3 hours ago
No Dodge / Not Today
Version: 1.0
Version: 1.0
Introduction
Did you enjoy a feature in the older RPGMaker engines that allowed weapons to avoid or bypass evade or dodge rates? Do you want an attack that looks at an enemy who is fleet-of-foot and say "Nope! Not today, pal!" and just fry him with a fire blast regardless of how high his evasion rate was set?
This script lets you determine which attack objects can slip in and bypass the evasion rate of a battler, be it hero or enemy. Indeed, you may craft weapons that can get past the EVA score of a custom Hydra, even if set to a score of 99. Or you can create a lethal Kobold boss who can get through and ignore the excellent EVA rating of your hero's armor.
Features
- Define weapons that ignore target EVA scores (akin to RM2K+ dodge rates)
- Define skills, states and items that ignore target EVA scores
- Make enemies capable of ignoring hero armor EVA scores
Screenshots
Nothing to see here. Its a base mechanics system with no visible flourishes
Demo
Nah.
Script
No Dodging Allowed!!!
Code:
#==============================================================================
# ** No Dodge / Not Today
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.0
# 02-15-2026 (MM-DD-YYYY)
# RGSS / RMXP
#==============================================================================
#
# INTRODUCTION:
# =============
#
# Did you enjoy a feature in the older RPGMaker engines that allowed weapons
# to avoid or bypass evade or dodge rates? Do you want an attack that looks
# at an enemy who is fleet-of-foot and say "Nope! Not today, pal!" and just
# fry him with a fire blast regardless of how high his evasion rate was set?
#
# This script lets you determine which attack objects can slip in and bypass
# the evasion rate of a battler, be it hero or enemy. Indeed, you may craft
# weapons that can get past the EVA score of a custom Hydra, even if set to
# a score of 99. Or you can create a lethal Kobold boss who can get through
# and ignore the excellent EVA rating of your hero's armor.
#
#
#------------------------------------------------------------------------------
#
# INSTRUCTIONS:
# =============
#
# You just fill the appropriate array in the config section with the IDs of
# your weapons, skills, or like effects that ignore the target's EVA value.
# That's REALLY all there is to it.
#
#
#------------------------------------------------------------------------------
#
# WEIRD NOTE:
# ===========
#
# You just fill the appropriate array in the config section with the IDs of
# By default, enemies do not use weapons or any form of gear. So enemies do
# not have any form of 'weapon_id' value applied. But, if a scripter does
# make weapon use possible for enemies, I made a value in the config setup
# to permit such a value to be tested. I don't expect this to be used much.
#
#
#==============================================================================
#
# COMPATABILITY:
# ==============
#
# Designed solely for RPGMaker XP.
#
# All contents have been aliased, or had code attached to existing methods
# without rewrites.
#
#
#==============================================================================
#
# TERMS AND CONDITIONS:
# =====================
#
# Free for use, even in commercial projects. Only due credit for myself and
# Ace_V who suggested a like feature is required.
#
#
#==============================================================================
module NoEvade
# IDENTIFIER ARRAYS
# =================
# Here, you list the IDs of the weapons, skills, items and even states that
# an attacker may have that makes an enemy unable to evade.
# ---------------------------------------------------------------------------
#
ENEMY_IDS = [2] # State IDs here (default/example: Basilisk)
STATE_IDS = [13] # State IDs here (default/example: Sharp)
WEAPON_IDS = [1] # Weapon IDs here (default/example: Bronze Sw)
SKILL_IDS = [7] # Skill IDs here (default/example: Fire)
ITEM_IDS = [] # Item IDs here: (default/example: -none-)
# WEAPON USING ENEMIES
# ====================
# Rarely if ever touched, this setting informs the system if a Game_Enemy
# is able to use an equipped weapon, suggesting a custom script in use.
# ---------------------------------------------------------------------------
#
ENEMY_WEAPONS = false
end
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass for the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Determine [Can't Evade] States
#--------------------------------------------------------------------------
alias ad_nev_gb_noevade_cant_evade? cant_evade?
alias ad_nev_gb_noevade_ae attack_effect
alias ad_nev_gb_noevade_se skill_effect
alias ad_nev_gb_noevade_ie item_effect
#--------------------------------------------------------------------------
# * ALIASED / ATTACHED-CODE METHODS
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * Determine [Can't Evade] States
#--------------------------------------------------------------------------
def cant_evade?
#
return true if cant_evade_flag? == true # Exit true for custom flag
return ad_nev_gb_noevade_cant_evade? # Perform the original method
#
end
#--------------------------------------------------------------------------
# * Applying Normal Attack Effects
# attacker : battler
#--------------------------------------------------------------------------
def attack_effect(attacker)
#
enemy_evadable?(attacker) # Test for non-evasion enemy
attacker_evadable?(attacker) # Test for non-evasion state
weapon_evadable?(attacker) # Test for non-evasion weapon
effective = ad_nev_gb_noevade_ae(attacker) # Perform the original method
return effective # Exit with effectiveness
#
end
#--------------------------------------------------------------------------
# * Apply Skill Effects
# user : the one using skills (battler)
# skill : skill
#--------------------------------------------------------------------------
def skill_effect(user, skill)
#
skill_evadable?(skill) # Test for non-evasion skill
effective = ad_nev_gb_noevade_se(user, skill) # Perform the original method
return effective # Exit with effectiveness
#
end
#--------------------------------------------------------------------------
# * Application of Item Effects
# item : item
#--------------------------------------------------------------------------
def item_effect(item)
#
item_evadable?(item) # Test for non-evasion item
effective = ad_nev_gb_noevade_ie(item) # Perform the original method
return effective # Exit with effectiveness
#
end
#--------------------------------------------------------------------------
# * NEW METHODS
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * Determine if custom can't evade flags in use
#--------------------------------------------------------------------------
def cant_evade_flag?
#
return true if @no_ev_enemy == true # Exit true for custom enemy
return true if @no_ev_attacker == true # Exit true for custom state
return true if @no_ev_weapon == true # Exit true for custom weapon
return true if @no_ev_skill == true # Exit true for custom skill
return true if @no_ev_item == true # Exit true for custom item
return false
#
end
#--------------------------------------------------------------------------
# * Get if Attacker's current state prevents execution
# attacker : battler
#--------------------------------------------------------------------------
def attacker_evadable?(attacker)
#
@no_ev_attacker = false # Set flag assuming evadable
for id in attacker.states # Cycle through states
if NoEvade::STATE_IDS.include?(id) # If in the No-Evade list
@no_ev_attacker = true # ...set flag as not evadable
end
end
#
end
#--------------------------------------------------------------------------
# * Get if Enemy Attacker prevents evasion
# attacker : battler
#--------------------------------------------------------------------------
def enemy_evadable?(attacker)
#
@no_ev_enemy = false # Set flag assuming evadable
unless attacker.is_a?(Game_Enemy) # If the user isn't an enemy
return # ... exit the method
end
id = attacker.id # Get enemy ID
if NoEvade::ENEMY_IDS.include?(id) # If in the No-Evade list
@no_ev_enemy = true # ...set flag as not evadable
end
#
end
#--------------------------------------------------------------------------
# * Get if Attack Weapon prevents evasion
# attacker : battler
#--------------------------------------------------------------------------
def weapon_evadable?(attacker)
#
@no_ev_weapon = false # Set flag assuming evadable
if attacker.is_a?(Game_Enemy) # If the user is an enemy
unless NoEvade::ENEMY_WEAPONS == true # ... and cannot use weapons
return # ... exit the method
end
end
id = attacker.weapon_id # Get the weapon's ID
if NoEvade::WEAPON_IDS.include?(id) # If in the No-Evade list
@no_ev_weapon = true # ...set flag as not evadable
end
#
end
#--------------------------------------------------------------------------
# * Get if Skill prevents evasion
# skill : skill
#--------------------------------------------------------------------------
def skill_evadable?(skill)
#
@no_ev_skill = false # Set flag assuming evadable
id = skill.id # Get the skill's ID
if NoEvade::SKILL_IDS.include?(id) # If in the No-Evade list
@no_ev_skill = true # ...set flag as not evadable
end
#
end
#--------------------------------------------------------------------------
# * Get if item prevents evasion
# item : item
#--------------------------------------------------------------------------
def item_evadable?(item)
#
@no_ev_item = false # Set flag assuming evadable
id = item.id # Get the item's ID
if NoEvade::ITEM_IDS.include?(id) # If in the No-Evade list
@no_ev_item = true # ...set flag as not evadable
end
#
end
endInstructions
Pretty much simple instructions in the script.
Compatibility
Designed solely for RPGMaker XP.
All contents have been aliased, or had code attached to existing methods without rewrites.
Credits and Thanks
Thanks to Ace_V for another script suggestion.
Terms and Conditions
Free for use, even in commercial projects. Only due credit for myself and Ace_V who suggested a like feature is required.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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