Euphoria - Threat System

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Started by Euphoria 15 posts View original ↗
  1. Threat System V1.4

    by Euphoria

    untitled-11.png

    Introduction:

    This script adds a "threat gauge" to each actor in battle, you can note tag skills to generate different amounts of threat. The actor with the highest threat level will be the target of enemy attacks.

    Features:

    Threat Gauge In Battle

    Note Tags For Skills/Items To Add Threat

    Enemies Target Highest Threat

    Two Choices Of Allowing Random Attacks

    Settings To Change Frequency Of Random Attacks(if enabled)

    Icon View Option Enables Icons To Represent Threat Rather Than A Gauge

    Note Tags For States To Add Threat

    Buffs/Debuffs Can Add Threat Based On Buff/Debuff type

    Non-Damaging Skills Can Now Add Threat Too

    Notice Any Errors?

    If you notice any errors or have any suggestions for this script, feel free to comment them here or on my website, thanks!

    Special Thanks:

    Fomar0153 (Idea and Segment of Code)

    TheoAllen (Help Resolving Issues With Code)

    bloodyliao (bug reports)

    Credits:

    Credit me (Euphoria) if you want to use this script. The rest of the terms of use are in the scripts header.

    Download Here
  2. V1.1 adds compatibility with Yanfly's Battle Engine, although the name "Threat" is too long for Yanfly's HUD's gauges, so it was turned to "TH" but ONLY if you have the Battle Engine.
  3. V1.2 adds in two new options: random_chance and random_number. Random_chance, if set to true, will allow the enemies to target randomly(the normal way) sometimes. MOST attacks will still be aimed at the highest threat, but some can be random now. Random_number is a number that you can adjust to change the rate of random attacks. The higher you set this number, the lower the chances of a random attack will be.

    Edit:

    V1.3 adds ICON_VIEW, which allows the user to specify icons to be shown (rather than the gauge) to represent threat levels.
  4. 1.4) States can now give/take threat, DEFAULT_STT is the amount used by states that are untagged. Skills/attacks with no  damage now add to threat IF they have valid effects (add a state or buff/remove a state or buff, etc). Buffs and debuffs can also give/take threat now through the variables DEFAULT_BF and DEFAULT_DB, or individually through the buff and debuff settings if IND_BF_RATE and IND_DB_RATE are set to true. RANDOM_CHNC has been changed to allow three  different styles of battle. All threat values can be be negative!
  5. I love you...this is amazing.
  6. Glad to hear it's useful and that I didn't spend all morning coding it for nothing :)
  7. This is just so amazing, was looking for something like this for so long.

    Just one question, is there any way to make it work all behind the scenes? I don't want any gauge for it. 

    Thanks!
  8. Setheim said:
    This is just so amazing, was looking for something like this for so long.

    Just one question, is there any way to make it work all behind the scenes? I don't want any gauge for it. 

    Thanks!
    Updated with HIDE_GAUGE option. Just re-download it.

    Note:

    Make sure you don't try to show both icons and the gauge or it will give you an "error" ;)

    (meaning: do NOT set ICON_VIEW = true, and HIDE_GAUGE = false, it will not work in your favor)
  9. Thank you very much! Time to test it.
  10. Hi euphoria great script just what i was looking for !! But i have small problem... for me it doesnt show threat gauge in game even though i have

    HIDE_GAUGE = false setting...it just shows my tp gauge insted.
  11. TP has to be set to false in the database in the current versions of this script. If that isn't in the instructions, I apologize. I keep finding that I missed a lot of stuff in those instructions >_<

    Edit: If anyone was having problems with states adding threat, it is fixed now, just redownload the script. If you weren't having problems, you probably already have the fixed version as I am saying this late.
  12. ah yes ty for fast repply , done and its working perfect !
  13. Glad to hear it! :)
  14. Is there any way you could make an alternate version of the script where Threat replaces MP instead of TP? You mentioned that possibility in the RMRK thread.

    I posted there as well, but you don't seem to be active. Sorry for the hassle.  :(
  15. Is there a way to make each enemy judge threat individually?  I would like a system where if there are, for example, 3 party members, and 3 enemies in one fight, and each party member attacks a different enemy, that enemy would view the character who attacked it as the greater threat, even if another had dealt more damage.  If two or more characters attacked the same enemy, it would judge threat between them normally, to prioritize which to attack.