Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -Note Tags for Enemy units-
- 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
- EXMAPLE NOTETAG FOR ENEMY UNIT:
- <enemy unit>
- battler trans: red
- spawn common event id: 256
- spawn tone: -64 -64 -64 0 30
- spawn animation: 14, 30
- transform animation: 110, 20
- passive: 269, 2
- transform call common event: true, 256
- die common event id: 256
- unit trans effect: mhp 2
- unit trans effect: mmp 5
- unit trans effect: learn_skill 541
- unit trans effect: remove_passive
- unit trans effect: remove_skills 127
- <end enemy unit>
- 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)
- > done tested
- 2. passive: x, x # State ID, Skill ID
- > done tested
- 3. transform state id: x
- > done tested
- 4. spawn common event id: x
- > done tested
- 5. die common event id: x
- > done tested
- 6. transform animation: animation_id, wait_time
- > done tested
- 7. unit trans effect: learn_skill x
- > done tested
- 8. unit trans effect: mhp x
- > done tested
- 9. unit trans effect: new_passive x x (Like #2)
- > done tested
- 10. unit trans effect: new_attack_skill x
- No need!
- 11. unit trans effect: mmp x
- > done tested
- 12. transform call common event: true/false, x
- > done tested
- 13. unit trans effect: remove_states
- > done tested
- 14. unit trans effect: remove_skills
- > done tested
- 15. unit trans effect: remove_passive
- > done tested
- 16. spawn animation: animation_id, wait_time_in_frame
- > done tested
- 17. spawn states: [state_list]
- > done tested
- 18. spawn skill: [skill_id] [mp_cost_flag]
- [mp_cost_flag] can be true or false.
- > done tested
- 19. spawn tone: red green blue gray wait_frames
- > done tested
- 20. on slot state inflict: panel_id state_id
- ex: on slot state inflict: 10 255
- > done tested.
- -Script Calls for Enemy Units-
- 1. enable_enemy_unit_slot(slot_id) -> To Unlock Slot from being locked
- > done tested
- 2. disable_enemy_unit_slot(slot_id) -> To lock a slot.
- > done tested
- 3. force_transform_enemy_unit(slot_id, tp_cost = 0, enable_transform_in_turn = true)
- > done tested
- 4. destroy_enemy_unit(slot_id)
- eg: destroy_enemy_unit(4) # Destroy Unit on slot 4
- > done tested
- 5. destroy_all_enemy_unit
- > done tested
- 6. inflict_state_enemy_unit(slot_id, state_id)
- > done tested
- 7. inflict_state_all_unit(state_id)
- > done tested
- 8. remove_states_enemy_unit(slot_id, *state_id_array)
- ex: remove_states_enemy_unit(1, 26, 27, 28) : Remove state 26, 27, 28 from unit on slot 1
- > done not tested, but it should works.
- 9. remove_skills_enemy_unit(slot_id, *skill_id_array)
- ex: remove_skills_unit(1, 17, 18) : Remove skill 17, 18 from unit on slot 1
- > done not tested, but it should works.
- 10. remove_passive_enemy_unit(slot_id)
- > done not tested, but it should works.
- 11. remove_states_all_enemy_unit(*state_id_array)
- ex: remove_states_all_unit(26, 27, 28, 29) : Remove state 26, 27, 28, 29 from all unit.
- > done not tested, but it should works.
- 12. remove_skills_all_enemy_unit(*skill_id_array)
- ex: remove_skills_all_unit(26, 27, 28, 29) : Remove skill 26, 27, 28, 29 from all unit.
- > done not tested, but it should works
- 13. show_battle_animation_on_slot(slot_id, animation_id, team)
- ex: show_battle_animation_on_slot(1 , 25, :enemies)
- show_battle_animation_on_slot(1 , 28, :allies)
- > I've made this before.
- 14. inflict_state_random_enemy_unit(state_id)
- > done tested
- 15. destroy_random_enemy_unit
- > done tested
- 16. inflict_state_lastest_enemy_unit(state_id)
- > done tested
- 17. damage_enemy_unit(slot_id, amount)
- Damage enemy unit on [slot id] by [amount] HP.
- ex: damage_enemy_unit(1, 30)
- Damage enemy unit on slot 1 by [30] HP.
- > done tested
- 18. damage_all_unit(amount)
- -> Damage all unit by [amount] HP.
- > done tested
- 19. damage_lastest_enemy_unit(amount)
- -> Damage newly summoned unit by [amount] HP.
- > done tested
- 20. damage_random_enemy_unit(amount)
- -> Damage a random enemy unit on playfield by [amount] HP.
- > done tested
- 21. heal_enemy_unit(slot_id, amount)
- -> Heal enemy unit on [slot id] by [amount] HP.
- > done tested
- 22. heal_all_unit(amount)
- -> Heal all unit by [amount] HP.
- > done tested
- 23. heal_all_enemy_unit(amount)
- -> Heal a random unit on playfield by [amount] HP.
- > done tested
- 24. restore_mp_enemy_unit(slot_id, amount)
- -> Restore unit on [slot id] by [amount] MP.
- > done tested
- 25. restore_mp_all_enemy_unit(amount)
- -> Restore all unit by [amount] MP.
- > done tested
- 26. restore_mp_random_unit(amount)
- -> Restore a random unit on playfield by [amount] MP.
- > done tested
- 27. remove_state_random_enemy_unit(state_id)
- -> Remove State [state_id] from a random enemy unit on playfield.
- > done tested
- 28. refresh_attack_random_enemy_unit
- -> Refresh attack/skill use for a random unit.
- > done tested
- 29. refresh_attack_enemy_unit(slot_id)
- -> Refresh attack/skill use for unit on slot [slot_id].
- > done tested
- 30. refresh_attack_all_enemy_unit
- -> Refresh attack/skill use for all units.
- > done tested
- 31. random_summon_enemy_unit_ex(unit_id, row_type)
- [row_type] can be :offense or :defense
- -> Randomly summonning an enemy unit on offense slots (4,5,6) or defense slots (1,2,3)
- ex: random_summon_enemy_unit_ex(7, :offense)
- ex: random_summon_enemy_unit_ex(8, :defense)
- > done tested
- 32. transform_random_enemy_unit : Transform a random enemy unit that haven't transformed yet.
- > done tested
- 33. destroy_random_enemy_unit_ex(row_type) : row_type can be :offense or :defense
- > done tested
- 34. force_transform_enemy_random_ex(row_type) : Force transform random unit in offense slots or defense slots that haven't transformed yet.
- -> row_type can be :offense or :defense
- > done tested
- 35. refresh_attack_random_enemy_unit_ex(row_type) : Refresh Random Unit Attack/Skill use in offense slot or defense slot which already attacked.
- -> row_type can be :offense or :defense
- > done tested
- 36. hp_move_heal_enemy(amount) -> Heal last moved unit HP.
- > done not tested, but it should works.
- 37. mp_move_restore_enemy(amount) -> Restore last moved unit MP.
- > done not tested, but it should works.
- 38. move_change_target_slot_type_enemy(panel_id)
- > done not tested, but it should works.
- -Conditional Branch Script Calls for Enemy units-
- 1. has_enemy_unit_on_slotX?(slot_id)
- > done tested
- 2. enemy_unit_has_skill?(slot_id, skill_id)
- > done tested
- 3. enemy_unit_has_state?(slot_id, state_id)
- > done tested
- 4. lastest_enemy_unit_placement?(type) : type = :offense , :defense
- eg: lastest_enemy_unit_placement?(:offense) # Check if lastest placement is offense slot
- eg: lastest_enemy_unit_placement?(:defense) # Check if lastest placement is defense slot
- > done tested
- -New Conditional Branch script call stuff for Player and Enemy Units-
- 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)
- > new: unit_type?(team, slot_id, type) : Check if a unit on either team is specific type.
- ex: unit_type(:allies, 1, "Fire")
- > Done tested
- 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)
- > new: unit_database_index?(team, slot_id, index)
- ex: unit_database_index?(:enemies, 2, 71) : Check if enemy unit on slot 2 is a Mett.
- > Done tested.
- -New Script calls for enemy and player units-
- 1. heal x amount of hp/mpto a random unit on playfield if they are x type (Unit type, not panel type)
- > new: heal_random_unit_by_type(team, type, amount)
- ex: heal_random_unit_by_type(:allies, "Neutral", 30) # Heal Random "Neutral" type unit by 30HP.
- 2. Inflict x damage (hp/mp dmg) to a random unit on the playfield if they are x type (Unit type, not panel type)
- > new: damage_random_unit_by_type(team, type, amount)
- ex: damage_random_unit_by_type(:enemies, "Fire", 10) # Damage Random "Fire" type unit by 10 dmg.
- 3. Remove x state to a random unit on playfield if they are x type (unit type, not panel type)
- > new: remove_state_random_unit_by_type(team, type, state_id)
- ex: remove_state_random_unit_by_type(:enemies, "Fire", 356) # Remove state 356 from a random "Fire" type enemy unit.
- 4. Inflict x state to a random unit on playfield if they are x type (unit type, not panel type)
- > new: inflict_state_random_unit_by_type(team, type, state_id)
- ex: inflict_state_random_unit_by_type(:enemies, "Water", 355) # Inflict state 355 to a random "Water" type enemy unit.
- -New custom Damage Formula-
- 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.
- Ex: If the player has a zapper unit on the playfield, return true. False Otherwise. Same for enemy units (A/B Case)
- > new: a/b.has_unit?(index)
- In this case b is the target. Player unit use skill has this formula.
- 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.
- 2. I need a damage formula that then proceeds to inflict x state to player/enemy unit on the playfield.
- 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)
- > new: a/b.inflict_state_random(state_id)
- In Player unit use skill has this formula. Target = none.
- 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.
- 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)
- 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.
- > new: a/b.damage_random_unit(index, amount)
- In this case Enemy use skill to damage player unit.
- 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement