Vai al contenuto

Rilevato Ad-Blocker. Per favore disabilita il tuo adblocker quando navighi su makerando.com - Non c'è nessun annuncio invasivo.

Cerca nel Forum

Showing results for tags 'Enemies Use Items'.



More search options

  • Search By Tags

    Tag separati da virgole.
  • Search By Author

Tipo di contenuto


Forums

  • Comunità
    • Cancello di Ingresso
    • Bacheca
    • Colisseum
  • DevTeam
    • CyberTeam
  • Giochi e Progetti RPG Maker
    • Resa Grafica
    • Concept e Bozze
    • Progetti
    • Giochi RPG Maker Completi e Demo
    • Il Making Oltreoceano
  • Assistenza e Supporto RPG Maker
    • Biblioteca
    • BrainStorming
    • Chiedi Aiuto alla Comunity
    • RPG Maker Scripting
    • PlugIn e AddOn RPG Maker
    • Musica e Suoni
    • Risorse Grafiche RPG Maker
    • Mak - Resources
  • Beyond Making - Oltre RPG Maker
    • Altri Tool

Find results in...

Find results that contain...


Data di creazione

  • Start

    End


Ultimo Aggiornamento

  • Start

    End


Filter by number of...

Iscritto

  • Start

    End


Gruppo


AIM


Indirizzo Web


ICQ


Yahoo


Skype


Location


Interests

Trovato 1 risultato

  1. Nome script: Nemici che usano gli item Versione: 2 Autore/i: DerVVulfman, Fomar0153 Informazioni: Semplice script che permette ai nemici durante la battaglia di curarsi con gli oggetti o di lanciarveli contro.XD Istruzioni: Inserite lo script sopra Main. Altre istruzioni le potete trovare all'interno dello script. Script: #====================================================================== ======== # ** Enemies Use Items #------------------------------------------------------------------------------ # by Fomar0153 # version 2 # 04-27-2007 # Full SDK 2.2 Compatible (Does not need or require SDK 2.2) #------------------------------------------------------------------------------ # # INTRODUCTION: # # This system allows enemy battlers to use items during battle. This is accom- # plished by switching the skill used by an enemy to that of an item in a pre- # defined list in the configuration section. # # By example, you could set up a Skeleton enemy to use a 'Tonic' in battle when # it performs its 'Sleep' skill. This 'skill-to-item' change would have to be # defined in either the SWITCH_SKILL_ITEM hash, or the SWITCH_ENEMY_SKILL_ITEM # hash (explained in the configuration section below). # # The enemies can either have infinite item usage, or can be limited to the no. # of items used based on the SP points at their disposal. This feature is con- # trolled by the SWITCH_SP_LIMIT value. As long as it is false, enemies can use # items without running out. But if it is true, the enemies will use up their # SP points as they use items. The SP points used will be based on the SP Cost # of the Skill it is switched from. # #------------------------------------------------------------------------------ # # COMPATABILITY: # # This system is compatible with the default battlesystem, SDK 2.2, the RTAB # system, Fomar's Action Cost, ParaDog's and XRXS's battle system in certain # limits. # # Systems that use AT bars (everything except the 'default' and 'SDK default' # battlesystems) must have the SWITCH_SP_LIMIT value set to 'false'. All other # systems either use up the enemy sp through repeated calls of the make_action # def as their AT gauges are filled, or uses values other than sp_cost. # # In short, the 'SWITCH_SP_LIMIT' value can only be 'true' if you're using the # default or SDK default battlesystems. # #============================================================================== #======================================================================== # ** C O N F I G U R A T I O N S Y S T E M ** # #======================================================================== # This constant holds the list of skills and items they are switched with. It # is in the following format: { skill.id => item.id, skill.id => item.id,... } # The sample currently switches the "Heal" skill with the "Sharp Stone" item, # and the "Greater Heal" with the "Potion" item. SWITCH_SKILL_ITEM = {1 => 13, 2 => 1} # This constant holds the lists of skills & items switched for each enemy that # uses them. The format to apply the switch mimics the design to the one above: # { enemy.id => ( skill.id => item.id), enemy.id =>{ skill.id => item.id},... } # The sample currently switches the "Mass Heal" skill with the "Tonic" item for # the GHOST enemy, and changes the "Heal" skill with the "Barrier Stone" item # for the BASILISK enemy. SWITCH_ENEMY_SKILL_ITEM = { 1 => {3 => 9}, 2 => {1 => 14}} # This merely determines if you limit the items based on Skill SP cost. If this # is true, then the enemy must have enough SP to use the original skill before # the item is used. If it is false, then the enemy has an infinite supply. SWITCH_SP_LIMIT = false #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemies. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * Make Action #-------------------------------------------------------------------------- alias item_make_action make_action def make_action item_make_action temp_hash = {} switch_id = self.current_action.skill_id # Sets the Skill Limiting switch if the SWITCH_SP_LIMIT is true. # If true, this sets 'sp_limted' to true if SP is too low for item use. if SWITCH_SP_LIMIT if $data_skills[switch_id].sp_cost > self.sp sp_limited = true else sp_limited = nil end else sp_limited = nil end # Perform Skill/Item switch if 'sp_limited' switch isn't true. # It won't be true if there's enough SP, or if SWITCH_SP_LIMITED is false. if !sp_limited if SWITCH_SKILL_ITEM.include? switch_id self.current_action.kind = 2 self.current_action.item_id = SWITCH_SKILL_ITEM[switch_id] self.current_action.decide_random_target_for_enemy end temp_hash = SWITCH_ENEMY_SKILL_ITEM[self.id] if SWITCH_ENEMY_SKILL_ITEM.include? self.id if temp_hash.include? switch_id self.current_action.kind = 2 self.current_action.item_id = temp_hash[switch_id] self.current_action.decide_random_target_for_enemy end end # Use up SP (If SWITCH_SP_LIMIT is true) if SWITCH_SP_LIMIT self.sp =- $data_skills[switch_id].sp_cost end end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Make Item Action Results #-------------------------------------------------------------------------- alias e_make_item_action_result make_item_action_result def make_item_action_result(battler = @active_battler) @rtab = !@target_battlers if @active_battler.is_a?(Game_Actor) @rtab ? e_make_item_action_result(battler) : e_make_item_action_result else # Get item @item = $data_items[battler.current_action.item_id] if @rtab # Setting animation ID battler.anime1 = @item.animation1_id battler.anime2 = @item.animation2_id # Setting common event ID battler.event = @item.common_event_id else # Display item name on help window @help_window.set_text(@item.name, 1) # Set animation ID @animation1_id = @item.animation1_id @animation2_id = @item.animation2_id # Set common event ID @common_event_id = @item.common_event_id end # Deciding the object index = battler.current_action.target_index target = $game_party.smooth_target_actor(index) if @rtab # Setting the object side battler set_target_battlers(@item.scope, battler) # Applying the effect of the item for target in battler.target target.item_effect(@item, battler) end else # Set targeted battlers set_target_battlers(@item.scope) # Apply item effect for target in @target_battlers target.item_effect(@item) end end end end end
×