Last Update: 2011.12.31
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This script allows the creation of custom conditions for enemies actions.
Different from the default RPG Maker VX behavior, you can set more than one condition for the actions. It also give some extra conditions not avaiable by default.


Requires the Victor Engine – Basic Module


Enemies note tags:
Tags to be used on the Enemies note box in the database

<action: x>
<action: x, i>

This tag initialize the custom action. *IT’S TOTALLY NECESSARY*
Without this tag, none of the following tags will work. The second form
with the index i is optional, use it only if you want the same skill ID
with different conditions.
x : skill ID
i : index (opitional, use only if using <action: x, i>)

 

<action: x, i rating: y>

Set the action rating, wich is the chance of using the action.
if not set on the note box, it’s set as 5.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : rating (1-10)

 

<action: x, i turn: y>
<action: x, i turn: y*>
<action: x, i turn: y + y*>

The skill x can only be used if the turn count is equal the one set.
the value y* means tuns multiple of y.
x : skill ID
i : index (opitional, use only if using <action: x, i>)

 

<action: x, i any state added: y>     <action: x, i any state removed: y>
<action: x, i any state added: y, y>  <action: x, i any state removed: y, y>

The skill x can only be used if one of the listed states meets
the condition, added or removed.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : state ID

 

<action: x, i all state added: y>     <action: x, i all state removed: y>
<action: x, i all state added: y, y>  <action: x, i all state removed: y, y>

The skill x can only be used if *all* the listed states meets
the condition, added or removed.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : state ID

 

<action: x, i any switch on: y>      <action: x, i any switch off: y>
<action: x, i any switch on: y, y>   <action: x, i any switch off: y, y>

The skill x can only be used if one of the listed switches meets
the condition, On or Off.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : switch ID

 

<action: x, i all switch on: y>      <action: x, i all switch off: y>
<action: x, i all switch on: y, y>   <action: x, i all switch off: y, y>

The skill x can only be used if *all* the listed switches meets
the condition, On or Off.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : switch ID

 

<action: x, i avg level higher: z>   <action: x, i avg level equal: y>
<action: x, i avg level lower: z>    <action: x, i avg level different: y>

The skill x can only be used if the variable y meets the condition
when compared with value z.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : Party avarage level (can be evaluted)

 

<action: x, i highest level higher: z>
<action: x, i highest level equal: y>
<action: x, i highest level lower: z>
<action: x, i highest level different: y>

The skill x can only be used if the variable y meets the condition
when compared with value z.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : Party avarage level (can be evaluted)

 

<action: x, i variable y higher: z>   <action: x, i variable y equal: z>
<action: x, i variable y lower: z>    <action: x, i variable y different: z>

The skill x can only be used if the variable y meets the condition
when compared with value z.
x : skill ID
i : index (opitional, use only if using <action: x, i>)
y : variable ID
z : value (can be evaluted)

 

<action: x, i stat higher: y>    <action: x, i stat equal: y>
<action: x, i stat higher: y%>   <action: x, i stat equal: y%>
<action: x, i stat lower: y>     <action: x, i stat different: y>
<action: x, i stat lower: y%>    <action: x, i stat different: y%>

The skill x can only be used if the stat set meets the condition when
compared with value y. You can use any stat available for the battler,
even custom ones. Just remember that enemies, by default, don’t have
levels, so aviod using this unless you add this stat via script
x : skill ID
i : index (opitional, use only if using <action: x, i>)
stat : stat name (maxhp, maxmp, maxtp, hp, mp, tp, atk, def, mat…)
y : value (can be evaluted), % value can only be used with
the stats “hp”, “mp” and “tp”

 

<action: x, i custom>
string
string
</action custom>

You can set a custom condition based on script code. Replace the string
withe the code that will be evaluted
x : skill ID
i : index (opitional, use only if using <action: x, i>)