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- $imported = {} if $imported.nil? #DON'T EDIT
- $imported["Raymi-EscapeSuccessMessage"] = true #DON'T EDIT
- =begin
- Raymi's Escape Success Message v.1.0
- Update Log:
- 10/28/2017: v.1.0 - Script finished.
- Directions:
- Plug and play. Just change the message to what you want it to say when your
- character's party successfully escapes a battle. Make sure to leave the quotes!
- Terms of Use:
- Free for commercial & non-commercial use, but you must credit Raymi/raymi100
- and leave this header in tact. Don't claim this script as your own, and if you
- want to edit it, feel free, just please don't post the edits without my
- permission. Don't redistribute this script, just link back to this page.
- Contact me with any issues you run into.
- Contact Info:
- rpgmakercentral.com Username: raymi100 - Best way to contact me
- Email: raymithefangirl@aol.com - Not a good way to contact me
- =end
- #Configuration Start
- module Raymi
- module EscapeSuccessConfig
- EscapeSuccessMessage = "They got away successfully!" #Change what's in between
- #the quotes to what message you want it to say when
- #you successfully escape a battle
- end
- end
- #Configuration End
- #Code Start - Don't edit unless you know what you're doing.
- module BattleManager
- def self.process_escape
- $game_message.add(sprintf(Vocab::EscapeStart, $game_party.name))
- success = @preemptive ? true : (rand < @escape_ratio)
- Sound.play_escape
- if success
- $game_message.add('\.' + Raymi::EscapeSuccessConfig::EscapeSuccessMessage)
- process_abort
- else
- @escape_ratio += 0.1
- $game_message.add('\.' + Vocab::EscapeFailure)
- $game_party.clear_actions
- end
- wait_for_message
- return success
- end
- end
- #Code End
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