RPG Maker VXAce Skill Success Fix

Version 1.1a

Regardless of if certain skills/items worked, they will be marked as a success. As long as one has an effect - for example, ATK buff - it is considered successful even though you might hit the buff limit, instead of being a failure and so returning a sensible x was unaffected message. In fact, through my observation, an item/skill is only ineffective if it has a target and does nothing, which should never happen in a properly made skill. A skill like Wait is by default set to have no target, so it avoids this.

The purpose of this script is to make the failure message display under the following conditions: applying an already present state, removing a non-existent state, adding a buff at the buff limit, and adding a buff at the debuff limit. In addition, if a skill has many effects, it is only ineffective if all the effects are invalid.

Do note however that doing damage is still considered a success, so you cannot have damage followed by a failure message without perhaps a whole other script that adds effect success.

Compatibility Notes

This script is only for RMVXAce. This script replaces a number of item_effect_* definitions in Game_Battler, as well as the sub-definitions of add_/remove _state/_buff/_debuff, so should be placed above any scripts that alias these.

The script also alters part of the Battle Log window. As the edit is rather simple, feel free to take the return condition line and place it in whatever edits you may have made yourself, and it should avoid the alerts still showing up.

While a skill might be considered ineffective, the state/buff's turn counter will still be reset. Perhaps in a future version I will add a message for x's [state] timer was extended!, however that might require more invasive incompatibility.

Script

#==============================================================================
# ** Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Add State
  #--------------------------------------------------------------------------
  def add_state(state_id)
    if state_addable?(state_id)
      # Order of functions altered
      unless state?(state_id)
        add_new_state(state_id)
        @result.added_states.push(state_id).uniq!
      end
      reset_state_counts(state_id)
    end
  end
  #--------------------------------------------------------------------------
  # * Remove State
  #--------------------------------------------------------------------------
  def remove_state(state_id)
    if state?(state_id)
      # Order of functions altered
      revive if state_id == death_state_id
      if state?(state_id)
        erase_state(state_id)
        @result.removed_states.push(state_id).uniq!
      end
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Add Buff
  #--------------------------------------------------------------------------
  def add_buff(param_id, turns)
    return unless alive?
	# Functions wrapped in condition
	unless buff_max?(param_id)
	@buffs[param_id] += 1
	  erase_buff(param_id) if debuff?(param_id)
      @result.added_buffs.push(param_id).uniq!
    end
    overwrite_buff_turns(param_id, turns)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Add Debuff
  #--------------------------------------------------------------------------
  def add_debuff(param_id, turns)
    return unless alive?
	# Functions wrapped in condition
    unless debuff_max?(param_id)
      @buffs[param_id] -= 1
	  erase_buff(param_id) if buff?(param_id)
      @result.added_debuffs.push(param_id).uniq!
    end
    overwrite_buff_turns(param_id, turns)
    refresh
  end
  #--------------------------------------------------------------------------
  # * [Add State] Effect: Normal Attack
  #--------------------------------------------------------------------------
  def item_effect_add_state_attack(user, item, effect)
    user.atk_states.each do |state_id|
      chance = effect.value1
      chance *= state_rate(state_id)
      chance *= user.atk_states_rate(state_id)
      chance *= luk_effect_rate(user)
      if rand < chance
        # Only success if valid action
        @result.success = true if state_addable?(effect.data_id) && !state?(effect.data_id)
        add_state(state_id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * [Add State] Effect: Normal
  #--------------------------------------------------------------------------
  def item_effect_add_state_normal(user, item, effect)
    chance = effect.value1
    chance *= state_rate(effect.data_id) if opposite?(user)
    chance *= luk_effect_rate(user)      if opposite?(user)
    if rand < chance
      # Only success if valid action
      @result.success = true if state_addable?(effect.data_id) && !state?(effect.data_id)
      add_state(effect.data_id)
    end
  end
  #--------------------------------------------------------------------------
  # * [Remove State] Effect
  #--------------------------------------------------------------------------
  def item_effect_remove_state(user, item, effect)
    chance = effect.value1
    if rand < chance
      # Only success if valid action
      @result.success = true if state?(effect.data_id)
      remove_state(effect.data_id)
    end
  end
  #--------------------------------------------------------------------------
  # * [Buff] Effect
  #--------------------------------------------------------------------------
  def item_effect_add_buff(user, item, effect)
    @result.success = true if !buff_max?(effect.data_id)
    add_buff(effect.data_id, effect.value1)
  end
  #--------------------------------------------------------------------------
  # * [Debuff] Effect
  #--------------------------------------------------------------------------
  def item_effect_add_debuff(user, item, effect)
    chance = debuff_rate(effect.data_id) * luk_effect_rate(user)
    if rand < chance
      @result.success = true if !debuff_max?(effect.data_id)
      add_debuff(effect.data_id, effect.value1)
    end
  end
  #--------------------------------------------------------------------------
  # * [Remove Buff] Effect
  #--------------------------------------------------------------------------
  def item_effect_remove_buff(user, item, effect)
    return unless @buffs[effect.data_id] > 0
    remove_buff(effect.data_id) 
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Remove Debuff] Effect
  #--------------------------------------------------------------------------
  def item_effect_remove_debuff(user, item, effect)
    return unless @buffs[effect.data_id] < 0
    remove_buff(effect.data_id) 
    @result.success = true
  end
end

#==============================================================================
# ** Window_BattleLog
#==============================================================================

class Window_BattleLog < Window_Selectable
  #--------------------------------------------------------------------------
  # * Display Affected Status
  #--------------------------------------------------------------------------
  alias :tayruu_successfix_windowbattlelog_affectstatus :display_affected_status
  def display_affected_status(target, item)
    return if !target.result.success && target.result.used
    tayruu_successfix_windowbattlelog_affectstatus(target, item)
  end
end

Credit

Credits should go to myself, Taylor.

Tuesday, 5th April 02015