Synchronization Effects

This script provides additional “synchronization effects”, or simply “sync effects”, for Synchronized Battlers. The default sync effect is when the parent dies, its children also die, which is called “sync death” effect.

Some sync effects that are available include

  • Setting the exp rate for enemies that died due to “sync death”
  • Setting the gold rate for enemies that died due to “sync death”
  • Sync’ing HP between two linked battlers so that damaging one will also damage the other
  • Sync’ing MP and TP between two linked battlers so that any consumption by one battler will also consume the MP/TP from the other

New sync effects can be added easily, such as synchronizing states or features. Using sync effects can greatly customize your synchronized battlers.

Download

Script: download here
Required: Synchronized Battlers

Installation

In the script editor, place this script below Synchronized Battlers and above Main

Usage

Sync effects can be set with note-tags or using script calls during the battle.
To set sync effects using note-tag, note-tag actors or enemies with

<sync effect: name value1 value2 ... >

Where the name is the name of the effect from the list of effects below, and the values are the arguments for the effect.

To set sync effects using script calls, you need to first get the enemy that you want to set the effect for and then make the appropriate script call like this

enemy = get_enemy(enemy_index)
set_sync_effect(enemy, name, value1, value2, ... )

actor = get_actor(actor_index)
set_sync_effect(actor, name, value1, value2, ... )

Where the parameters are the same as above, and the enemy index can be looked up by looking at one of the battle event commands.

Note that for the actor index, a positive index is the ID of the actor, while a negative index is the position of the party (eg: -1 is the first position in the party)

Example

A simple sync effect is to receive no exp from any enemies that died due to sync effects, for example you killed the parent and all children died. This is accomplished using the  death_exr” sync effect, which sets the experience rate of the enemy when it dies due to “sync death”. By setting the rate to 0, you are saying we should get no exp from that enemy.

To set the death_exr effect using note-tag, you would note-tag the enemy with

<sync effect: death_exr 0>

To set the death_exr effect using script calls, in a troop event, assuming
we want to set the effect for the first enemy, use

enemy = get_enemy(1)
set_sync_effect(enemy, :death_exr, 0)

Reference

This is a list of all of the sync effects currently available.

Name: death_exr
Args: one number
Desc: Sets the exp rate for the enemy if it died due to "sync death"
Example: Half-exp for sync death

   <sync effect: death_exr 0.5>

Name: death_gdr
Args: one number
Desc: Sets the gold rate for the enemy if it died due to "sync death"
Example: Half-gold for sync death

   <sync effect: death_gdr 0.5>

Name: hp_sync
Args: true/false
Desc: Synchronizes the parent and child's HP. Two-way link required.

Name: mp_sync
Args: true/false
Desc: Synchronizes the parent and child's MP. Two-way link required.

Name: tp_sync
Args: true/false
Desc: Synchronizes the parent and child's TP. Two-way link required.

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