Slip Damage Change Script

● ARCHIVED · READ-ONLY
Started by bgillisp 1 posts View original ↗
  1. Slip Damage Change Script, Version 1.0
    by bgillisp


    Introduction
    This script allows game creators to have some states that can KO by slip damage, and some that do not. By default, we have to choose one or the other in the database. This script allows you to have both if you wish.

    Features
    The script starts out by setting all states without the proper notetag to no KO by slip damage, then any state with the notetag <KO on slip> will KO if the slip damage would KO the player. If no notetag is found, the state will automatically revert to not KO'ing the player when slip damage is applied.

    How to Use
    Paste the script in your script list in materials, but above main. Be sure to place it above any scripts that alias max_slip_damage as this script overwrites that method.

    Script
    On pastebin: http://pastebin.com/f3CyZHfW
     

    FAQ

    Q: Will this script allow me to have two states that can KO active at the same time?
    A: Yes. The remove state will check to see if all states that can KO are off before turning that flag off.

    Q: I really want this to apply all the KO possible states first, then the non-KO states 2nd. Can that be done?

    A: Unfortunately, no, not without a total re-write of how RPGMaker ACE applies slip damage.

    Q: I checked KO by slip damage on in the database, and now it is not working!

    A: Unfortunately, this will happen. The script defaults all states, regardless of database setting, to not KO by slip damage unless the notetag is found. While you can still use this script to let you have some states not KO the player, you will need to add the notetag to every state you want to let KO the player, and leave it out for the states you want to not be able to KO the player. 
     

    Author's Notes
    Free for use in commercial and non-commercial projects with credit given.