RPG Maker MV
DoubleX RMMV Intercept Item
Introduction
Lets users set states intercepting skills/items conditionally
Designed to mimic FF5's Blue Magic and FF6's Runic command
Features
*============================================================================ * ## Notetag Info *---------------------------------------------------------------------------- * # Skill/Item/State Notetags: * 1. <intercept item tier: x> * - Lets battlers having states with this notetag intercept * skills/items with this notetag if x is positive for those states * and skills/items * - If the intercept tiers of the states are greater than or equal to * that of the skills/items, they'll be intercepted if other * conditions that are set by you are also met * - If more than 1 battler can intercept a skill/item, the one having * any intercept state for the shortest time will intercept it * - If more than 1 state of the same battler can intercept a * skill/item, the one having the highest priority will intercept it * - This notetag needs <ally intercept item> and/or * <foe intercept item> to be present as well to work * 2. <ally intercept item> * - Interceptors having states with this notetag can intercept * skills/items with this notetag if their users are allies and * other conditions are met * - Putting this notetag above <foe intercept item> means allies * will always intercept the skills/items if enemies can also * intercept them * - The ordering of <ally intercept item> and <foe intercept item> * in skills/items to be intercepted will be used if intercepting * states also has both of those notetags * 3. <foe intercept item> * - Interceptors having states with this notetag can intercept * skills/items with this notetag if their users are foes and other * conditions are met * - Putting this notetag above <ally intercept item> means foes will * always intercept the skills/items if enemies can also intercept * them * - The ordering of <ally intercept item> and <foe intercept item> * in skills/items to be intercepted will be used if intercepting * states also has both of those notetags * 4. <intercept item chance: x> * - Interceptors having states with this notetag have a x% chance to * intercept skills/items that can be intercepted if other * conditions are met * - Skills/items that can be intercepted with this notetag have a x% * chance to be intercepted by interceptors if other conditions are * met * - The real chance of success is that of intercepting states * multiplied by that of skills/items to be intercepted * - If this notetag is absent, the chance of success will be 100% * 5. <intercept item mp> * - Interceptors having states with this notetag absorb mp equal to * the mp cost of the skills/items intercepted if those skills/items * also have this notetag * 6. <intercept item tp> * - Interceptors having states with this notetag absorb tp equal to * the tp cost of the skills/items intercepted if those skills/items * also have this notetag * 7. <hit intercept item mp> * - Failed interceptions due to <intercept item mp limit> will cause * the skill/item to only hit the interceptor if both the * skills/items and states have this notetag * 8. <hit intercept item tp> * - Failed interceptions due to <intercept item tp limit> will cause * the skill/item to only hit the interceptor if both the * skills/items and states have this notetag * 9. <intercept item learnt> * - Only skills/items that are currently learnt by its battler can be * intercepted if both them and states have this notetag * 10. <intercept item usable> * - Only skills/items that are currently usable by its battler can * be intercepted if both them and states have this notetag * 11. <learn intercept item> * - Successful interceptions will cause its battler to learn the * intercepted skill/item if both them and states have this notetag * and they're not already learnt *---------------------------------------------------------------------------- * # State Notetags: * 1. <intercept item animation: id> * - Animation with id id will be played upon successful interceptions * 2. <intercept item count: x, f> * - The intercepting state will worn off after its battler used it to * intercept x skills/items * - Failed interceptions will also be counted is f is true * 3. <intercept item mp limit> * - If this state's used to intercept skills/items and intercepting * them would lead to the battler's mp being greater than that * battler's mmp, the intercept will fail * 4. <intercept item tp limit> * - If this state's used to intercept skills/items and intercepting * them would lead to the battler's tp being greater than that * battler's maximum tp, the intercept will fail * 5. <intercept item mcr> * - The mp absorbed by the battler using this state to intercept * skills/items will be the actual mp used by their users *============================================================================ * ## Plugin Call Info *---------------------------------------------------------------------------- * # Skill/Item/State manipulations * 1. meta.interceptItemTier * - Returns the intercept item tier in <intercept item tier: x> * 2. meta.interceptItemTier = tier * - Sets the intercept item tier in <intercept item tier: x> as tier * - All meta.interceptItemTier changes can be saved if * DoubleX RMMV Dynamic Data is used * 3. meta.battlerInterceptItem * - Returns the ally/foe intercept item tier in * <ally intercept item tier> and <foe intercept item tier> in the * form of { ally: true, foe: true } * - Property name ally and foe will be defined only if the former and * latter notetags are used respectively * - The ordering of those property names is that of those notetags * 4. meta.battlerInterceptItem = { ally: true, foe: true } * - Sets the ally/foe intercept item tier in * <ally intercept item tier> and <foe intercept item tier> in the * form of { ally: true, foe: true } * - Property name ally and foe will be defined only if the former and * latter notetags are used respectively * - The ordering of those property names is that of those notetags * - All meta.battlerInterceptItem changes can be saved if * DoubleX RMMV Dynamic Data is used * 5. meta.interceptItemChance * - Returns the intercept item chance in <intercept item chance: x> * 6. meta.interceptItemChance = percent * - Sets the intercept item chance in <intercept item chance: x> as * percent% * - All meta.interceptItemChance changes can be saved if * DoubleX RMMV Dynamic Data is used * 7. meta.interceptItemMp * - Returns the intercept item mp flag in <intercept item mp> * 8. meta.interceptItemMp = flag * - Sets the intercept item mp flag in <intercept item mp> as flag * - All meta.interceptItemMp changes can be saved if * DoubleX RMMV Dynamic Data is used * 9. meta.interceptItemTp * - Returns the intercept item tp flag in <intercept item tp> * 10. meta.interceptItemTp = flag * - Sets the intercept item tp flag in <intercept item tp> as flag * - All meta.interceptItemTp changes can be saved if * DoubleX RMMV Dynamic Data is used * 11. meta.hitInterceptItemMp * - Returns the hit intercept item mp flag in * <hit intercept item mp> * 12. meta.hitInterceptItemMp = flag * - Sets the hit intercept item mp flag in <hit intercept item mp> * as flag * - All meta.hitInterceptItemMp changes can be saved if * DoubleX RMMV Dynamic Data is used * 13. meta.hitInterceptItemTp * - Returns the hit intercept item tp flag in * <hit intercept item tp> * 14. meta.hitInterceptItemTp = flag * - Sets the hit intercept item tp flag in <hit intercept item tp> * as flag * - All meta.hitInterceptItemTp changes can be saved if * DoubleX RMMV Dynamic Data is used * 15. meta.interceptItemLearnt * - Returns the intercept item learnt flag in * <intercept item learnt> * 16. meta.interceptItemLearnt = flag * - Sets the intercept item learnt flag in <intercept item learnt> * as flag * - All meta.interceptItemLearnt changes can be saved if * DoubleX RMMV Dynamic Data is used * 17. meta.interceptItemUsable * - Returns the intercept item usable flag in * <intercept item usable> * 18. meta.interceptItemUsable = flag * - Sets the intercept item usable flag in <intercept item usable> * as flag * - All meta.interceptItemUsable changes can be saved if * DoubleX RMMV Dynamic Data is used * 19. meta.learnInterceptItem * - Returns the learn intercept item flag in <learn intercept item> * 20. meta.learnInterceptItem = flag * - Sets the learn intercept item flag in <learn intercept item> as * flag * - All meta.learnInterceptItem changes can be saved if * DoubleX RMMV Dynamic Data is used *---------------------------------------------------------------------------- * # State manipulations * 1. meta.interceptItemAnimation * - Returns the intercept item animation id in * <intercept item animation: id> * 2. meta.interceptItemAnimation = id * - Sets the intercept item animation id in * <intercept item animation: id> as id * - All meta.interceptItemAnimation changes can be saved if * DoubleX RMMV Dynamic Data is used * 3. meta.interceptItemCount * - Returns the intercept item count with the fail flag in the form * of { count: count, fail: fail } * 4. meta.interceptItemCount = { count: count, fail: fail } * - Sets the intercept item count with the fail flag as count and * fail in the form of { count: count, fail: fail } * - All meta.interceptItemCount changes can be saved if * DoubleX RMMV Dynamic Data is used * 5. meta.interceptItemMpLimit * - Returns the intercept item mp limit flag in * <intercept item mp limit> * 6. meta.interceptItemMpLimit = flag * - Sets the intercept item mp limit flag in * <intercept item mp limit> as flag * - All meta.interceptItemMpLimit changes can be saved if * DoubleX RMMV Dynamic Data is used * 7. meta.interceptItemTpLimit * - Returns the intercept item tp limit flag in * <intercept item tp limit> * 8. meta.interceptItemTpLimit = flag * - Sets the intercept item tp limit flag in * <intercept item tp limit> as flag * - All meta.interceptItemTpLimit changes can be saved if * DoubleX RMMV Dynamic Data is used * 9. meta.interceptItemMcr * - Returns the intercept item mcr flag in <intercept item mcr> * 10. meta.interceptItemMcr = flag * - Sets the intercept item mcr flag in <intercept item mcr> as flag * - All meta.interceptItemMcr changes can be saved if * DoubleX RMMV Dynamic Data is used *============================================================================
Video
The Code
License Terms
Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.
Version History
* v1.00b(GMT 1000 30-1-2016): * 1. Fixed typo $dataStates(stateId) instead of $dataStates[stateId] * 2. Fixed undefined BM.interceptors when changing states outside battle * 3. Fixed missing argument item in GB.possibleInterceptStates bug * 4. Fixed searching interceptors in the interceptor state id pairs bug * 5. Fixed returning interceptor state id pair in GU.interceptor bug * 6. Fixed learning skills that are already learnt bug * 7. Fixed passing a battler instead of an Array to showNormalAnimation * v1.00a(GMT 1500 16-12-2015): * 1. 1st version of this plugin finished
Credits & Thanks
DoubleX(Optional)
Terms & Conditions
* You shall keep this plugin's Plugin Info part's contents intact * You shalln't claim that this plugin's written by anyone other than * DoubleX or his aliases * None of the above applies to DoubleX or his aliases
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DoubleX
[b]Updates[/b]
Added this video:
[url=https://www.youtube.com/watch?v=jsuqdjY3FyE]DoubleX RMMV Intercept Item[/url]
[code] * v1.00b(GMT 1000 30-1-2016):
* 1. Fixed typo $dataStates(stateId) instead of $dataStates[stateId]
* 2. Fixed undefined BM.interceptors when changing states outside battle
* 3. Fixed missing argument item in GB.possibleInterceptStates bug
* 4. Fixed searching interceptors in the interceptor state id pairs bug
* 5. Fixed returning interceptor state id pair in GU.interceptor bug
* 6. Fixed learning skills that are already learnt bug
* 7. Fixed passing a battler instead of an Array to showNormalAnimation [/code]