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  1. -Note Tags for Enemy units-
  2.  
  3. Important Note: To make Enemy Leader can transform it units please create a skill with a common event and put this line in script call: transform_random_enemy_unit
  4.  
  5. EXMAPLE NOTETAG FOR ENEMY UNIT:
  6.  
  7. <enemy unit>
  8. battler trans: red
  9. spawn common event id: 256
  10. spawn tone: -64 -64 -64 0 30
  11. spawn animation: 14, 30
  12. transform animation: 110, 20
  13. passive: 269, 2
  14. transform call common event: true, 256
  15. die common event id: 256
  16. unit trans effect: mhp 2
  17. unit trans effect: mmp 5
  18. unit trans effect: learn_skill 541
  19. unit trans effect: remove_passive
  20. unit trans effect: remove_skills 127
  21. <end enemy unit>
  22.  
  23.  
  24. 1. battler trans: x (I want enemy units to transform too and I want the TP needed for transform to come from the enemy deck leader, same rules as player units)
  25. > done tested
  26. 2. passive: x, x # State ID, Skill ID
  27. > done tested
  28. 3. transform state id: x
  29. > done tested
  30. 4. spawn common event id: x
  31. > done tested
  32. 5. die common event id: x
  33. > done tested
  34. 6. transform animation: animation_id, wait_time
  35. > done tested
  36. 7. unit trans effect: learn_skill x
  37. > done tested
  38. 8. unit trans effect: mhp x
  39. > done tested
  40. 9. unit trans effect: new_passive x x (Like #2)
  41. > done tested
  42. 10. unit trans effect: new_attack_skill x
  43. No need!
  44. 11. unit trans effect: mmp x
  45. > done tested
  46. 12. transform call common event: true/false, x
  47. > done tested
  48. 13. unit trans effect: remove_states
  49. > done tested
  50. 14. unit trans effect: remove_skills
  51. > done tested
  52. 15. unit trans effect: remove_passive
  53. > done tested
  54. 16. spawn animation: animation_id, wait_time_in_frame
  55. > done tested
  56. 17. spawn states: [state_list]
  57. > done tested
  58. 18. spawn skill: [skill_id] [mp_cost_flag]
  59. [mp_cost_flag] can be true or false.
  60. > done tested
  61. 19. spawn tone: red green blue gray wait_frames
  62. > done tested
  63. 20. on slot state inflict: panel_id state_id
  64. ex: on slot state inflict: 10 255
  65. > done tested.
  66.  
  67. -Script Calls for Enemy Units-
  68.  
  69. 1. enable_enemy_unit_slot(slot_id) -> To Unlock Slot from being locked
  70. > done tested
  71. 2. disable_enemy_unit_slot(slot_id) -> To lock a slot.
  72. > done tested
  73. 3. force_transform_enemy_unit(slot_id, tp_cost = 0, enable_transform_in_turn = true)
  74. > done tested
  75. 4. destroy_enemy_unit(slot_id)
  76. eg: destroy_enemy_unit(4) # Destroy Unit on slot 4
  77. > done tested
  78. 5. destroy_all_enemy_unit
  79. > done tested
  80. 6. inflict_state_enemy_unit(slot_id, state_id)
  81. > done tested
  82. 7. inflict_state_all_unit(state_id)
  83. > done tested
  84. 8. remove_states_enemy_unit(slot_id, *state_id_array)
  85. ex: remove_states_enemy_unit(1, 26, 27, 28) : Remove state 26, 27, 28 from unit on slot 1
  86. > done not tested, but it should works.
  87. 9. remove_skills_enemy_unit(slot_id, *skill_id_array)
  88. ex: remove_skills_unit(1, 17, 18) : Remove skill 17, 18 from unit on slot 1
  89. > done not tested, but it should works.
  90. 10. remove_passive_enemy_unit(slot_id)
  91. > done not tested, but it should works.
  92. 11. remove_states_all_enemy_unit(*state_id_array)
  93. ex: remove_states_all_unit(26, 27, 28, 29) : Remove state 26, 27, 28, 29 from all unit.
  94. > done not tested, but it should works.
  95. 12. remove_skills_all_enemy_unit(*skill_id_array)
  96. ex: remove_skills_all_unit(26, 27, 28, 29) : Remove skill 26, 27, 28, 29 from all unit.
  97. > done not tested, but it should works
  98. 13. show_battle_animation_on_slot(slot_id, animation_id, team)
  99. ex: show_battle_animation_on_slot(1 , 25, :enemies)
  100. show_battle_animation_on_slot(1 , 28, :allies)
  101. > I've made this before.
  102. 14. inflict_state_random_enemy_unit(state_id)
  103. > done tested
  104. 15. destroy_random_enemy_unit
  105. > done tested
  106. 16. inflict_state_lastest_enemy_unit(state_id)
  107. > done tested
  108. 17. damage_enemy_unit(slot_id, amount)
  109. Damage enemy unit on [slot id] by [amount] HP.
  110. ex: damage_enemy_unit(1, 30)
  111. Damage enemy unit on slot 1 by [30] HP.
  112. > done tested
  113. 18. damage_all_unit(amount)
  114. -> Damage all unit by [amount] HP.
  115. > done tested
  116. 19. damage_lastest_enemy_unit(amount)
  117. -> Damage newly summoned unit by [amount] HP.
  118. > done tested
  119. 20. damage_random_enemy_unit(amount)
  120. -> Damage a random enemy unit on playfield by [amount] HP.
  121. > done tested
  122. 21. heal_enemy_unit(slot_id, amount)
  123. -> Heal enemy unit on [slot id] by [amount] HP.
  124. > done tested
  125. 22. heal_all_unit(amount)
  126. -> Heal all unit by [amount] HP.
  127. > done tested
  128. 23. heal_all_enemy_unit(amount)
  129. -> Heal a random unit on playfield by [amount] HP.
  130. > done tested
  131. 24. restore_mp_enemy_unit(slot_id, amount)
  132. -> Restore unit on [slot id] by [amount] MP.
  133. > done tested
  134. 25. restore_mp_all_enemy_unit(amount)
  135. -> Restore all unit by [amount] MP.
  136. > done tested
  137. 26. restore_mp_random_unit(amount)
  138. -> Restore a random unit on playfield by [amount] MP.
  139. > done tested
  140. 27. remove_state_random_enemy_unit(state_id)
  141. -> Remove State [state_id] from a random enemy unit on playfield.
  142. > done tested
  143. 28. refresh_attack_random_enemy_unit
  144. -> Refresh attack/skill use for a random unit.
  145. > done tested
  146. 29. refresh_attack_enemy_unit(slot_id)
  147. -> Refresh attack/skill use for unit on slot [slot_id].
  148. > done tested
  149. 30. refresh_attack_all_enemy_unit
  150. -> Refresh attack/skill use for all units.
  151. > done tested
  152. 31. random_summon_enemy_unit_ex(unit_id, row_type)
  153. [row_type] can be :offense or :defense
  154. -> Randomly summonning an enemy unit on offense slots (4,5,6) or defense slots (1,2,3)
  155. ex: random_summon_enemy_unit_ex(7, :offense)
  156. ex: random_summon_enemy_unit_ex(8, :defense)
  157. > done tested
  158. 32. transform_random_enemy_unit : Transform a random enemy unit that haven't transformed yet.
  159. > done tested
  160. 33. destroy_random_enemy_unit_ex(row_type) : row_type can be :offense or :defense
  161. > done tested
  162. 34. force_transform_enemy_random_ex(row_type) : Force transform random unit in offense slots or defense slots that haven't transformed yet.
  163. -> row_type can be :offense or :defense
  164. > done tested
  165. 35. refresh_attack_random_enemy_unit_ex(row_type) : Refresh Random Unit Attack/Skill use in offense slot or defense slot which already attacked.
  166. -> row_type can be :offense or :defense
  167. > done tested
  168. 36. hp_move_heal_enemy(amount) -> Heal last moved unit HP.
  169. > done not tested, but it should works.
  170. 37. mp_move_restore_enemy(amount) -> Restore last moved unit MP.
  171. > done not tested, but it should works.
  172. 38. move_change_target_slot_type_enemy(panel_id)
  173. > done not tested, but it should works.
  174.  
  175.  
  176. -Conditional Branch Script Calls for Enemy units-
  177.  
  178. 1. has_enemy_unit_on_slotX?(slot_id)
  179. > done tested
  180. 2. enemy_unit_has_skill?(slot_id, skill_id)
  181. > done tested
  182. 3. enemy_unit_has_state?(slot_id, state_id)
  183. > done tested
  184. 4. lastest_enemy_unit_placement?(type) : type = :offense , :defense
  185. eg: lastest_enemy_unit_placement?(:offense) # Check if lastest placement is offense slot
  186. eg: lastest_enemy_unit_placement?(:defense) # Check if lastest placement is defense slot
  187. > done tested
  188.  
  189. -New Conditional Branch script call stuff for Player and Enemy Units-
  190.  
  191. 1. Check if unit on slot x is x type (Ex: Checks if the player/enemy unit on slot 5 is a water type, this is checking the unit type, not the panel type)
  192. > new: unit_type?(team, slot_id, type) : Check if a unit on either team is specific type.
  193. ex: unit_type(:allies, 1, "Fire")
  194. > Done tested
  195. 2. Check if unit on slot x is x actor/enemy unit (Ex: Checks if slot 4 has a Skull demon Player unit/enemy from actor/enemy database)
  196. > new: unit_database_index?(team, slot_id, index)
  197. ex: unit_database_index?(:enemies, 2, 71) : Check if enemy unit on slot 2 is a Mett.
  198. > Done tested.
  199.  
  200. -New Script calls for enemy and player units-
  201.  
  202. 1. heal x amount of hp/mpto a random unit on playfield if they are x type (Unit type, not panel type)
  203. > new: heal_random_unit_by_type(team, type, amount)
  204. ex: heal_random_unit_by_type(:allies, "Neutral", 30) # Heal Random "Neutral" type unit by 30HP.
  205. 2. Inflict x damage (hp/mp dmg) to a random unit on the playfield if they are x type (Unit type, not panel type)
  206. > new: damage_random_unit_by_type(team, type, amount)
  207. ex: damage_random_unit_by_type(:enemies, "Fire", 10) # Damage Random "Fire" type unit by 10 dmg.
  208. 3. Remove x state to a random unit on playfield if they are x type (unit type, not panel type)
  209. > new: remove_state_random_unit_by_type(team, type, state_id)
  210. ex: remove_state_random_unit_by_type(:enemies, "Fire", 356) # Remove state 356 from a random "Fire" type enemy unit.
  211. 4. Inflict x state to a random unit on playfield if they are x type (unit type, not panel type)
  212. > new: inflict_state_random_unit_by_type(team, type, state_id)
  213. ex: inflict_state_random_unit_by_type(:enemies, "Water", 355) # Inflict state 355 to a random "Water" type enemy unit.
  214.  
  215. -New custom Damage Formula-
  216.  
  217. 1. I need a damage formula that checks to see if the player/enemy has x unit from actor/enemy database on the playfield and return true/false.
  218. Ex: If the player has a zapper unit on the playfield, return true. False Otherwise. Same for enemy units (A/B Case)
  219. > new: a/b.has_unit?(index)
  220. In this case b is the target. Player unit use skill has this formula.
  221. ex: if b.has_unit?(71); 15; else; 5; end; # If Enemy Team has "Mett" on their field then do 15 dmg else do 5 dmg.
  222.  
  223. 2. I need a damage formula that then proceeds to inflict x state to player/enemy unit on the playfield.
  224. Ex: If the Player has a zapper unit on the playfield, inflict x state to a random zapper unit on the playfield. Same for enemy units (A/B Case)
  225. > new: a/b.inflict_state_random(state_id)
  226. In Player unit use skill has this formula. Target = none.
  227. ex: if a.has_unit?(24); a.inflict_state_random(25); end; # If Player Team has "Zapper" on their field then do inflict state 25 to a random copy of Zapper.
  228.  
  229. 3. I need a damage formula that checks to see if x unit is on the playfield, then inflict x amount of dmg to a random copy of that unit on player/enemy playfield (A/B Case)
  230. Ex: If player has a zapper unit on the playfield, do 3 dmg to it, or to a random zapper if more than 1 on the playfield of player. Same for enemy units.
  231. > new: a/b.damage_random_unit(index, amount)
  232. In this case Enemy use skill to damage player unit.
  233. ex: if b.has_unit?(24); b.damage_random_unit(24, 15); end; # if Player team has "Zapper" on their field then damage 15HP to it or damage a random copy of it if have more than 1.
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