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Trovato 1 risultato

  1. Nome Script: Protezione Skill Versione: 1.2.3 Autore/i: Kal Informazioni: Con questo script è possibile creare una protezione da una Skill, come succede in FF. E' progettato per il sistema di battaglia di default (per ora) ma dovrebbe funzionare con altri sistemi di battaglia. Istruzioni: Inserite lo script sopra Main. Istruzioni all'interno dello script. Script: # Protect Skill v 1.2.3 # by Kal # # ===== How to use ===== # # Make a state that has the magic word in it's note box. When that state # is inflicted on an ally, the person who inflicted the state (by casting # a spell that adds the state, for example) will receive all the damage # that is done to the ally. # # ===== What battle system is this for? ===== # # The script was designed for the default battle system but it's also works # with Tankentai (and ATB). However, there is no animation support for # Tankentai at the moment (i.e. protector jumping in front of protectee) and # the damage numbers need to be fixed. # # ===== Version history ===== # # 1.0 - Finished script # # 1.1 - Added message text configuration in the config module. # - Status effect will be removed immediately after the protector dies # - Fixed a bug where a dead protector would still protect under certain # circumstances. # - Fixed a bug where the protect message got drawn when it shouldn't. # # 1.2 - Added ability to increase/decrease the amount of damage a protector # takes when protecting. # # 1.2.1 - Fixed using items on protector bug with Tankentai + ATB. # # 1.2.2 - Fixed a bug where you could not cast the state again after a battle. # # 1.2.3 - Fixed a bug with Tankentai + ATB where the protect state would not # be removed when the protector died. module ProtectConfig MAGIC_WORD = "Protect" # Add this word in the "Note" box for any status in order to enable protect # for that status. PROTECT_PHYSICAL = true PROTECT_SKILLS = true # Set these to true/false to enable/disable protection from physical damage # and protection from skills damage. PROTECT_LIMIT = 1 # This is the number of allies one character can protect at the same time. DAMAGE_EFFECT = 100 # This is a percentage of damage the protector will take when protecting # an ally. For example, if this value is set to 50, the protector will take # half damage when protecting an ally. MP_DAMAGE_EFFECT = false # Should DAMAGE_EFFECT apply to MP damage? MESSAGE = lambda do |context| eval "protector.name + ' protected ' + target.name + '!'", context # Edit this line to change the message that is displayed when an actor # protects an ally. protector.name is the protector's name and # target.name is the protected ally's name. Any text you want to add # needs to be in single quote strings, as above. # Note: not working for Tankentai at the moment. end end class RPG::State attr_accessor :skill_user def protect? set_protect if @protect.nil? @protect end def set_protect if @note.downcase =~ /#{ProtectConfig::MAGIC_WORD.downcase}/ @protect = true else @protect = false end end end class Scene_Battle unless $@ alias :kal_old_display_action_effects :display_action_effects alias :kal_old_process_action :process_action end # NOTE: not being called at all with Tankentai and ATB. Fix? def display_action_effects(target, obj = nil) # If this is a physical attack (obj == nil) and PROTECT_PHYSICAL is false if !ProtectConfig::PROTECT_PHYSICAL and obj.nil? kal_old_display_action_effects(target, obj) # call original method and return return # If this is a skills attack and PROTECT_SKILLS is false elsif !ProtectConfig::PROTECT_SKILLS and obj kal_old_display_action_effects(target, obj) # call original method and return return end if target.protect? protector = target.states.find { |state| state.protect? }.skill_user protector.display_protect = true unless protector.dead? if protector != @active_battler and protector.display_protect protector.display_protect = false if protector.dead? text = ProtectConfig::MESSAGE.call(binding) @message_window.add_instant_text(text) wait(30) kal_old_display_action_effects(protector) return end end kal_old_display_action_effects(target, obj) end # Check if any protector is dead after an action has been processed. # If dead remove the state. def process_action kal_old_process_action $game_party.members.each do |member| member.states.each do |state| if state.protect? if state.skill_user.dead? state.skill_user.protected_allies = 0 member.remove_state(state.id) @status_window.refresh end end end end end end class Game_Battler attr_accessor :protected_allies, :display_protect, :protecting unless $@ alias :kal_old_initialize :initialize alias :kal_old_make_attack_damage_value :make_attack_damage_value alias :kal_old_add_state :add_state alias :kal_old_skill_effect :skill_effect alias :kal_old_make_obj_damage_value :make_obj_damage_value end def initialize @protected_allies = 0 @display_protect = true @protecting = false kal_old_initialize end def make_attack_damage_value(attacker, effect = nil) kal_old_make_attack_damage_value(attacker) if ProtectConfig::PROTECT_PHYSICAL states.each do |state| if state.protect? and !state.skill_user.dead? @hp_damage = 0 state.skill_user.protecting = true state.skill_user.attack_effect(attacker) end end if @protecting @hp_damage *= (ProtectConfig::DAMAGE_EFFECT / 100) @protecting = false end end end def make_obj_damage_value(user, obj) kal_old_make_obj_damage_value(user, obj) if ProtectConfig::PROTECT_SKILLS and !$game_party.members.include?(user) states.each do |state| if state.protect? and !state.skill_user.dead? @hp_damage = 0 @mp_damage = 0 state.skill_user.protecting = true state.skill_user.skill_effect(user, obj) end end if @protecting @hp_damage *= (ProtectConfig::DAMAGE_EFFECT / 100) @mp_damage *= (ProtectConfig::DAMAGE_EFFECT / 100) if ProtectConfig::MP_DAMAGE_EFFECT @protecting = false end end end def add_state(state_id) state = $data_states[state_id] if state.protect? state.skill_user = @skill_user @skill_user.protected_allies += 1 end kal_old_add_state(state_id) end def skill_effect(user, skill) @skill_user = user kal_old_skill_effect(user, skill) end def protect? states.any? {|state| state.protect?} end end class Game_Actor alias :kal_old_state_resist? :state_resist? unless $@ def state_resist?(state_id) # Prevent castng protect on self if @skill_user == self and $data_states[state_id].protect? return true # Prevent casting protect on a char that is already protected elsif protect? and $data_states[state_id].protect? return true # Prevent casting protect if the protect limit is reached elsif @skill_user.protected_allies >= ProtectConfig::PROTECT_LIMIT return true end kal_old_state_resist?(state_id) end end class Game_Party alias :kal_old_remove_states_battle :remove_states_battle unless $@ def remove_states_battle kal_old_remove_states_battle members.each do |actor| actor.protected_allies = 0 end end end
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