#<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>># # # # V's State Evolutions # # Version 0.2 # # # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Written By: V # # Last Edited: January 6, 2013 # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # # #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>># #==============================================================================# #------------------------------------------------------------------------------# # ** Disclaimer # #------------------------------------------------------------------------------# # # # This script was intended for Non-commercial use only, if you wish to use # # this script in a commercial game please PM me at which ever site you found # # this script. Either way please give me credit in your game script as the # # writer of this script, and send me a PM abuot the release of the game/demo. # # # #------------------------------------------------------------------------------# # ** How To Use # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # # # * This script is Plug & Play. # # # # * Add this tag to any state notebox that you want to evolve. # # # # # # # #------------------------------------------------------------------------------# # ** Description # #------------------------------------------------------------------------------# # # # v0.1 # # ~=~=~=~ # # * This script automatically adds a state evolution feat. Let's say a zombie # # bit you well at first your just 'Scarred' then after one turn the state # # is removed automatically, and a new one is added. Now your 'Feverish' # # and so on until your 'One of Them'. Or lets say you have a transform # # system based on states. Now when you are done with your 'Werewolf Form' # # three turn killing spree, it is removed and now you are back to # # 'Human Form'. You can even use the 'Death' state. # # # # v0.2 # # ~=~=~=~ # # * States now evolve with the "Steps Taken Removal Method." # # # #------------------------------------------------------------------------------# #==============================================================================# #============================================================================== # ** V's State Evolutions #============================================================================== #============================================================================== # ** Game_Battler #------------------------------------------------------------------------------ # A battler class with methods for sprites and actions added. This class # is used as a super class of the Game_Actor class and Game_Enemy class. #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Aliasing Method: Object Initialization #-------------------------------------------------------------------------- alias :bgrs4520453270060780 :remove_state #-------------------------------------------------------------------------- # * Automatically Remove States # timing: Timing (1: End of action 2: End of turn) #-------------------------------------------------------------------------- def remove_state(state_id) bgrs4520453270060780(state_id) evolve_current_state(state_id) end #-------------------------------------------------------------------------- # * Evolve Current State #-------------------------------------------------------------------------- def evolve_current_state(state_id) note = //i data = $data_states[state_id].note.scan(note) if data != [] new_state = $1.to_i add_state(new_state) end end end