Habitant Lv.6
Age : 26 Inscrit le : 09/02/2011 Messages : 118
| Sujet: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Jeu 24 Fév 2011 - 10:31 | |
| Bonjour, Aujourd'hui je vous présente le scripte "Difficulté des combats changeant en fonction de la moyenne de niveau " Ce script est de DrakoShade. Mettez son nom dans vos crédits. Le bonus : le gain d'expérience et d'argent est plus élevé. Voila le scipte : - Code:
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#============================================================================== # ** Dynamic Difficulty #------------------------------------------------------------------------------ # By: DrakoShade # Version 1.1 # Last Updated: 17 March, 2008 #------------------------------------------------------------------------------ # Version History: # V. 1.1: Updated the note-parsing methodology to work as described by "loam" # of RMXP.org. This script's use of the Note field will no longer # interfere with or be confused by other notes. Also, pointless # methods for the difficulty setting have been removed. #============================================================================== =begin Here, you get a chance to set the defaults for your creatures. Any creature for which the Note tab doesn't include a modification will use the numbers you set here. Instructions follow. =end module RPG class Enemy def get_default_gains @maxhp_gain = 50 #Default 50 @maxmp_gain = 10 #Default 10 @atk_gain = 1.25 #Default 1.25 @def_gain = 1.25 #Default 1.25 @spi_gain = 2.5 #Default 2.5 @agi_gain = 2.5 #Default 2.5 @hit_gain = 0 #Default 0 @eva_gain = 0 #Default 0 @exp_gain = 0 #Default 0 @gold_gain = 0 #Default 0 @variance = 15 #Default 15 @min_level = 1 #Default 1 @max_level = 99 #Default 99 end end end =begin ======================================================================== || Using the Note Field to your advantage. || =============================================================================== The defaults that you set above are fine if you want every single enemy in the game to follow the same growth pattern. If that's the case, you don't have to use the Note field at all for this script. If you want your enemies to grow in different ways from one another, then the Note field is where you make it happen. To do anything in the Notes with this script, you will need to include two special lines in the box: "=begin dynamic difficulty" "=end dynamic difficulty" Don't put quotes around them. Those are simply here so that this explanation won't mess with the commenting in the script itself. Anything that falls between those two lines will be evaluated just after the individual enemy looks up the defaults above. Thus, if you include @gold_gain = 200 then that specific enemy will be worth an extra 200 gold for every level it gains, no matter what default you have set. If, instead, you use the line @gold_gain *= 2 then the enemy is worth twice the gold-per-level of your standard. If the standard stays at 0, of course, then it's still worth 0 a level, but you know what I mean. =============================================================================== || The Minimum and Maximum Levels || =============================================================================== In the defaults, you may have noticed the defaults for @min_level and @max_level. A creature for which @min_level = 1 and @max_level = 99 will gain power as long as your party's average level is above 1, and won't stop gaining power until level 99, which can't normally be exceeded anyway. This works well if you intend the enemy to scale no matter what level it's encountered at, but you can do it differently. An enemy for which @min_level = 10, for extestle, will be at the power you set in the database any time it's encountered by a party of level 10 or lower. When said party hits level 11, that enemy will gain only 1 level, rather than the 10 that anything else would gain. In this way, you can create enemies that are never incredibly weak, but still get stronger. @max_level is similar, but for the other end of the spectrum. An enemy for which @max_level = 30, for instance, would scale as normal up until the party reached that level. but if the party were level 40, it would still only grow as if the party were level 30. Thus, this enemy stops gaining power when the party's average level hits it's @max_level. =============================================================================== || Game Difficulty || =============================================================================== At any point, you can set the value of the game's difficulty with a simple script call. Since it's an attr_accessor, all you have to do is one of these: $game_system.difficulty = x $game_system.difficulty += x $game_system.difficulty -= x Etcetera, so on, and so forth. This script uses the difficulty to determine the level of the enemies, mostly like the party's average level, but with a small difference. When setting how powerful a monster is, for its maximum HP, attack and defense, etc. the script will add the difficulty to the party's level. However, when determining the rewards of experience and gold returns, the script ignores this value. Extestle: An enemy at level 8 and game difficulty of 2 will be just as hard to beat as the same enemy at level 10 and game difficulty 0, but will give rewards the same as if you'd beat it at level 8 and difficulty 0. =============================================================================== || General Advice || =============================================================================== When designing your enemies, take into account the level at which you want them to be a real challenge for your party. Their stats should be roughly similar to those of a party member at their @min_level wearing the equipment you'd expect your party to have at the target level. In this way, although the enemy scales down to match a party whose level is lower than expected, he still fights as if he were equipped to take on the stronger party. The ability to defeat him will, at this point, hinge more on your party's equipment than their level. Of course, the act of balancing is purely up to you. My default numbers are set so that enemies will scale with a new actor's default gains in the database. You could retool them to scale with equipment as well, or factor how well-equipped your enemy is into his stats at minimum level. The choice is yours. I hope you enjoy using this script. Happy creating. =============================================================================== || That's it. On to the rest of the script. || =============================================================================== =end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # The actual difficulty of the game as a whole is added into this class. #============================================================================== class Game_System attr_accessor :difficulty #New public instance variable. #---------------------------------------------------------------------------- # * Aliasing the Initialize method. #---------------------------------------------------------------------------- alias drakoshade_dynamic_difficulty_initialize initialize def initialize drakoshade_dynamic_difficulty_initialize @difficulty = 0 end end #============================================================================== # End modifications to Game_System. #============================================================================== #============================================================================== # ** RPG::Enemies #------------------------------------------------------------------------------ # Most of the magic happens here. New methods are created which allow the # enemies to gain levels, based on a combination of both the party's average # level and the new $game_system.difficulty. #============================================================================== module RPG class Enemy #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :base_maxhp, :base_maxmp, :base_atk, :base_def, :base_spi attr_accessor :base_agi, :base_hit, :base_eva, :base_exp, :base_gold attr_accessor :maxhp_gain, :maxmp_gain, :atk_gain, :def_gain, :spi_gain attr_accessor :agi_gain, :hit_gain, :eva_gain, :exp_gain, :gold_gain attr_accessor :min_level, :max_level #-------------------------------------------------------------------------- # * Set_Bases #-------------------------------------------------------------------------- def set_bases @base_maxhp, @base_maxmp = @maxhp, @maxmp @base_atk, @base_def = @atk, @def @base_spi, @base_agi = @spi, @agi @base_hit, @base_eva = @hit, @eva @base_exp, @base_gold = @exp, @gold get_default_gains eval(@note[/(?<==begin dynamic difficulty)(.*?)(?==end dynamic difficulty)/m].to_s) end #-------------------------------------------------------------------------- # * Update Level #-------------------------------------------------------------------------- def update_level levels = [([$game_party.ave_level, @max_level].min - @min_level), 0].max diff = $game_system.difficulty @maxhp = generate_stat(@base_maxhp-1, @maxhp_gain, (levels + diff)) + 1 @maxmp = generate_stat(@base_maxmp-1, @maxmp_gain, (levels + diff)) + 1 @atk = generate_stat(@base_atk-1, @atk_gain, (levels + diff)) + 1 @def = generate_stat(@base_def-1, @def_gain, (levels + diff)) + 1 @spi = generate_stat(@base_spi-1, @spi_gain, (levels + diff)) + 1 @agi = generate_stat(@base_agi-1, @agi_gain, (levels + diff)) + 1 @hit = generate_stat(@base_agi, @agi_gain, (levels + diff)) @eva = generate_stat(@base_eva, @eva_gain, (levels + diff)) @exp = generate_stat(@base_exp, @exp_gain, levels) @gold = generate_stat(@base_gold, @gold_gain, levels) end #-------------------------------------------------------------------------- # * Generate Stat #-------------------------------------------------------------------------- def generate_stat(base, gain, levels) result = base + (gain * levels) result *= (rand(@variance*2)+(100-@variance)) result /= 100 result = [result.to_i, 0].max return result end end end #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # I'm adding a method here that will allow this script (or any other) to # determine the average party level. #============================================================================== class Game_Party def ave_level level = 0 for i in @actors actor = $game_actors[i] level += actor.level end level /= @actors.size return level.round end end #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # Methods that load the database need to be altered so that the enemies set # their bases. #============================================================================== class Scene_Title #---------------------------------------------------------------------------- # *Alias the Load Database method. #---------------------------------------------------------------------------- alias drakoshade_dynamic_difficulty_load_database load_database def load_database drakoshade_dynamic_difficulty_load_database for i in 1...$data_enemies.size $data_enemies[i].set_bases end end #---------------------------------------------------------------------------- # *Alias the Load Battle Test Database method. #---------------------------------------------------------------------------- alias drakoshade_dynamic_difficulty_load_bt_database load_bt_database def load_bt_database drakoshade_dynamic_difficulty_load_bt_database for i in 1...$data_enemies.size $data_enemies[i].set_bases end end end #============================================================================== # ** Game_Troop #------------------------------------------------------------------------------ # The modification here allows for greater versitility than modifying the # battle scene in this situation. Enemies will load into the troop with # updated stats. #============================================================================== class Game_Troop #---------------------------------------------------------------------------- # *Alias the Setup method. #---------------------------------------------------------------------------- alias drakoshade_dynamic_difficulty_setup setup def setup(troop_id) for i in 1...$data_enemies.size $data_enemies[i].update_level end drakoshade_dynamic_difficulty_setup(troop_id) end end |
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Va-nu-pieds Lv.4
Inscrit le : 26/02/2011 Messages : 72
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 18:34 | |
| Bonjour j'aimerais savoir si cela augmente la force des monstres ainsi que si on et lvl 1 le monstre devient moin fort?
Merci d'avance (je sais qui à une règle à propos de l'ordre à suivre et à formuler notre question je ne trouve plus la section). |
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Corsaire Lv.19
Age : 27 Inscrit le : 26/11/2009 Messages : 2508
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 18:46 | |
| - Beowolf a écrit:
- Merci d'avance (je sais qui à une règle à propos de l'ordre à suivre et à formuler notre question je ne trouve plus la section).
tu te trompe avec une demande de script et non une question sur un script |
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Va-nu-pieds Lv.4
Inscrit le : 26/02/2011 Messages : 72
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 19:12 | |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 19:13 | |
| Non, il faut régler spécifiquement pour chaque ennemi. Le problème c'est que le script est mal expliqué et que le membre qui l'a posté n'inquiète pas comment il marche ainsi les gens ont du mal à l'utiliser. |
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Va-nu-pieds Lv.4
Inscrit le : 26/02/2011 Messages : 72
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 19:27 | |
| Ok merci,c'est dommage que sa ne se fait pas en fonction du level |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 19:34 | |
| Ca le fait, mais faut le configurer via la boite de commentaires des monstres dans la base de donnée selon les instructions données dans le script. |
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Habitant Lv.6
Age : 26 Inscrit le : 09/02/2011 Messages : 118
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 20:44 | |
| Désoler de ne pas expliquer le scripte je l'ai trouver sur un site anglais et il n'y avait pas d'explication |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau Lun 28 Fév 2011 - 20:59 | |
| D'ou l'utilité de ne pas ramener un script dont on ne connait rien... |
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| Sujet: Re: [VX] Difficulté des combats changeant en fonction de la moyenne de niveau | |
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