Vai al contenuto

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

  • Chatbox

    You don't have permission to chat.
    Load More

Recommended Posts

Nome Script: Sistema Aggressione
Versione: 1.1 Alpha
Autore/i: Zetu

Informazioni:
Questo script crea un sistema di aggressione, permettendo ai nemici di 'odiare' un eroe e quindi colpirlo in base alla sua percentuale.

Istruzioni:
Inserite lo script sopra Main.

Script:

#======================#
                            #  Z-Systems by: Zetu  #
#===========================#======================#===========================#
#                     *  *  *  Aggro System v1.01  *  *  *                     #
#=#==========================================================================#=#
  # OVERWRITES                                                               #
  #   Game_Enemy::make_action                                                #
  #   Game_Interpretor::command_339                                          #
  # SEMI-OVERWRITES                                                          #
  #   Game_BattleAction::decide_random_target                                #
  #--------------------------------------------------------------------------#
  # Introduction:  What is Aggro?                                            #
  #   Aggro (or Aggression) is a statistical value that helps determine the  #
  #   percent chance an enemy will attack a specific actor.                  #
  # What is this good for?                                                   #
  #   In many RPGs, there are strong characters that can take a hit, also    #
  #   called "Tanks", and weaker ones that cannot take much damage.  By      #
  #   manipulating these statistical values, you can control which actors    #
  #   will take damage, and which ones will not.                             #
  # How to increase Aggro?                                                   #
  #   In this system, Aggro can be gained/lost by Attacks, Skills, and by    #
  #   guarding.  The default values are defined by the module below.  Inside #
  #   note tags of skills, you may add tags to change its default amount.    #
  #                                                                          #
  # <aggro: X>                                                               #
  #   Increases aggro by a rating of X.  Keep this value between             #
  #   0.0 and 1 OR 0 and 100.  Does not perfectly increase aggro by the      #
  #   amount given.                                                          #
  # <pro aggro: X>                                                           #
  #   This sets aggro to an amount, reducing all other aggro to match.  Only #
  #   use in hard aggro skills, such as a provoke (gain all aggro) or fade   #
  #   (remove all aggro).  This tag is still in testing and not guarenteed   #
  #   to be bug free.                                                        #
  #--------------------------------------------------------------------------#
  # Version History:                                                         #
  #  v1.01 ALPHA (Please Report all bugs related to this script)             #
  #--------------------------------------------------------------------------#
  #           * * *  FOR SCRIPTERS WANTING TO CREATE A HUD!  * * *           #
  # The aggro values are stored in $scene.aggro and is a two dimensional     #
  # array.  @aggro[enemy.index][actor.index] returns the percent value of    #
  # aggro, and will be between 0.0 and 1.0.                                  #
  #==========================================================================#

module Z_Systems
  module Aggro
    NORMAL_ATTACK   =  0.06
    SKILL_DEFAULT   =  0.06
    GUARD           = -0.06
  end
end
#========#======================#====#================================#========#
#--------#                      #----# DO NOT EDIT PAST THIS POINT!!! #--------#
#--------# End of Customization #----# Editing will cause death by    #--------#
#--------#                      #----# brain asplosions.              #--------#
#========#======================#====#================================#========#

class Array; def sum; inject( nil ) { |sum,x| sum ? sum+x : x }; end; end

class Scene_Battle < Scene_Base

  alias zs_aggro_start start
  def start
    zs_aggro_start
      @aggro = []
      for e in 0...$game_troop.members.size
        array = []
        for actor in $game_party.members
          array.push(1.0/$game_party.members.size)
        end
        @aggro[e] = array
      end
  end

  def aggro
    return @aggro
  end

  def normalize_aggro
    for e in 0...$game_troop.members.size
        value = @aggro[e].sum
        for a in 0...$game_party.members.size
          @aggro[e][a] /= value
        end
      end
  end

  def inc_aggro(e, a, value)
    return if $game_party.members.size <= 1
    @aggro[e][a] += value
      @aggro[e][a] = [[@aggro[e][a], 0.0].max, 1.0].min
    return if @aggro[e][a] == 1.0
    div = (@aggro[e].sum - @aggro[e][a])/(1.0-@aggro[e][a])
    for aindex in 0...$game_party.members.size
      unless a == aindex
        @aggro[e][aindex] /= div
      end
    end
  end

  def set_aggro(e, a, value)
    return if $game_party.members.size <= 1
    @aggro[e][a] = value
      @aggro[e][a] = [[@aggro[e][a], 0.0].max, 1.0].min
    if @aggro[e][a] == 1.0
      for aindex in 0...$game_party.members.size
        unless a == aindex
          @aggro[e][aindex] = 0
        end
      end
    else
      div = (@aggro[e].sum - @aggro[e][a])/(1.0-@aggro[e][a])
      for aindex in 0...$game_party.members.size
        unless a == aindex
          @aggro[e][aindex] /= div
        end
      end
    end
  end

  alias zs_aggro_execute_action_attack execute_action_attack
  def execute_action_attack
    zs_aggro_execute_action_attack
    return if @active_battler.action.make_targets[0].actor?
    for target in @active_battler.action.make_targets
      inc_aggro(target.index, @active_battler.index, Z_Systems::Aggro::NORMAL_ATTACK)
    end
      normalize_aggro
  end

  alias zs_aggro_execute_action_skill execute_action_skill
  def execute_action_skill
    zs_aggro_execute_action_skill
    return if @active_battler.action.make_targets[0].actor?
      value = Z_Systems::Aggro::SKILL_DEFAULT
      for line in @active_battler.action.skill.note.split(//)
      case line
        when /<aggro:[ ](.*)>/i
        value = $1.to_f
        if value > 1.0
            value /= 100.0
          end
        for target in @active_battler.action.make_targets
          inc_aggro(target.index, @active_battler.index, value)
        end
        return
      when /<pro[ ][_]aggro:[ ](.*)>/i
        value = $1.to_f
        if value > 1.0
          value /= 100.0
        end
        for target in @active_battler.action.make_targets
          set_aggro(target.index, @active_battler.index, value)
        end
        return
      end
      end
    for target in @active_battler.action.make_targets
      inc_aggro(target.index, @active_battler.index, value)
    end
  end

  alias zs_aggro_execute_action_guard execute_action_guard
  def execute_action_guard
    zs_aggro_execute_action_guard
    for enemy in $game_troop.members
      inc_aggro(enemy.index, @active_battler.index, Z_Systems::Aggro::GUARD)
    end
    normalize_aggro
  end

end

class Game_Unit

  def random_target_aggro(enemy)
    $scene.normalize_aggro
    rref = rand(101).to_f/100.0
#~     print $scene.aggro[enemy.index].inspect
    for a in 0...$game_party.members.size
      if rref <= $scene.aggro[enemy.index][0..a].sum and !$game_party.members[a].dead?
#~         print $scene.aggro[enemy.index][0..a].inspect
        return $game_party.members[a]
      end
    end
    return random_target_aggro(enemy)
  end

end

class Game_BattleAction

  alias zs_aggro_decide_random_target decide_random_target
  def decide_random_target(attacker = nil)                       #SEMI-OVERWRITE
    if !friends_unit.members[0].actor? or attacker != nil
      if for_friend?
        target = friends_unit.random_target
      elsif for_dead_friend?
        target = friends_unit.random_dead_target
      else
        target = opponents_unit.random_target_aggro(attacker)
      end
      if target == nil
        clear
      else
        @target_index = target.index
      end
    else
      zs_aggro_decide_random_target
    end
  end

end

class Game_Enemy < Game_Battler

  def make_action
    @action.clear
    return unless movable?
    available_actions = []
    rating_max = 0
    for action in enemy.actions
      next unless conditions_met?(action)
      if action.kind == 1
        next unless skill_can_use?($data_skills[action.skill_id])
      end
      available_actions.push(action)
      rating_max = [rating_max, action.rating].max
    end
    ratings_total = 0
    rating_zero = rating_max - 3
    for action in available_actions
      next if action.rating <= rating_zero
      ratings_total += action.rating - rating_zero
    end
    return if ratings_total == 0
    value = rand(ratings_total)
    for action in available_actions
      next if action.rating <= rating_zero
      if value < action.rating - rating_zero
        @action.kind = action.kind
        @action.basic = action.basic
        @action.skill_id = action.skill_id
        @action.decide_random_target(self)
        return
      else
        value -= action.rating - rating_zero
      end
    end
  end

end

class Game_Interpretor

  def command_339
    iterate_battler(@params[0], @params[1]) do |battler|
      next unless battler.exist?
      battler.action.kind = @params[2]
      if battler.action.kind == 0
        battler.action.basic = @params[3]
      else
        battler.action.skill_id = @params[3]
      end
      if @params[4] == -2                   # Last target
        battler.action.decide_last_target
      elsif @params[4] == -1                # Random
        battler.action.decide_random_target(battler)
      elsif @params[4] >= 0                 # Index designation
        battler.action.target_index = @params[4]
      end
      battler.action.forcing = true
      $game_troop.forcing_battler = battler
      @index += 1
      return false
    end
    return true
  end

end

Condividi questo messaggio


Link di questo messaggio
Condividi su altri siti

Crea un account o accedi per lasciare un commento

You need to be a member in order to leave a comment

Crea un account

Iscriviti per un nuovo account nella nostra comunità. È facile!

Registra un nuovo account

Accedi

Sei già registrato? Accedi qui.

Accedi Ora

  • Contenuti simili

    • Da Syddo
      Salve, non sono riuscito a trovare uno script che possa creare una sorta di sistema pokémon-team party, dove si utilizza un certo character senza che però questo appaia in battaglia, mentre nella battle scene appaiano altri eroi o mostri che non possono essere utilizzati nell'overworld. C'è un qualche script che permetta di rendere 'inattivo' il personaggio principale (fisso, non scambiabile) del party rendendolo utilizzabile solo nell'overworld? Volendo mi accontenterei di un sistema interno senza scripting, purché non sia troppo legnoso (come ad esempio togliere il leader prima della battaglia). Il tutto, se possibile, sostenibile con gli script di follow come Caterpillar o Enhanced Squad Movement. Grazie mille! 
    • Da KenzaMe92
      Nome Script: KZM - Limit
      Versione: 1.0
      Autore:
      Descrizione:
      Questo script aggiunge la barra del limit e le abilità usate con questa barra in stile FFVII.
       
      Istruzioni:
      Installare sotto "▼ Materials" e sopra "▼ Main", dopodiché nel database creare un nuovo tipo di tecniche, chiamato limit e per ogni tecnica inserita in quel tipo, mettere il seguente tag nelle note dell'abilità:
              <limit>
      per farla riconoscere dallo script e permetterne l'uso solo a barra completamente carica.
       
      Screenshot:
      Devo ancora farne uno decente.
       
      Script:
      Pastebin [guarda] o [scarica]
       
      Bug e Conflitti Noti:
      Nessuno
       
      Note dell'autore:
      Condividetelo, usatelo nei vostri progetti free o commerciali, l'importante è creditare l'autore.
    • Da Ally
      Nome Script: Crystal Engine - Mimic
      Versione: N/D
      Autore/i: Crystal Noel
       
      Informazioni:
      Questo script fornisce due abilità da utilizzare in battaglia. Uno degli effetti copia semplicemente l'effetto e lo utilizza sul nemico. L'altra mossa è quella di mimare l'abilità fino alla fine della battaglia.
       
      Features:
      - Imparare temporaneamente (sostituisce l'abilità mimica fino alla fine della battaglia)
      - Copia Azione (Copia l'azione del bersaglio)
       
      Istruzioni:
      Script e istruzioni all'interno della demo.
       
      Nel note tag dei nemici, impostate in questo modo a seconda delle vostre esigenze:
       
      <mimic> Imposta la capacità di copiare l'ultima azione del bersaglio
       
      <borrow move> Imposta la capacità di prendere in prestito l'ultima abilità del bersaglio per il resto della battaglia
       
      Utilizzate questa opzione se desiderate che i nemici siano in grado di prendere in 'prestito' anche le abilità:
       
       
      class RPG::Enemy < RPG::BaseItem def actions set = [] set += @actions ids = [] set.each {|action| ids.push(action.skill_id)} $data_skills.each do |skill| next if skill.nil? action = RPG::Enemy::Action.new action.skill_id = skill.id set.push(action) unless ids.include?(skill.id) end set endend Demo:http://crystalnoel42.wordpress.com/2013/06/10/crystal-engine-mimic/
    • Da Ally
      Nome Script: Actor Battler Graphics
      Versione: 1.05
      Autore/i: Victor Sant
       
      Informazioni:
      Bisogna avere lo script "Victor's Engine - Basic Module" installato per far funzionare gli script di Victor.
      http://victorscripts.wordpress.com/rpg-maker-vx-ace/basic-scripts/basic-module/
       
      Istruzioni:
      Lo script va inserito sotto la sezione "Materials" e sotto lo script *NECESSARIO* "Victor's Engine - Basic Module"
      LE ISTRUZIONI SONO ALL'INTERNO DELLO SCRIPT
       
      Script:
       
       
      #==============================================================================# ** Victor Engine - Actors Battlers#------------------------------------------------------------------------------# Author : Victor Sant## Version History:# v 1.00 - 2011.12.19 > First relase# v 1.01 - 2011.12.30 > Faster Regular Expressions# v 1.02 - 2012.01.15 > Compatibility with Target Arrow# v 1.03 - 2012.01.28 > Compatibility with Animated Battle# v 1.04 - 2012.03.11 > Added position distance settings# v 1.05 - 2012.03.17 > Fixed battle test glitch#------------------------------------------------------------------------------# This script adds visible battler graphics for the party actors actors# during combat. With the visible battlers, new options will be available# like setting actor's battlers positions and attack animations.#------------------------------------------------------------------------------# Compatibility# Requires the script 'Victor Engine - Basic Module' v 1.11 or higher# If used with 'Victor Engine | Animated Battle' paste this one bellow it.# # * Overwrite methods (Default)# class Spriteset_Battle# def create_actors# def update_actors## class Scene_Battle < Scene_Base# def show_attack_animation(targets)## * Alias methods (Default)# class << DataManager# def setup_new_game# def create_game_objects# def make_save_contents# def extract_save_contents(contents)## class Game_Actor < Game_Battler# def setup(actor_id)## * Alias methods (Basic Module)# class Game_Interpreter# def comment_call##------------------------------------------------------------------------------# Instructions:# To instal the script, open you script editor and paste this script on# a new section on bellow the Materials section. This script must also# be bellow the script 'Victor Engine - Basic'##------------------------------------------------------------------------------# Comment calls note tags:# Tags to be used in events comment box, works like a script call.# # <battler name id: x># This tag allows to change the actor battler graphic.# id : actor ID# x : battler graphic filename## <battler hue id: x># This tag allows to change the actor battler graphic.# id : actor ID# x : battler graphic hue (0-360)## <battler position i: x, y># This tag allows to change the battler position during combat.# only valid if VE_BATTLE_FORMATION = :custom# i : position index# x : new coorditante X# y : new coorditante X##------------------------------------------------------------------------------# Actors note tags:# Tags to be used on the Actors note box in the database## <battler name: x># This tag allows to set the initial battler graphic filename for the actor.# x : battler graphic filename## <battler hue: x># This tag allows to set the initial battler graphic hur for the actor.# x : battler graphic hue (0-360)##------------------------------------------------------------------------------# Enemies note tags:# Tags to be used on the Enemies note box in the database## <attack animation: x># This tag allows to set the normal attack animation for the enemy# x : animation ID# #==============================================================================#==============================================================================# ** Victor Engine#------------------------------------------------------------------------------# Setting module for the Victor Engine#==============================================================================module Victor_Engine #-------------------------------------------------------------------------- # * Set the battle formation # Choose here how the actors battlers will be placed on the combat. # :front : horizontal placement # :side : vertical placement # :iso : isometric placement # :custom : custom placement #-------------------------------------------------------------------------- VE_BATTLE_FORMATION = :front #-------------------------------------------------------------------------- # * Set battler centralization # When true, battlers are centralized automatically. # Not valid if VE_BATTLE_FORMATION = :custom #-------------------------------------------------------------------------- VE_BATTLE_CENTRALIZE = true #-------------------------------------------------------------------------- # * Set battlers custom positions # Only if VE_BATTLE_FORMATION = :custom, allows to set the position of # all party actors, don't forget to add values for all positions # available if using a party bigger than the default. #-------------------------------------------------------------------------- VE_CUSTOM_POSITION = { # Position 1 => {x: 460, y: 180}, # Position for the first actor. 2 => {x: 480, y: 210}, # Position for the second actor. 3 => {x: 500, y: 240}, # Position for the thrid actor. 4 => {x: 520, y: 270}, # Position for the fourth actor. } # Don't remove #-------------------------------------------------------------------------- # * Actors battlers position adjust # Used to adjust the position of all actors battlers. #-------------------------------------------------------------------------- VE_POSITION_ADJUST = {x: 0, y: 0} #-------------------------------------------------------------------------- # * Actors battlers position adjust # Used to adjust the position of all actors battlers. #-------------------------------------------------------------------------- VE_DISTANCE_ADJUST = {x: 48, y: 32} #-------------------------------------------------------------------------- # * required # This method checks for the existance of the basic module and other # VE scripts required for this script to work, don't edit this #-------------------------------------------------------------------------- def self.required(name, req, version, type = nil) if !$imported[:ve_basic_module] msg = "The script '%s' requires the scriptn" msg += "'VE - Basic Module' v%s or higher above it to work properlyn" msg += "Go to http://victorscripts.wordpress.com/ to download this script." msgbox(sprintf(msg, self.script_name(name), version)) exit else self.required_script(name, req, version, type) end end #-------------------------------------------------------------------------- # * script_name # Get the script name base on the imported value, don't edit this #-------------------------------------------------------------------------- def self.script_name(name, ext = "VE") name = name.to_s.gsub("_", " ").upcase.split name.collect! {|char| char == ext ? "#{char} -" : char.capitalize } name.join(" ") endend$imported ||= {}$imported[:ve_actor_battlers] = 1.04Victor_Engine.required(:ve_actor_battlers, :ve_basic_module, 1.11, :above)#==============================================================================# ** DataManager#------------------------------------------------------------------------------# This module handles the game and database objects used in game.# Almost all global variables are initialized on this module#==============================================================================class << DataManager #-------------------------------------------------------------------------- # * Alias method: setup_new_game #-------------------------------------------------------------------------- alias :setup_new_game_ve_actor_battlers :setup_new_game def setup_new_game setup_new_game_ve_actor_battlers $game_custom_positions = VE_CUSTOM_POSITION.dup end #-------------------------------------------------------------------------- # * Alias method: setup_battle_test #-------------------------------------------------------------------------- alias :setup_battle_test_ve_actor_battlers :setup_battle_test def setup_battle_test setup_battle_test_ve_actor_battlers $game_custom_positions = VE_CUSTOM_POSITION.dup end #-------------------------------------------------------------------------- # * Alias method: create_game_objects #-------------------------------------------------------------------------- alias :create_game_objects_ve_actor_battlers :create_game_objects def create_game_objects create_game_objects_ve_actor_battlers $game_custom_positions = {} end #-------------------------------------------------------------------------- # * Alias method: make_save_contents #-------------------------------------------------------------------------- alias :make_save_contents_ve_actor_battlers :make_save_contents def make_save_contents contents = make_save_contents_ve_actor_battlers contents[:formations_ve] = $game_custom_positions contents end #-------------------------------------------------------------------------- # * Alias method: extract_save_contents #-------------------------------------------------------------------------- alias :extract_save_contents_ve_actor_battlers :extract_save_contents def extract_save_contents(contents) extract_save_contents_ve_actor_battlers(contents) $game_custom_positions = contents[:formations_ve] endend#==============================================================================# ** Game_Actor#------------------------------------------------------------------------------# This class handles actors. It's used within the Game_Actors class# ($game_actors) and referenced by the Game_Party class ($game_party).#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :screen_x # Coordenada X na tela attr_accessor :screen_y # Coordenada Y na tela #-------------------------------------------------------------------------- # * Alias method: setup #-------------------------------------------------------------------------- alias :setup_ve_actor_battlers :setup def setup(actor_id) setup_ve_actor_battlers(actor_id) @battler_name = actor_battler_name @battler_hue = actor_battler_hue end #-------------------------------------------------------------------------- # * Overwrite method: use_sprite? #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # * Overwrite method: screen_z #-------------------------------------------------------------------------- def screen_z return 100 end #-------------------------------------------------------------------------- # * New method: actor_battler_name #-------------------------------------------------------------------------- def actor_battler_name actor.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : "" end #-------------------------------------------------------------------------- # * New method: actor_battler_hue #-------------------------------------------------------------------------- def actor_battler_hue actor.note =~ /<BATTLER HUE: (d+)>/i ? $1.to_i : 0 end #-------------------------------------------------------------------------- # * New method: battler_name #-------------------------------------------------------------------------- def battler_name=(name) @battler_name = name if name.is_a?(String) end #-------------------------------------------------------------------------- # * New method: battler_hue #-------------------------------------------------------------------------- def battler_hue=(hue) @battler_hue = hue if hue.numeric? end #-------------------------------------------------------------------------- # * New method: screen_x #-------------------------------------------------------------------------- def screen_x setup_x end #-------------------------------------------------------------------------- # * New method: screen_y #-------------------------------------------------------------------------- def screen_y setup_y end #-------------------------------------------------------------------------- # * New method: setup_x #-------------------------------------------------------------------------- def setup_x case VE_BATTLE_FORMATION when :front then position = get_frontal_x when :side then position = get_sideview_x when :iso then position = get_isometric_x when :custom then position = $game_custom_positions[index + 1][:x] end position + VE_POSITION_ADJUST[:x] end #-------------------------------------------------------------------------- # * New method: setup_y #-------------------------------------------------------------------------- def setup_y case VE_BATTLE_FORMATION when :front then position = get_frontal_y when :side then position = get_sideview_y when :iso then position = get_isometric_y when :custom then position = $game_custom_positions[index + 1][:y] end position + VE_POSITION_ADJUST[:y] end #-------------------------------------------------------------------------- # * New method: get_frontal_x #-------------------------------------------------------------------------- def get_frontal_x if VE_BATTLE_CENTRALIZE size = $game_party.battle_members.size position = (index + 1) * Graphics.width / (size + 1) else size = $game_party.max_battle_members position = index * Graphics.width / size + 64 end position end #-------------------------------------------------------------------------- # * New method: get_frontal_y #-------------------------------------------------------------------------- def get_frontal_y Graphics.height - 16 end #-------------------------------------------------------------------------- # * New method: get_sideview_x #-------------------------------------------------------------------------- def get_sideview_x if VE_BATTLE_CENTRALIZE size = $game_party.max_battle_members x = dist[:x] / 8 position = -index * (index * x - x * size) + Graphics.width - 160 else position = index * dist[:x] + Graphics.width - 192 end position end #-------------------------------------------------------------------------- # * New method: get_sideview_y #-------------------------------------------------------------------------- def get_sideview_y if VE_BATTLE_CENTRALIZE size = $game_party.battle_members.size height = Graphics.height position = (index - size) * dist[:y] + size * dist[:y] / 2 + height - 160 else position = index * dist[:y] + Graphics.height - 192 end position end #-------------------------------------------------------------------------- # * New method: get_isometric_x #-------------------------------------------------------------------------- def get_isometric_x if VE_BATTLE_CENTRALIZE position = -index * (index * dist[:x] - 32) + Graphics.width - 160 else position = index * dist[:x] + Graphics.width - 192 end position end #-------------------------------------------------------------------------- # * New method: get_isometric_y #-------------------------------------------------------------------------- def get_isometric_y if VE_BATTLE_CENTRALIZE position = index * (dist[:y] - index * 6) + Graphics.height - 160 else position = Graphics.height - 96 - index * dist[:y] end position end #-------------------------------------------------------------------------- # * New method: dist #-------------------------------------------------------------------------- def dist VE_DISTANCE_ADJUST endend#==============================================================================# ** Game_Enemy#------------------------------------------------------------------------------# This class handles enemy characters. It's used within the Game_Troop class# ($game_troop).#==============================================================================class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * New method: atk_animation_id1 #-------------------------------------------------------------------------- def atk_animation_id1 enemy.note =~ /<ATTACK ANIM(?:ATION): (d+)>/i ? $1.to_i : 1 end #-------------------------------------------------------------------------- # * New method: atk_animation_id2 #-------------------------------------------------------------------------- def atk_animation_id2 return 0 endend#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------# An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#==============================================================================class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_actor_battlers :comment_call def comment_call change_battler_name change_battler_hue change_position comment_call_ve_actor_battlers end #-------------------------------------------------------------------------- # * New method: change_battler_name #-------------------------------------------------------------------------- def change_battler_name note.scan(/<BATTLER NAME (d+): ([^><]*)>/i) do |id, name| $game_actors[id.to_i].battler_name = name end end #-------------------------------------------------------------------------- # * New method: change_battler_hue #-------------------------------------------------------------------------- def change_battler_hue note.scan(/<BATTLER HUE (d+): (d+)>/i) do |id, hue| $game_actors[id.to_i].battler_hue = hue end end #-------------------------------------------------------------------------- # * New method: change_position #-------------------------------------------------------------------------- def change_position regexp = /<BATTLER POSITION (d+): (d+) *, *(d+)>/i note.scan(regexp) do |i, x, y| $game_custom_positions[i.to_i][:x] = x.to_i $game_custom_positions[i.to_i][:y] = y.to_i end endend#==============================================================================# ** Spriteset_Battle#------------------------------------------------------------------------------# This class brings together battle screen sprites. It's used within the# Scene_Battle class.#==============================================================================class Spriteset_Battle #-------------------------------------------------------------------------- # * Overwrite method: create_actors #-------------------------------------------------------------------------- def create_actors @actor_sprites = $game_party.battle_members.reverse.collect do |actor| Sprite_Battler.new(@viewport1, actor) end @actors_party = $game_party.battle_members.dup end #-------------------------------------------------------------------------- # * Overwrite method: update_actors #-------------------------------------------------------------------------- def update_actors update_party if $game_party.battle_members != @actors_party @actor_sprites.each {|sprite| sprite.update } end #-------------------------------------------------------------------------- # * New method: update_party #-------------------------------------------------------------------------- def update_party @actor_sprites.each_index do |i| next if $game_party.battle_members.include?(@actor_sprites[i].battler) @actor_sprites[i].dispose @actor_sprites[i] = nil end $game_party.battle_members.collect do |actor| next if @actors_party.include?(actor) @actor_sprites.push(Sprite_Battler.new(@viewport1, actor)) end @actor_sprites.compact! @actors_party = $game_party.battle_members.dup $game_party.battle_members.each do |actor| old_position = [actor.screen_x, actor.screen_y] actor.setup_position if old_position != [actor.screen_x, actor.screen_y] sprite(actor).start_effect(:appear) end end endend#==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------# This class performs battle screen processing.#==============================================================================class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Overwrite method: show_attack_animation #-------------------------------------------------------------------------- def show_attack_animation(targets) show_normal_animation(targets, @subject.atk_animation_id1, false) show_normal_animation(targets, @subject.atk_animation_id2, true) endend
    • Da Ally
      Nome Script: Equipment Requirements
      Versione: 1.2
      Autore/i: Fomar0153
       
      Informazioni:
      Consente di definire i requisiti per Armi e Armature, ed è possibile utilizzare sia il loro livello o una delle loro statistiche.
       
      Istruzioni:
      Inserite lo script sotto Material.
      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
×