Version 1.3 (7/12/2012)
Those who have played games from the Breath of Fire console-RPG series may be familiar with the uncommon “Guts” gameplay mechanic. Guts is a hidden parameter that provides a chance to automatically revive immediately after being incapacitated.
This script provides minimal developer options for modifying the actual Guts stat in-game. For the most part, I expect people to just use the <gain guts: n> tag and ‘add_actor_guts’ script call. But if there is another way you’d like Guts to be modified, feel free to suggest it.
Please report any odd behavior involving triggered guts effects in-battle.
- Fixed F8 crash with YEA Battle Engine. (7/12/2012)
- Fixed a typo which caused an error. (7/12/2012)
- ‘Attack Times+’ issues should be fixed now.
- New option added in customization module.
- Guts checks are now also done at the end of turn. (7/11/2012)
- Initial release. (7/11/2012)
Note: Some tags are given shorter tags for typing convenience. You only need to use one <tag> from a given group for a notebox.
The following Notetags are for Classes, Weapons, Armors, Enemies, and States:
This tag lets classes, weapons, armors, and states modify guts parameter where n is a negative or positive value. This only affects battlers if they have the item equipped, state inflicted, etc. It will not permanently affect battler base guts similar to regular stats.
The following Notetags are for Skills and Items only:
This tag is only for items and skills. This will allow the item to permanently modify the target’s guts parameter where n is a negative or positive value. To avoid potential gameplay oddities, this effect will not work on enemies.
The following Notetags are for Actors and Enemies only:
This tag allows you to define custom initial values for actor and enemy guts-related parameters. You can add as many settings between the <custom guts> tags as you like. Any settings that are omitted will use the default values as defined in the customization module in this script. The following settings are available:
This setting defines the base guts value for the actor or enemy at the start of the game where n is a positive number value.
This setting defines the battler’s personal in-battle guts text where message is a string of characters. %s can be used within the messages, but it is not required. %s is automatically replaced by the battler’s name.
‘text: key’ is an alternative to ‘text: message’. This setting defines the battler’s personal in-battle guts text where key is the name of a key defined in PRESET_GUTS_MESSAGES which is found in the customization module of this script.
This setting defines the amount of guts the battler will permanently lose when guts is triggered where n should be a negative number value. n can be positive, but it is not recommended.
This setting defines the database animation used on the battler when auto-life is triggered where id is the animation ID number found in your database.
This setting defines the amount of HP the battler recovers when guts is triggered where n is the percentage rate recovered based on MAX HP. If set to 0%, the battler will regain at least 1 HP.
Here are some examples of custom guts tags:
Since “hp recovery” is omitted from this example tag, it will instead use the default value as defined in the customization module of this script.
This tag is an example of how you can use pre-defined guts messages for the ‘text’ setting.
If an actor is added to the party with the “Change Party Member” event command and the “Initialize” box is checked, the actor’s guts-related parameters will reset to what is defined in this tag along with any other default values.
The following script calls are meant to be used in “Script…” event commands found under Tab 3 when adding a new event command.
This script call permanently modifies an actor’s guts parameter where actor_id is an actor ID number from your database. value can be negative or positive. Actor guts values cannot exceed the maximum defined guts value or drop below 0.
This script has built-in compatibility the following scripts:
This script aliases the following default VXA methods:
There are no default method overwrites.
Requests for compatibility with other scripts are welcome.
Terms and Conditions
Please do not repost this script elsewhere without permission.
Free for non-commercial use. For commercial use, contact me first.
Newest versions of this script can be found at http://mrbubblewand.wordpress.com/