Citadin Lv.7
Age : 24 Inscrit le : 20/08/2011 Messages : 210
| Sujet: [VX] Dificulté selon le niveau Jeu 13 Oct 2011 - 18:40 | |
| Bonjour!J'ai vus se script (:@@:Excusez moi) mais celui qui l'avait postés avait mal expliquer et personne n'as compris. Je vais essayer de le ré-expliquer. Script: Dynamic Difficulty V 1.1 Auteur : DrakoShade Installation Placer le script au dessus de MainExplication Les modifications à faire sont entre la ligne 22 et 34 - Code:
-
@maxhp_gain = 30 Le taux de gain de HP des ennemis en montant de niveaux @maxmp_gain = 10 Le taux de gain de MP des ennemis en montant de niveaux @atk_gain = 1.41 Le taux de gain d'attaque des ennemis en montant de niveaux @def_gain = 1.35 Le taux de défense @spi_gain = 2.9 d'intéligence @agi_gain = 2.8 D'agilitée @hit_gain = 0.5 de précision @eva_gain = 0.5 d'esquive @exp_gain = 5 d'Experience @gold_gain = 6 d'argent @variance = 15 @min_level = 1 Level minimum des ennemis (Se sont leurs stats par défaut) @max_level = 99 Le level max des ennemis -99 si vous n'avez pas de scripts qui permettent d'augmenter le lV max- Place au script: - Code:
-
#============================================================================== # ** 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 par "loam" # de RMXP.org. Ce 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 Ici, 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 = 30 #Default 50 @maxmp_gain = 10 #Default 10 @atk_gain = 1.41 #Default 1.25 @def_gain = 1.35 #Default 1.25 @spi_gain = 2.9 #Default 2.5 @agi_gain = 2.8 #Default 2.5 @hit_gain = 0.5 #Default 0 @eva_gain = 0.5 #Default 0 @exp_gain = 5 #Default 0 @gold_gain = 6 #Default 0 @variance = 15 #Default 15 @min_level = 1 #Default 1 @max_level = 255 #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 example, 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.
Example: 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
Si vous avez des question n'hésitez pas! FAQQ: J'ai quelque chose à faire dans la base de donnée? R: Non, le script le fais automatiquement après avoir monter de niveaux Q: J'ai un script qui permet de modifier la formation. Est-ce que sa fait quelque chose? R: Oui, par exemple si l'iD1 est au lv 25 et que vous mettez en tête un perso qui au LV 2 les stats des ennemis redescendront |
|