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

Titolo: Mog luck system

Versione: N/D

Autore/i: Moghunter, Loste

 

Informazioni:

Script che associa la 'fortuna' al vostro PG nel:

- Recuperare HP a fine battaglia

- Causare danni critici

- Vincere Oggetti

 

Istruzioni:

Inserire lo script sopra Main

 

Script:

#_________________________________________________
# MOG_Luck System V1.2           
#_________________________________________________
# By Moghunter     
# http://www.atelier-rgss.com
#
#Traduzione in italiano by Loste -http://rpgmkr.net
#_________________________________________________
#Aggiunge l'attributo "fortuna", che interagisce con la
#possibilità di vincere oggetti o causare danni critici.
#_________________________________________________
module MOG
# Limite massimo di fortuna.
# I Valori magiori di 100% saranno limitati a questo valore.
# MAX_LUCK = {A=>B}
#
# A = ID del personaggio
# B = valore massimo di fortuna per ogni personaggio.
#
# Se non definito il valore massimo sarà pari a 100%.
MAX_LUCK = {
     1=>60,
     2=>45,
     7=>23
           }
#_________________________________________________
#Definizione del valore iniziale di fortuna per ogni personaggio.
# INILUCK = {A =>B}
#
# A = ID del personaggio.
# B = valore iniziale della fortuna.
#
#Se non definito il valore sarà pari a 1.
INILUCK = {
           1 =>5,
           2 =>3,
           7 =>2
          }
#_________________________________________________         
#Definizione dell'aumento di fortuna per ogni livello.
#LKUP = {A =>B}
#
# A = ID del personaggio
# B = Valore dell'incremento.
#
#Se non definito il valore sarà pari a 1.
LKUP = {1 =>2,
        2 =>3
       }
#_________________________________________________         
#Calcolo della probabilità di vincere oggetti.
#
# false = Il calcolo della probabilità si basa sul valore più alto del gruppo.
# true  = Il calcolo della probabilità si basa sul valore medio del gruppo.
LKITEMEDIA = true
#_________________________________________________         
#Quantittà % di HP recuperati.
LKHPRECPER = 10
end
#_________________________________________________
$mogscript = {} if $mogscript == nil
$xrxs = {} if $xrxs == nil
$mogscript["luck_system"] = true
##############
# Game Actor #
##############
class Game_Actor < Game_Battler
alias mog23_setup setup
def setup(actor_id)
iniluck = MOG::INILUCK[actor_id]
maxluck = MOG::MAX_LUCK[actor_id]
if maxluck == nil
@max_luck = 100
else
@max_luck = maxluck
end
if MOG::INILUCK[actor_id] == nil
@luck = 1
else
@luck = iniluck
end
if MOG::LKUP[actor_id] == nil
@luckup = 1
else
@luckup = MOG::LKUP[actor_id]
end
mog23_setup(actor_id)
end
def max_luck
return @max_luck
end
def luck
if @max_luck != nil and @luck > @max_luck
@luck = @max_luck
else
if @luck > 100
@luck = 100
end
return @luck
end
end
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@luck += @luckup
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
@level -= 1
@luck  -= @luckup
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
###############
# Game_Enemy  #
###############
class Game_Enemy < Game_Battler
def treasure_prob
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if MOG::LKITEMEDIA == true
return actor.luck / $game_party.actors.size
else
return actor.luck   
end
end
end
end
################
# Game_Battler #
################
class Game_Battler
def attack_effect(attacker)
self.critical = false
hit_result = (rand(100) < attacker.hit)
if hit_result == true
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
if self.damage > 0
if attacker.is_a?(Game_Actor)
if rand(100) < attacker.luck
self.damage *= 2
self.critical = true
end
else
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
end
if self.guarding?
self.damage /= 2
end
end
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
if hit_result == true
remove_states_shock
self.hp -= self.damage
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
else
self.damage = "Miss"
self.critical = false
end
return true
end
end
###############
# Window Base #
###############
class Window_Base < Window
def draw_actor_luck(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, "Luck  " + actor.luck.to_s + "%")
if $mogscript["menu_eva"] == true
back = RPG::Cache.picture("STBAR_Back")   
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)   
self.contents.blt(x , y - ch + 40, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")   
cw2 = meter.width * actor.luck / actor.max_luck
ch2 = meter.height
src_rect2 = Rect.new(0, 0, cw2, ch2)   
self.contents.blt(x , y - ch + 40, meter, src_rect2)
end
end
end
#################
# Window Status #
#################
class Window_Status < Window_Base
alias mog23_refresh refresh
def refresh
mog23_refresh
if $mogscript["menu_eva"] == true
draw_actor_luck(@actor, 520,210)
else
draw_actor_luck(@actor, 325,120)   
end
end
end
################
# Scene Battle #
################
class Scene_Battle
alias mog23_start_phase5 start_phase5
def start_phase5
mog23_start_phase5   
for actor in $game_party.actors
if rand(100) < actor.luck
lkhprec = actor.maxhp * MOG::LKHPRECPER / 100
actor.hp += lkhprec
actor.damage_pop = true
actor.damage = -lkhprec
end
end
@status_window.refresh
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
×