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BS/Battlers Addon Nemici che usano gli item

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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 = [email protected]_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

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      Istruzioni all'interno dello script.
       
      Script:
       
       
      =beginEquipment Requirementsby Fomar0153Version 1.2----------------------Notes----------------------Adds a level requirement to equipment.----------------------Instructions----------------------Notetag the weapons/armors like so:<levelreq x><mhpreq x><mmpreq x><atkreq x><defreq x><matreq x><mdfreq x><agireq x><lukreq x><switchreq x><wepreq x><armreq x>----------------------Change Log----------------------1.0 -> 1.1 Added stat requirements Changed script name from Equipment Level Requirements to just Equipment Requirements1.1 -> 1.2 Added switch and other equipment requirements----------------------Known bugs----------------------None=endclass Game_BattlerBase #-------------------------------------------------------------------------- # ● If set to true then it compares the requirement with the actor's base # stat rather than their current. #-------------------------------------------------------------------------- EQUIPREQ_USE_BASE_STAT = true #-------------------------------------------------------------------------- # ● Check the requirements #-------------------------------------------------------------------------- alias level_equippable? equippable? def equippable?(item) return false unless item.is_a?(RPG::EquipItem) return false if @level < item.levelreq return false if reqstat(0) < item.mhpreq return false if reqstat(1) < item.mmpreq return false if reqstat(2) < item.atkreq return false if reqstat(3) < item.defreq return false if reqstat(4) < item.matreq return false if reqstat(5) < item.mdfreq return false if reqstat(6) < item.agireq return false if reqstat(7) < item.lukreq if item.switchreq > 0 return false unless $game_switches[item.switchreq] end if item.wepreq > 0 e = [] for equip in @equips if equip.is_weapon? e.push(equip.object.id) end end return false unless e.include?(item.wepreq) unless equip.object.nil? end if item.armreq > 0 e = [] for equip in @equips if equip.is_armor? e.push(equip.object.id) unless equip.object.nil? end end return false unless e.include?(item.armreq) end return level_equippable?(item) end #-------------------------------------------------------------------------- # ● New Method #-------------------------------------------------------------------------- def reqstat(id) if EQUIPREQ_USE_BASE_STAT return param_base(id) else return param(id) end endendmodule RPG #-------------------------------------------------------------------------- # ● Equip Item is inherited by both Weapon and Armor #-------------------------------------------------------------------------- class EquipItem def levelreq if self.note =~ /<levelreq (.*)>/i return $1.to_i else return 0 end end def mhpreq if self.note =~ /<mhpreq (.*)>/i return $1.to_i else return 0 end end def mmpreq if self.note =~ /<mmpreq (.*)>/i return $1.to_i else return 0 end end def atkreq if self.note =~ /<atkreq (.*)>/i return $1.to_i else return 0 end end def defreq if self.note =~ /<defreq (.*)>/i return $1.to_i else return 0 end end def matreq if self.note =~ /<matreq (.*)>/i return $1.to_i else return 0 end end def mdfreq if self.note =~ /<mdfreq (.*)>/i return $1.to_i else return 0 end end def agireq if self.note =~ /<agireq (.*)>/i return $1.to_i else return 0 end end def lukreq if self.note =~ /<lukreq (.*)>/i return $1.to_i else return 0 end end def switchreq if self.note =~ /<switchreq (.*)>/i return $1.to_i else return 0 end end def wepreq if self.note =~ /<wepreq (.*)>/i return $1.to_i else return 0 end end def armreq if self.note =~ /<armreq (.*)>/i return $1.to_i else return 0 end end endend
    • By Ally
      Nome Script: Dynamic Class Changer
      Versione: 1.1
      Autore/i: ???nOBodY???

      Informazioni:
      Lo script permette di cambiare Classe ai propri personaggi =)

      Istruzioni:
      Inserite lo script sotto Material.
      Istruzioni all'interno dello script.

      Script:


      #=============================================================================== # Dynamic Class Changer v1.1 (RGSS3) # by ???nOBodY??? # Last Updated: 12/12/2011 # # Version 1.1 # #=============================================================================== # # Update History: # - Version 1.1  - Actors' noteboxes implemented /w notetag support # - Version 1.0  - Initial release; RGSS2 => RGSS3 # #=============================================================================== # # This snippet allows an actor's class name to be changed according to who is # using the class. For example, the default setup below changes "Magician" to # "Wizard" for males, and "Witch" for females, for the first four party members. # This can be used in a variety of ways, from gender-based to Zodiac-sign-based, # to even having every class be named something unique for every character in the # game! Slightly modified for RMVX Ace. # # New to RMVXA's v1.1, is the ability to use the new editor's built-in noteboxes # for actors: # #   <class name: ID New Name> # # Ex. # #   <class name: 3 Wizard> #   <class name: 4 Priest> #   <class name: 5 » Super Hero! «> # #=============================================================================== # Credits: # # -???nOBodY??? (aka sUBzeR_0) # -Special Thanks to Victor Sant #=============================================================================== # # Overwrites: # - Window_Base: draw_actor_class # #=============================================================================== $imported = {} if $imported == nil $imported["DynamicClassChanger"] = true module SUBZERO_MODULE   #only include the class ids you wish to have their names changed   INITIAL_CLASS_NAMES = {     # actor id => [ [class id,name],[class id,name],[class id,name] ]     0 => 0, # DO NOT REMOVE     1 => [ [3,"Wizard"],[4,"Priest"] ],     2 => [ [3,"Witch"],[4,"Cleric"], ],     3 => [ [3,"Wizard"],[4,"Priest"] ],     4 => [ [3,"Witch"],[4,"Cleric"] ],     5 => [  ],     6 => [  ],     7 => [  ],     8 => [  ],   }   # <class name: ID New Name>   CLASS_NAME = /<CLASS[ _]*NAME:?[ ]*(d+)[ ]*(.*)>/i end #=============================================================================== # CUSTOMIZATION END. FURTHER EDITTING IS DONE AT YOUR OWN RISK. YOU HAVE BEEN WARNED. #=============================================================================== #=============================================================================== # Window_Base #=============================================================================== class Window_Base < Window   #--------------------------------------------------------------------------     # * Draw Class     #     actor : actor     #     x     : draw spot x-coordinate     #     y     : draw spot y-coordinate     #--------------------------------------------------------------------------     def draw_actor_class(actor, x, y, width = 112)       change_color(normal_color)       #sUBzeR_0 Patch       text = actor.class.name       i = 0       until i == SUBZERO_MODULE::INITIAL_CLASS_NAMES[actor.id].size         if SUBZERO_MODULE::INITIAL_CLASS_NAMES[actor.id][i].include?(actor.class.id)           text = SUBZERO_MODULE::INITIAL_CLASS_NAMES[actor.id][i][1]           break         end         i += 1       end       note = $data_actors[actor.id].note       note.scan(SUBZERO_MODULE::CLASS_NAME).each do |id, name|         text = name if actor.class_id == id.to_i       end       draw_text(x, y, width, line_height, text)       #sUBzeR_0 Patch     end end #class Window_Base < Window
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