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- # ╔═══════════════════════════════════════════════╦════════════════════╗
- # ║ Title: Revive Actor After Death ║ Version: 1.01 ║
- # ║ Author: Roninator2 ║ ║
- # ╠═══════════════════════════════════════════════╬════════════════════╣
- # ║ Function: ║ Date Created ║
- # ║ Battle Manager & Game_Battler ╠════════════════════╣
- # ║ Adjust process die ║ 27 Dec 2021 ║
- # ╚═══════════════════════════════════════════════╩════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Requires: nil ║
- # ║ ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Brief Description: ║
- # ║ Revive after death in battle ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Instructions: ║
- # ║ A script to revive an actor that has fallen - X times ║
- # ║ When correct armour is equipped the actor is revived ║
- # ║ FYI ║
- # ║ Variable array is formatted like this ║
- # ║ [0,0] = [revives left, reached 0 (1 = true)] ║
- # ║ array is reset at the start of battle ║
- # ║ ║
- # ║ This can be customized, but I've designed it to revive ║
- # ║ in stages. First death = 100%, second death = 50% ║
- # ║ Third death = 10%, Fourth death = dead ║
- # ║ The actor can still be revived by revive spell after this ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Updates: ║
- # ║ 1.00 - 27 Dec 2021 - Script finished ║
- # ║ 1.01 - 27 Dec 2021 - Fixed issue ║
- # ║ ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Credits and Thanks: ║
- # ║ Roninator2 ║
- # ║ ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Terms of use: ║
- # ║ Follow the original Authors terms of use where applicable ║
- # ║ - When not made by me (Roninator2) ║
- # ║ Free for all uses in RPG Maker except nudity ║
- # ║ Anyone using this script in their project before these terms ║
- # ║ were changed are allowed to use this script even if it conflicts ║
- # ║ with these new terms. New terms effective 03 Apr 2024 ║
- # ║ No part of this code can be used with AI programs or tools ║
- # ║ Credit must be given ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # just set and forget
- module R2_Recover_Death
- Revive_Equip = 6 # equipment that will recover party member
- Equip_Type = 1 # 0 = weapon, 1 = armor
- Reset_After_Battle = false # will start fresh on the next battle
- Lose_Item = true # remove item after last revive
- Repeat = 3 # specify how many times to use
- # repeats 0 1 2 3
- # repeat 3 = [1, 10, 50, 75]
- # Stage 0 1 2 3
- Stage_Percent = [5, 25, 50, 75] # Percent of HP recovered each time
- # stage 3 = 75%, stage 2 = 50% etc
- Revive_Var = 19 # variable used to track uses
- Preserve_Buffs = true # will save buffs from getting removed on death
- Preserve_States = true # will save states from getting removed on death
- # these will be cleared when the actor has 0 recovers left
- # unless you have another script to preserve them.
- # no guarantees that they will be compatible
- Message = "The Amulet revived " # message + actors name
- Lost_Item = "The Amulet Broke" # when item is expired
- end
- class Game_Battler < Game_BattlerBase
- def die
- @hp = 0
- if SceneManager.scene_is?(Scene_Battle)
- chkact = enemy? ? false : true
- if chkact == true
- reset_revive_count if $game_variables[R2_Recover_Death::Revive_Var] == 0
- i = actor.id
- array = $game_variables[R2_Recover_Death::Revive_Var]
- item = array[i]
- if !item.nil?
- if item[1] != 1
- remove_state(death_state_id)
- perc = (R2_Recover_Death::Stage_Percent[item[0]].to_f / 100)
- $game_party.battle_members.each do |act|
- next if act.id != i
- $game_message.add(sprintf(R2_Recover_Death::Message + actor.name, actor.name))
- act.hp += [(act.mhp * perc).to_i - 1, act.mhp].min
- end
- item[0] -= 1
- item[1] = 1 if item[0] < 0
- if item[1] == 1
- if R2_Recover_Death::Lose_Item
- litem = r2_equip_type_check
- actor_index = $game_actors[actor.id]
- actor_index.equips.each_with_index do |eq, slot|
- next if eq.nil?
- etype_id = eq.etype_id ? eq.etype_id : eq.itype_id
- case etype_id
- when 0
- li = $data_weapons[eq.id]
- else
- li = $data_armors[eq.id]
- end
- actor_index.discard_equip(li) if li == litem
- end
- $game_message.add(sprintf(R2_Recover_Death::Lost_Item, actor.name))
- end
- end
- array[i] = item
- $game_variables[R2_Recover_Death::Revive_Var] = array
- end
- end
- clear_states if R2_Recover_Death::Preserve_States == false && item[1] != 1 && !item.nil?
- clear_buffs if R2_Recover_Death::Preserve_Buffs == false && item[1] != 1 && !item.nil?
- else
- clear_states
- clear_buffs
- end
- else
- clear_states
- clear_buffs
- end
- end
- def r2_equip_type_check
- case R2_Recover_Death::Equip_Type
- when 0
- item = $data_weapons[R2_Recover_Death::Revive_Equip]
- when 1
- item = $data_armors[R2_Recover_Death::Revive_Equip]
- end
- return item
- end
- def reset_revive_count
- array = []
- $game_party.battle_members.each do |actor|
- i = actor.id
- item = r2_equip_type_check
- if actor.equips.include?(item)
- array[i] = [0,0]
- array[i][0] = R2_Recover_Death::Repeat
- array[i][1] = 0
- end
- $game_variables[R2_Recover_Death::Revive_Var] = array
- end
- end
- end
- module BattleManager
- class << self
- alias :reset_recover_armor_victory :process_victory
- alias :reset_recover_armor_escape :process_escape
- alias :reset_recover_armor_abort :process_abort
- alias :reset_recover_armor_defeat :process_defeat
- end
- def self.process_victory
- $game_variables[R2_Recover_Death::Revive_Var] = 0 unless R2_Recover_Death::Reset_After_Battle == false
- reset_recover_armor_victory
- end
- def self.process_escape
- $game_variables[R2_Recover_Death::Revive_Var] = 0 unless R2_Recover_Death::Reset_After_Battle == false
- reset_recover_armor_escape
- end
- def self.process_abort
- $game_variables[R2_Recover_Death::Revive_Var] = 0 unless R2_Recover_Death::Reset_After_Battle == false
- reset_recover_armor_abort
- end
- def self.process_defeat
- $game_variables[R2_Recover_Death::Revive_Var] = 0 unless R2_Recover_Death::Reset_After_Battle == false
- reset_recover_armor_defeat
- end
- end
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