. # <shock effect: string> - Occurs after taking damage.
  65. # <begin effect: string> - Occurs at the start of each turn.
  66. # <while effect: string> - Occurs after performing an action.
  67. # <close effect: string> - Occurs at the end of a turn.
  68. #
  69. # If multiple tags of the same type are used in the same skill/item's
  70. # notebox, then the effects will occur in that order. Replace "string" in
  71. # the tags with the appropriate flag for the method below to search for.
  72. # Note that unlike the previous versions, these are all upcase.
  73. #
  74. # Should you choose to use multiple lunatic effects for a single state, you
  75. # may use these notetags in place of the ones shown above.
  76. #
  77. # <apply effect> <erase effect> <leave effect>
  78. # string string string
  79. # string string string
  80. # </apply effect> </erase effect> </leave effect>
  81. #
  82. # <react effect> <shock effect>
  83. # string string
  84. # string string
  85. # </react effect> </shock effect>
  86. #
  87. # <begin effect> <while effect> <close effect>
  88. # string string string
  89. # string string string
  90. # </begin effect> </while effect> </close effect>
  91. #
  92. # All of the string information in between those two notetags will be
  93. # stored the same way as the notetags shown before those. There is no
  94. # difference between using either.
  95. #--------------------------------------------------------------------------
  96. def lunatic_state_effect(type, state, user)
  97. return unless SceneManager.scene_is?(Scene_Battle)
  98. return if state.nil?
  99. case type
  100. when :apply; effects = state.apply_effects
  101. when :erase; effects = state.erase_effects
  102. when :leave; effects = state.leave_effects
  103. when :react; effects = state.react_effects
  104. when :shock; effects = state.shock_effects
  105. when :begin; effects = state.begin_effects
  106. when :while; effects = state.while_effects
  107. when :close; effects = state.close_effects
  108. else; return
  109. end
  110. log_window = SceneManager.scene.log_window
  111. state_origin = state_origin?(state.id)
  112. for effect in effects
  113. case effect.upcase
  114. #----------------------------------------------------------------------
  115. # Common Effect: Apply
  116. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  117. # This is a common effect that runs whenever a state is refreshly added
  118. # to the battler's state pool. There is no need to modify this unless
  119. # you see fit.
  120. #----------------------------------------------------------------------
  121. when /COMMON APPLY/i
  122. # No common apply effects added.
  123.  
  124. #----------------------------------------------------------------------
  125. # Common Effect: Erase
  126. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  127. # This is a common effect that runs whenever a state is removed from
  128. # the battler's state pool. There is no need to modify this unless you
  129. # see fit.
  130. #----------------------------------------------------------------------
  131. when /COMMON ERASE/i
  132. # No common erase effects added.
  133.  
  134. #----------------------------------------------------------------------
  135. # Common Effect: Leave
  136. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  137. # This is a common effect that runs whenever a state's turns reach 0
  138. # and leaves the battler's state pool. There is no need to modify this
  139. # unless you see fit.
  140. #----------------------------------------------------------------------
  141. when /COMMON LEAVE/i
  142. # No common leave effects added.
  143.  
  144. #----------------------------------------------------------------------
  145. # Common Effect: React
  146. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  147. # This is a common effect that runs right before the battler is about
  148. # to take damage. There is no need to modify this unless you see fit.
  149. #----------------------------------------------------------------------
  150. when /COMMON REACT/i
  151. # No common react effects added.
  152.  
  153. #----------------------------------------------------------------------
  154. # Common Effect: Shock
  155. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  156. # This is a common effect that runs right after the battler has taken
  157. # damage. There is no need to modify this unless you see fit.
  158. #----------------------------------------------------------------------
  159. when /COMMON SHOCK/i
  160. # No common shock effects added.
  161. when /PREMONICION/i
  162. return unless @result.hp_damage >= self.hp
  163. @result.hp_damage = [self.hp - 1, 0].max
  164. n = rand(10)
  165. enemy.add_state(6) if n >= 5
  166. self.remove_state(10)
  167. #----------------------------------------------------------------------
  168. # Common Effect: Begin
  169. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  170. # This is a common effect that runs at the start of the party's turn.
  171. # There is no need to modify this unless you see fit.
  172. #----------------------------------------------------------------------
  173. when /COMMON BEGIN/i
  174. # No common begin effects added.
  175.  
  176. #----------------------------------------------------------------------
  177. # Common Effect: While
  178. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  179. # This is a common effect that runs at the end of the battler's turn.
  180. # There is no need to modify this unless you see fit.
  181. #----------------------------------------------------------------------
  182. when /COMMON WHILE/i
  183. # No common while effects added.
  184.  
  185. #----------------------------------------------------------------------
  186. # Common Effect: Close
  187. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  188. # This is a common effect that runs at the end of the party's turn.
  189. # There is no need to modify this unless you see fit.
  190. #----------------------------------------------------------------------
  191. when /COMMON CLOSE/i
  192. # No common close effects added.
  193.  
  194. #----------------------------------------------------------------------
  195. # Stop editting past this point.
  196. #----------------------------------------------------------------------
  197. else
  198. lunatic_state_extension(effect, state, user, state_origin, log_window)
  199. end
  200. end # for effect in effects
  201. end # lunatic_object_effect
  202.  
  203. end # Game_BattlerBase
  204.  
  205. #==============================================================================
  206. # ▼ Editting anything past this point may potentially result in causing
  207. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  208. # halitosis so edit at your own risk.
  209. #==============================================================================
  210.  
  211. module YEA
  212. module REGEXP
  213. module STATE
  214.  
  215. APPLY_EFFECT_STR = /<(?:APPLY_EFFECT|apply effect):[ ](.*)>/i
  216. APPLY_EFFECT_ON = /<(?:APPLY_EFFECT|apply effect)>/i
  217. APPLY_EFFECT_OFF = /<\/(?:APPLY_EFFECT|apply effect)>/i
  218.  
  219. ERASE_EFFECT_STR = /<(?:ERASE_EFFECT|erase effect):[ ](.*)>/i
  220. ERASE_EFFECT_ON = /<(?:ERASE_EFFECT|erase effect)>/i
  221. ERASE_EFFECT_OFF = /<\/(?:ERASE_EFFECT|erase effect)>/i
  222.  
  223. LEAVE_EFFECT_STR = /<(?:LEAVE_EFFECT|leave effect):[ ](.*)>/i
  224. LEAVE_EFFECT_ON = /<(?:LEAVE_EFFECT|leave effect)>/i
  225. LEAVE_EFFECT_OFF = /<\/(?:LEAVE_EFFECT|leave effect)>/i
  226.  
  227. REACT_EFFECT_STR = /<(?:REACT_EFFECT|react effect):[ ](.*)>/i
  228. REACT_EFFECT_ON = /<(?:REACT_EFFECT|react effect)>/i
  229. REACT_EFFECT_OFF = /<\/(?:REACT_EFFECT|react effect)>/i
  230.  
  231. SHOCK_EFFECT_STR = /<(?:SHOCK_EFFECT|shock effect):[ ](.*)>/i
  232. SHOCK_EFFECT_ON = /<(?:SHOCK_EFFECT|shock effect)>/i
  233. SHOCK_EFFECT_OFF = /<\/(?:SHOCK_EFFECT|shock effect)>/i
  234.  
  235. BEGIN_EFFECT_STR = /<(?:BEGIN_EFFECT|begin effect):[ ](.*)>/i
  236. BEGIN_EFFECT_ON = /<(?:BEGIN_EFFECT|begin effect)>/i
  237. BEGIN_EFFECT_OFF = /<\/(?:BEGIN_EFFECT|begin effect)>/i
  238.  
  239. WHILE_EFFECT_STR = /<(?:WHILE_EFFECT|while effect):[ ](.*)>/i
  240. WHILE_EFFECT_ON = /<(?:WHILE_EFFECT|while effect)>/i
  241. WHILE_EFFECT_OFF = /<\/(?:WHILE_EFFECT|while effect)>/i
  242.  
  243. CLOSE_EFFECT_STR = /<(?:CLOSE_EFFECT|close effect):[ ](.*)>/i
  244. CLOSE_EFFECT_ON = /<(?:CLOSE_EFFECT|close effect)>/i
  245. CLOSE_EFFECT_OFF = /<\/(?:CLOSE_EFFECT|close effect)>/i
  246.  
  247. end # STATE
  248. end # REGEXP
  249. end # YEA
  250.  
  251. #==============================================================================
  252. # ■ DataManager
  253. #==============================================================================
  254.  
  255. module DataManager
  256.  
  257. #--------------------------------------------------------------------------
  258. # alias method: load_database
  259. #--------------------------------------------------------------------------
  260. class <<self; alias load_database_lsta load_database; end
  261. def self.load_database
  262. load_database_lsta
  263. load_notetags_lsta
  264. end
  265.  
  266. #--------------------------------------------------------------------------
  267. # new method: load_notetags_lsta
  268. #--------------------------------------------------------------------------
  269. def self.load_notetags_lsta
  270. for state in $data_states
  271. next if state.nil?
  272. state.load_notetags_lsta
  273. end
  274. end
  275.  
  276. end # DataManager
  277.  
  278. #==============================================================================
  279. # ■ RPG::State
  280. #==============================================================================
  281.  
  282. class RPG::State < RPG::BaseItem
  283.  
  284. #--------------------------------------------------------------------------
  285. # public instance variables
  286. #--------------------------------------------------------------------------
  287. attr_accessor :apply_effects
  288. attr_accessor :erase_effects
  289. attr_accessor :leave_effects
  290. attr_accessor :react_effects
  291. attr_accessor :shock_effects
  292. attr_accessor :begin_effects
  293. attr_accessor :while_effects
  294. attr_accessor :close_effects
  295.  
  296. #--------------------------------------------------------------------------
  297. # common cache: load_notetags_lsta
  298. #--------------------------------------------------------------------------
  299. def load_notetags_lsta
  300. @apply_effects = ["COMMON APPLY"]
  301. @erase_effects = ["COMMON ERASE"]
  302. @leave_effects = ["COMMON LEAVE"]
  303. @react_effects = ["COMMON REACT"]
  304. @shock_effects = ["COMMON SHOCK"]
  305. @begin_effects = ["COMMON BEGIN"]
  306. @while_effects = ["COMMON WHILE"]
  307. @close_effects = ["COMMON CLOSE"]
  308. @apply_effects_on = false
  309. @erase_effects_on = false
  310. @leave_effects_on = false
  311. @react_effects_on = false
  312. @shock_effects_on = false
  313. @begin_effects_on = false
  314. @while_effects_on = false
  315. @close_effects_on = false
  316. #---
  317. self.note.split(/[\r\n]+/).each { |line|
  318. case line
  319. #---
  320. when YEA::REGEXP::STATE::APPLY_EFFECT_STR
  321. @apply_effects.push($1.to_s)
  322. when YEA::REGEXP::STATE::ERASE_EFFECT_STR
  323. @erase_effects.push($1.to_s)
  324. when YEA::REGEXP::STATE::LEAVE_EFFECT_STR
  325. @leave_effects.push($1.to_s)
  326. when YEA::REGEXP::STATE::REACT_EFFECT_STR
  327. @react_effects.push($1.to_s)
  328. when YEA::REGEXP::STATE::SHOCK_EFFECT_STR
  329. @shock_effects.push($1.to_s)
  330. when YEA::REGEXP::STATE::BEGIN_EFFECT_STR
  331. @begin_effects.push($1.to_s)
  332. when YEA::REGEXP::STATE::WHILE_EFFECT_STR
  333. @while_effects.push($1.to_s)
  334. when YEA::REGEXP::STATE::CLOSE_EFFECT_STR
  335. @close_effects.push($1.to_s)
  336. #---
  337. when YEA::REGEXP::STATE::APPLY_EFFECT_ON
  338. @apply_effects_on = true
  339. when YEA::REGEXP::STATE::ERASE_EFFECT_ON
  340. @erase_effects_on = true
  341. when YEA::REGEXP::STATE::LEAVE_EFFECT_ON
  342. @leave_effects_on = true
  343. when YEA::REGEXP::STATE::REACT_EFFECT_ON
  344. @react_effects_on = true
  345. when YEA::REGEXP::STATE::SHOCK_EFFECT_ON
  346. @shock_effects_on = true
  347. when YEA::REGEXP::STATE::BEGIN_EFFECT_ON
  348. @begin_effects_on = true
  349. when YEA::REGEXP::STATE::WHILE_EFFECT_ON
  350. @while_effects_on = true
  351. when YEA::REGEXP::STATE::CLOSE_EFFECT_ON
  352. @close_effects_on = true
  353. #---
  354. when YEA::REGEXP::STATE::APPLY_EFFECT_OFF
  355. @apply_effects_on = false
  356. when YEA::REGEXP::STATE::ERASE_EFFECT_OFF
  357. @erase_effects_on = false
  358. when YEA::REGEXP::STATE::LEAVE_EFFECT_OFF
  359. @leave_effects_on = false
  360. when YEA::REGEXP::STATE::REACT_EFFECT_OFF
  361. @react_effects_on = false
  362. when YEA::REGEXP::STATE::SHOCK_EFFECT_OFF
  363. @shock_effects_on = false
  364. when YEA::REGEXP::STATE::BEGIN_EFFECT_OFF
  365. @begin_effects_on = false
  366. when YEA::REGEXP::STATE::WHILE_EFFECT_OFF
  367. @while_effects_on = false
  368. when YEA::REGEXP::STATE::CLOSE_EFFECT_OFF
  369. @close_effects_on = false
  370. #---
  371. else
  372. @apply_effects.push(line.to_s) if @after_effects_on
  373. @erase_effects.push(line.to_s) if @erase_effects_on
  374. @leave_effects.push(line.to_s) if @leave_effects_on
  375. @react_effects.push(line.to_s) if @react_effects_on
  376. @shock_effects.push(line.to_s) if @shock_effects_on
  377. @begin_effects.push(line.to_s) if @begin_effects_on
  378. @while_effects.push(line.to_s) if @while_effects_on
  379. @close_effects.push(line.to_s) if @close_effects_on
  380. end
  381. } # self.note.split
  382. #---
  383. end
  384.  
  385. end # RPG::State
  386.  
  387. #==============================================================================
  388. # ■ Game_BattlerBase
  389. #==============================================================================
  390.  
  391. class Game_BattlerBase
  392.  
  393. #--------------------------------------------------------------------------
  394. # alias method: clear_states
  395. #--------------------------------------------------------------------------
  396. alias game_battlerbase_clear_states_lsta clear_states
  397. def clear_states
  398. game_battlerbase_clear_states_lsta
  399. clear_state_origins
  400. end
  401.  
  402. #--------------------------------------------------------------------------
  403. # alias method: erase_state
  404. #--------------------------------------------------------------------------
  405. alias game_battlerbase_erase_state_lsta erase_state
  406. def erase_state(state_id)
  407. lunatic_state_effect(:erase, $data_states[state_id], self)
  408. change_state_origin(:erase)
  409. game_battlerbase_erase_state_lsta(state_id)
  410. end
  411.  
  412. #--------------------------------------------------------------------------
  413. # new method: clear_state_origins
  414. #--------------------------------------------------------------------------
  415. def clear_state_origins
  416. @state_origins = {}
  417. end
  418.  
  419. #--------------------------------------------------------------------------
  420. # new method: change_state_origin
  421. #--------------------------------------------------------------------------
  422. def change_state_origin(state_id, type = :apply)
  423. return unless $game_party.in_battle
  424. return if state_id == death_state_id
  425. if :apply && SceneManager.scene_is?(Scene_Battle)
  426. subject = SceneManager.scene.subject
  427. clear_state_origins if @state_origins.nil?
  428. if subject.nil?
  429. @state_origins[state_id] = [:actor, self.id] if self.actor?
  430. @state_origins[state_id] = [:enemy, self.index] unless self.actor?
  431. elsif subject.actor?
  432. @state_origins[state_id] = [:actor, subject.id]
  433. else
  434. @state_origins[state_id] = [:enemy, subject.index]
  435. end
  436. else # :erase
  437. @state_origins[state_id] = nil
  438. end
  439. end
  440.  
  441. #--------------------------------------------------------------------------
  442. # new method: state_origin?
  443. #--------------------------------------------------------------------------
  444. def state_origin?(state_id)
  445. return self unless $game_party.in_battle
  446. return self if @state_origins[state_id].nil?
  447. team = @state_origins[state_id][0]
  448. subject = @state_origins[state_id][1]
  449. if team == :actor
  450. return $game_actors[subject]
  451. else # :enemy
  452. return $game_troop.members[subject]
  453. end
  454. end
  455.  
  456. end # Game_BattlerBase
  457.  
  458. #==============================================================================
  459. # ■ Game_Battler
  460. #==============================================================================
  461.  
  462. class Game_Battler < Game_BattlerBase
  463.  
  464. #--------------------------------------------------------------------------
  465. # alias method: on_battle_start
  466. #--------------------------------------------------------------------------
  467. alias game_battler_on_battle_start_lsta on_battle_start
  468. def on_battle_start
  469. game_battler_on_battle_start_lsta
  470. clear_state_origins
  471. end
  472.  
  473. #--------------------------------------------------------------------------
  474. # alias method: on_battle_end
  475. #--------------------------------------------------------------------------
  476. alias game_battler_on_battle_end_lsta on_battle_end
  477. def on_battle_end
  478. game_battler_on_battle_end_lsta
  479. clear_state_origins
  480. end
  481.  
  482. #--------------------------------------------------------------------------
  483. # alias method: add_new_state
  484. #--------------------------------------------------------------------------
  485. alias game_battler_add_new_state_lsta add_new_state
  486. def add_new_state(state_id)
  487. change_state_origin(state_id, :apply)
  488. lunatic_state_effect(:apply, $data_states[state_id], self)
  489. game_battler_add_new_state_lsta(state_id)
  490. end
  491.  
  492. #--------------------------------------------------------------------------
  493. # alias method: remove_states_auto
  494. #--------------------------------------------------------------------------
  495. alias game_battler_remove_states_auto_lsta remove_states_auto
  496. def remove_states_auto(timing)
  497. states.each do |state|
  498. if @state_turns[state.id] == 0 && state.auto_removal_timing == timing
  499. lunatic_state_effect(:leave, state, self)
  500. end
  501. end
  502. game_battler_remove_states_auto_lsta(timing)
  503. end
  504.  
  505. #--------------------------------------------------------------------------
  506. # alias method: execute_damage
  507. #--------------------------------------------------------------------------
  508. alias game_battler_execute_damage_lsta execute_damage
  509. def execute_damage(user)
  510. for state in states; run_lunatic_states(:react); end
  511. game_battler_execute_damage_lsta(user)
  512. @result.restore_damage if $imported["YEA-BattleEngine"]
  513. for state in states; run_lunatic_states(:shock); end
  514. return unless $imported["YEA-BattleEngine"]
  515. @result.store_damage
  516. @result.clear_damage_values
  517. end
  518.  
  519. #--------------------------------------------------------------------------
  520. # new method: run_lunatic_states
  521. #--------------------------------------------------------------------------
  522. def run_lunatic_states(type)
  523. for state in states; lunatic_state_effect(type, state, self); end
  524. end
  525.  
  526. end # Game_Battler
  527.  
  528. #==============================================================================
  529. # ■ Scene_Battle
  530. #==============================================================================
  531.  
  532. class Scene_Battle < Scene_Base
  533.  
  534. #--------------------------------------------------------------------------
  535. # public instance variables
  536. #--------------------------------------------------------------------------
  537. attr_accessor :log_window
  538. attr_accessor :subject
  539.  
  540. #--------------------------------------------------------------------------
  541. # alias method: turn_start
  542. #--------------------------------------------------------------------------
  543. alias scene_battle_turn_start_lsta turn_start
  544. def turn_start
  545. scene_battle_turn_start_lsta
  546. for member in all_battle_members; member.run_lunatic_states(:begin); end
  547. end
  548.  
  549. #--------------------------------------------------------------------------
  550. # alias method: turn_end
  551. #--------------------------------------------------------------------------
  552. alias scene_battle_turn_end_lsta turn_end
  553. def turn_end
  554. for member in all_battle_members; member.run_lunatic_states(:close); end
  555. scene_battle_turn_end_lsta
  556. end
  557.  
  558. #--------------------------------------------------------------------------
  559. # alias method: execute_action
  560. #--------------------------------------------------------------------------
  561. alias scene_battle_execute_action_lsta execute_action
  562. def execute_action
  563. scene_battle_execute_action_lsta
  564. @subject.run_lunatic_states(:while)
  565. end
  566.  
  567. end # Scene_Battle
  568.  
  569. #==============================================================================
  570. # ■ Game_BattlerBase
  571. #==============================================================================
  572.  
  573. class Game_BattlerBase
  574.  
  575. #--------------------------------------------------------------------------
  576. # new method: lunatic_state_extension
  577. #--------------------------------------------------------------------------
  578. def lunatic_state_extension(effect, state, user, state_origin, log_window)
  579. # Reserved for future Add-ons.
  580. end
  581.  
  582. end # Game_BattlerBase
  583.  
  584. #==============================================================================
  585. #
  586. # ▼ End of File
  587. #
  588. #==============================================================================
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