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If escape fails, better luck next time
#1
If escape fails, better luck next time... no, really, revived feature from RM2K/3
PhotonWeapon
Jul 22 2006

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I decided to put this in a separate thread.

Remember in RM2K/3, you have a greater chance to escape each time you fail to do so? Well, RMXP doesn't do that anymore. But now I've brought it back, and it's actually quick and easy to do.

First, go to Scene_Battle 1 and under "def main" type in the variable @extra_escape_chance = 0. You can call this variable anything you want, really, but make sure there's an @ before it to make it a class variable.

Now go to Scene_Battle 2 and go to the method that determines whether or not escape is successful. You should see a line like:

success = rand(100) < 50 * actors_agi / enemies_agi

Put parenthesis around "actors_agi / enemies_agi" and then add(+) @extra_escape_chance at the end of that line. It should look like:

success = rand(100) < 50 * (actors_agi / enemies_agi) + @extra_escape_chance

Last thing to do is go under the "else" case... that is, you failed to escape. Anywhere before "start_phase4", insert the line @extra_escape_chance += 10. I personally put it directly below the 'else' line.

And that should it. Now each time you fail to run away, you should gain an extra 10% chance to successfully escape, just like in RM2K/3.


EDIT, July-22-06, 11:21 EST: I realized you can change the escape chance variable based on what you have equipped, too. It will require a bit extra script work, but I think it's possible.
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