Sam = actor? actor.voredigest(self, prey) : enemy.voredigest(self, prey)īob += $data_states.voredigest(self, prey) To simplify the formula, a positive result equals damage. However, here's the edit of the Formula Digestion snippet with two differences:Ģ. min to keep the digestion from going above zero and into healing. I wrote it this way in case people wanted a healing type of digestion.īecause of this, there wasn't really a minimum if the base digestion was dynamic. The original Digestion was static, so it assumed that if you wanted digestion, the starting amount (on enemy or on actor/class) would be negative (so if you have -50 digestion and a state that negates 100 digestion, it'll max out at zero). Using one of these tags will negate digestion if eaten by an ally.Īpologies. I apologize that I just got around to doing it now: This snippet is now part of the updated scriptĪlso, failbird, you earlier asked me for a snippet. (If all actors removed otherwise, this activates Abort which does not trigger Defeat) Except for the last person, who will be alive to trigger Defeat set REMOVEFORCUTSCENE to true to make this person invisible after battle. Turns on a switch x when digested to death.Īdjusts a variable depending on the type:ģ- Variable X is assigned the current map id. This is what I got for stuff after digestion (all on prey): B) If the GameOverOnDigestion person is last, they would trigger a normal defeat instead of the Game Over transfer. A) Removing the whole party will give you an empty party rather than triggering a K.O. I'm having a bit of issue with #2 (Removal/GameOver on Digestion Death). Sam = actor? actor.digestadjust(pred,self) : enemy.digestadjust(pred,self)īob += $data_states.digestadjust(pred,self) Pred = (state?(DL::VORE::VORESTATE) ? state_casters : self) You still have to use negative amounts to remove HP.īob = eval_digest(bob, pred, prey).to_iĭef eval_digest(formula, a, b, p=$game_party, t=$game_troop, v=$game_variables, s=$game_switches)Ĭlass Game_Battler 0 ? + bob, 0].max : + bob, 0].min) For clarity, the tags have been split into and. Snippet for Formula-based digestion (a = pred, b = prey). Same tag as regular Digest.Ĭode: Select all class Game_Battler 0 ? + bob, 0].max : + bob, 0].min)īob = (sam > 0 ? + bob, 0].max : + bob, 0].min) Himeworks - Directly for the State Casters, indirectly for the State Faces converted into State Battlers. Have been adding more features to it until now. Later again, got the idea to use State Casters and streamlined the code. It works, but script took up multiple pages and was made only with enemy-preds. Converted parts of the Vore ABS into a Vore DBS, using State Charges as a holder. When making a Bondage Movement System, also tried to make a Vore Action Battle System. Started to notice that Vore games were either single-player (easier interactions) or heavily evented. Way later, played games like Esthe Hunter. I also experimented with Kirby in the same era. Right, so I ended up playing a Vore RPG, probably 2003. (Note that these snippets weren't designed to work together, so let me know if you need to combine any of them.) Also incorporated Healgestion (Allies immune to digestion and heals pred), Finish Anime (Animation plays when prey dies in belly), and Digestion Switches (Turn on switches/variables, gameġ2-15-19 - Fixes to script (Damage does not exponentially shrink, Digestion's healing works as intended), 5 example battles (talk to all healers to find them).ġ2-14-19 - Battler Graphics streamlined, more tags added.Īddons: Place these Snippets after Vore DBS Because Yanfly uses faces, one line erased from that version to prevent battler/face conflicts when using tags.ġ-9-20 - Fixed a bug of massive damage when prey dies before digestion. Fixed One Ally/Target Belly bug and solo bellies. Also uploaded Yanfly Battle Engine version. Vore-Dependent Skills, Belly-Targeting skills, Belly-Enhancing Skillsġ-11-20 - Fixed targeting on party. Battler Graphics (Actor graphics optional) States active when full to prey and pred, state applied upon exit. Digestion, Resistance and Rewards from Digestion. Turns/Removal Resistance/Removal By Damage unique to each pred. A lot of tags to customize your game (which is why I made this demo). In fact, you can have a vorgy or set up vore before combat. Both sides of the party can vore each other. The target can only target the belly while other allies won't be able to access you. At the basis, applying the Vore state to your target automatically makes you (the caster) the pred. This is my take on a Vore Battle System (for VX Ace) Yanfly Battle Engine Version (place after Yanfly)
0 Comments
Leave a Reply. |