Thread: [Essentials Script] Pokémon TCG mod
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Old September 25th, 2012 (9:23 AM).
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Umbra Umbra is offline
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Join Date: Aug 2009
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Age: 19
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Alright, I did understand what you said there.

I prefer a signle class (PokeBattle_Effects) with different variables that will in the outcome suit every needed situation
and to make it more flexible add a custom_code segment which allows you to evaluate a custom code just for incase there are
some un-defined methods required within the effect


We can do something simmilar to Essentials where we must create a code for every move (which is time more time consuming in
my opinion)

the PokeBattle_Effects class can store any type of effect: Move/Ability/Card and can be activated at selected points:
Turn Started/Turn Ended/Coin Flipped/Coin Heads/Coin Tales/Your Turn/Enemy Turn/ect. using an array you can select multiple
points to activate this at. I also did create a sample of what I mean (I only spent about 5 minutes or so on this so it's
not perfect and may seem a little confusing) but this is what I made:


  This is an example of what I would do for Effects, I can make any changes you wish
  You can add to this as you wish and or modify it. If you don't like this system,
  I can completely reconstruct this to Essential's style.
class PokeBattle_Effects

attr_accessor :type # Integer -- 0 = card, 1 = move, 2 = ability attr_accessor :activation_type # Integer -- when to activate the effect (0= your turn, 1= enemy's turn, 2= coin flip, 3= before attack, 4= during attack, ect.) attr_accessor :hold_effect # Integer -- how many turns to hold the effect attr_accessor :effect # Integer -- 0 = damage, 1 = status, and so forth attr_accessor :effect_attribute# Integer -- how much damage?, which status?, ect. attr_accessor :chance # Integer -- Percentage chance of the succes of the effect attr_accessor :custom_function # String -- A string containing ruby code on what to execute (executes every time called) attr_accessor :activated # Boolean -- Is this effect active? attr_accessor :turns # Integer -- Maximum turns to hold the effect (auto selected by hold_effect)

# startup of the class def initialize(type, activation_type, effect, hold_effect = 1, custom_function = "") @type = type @activation_type = activation_type @effect = effect @hold_effect = hold_effect @custom_function = custom_function @turns = hold_effect end

# returns wether the ability is avaible to activate # if it is activatable it reset the activation turns (unless already active) def activatable?(a_type) @hold_effect = @turns if @activation_type == a_type && [email protected] @activated = true if @activation_type == a_type && [email protected] return @activation_type == a_type end

# returns if the effect is currently active def updatable? return @activated end

# updates and returns an array (the length will be 1 if it did not do anything) def update @hold_effect -= 1 destroy = @hold_effect > 0 ret = [destroy] if rand([email protected]) == 0 ret.push(effect) ret.push(effect_attributes) ret.push(eval(@custom_function)) if @custom_function != "" end return ret end


also, if you are going to read data ini-style like essentials does I made a small tool for this too:


  Just a handy tool for reading ini files

Reads ini files and stores them in data.

You can get values like so: ini.read_value(section(string or int), variable(string or int), default(anything)) returns the value of the ini you set, but returns default if it does not exist =end

class IniReader attr_accessor :data def initialize(ini) array = IO.readlines(ini) @data = {} startoff_section = "["

section_name = "" section_hash = {} for i in 0..array.length-1 if array[i][0] == startoff_section[0] if i != 0 @data[section_name] = section_hash end section_name = array[i].split("[")[1].split("]")[0] elsif array[i].count("=") != 0 tary = array[i].split("=") value = "" for i in 0..tary.length-2 value+=tary[i+1] end section_hash[tary[0]]=value end end @data[section_name] = section_hash end

def read_value(section, variable, default=-1) section = "#{section}" variable = "#{variable}" if @data[section][variable] == nil ret = default else ret = @data[section][variable] end return ret end


n ="Game.ini") print n.read_value("Game", "Title")

so if you have a different idea or have improvements for the PokeBattle_Effects class, let me know.