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![[VX] Evolution arme / evolution competence Empty](https://2img.net/i/fa/empty.gif) | Sujet: [VX] Evolution arme / evolution competence Jeu 7 Aoû 2008 - 22:06 | |
| Nom : Systeme d'evolution arme / competence Auteur : ashka Nombre de script : 1 Info : Voici la version " ultime " pour avoir un systeme ou plus on utilise un type d'arme, plus on fait de degats avec ce type d'arme et ou plus on utilise une competence, plus elle inflige de degats !! Créer un nouveau script dans " Materials " et collez y ceci : - Code:
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# Systeme d'evolution arme / competence
# Dans l'onglet " System " de la base de donnée, créer autant d'attribut que vous # aurez de type d'arme dans votre jeu. Associé ces attributs aux armes qu'il # represente dans l'onglet " Weapon ". ( Pensez à configurer la liste ci-dessous !! ) # Plus un héros utilisera un type d'arme, plus il fera de degat avec ce type d'arme.
module Maitrise # Ci-dessous : Liste des attributs associé à un type d'arme # Il faut respecter l'ordre des elements dans chaque tableau !! TABLE_ATTRIBUT = [20, 21, 22, 23, 24, 25, 26, 27, 28, 29] # Ce tableau sert à associé un icone à chaque type d'arme : # L'ordre est egalement le même que celui du tableau TABLE_ATTRIBUT !! # Chaque bloc est constitué comme ceci : # [colonne de l'icone, ligne de l'icone] # En comptant à partir de 0 TABLE_ICONE = [[11, 0], [3, 3], [8, 0], [3, 0], [10, 1], [4, 0], [14, 1], [3, 1], [5, 1], [0, 1]]
# Ce tableau sert à determiné les noms des differentes catégories d'arme. # L'ordre est egalement le même que celui du tableau TABLE_ATTRIBUT !! TABLE_NOM = ["Griffe", "Gants", "Dague", "Epée", "Epée lourde", "Lance", "Hache", "Marteau", "Baton", "Arc"]
# Exp gagné à chaque utilisation du type d'arme ( Atk normale ) EXP_ARME = 3 # Montant d'exp necessaire par niveau ( fixe ) EXP_NEED_ARME = 100 # Bonus gagné par niveau ( 0.2 par niveau => degat doublé au niveau de maitrise 5 ) BONUS_ARME = 0.2
# Somme d'exp gagné à chaque utilisation de la competence EXP_SKILL = 5 # Montant d'exp necessaire pour passer au niveau superieur ( fixe ) EXP_NEED_SKILL = 100 # Augmentation de la puissance par niveau ( si 0.2, degats doublé apres 5 niveaux ) BONUS_SKILL = 0.2 end class Game_Battler def make_attack_damage_value(attacker) damage = attacker.atk * 4 - self.def * 2 # base calculation damage = 0 if damage < 0 # if negative, make 0 damage *= elements_max_rate(attacker.element_set) # elemental adjustment damage /= 100 if damage == 0 # if damage is 0, damage = rand(2) # half of the time, 1 dmg elsif damage > 0 # a positive number? @critical = (rand(100) < attacker.cri) # critical hit? @critical = false if prevent_critical # criticals prevented? damage *= 3 if @critical # critical adjustment end damage = apply_variance(damage, 20) # variance damage = apply_guard(damage) #### if attacker.actor? and damage > 0 if attacker.weapon_id != 0 for attribut in $data_weapons[attacker.weapon_id].element_set if Maitrise::TABLE_ATTRIBUT.include?(attribut) $maitrise_arme[attacker.id][attribut] += Maitrise::EXP_ARME exp = $maitrise_arme[attacker.id][attribut] indice = 1 while exp > Maitrise::EXP_NEED_ARME exp -= Maitrise::EXP_NEED_ARME indice += Maitrise::BONUS_ARME end damage *= indice end end end end #### @hp_damage = damage.to_i # damage HP end def make_obj_damage_value(user, obj) damage = obj.base_damage # get base damage if damage > 0 # a positive number? damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user unless obj.ignore_defense # Except for ignore defense damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target end damage = 0 if damage < 0 # If negative, make 0 elsif damage < 0 # a negative number? damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user end damage *= elements_max_rate(obj.element_set) # elemental adjustment damage /= 100 damage = apply_variance(damage, obj.variance) # variance damage = apply_guard(damage) # guard adjustment #### if user.actor? and obj.is_a?(RPG::Skill) and damage > 0 $maitrise_skill[user.id][obj.id] += Maitrise::EXP_SKILL exp = $maitrise_skill[user.id][obj.id] indice = 1 while exp > Maitrise::EXP_NEED_SKILL exp -= Maitrise::EXP_NEED_SKILL indice += Maitrise::BONUS_SKILL end damage *= indice end #### if obj.damage_to_mp @mp_damage = damage.to_i # damage MP else @hp_damage = damage.to_i # damage HP end end end ################################################################################ class Scene_Title < Scene_Base def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $maitrise_arme = Hash.new(0) $maitrise_skill = Hash.new(0) for id in 1..($data_actors.size - 1) $maitrise_arme[id] = {} $maitrise_skill[id] = {} end for id in 1..($data_actors.size - 1) for i in Maitrise::TABLE_ATTRIBUT $maitrise_arme[id][i] = 0 end end for id in 1..($data_actors.size - 1) for i in 1..($data_skills.size - 1) $maitrise_skill[id][i] = 0 end end end end ################################################################################ class Scene_File < Scene_Base def write_save_data(file) characters = [] for actor in $game_party.members characters.push([actor.character_name, actor.character_index]) end $game_system.save_count += 1 $game_system.version_id = $data_system.version_id @last_bgm = RPG::BGM::last @last_bgs = RPG::BGS::last Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) Marshal.dump(@last_bgm, file) Marshal.dump(@last_bgs, file) Marshal.dump($game_system, file) Marshal.dump($game_message, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($maitrise_arme, file) Marshal.dump($maitrise_skill, file) end def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) $game_system = Marshal.load(file) $game_message = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $maitrise_arme = Marshal.load(file) $maitrise_skill = Marshal.load(file) if $game_system.version_id != $data_system.version_id $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end end end ################################################################################ class Window_Base < Window def draw_item_name(item, x, y, enabled = true, actor = nil) if item != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 if item.is_a?(RPG::Skill) exp = $maitrise_skill[actor.id][item.id] level = 1 while exp > Maitrise::EXP_NEED_SKILL exp -= Maitrise::EXP_NEED_SKILL level += 1 end text = " - Lv : " + level.to_s else text = "" end self.contents.draw_text(x + 24, y, 172, WLH, item.name + text) end end end ################################################################################ class Window_Skill < Window_Selectable def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = @actor.skill_can_use?(skill) draw_item_name(skill, rect.x, rect.y, enabled, @actor) self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2) end end end ################################################################################ class Scene_Status < Scene_Base def start super create_menu_background @actor = $game_party.members[@actor_index] @status_window = Window_Status.new(@actor) @maitrise = Window_Maitrise.new(@actor) @maitrise.back_opacity = 255 @maitrise.z = 150 @maitrise.visible = false end def terminate super dispose_menu_background @status_window.dispose @maitrise.dispose end def update update_menu_background @status_window.update @maitrise.update if @maitrise.visible update_maitrise return end if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) Sound.play_decision @maitrise.visible = true end super end def update_maitrise if Input.trigger?(Input::B) Sound.play_cancel @maitrise.visible = false end end end ################################################################################ class Window_Maitrise < Window_Base def initialize(actor) # Les quatres nombres ci-dessous sont : # Position x / Position y / Largueur / Hauteur # Pour avoir la fenetre au centre de l'ecran : # Pos x = (544 / 2) - (largueur / 2) # Pos y = (416 / 2) - (hauteur / 2) super(82, 43, 380, 330) @actor = actor refresh end def refresh self.contents.clear for i in 0..(Maitrise::TABLE_ATTRIBUT.size - 1) bitmap = Cache.system("Iconset") rect = Rect.new(Maitrise::TABLE_ICONE[i][0] * 24, Maitrise::TABLE_ICONE[i][1] * 24, 24, 24) self.contents.blt(0, i * 30, bitmap, rect, 255) self.contents.draw_text(30, i * 30, 150, 25, Maitrise::TABLE_NOM[i].to_s) att = Maitrise::TABLE_ATTRIBUT[i] text = $maitrise_arme[@actor.id][att] level = 1 while text >= Maitrise::EXP_NEED_ARME text -= Maitrise::EXP_NEED_ARME level += 1 end self.contents.draw_text(130, i * 30, 200, 25, "Lv : " + level.to_s + " - Exp : " + text.to_s, 2) end end end ################################################################################
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Ex-Admin-Script
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![MirainoHikari](https://2img.net/u/1813/44/57/76/avatars/660-60.png)
Age : 42 Inscrit le : 26/05/2008 Messages : 2360
![[VX] Evolution arme / evolution competence Empty](https://2img.net/i/fa/empty.gif) | Sujet: Re: [VX] Evolution arme / evolution competence Ven 8 Aoû 2008 - 2:32 | |
| Je sais que les 2 scripts sont de ashka? mais est-ce lui ou toi l'auteur de la fusion de ces 2 scripts?
Néanmoins merci du partage. |
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