RPG Maker VX Ace
DoubleX RMVXA Item Triggers
Introduction
Sets some skills/items to trigger effects before and/or after being used
Features
Notetag
#==============================================================================| # ** Notetag Info | #------------------------------------------------------------------------------| # * Skill/Item Notetags: | # 1. <timing item trigger: itcx, itax> | # - Sets a skill/item to trigger itax when timing and itcx are met | # - It only works in battles using the default battle scene(Scene_Battle)| # - timing can be pre, post or custom timings set by you | # - pre means right before using the skill/item | # - post means right after using the skill/item | # - timing must only consist of alphanumeric characters | # - itcx can be set in Item Trigger Condition Notetag Values | # - itax can be set in Item Trigger Action Notetag Values | #==============================================================================|
#--------------------------------------------------------------------------| # Item Trigger Condition Notetag Values | # - Setups itcx used by <timing item trigger: itcx, itax> | #--------------------------------------------------------------------------| # itcx are used at: # 1. Scene_Battle # - it.send(trigger[1], self) if it.send(trigger[0], self) in # exec_item_triggers # itcx are strings of names of methods under DoubleX_RMVXA::Item_Triggers # itcx names can only use alphanumeric characters # battler is the battler using item # item is the skill/item using the itcx # The below itcx are examples added to help you set your itcx # You can freely use, rewrite and/or delete these examples # Sets the item trigger condition as always true def self.itc1(battler, item) true end # Sets the item trigger condition as always false def self.itc2(battler, item) false end # Sets the item trigger condition as needing switch with id x to be on def self.itc3(battler, item) $game_switches[x] end # Adds new itcx here #--------------------------------------------------------------------------| # Item Trigger Action Notetag Values | # - Setups itax used by <timing item trigger: itcx, itax> | #--------------------------------------------------------------------------| # itax are used at: # 1. Scene_Battle # - it.send(trigger[1], self) if it.send(trigger[0], self) in # exec_item_triggers # itax are strings of names of methods under DoubleX_RMVXA::Item_Triggers # itax names can only use alphanumeric characters # battler is the battler using item # item is the skill/item using the itax # The below itax are examples added to help you set your itax # You can freely use, rewrite and/or delete these examples # Sets the item trigger action as what Special Effect Escape does def self.ita1(battler, item) battler.hide end # Sets the item trigger action as calling common event with id # common_event_id def self.ita2(battler, item) $game_temp.reserve_common_event(common_event_id) SceneManager.scene.process_event end # Sets the item trigger action as executing damage equal to the value of # game variable with id x to self with type equal to that of skill with id # equal to y def self.ita3(battler, item) battler.result.clear battler.result.make_damage($game_variables[x], $data_skills[y]) battler.execute_damage(battler) end # Adds new itax here
Script Call
# * Scene manipulations | # 1. exec_item_triggers(item, timing) | # - Executes all item triggers with timing timing of item item |
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.
Instructions
# 1. Open the script editor and put this script into an open slot between | # Materials and Main, save to take effect. |
Compatibility
Version History
# v1.01a(GMT 1300 26-2-2016): | # 1. itcx and itax take the skill/item calling them as an argument as well | # 2. Fixed passing Scene_battle instead of a battler into itcx/itax bug | # v1.00b(GMT 0400 7-11-2015): | # 1. Notetag values are now symbols of methods in the configuration regions | # 2. This script doesn't need DoubleX RMVXA Item Triggers Compatibility to | # be compatible with all its addressed scripts | # 3. Further improved this script's compatibility, efficiency and simplicity| # v1.00a(GMT 1300 11-5-2015): | # 1. 1st version of this script finished |
Credits & Thanks
DoubleX(Optional)
Terms & Conditions
# You shall keep this script's Script Info part's contents intact | # You shalln't claim that this script is written by anyone other than | # DoubleX or his aliases | # None of the above applies to DoubleX or his aliases |
Comments (4)
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ShinGamix
What does this do that you can't do from the database?? A little info would have been nice.
DoubleX
This depends on what other custom scripts you're using.
This script lets you access anything that can be accessed under Scene_Battle, as long as the item trigger timing's met.
DoubleX
[b]Updates[/b]
[code]# v1.00b(GMT 0400 7-11-2015): |
# 1. Notetag values are now symbols of methods in the configuration regions |
# 2. This script doesn't need DoubleX RMVXA Item Triggers Compatibility to |
# be compatible with all its addressed scripts |
# 3. Further improved this script's compatibility, efficiency and simplicity|[/code]
DoubleX
[b]Updates[/b]
[code]# v1.01a(GMT 1300 26-2-2016): |
# 1. itcx and itax take the skill/item calling them as an argument as well |
# 2. Fixed passing Scene_battle instead of a battler into itcx/itax bug |[/code]