Shop Đẹp nè

  • Thread starter Thread starter y.r.p
  • Ngày gửi Ngày gửi
WOW, bác Ice Dragon vào lại rùi. Long time no see. Hùi đó vào đây đọc mí bài của pác thấy hấp dẫn qué nên mới nghiên cứu RPG Maker chút đỉnh đóa. ^^. PÁc với lại ken 10 . Lần nì pác hoạt động lâu dài chứ nhỉ
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Sorry vì tui viết hơi quá đáng để cho những ng ko liên quan phải xem nhưng mừ ko chịu được cách ăn nói và đối xử với newbie như thía. Có ăn có học mà nói ng ta ngu. COn người bình thường chả ai ngu cả. Chỉ trừ mí ng bị bệnh như Dioxin, bại não. mới có thể gọi là hơi đần độn. Người bình thường thì 1 là người ta lười ko chịu tìm hiểu. 2 là muốn thử thách hay tương tự v..v.. Chẳng có ai khôn hơn ai đâu mà ỷ biết chút rùi kiêu. Tuy nhiên dù người ta có bị bệnh cũng phải thương ng ta chứ ko phải chửi. Mà tôi tin đã là mem gamevn, bít lên mạng thì ko ai bất thường cả phải ko nào . Làm ơn xem lại nha. Gvn ko bít có luật là nghiêm cấm xúc phạm người khác chưa nhỉ. ^^. Nếu chưa có thì nên thêm vào còn có rồi thì nên thi hành triệt để. Xin cám ơn vì đã đọc post nì. Xin lỗi vì gây mất hòa khí. XIn mod đừng del box này và để để mọi người rút kinh nghiệm. Xin cám ơn.
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@RexAnthony : sorry mình ko phải nguyencaominh200#, nó là bạn mình. Hùi đóa nick nì của nó giờ cho lại mình rùi. Y!M thì vẫn là của nó. Mình quên sửa lại thui. Sorry nha. ^^
 
Mà cuộc đời làm sao ta đoán được :D
Hic, người ta im rồi mình cũng ko nên nói tiếp :D, vấn đề quan trọng là bạn tác giả bài 1 pót lại cái script đi T_T, cái script kia chắc chắn ko đủ mà T_T
 
Ừ, có lẽ ko đọc mà im. Chứ tui nghĩ tính của ổng thì... Mà thoai, cái script của bạn trên post mình kím trên yahoo cũng ko cóa. Bạn thử post lại đi ha. Mà cũng có thể 1 đi ko trỏ lại roài. 66^^
 
Hix :cry: máy em ko có nối mạng "intờnét" sao mà pót dc hix :cry: em lấy trên mạng rồi copy dô USP đem về máy em đóa nhưng bây jờ máy hư mất hết mấy cái Script tức trào máu họng :cry:
 
Mã:
#=====================================================
# Drago del fato's Level Up Point Spend System
# ---------------------------------------------
# Written by Drago del Fato
# Version 2.4
# Just insert a new script above main and call it whatever you want.
#=====================================================

#--Res Text
PSPEND_LVUPTEXT = "Skill Points available"
PSPEND_SPTEXT = "Skill Points"
PSPEND_ANSWERS = ["Use","Dont Use Now"]
PSPEND_HELP_TEXT = ["Change Strength...","Change Agility...",
"Change Dexterity...","Change Inteligence...","Change Maximum Health Points...",
"Change Maximum Skill Points...","Reset all Values to Normal...","Finnish Editing...."]
PSPEND_B1 = "Reset"
PSPEND_B2 = "Done!"
LVUP_TEXT = "(Lv Up!)"
DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit"

#-- Other Res
SPADD = 8

AGILITY_ADD = 1
DEXTERITY_ADD = 1
INTELIGENCE_ADD = 1
STRENGTH_ADD = 1
HP_ADD = 4
SP_ADD = 3



#-- If you aren't experienced scripter then don't change lines below!!!

#--Global Variables
$PSPEND_POINTS = []
$PSPEND_ACTORS = []
$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0

#== Part One - Class for Setting and Getting Attributes from Actors

class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end

def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end

def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end

end

#-- End of Part One

#-- Part Two - Disabling actor attributes so that they have same attributes at the next level!

class Game_Actor

def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$actor_attr.get_attributes(@actor_id)
@level += 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
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]
$actor_attr.get_attributes(@actor_id)
@level -= 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

def level=(level)
if level < self.level
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end

#-- End of Part Two

#-- Part Three - Telling Scene Title that it's time to go to shop (just kidding...).
# Changing the code so that some other variables will be added...

class Scene_Title

def command_new_game
$game_system.se_play($data_system.decision_se)

Audio.bgm_stop

Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh


$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end

def battle_test


$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")

Graphics.frame_count = 0


$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name


$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new
end
end

#End of Part Three

#Mid Part - Adding Draw Actor Battler

class Window_Base < Window

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $PSPEND_ACTORS[actor.id - 1]
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end

end

#End of Mid Part

#Part Four - The Hard one! Making Custom Windows

class PSPEND_CUSTOM_WINDOW < Window_Selectable

def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end

def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260

for i in 0...@item_max
draw_item(i, normal_color)
end
end

def draw_item(index, color)
if $PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)

when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)

when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)

when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)

when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end

def disable_item(index)
draw_item(index, disabled_color)
end

def update_cursor_rect

if @index < 0
self.cursor_rect.empty
return
end

row = @index / @column_max

if row < self.top_row
self.top_row = row
end

if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end

cursor_width = self.width / @column_max - 32

x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy

self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end

#End of Part Four

#Part Five - Making Scene_Status to show level up window when character
#get's a new level

class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end

def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 100
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 170
@c.x = 200
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win

if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end

def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
end
end
end

#End of Part Five

#Part Six - Hell is coming...AAAAAAAAH!

class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end

def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end

def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$PSPEND_ACTORS[@actor_ind] = false
return
end
if Input.repeat?(Input::RIGHT)
unless $PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] += 1
when 7
$PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end


if Input.repeat?(Input::LEFT)
unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] -= 1
when 7
$PSPEND_POINTS[@actor_ind] -= 1
end
$PSPEND_POINTS[@actor_ind] += 1
@spend.refresh

return
end


if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$PSPEND_ACTORS[@actor_ind] = false
return
end
end
end
end

#End of Part Six - Yipee!!! I made it!

#Part Seven - Save Load part!

class Scene_Save < Scene_File

def write_save_data(file)

characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end

Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number

Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($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($PSPEND_POINTS,file)
Marshal.dump($PSPEND_ACTORS,file)
Marshal.dump($actor_attr,file)
end
end

# -- And now for the load screen

class Scene_Load < Scene_File

def read_save_data(file)

characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)

$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = 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)
$PSPEND_POINTS = Marshal.load(file)
$PSPEND_ACTORS = Marshal.load(file)
$actor_attr = Marshal.load(file)

if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end

$game_party.refresh
end
end
ĐÂY LÀ LÊN LV CÓ POINT GIỐN DIAB LO ĐÓA
 
Công nhận shop đẹp thật
untitled-1.jpg
 
Down về rồi sao chạy lại bảo thiếu file nhưng chạy cái khác vẫn được mà
 
Thấy chưa, chưa gì đã mắng người khác ^_^
Script bán skill coi bộ tốt đó bạn ơi ^_^
Demo.JPG

Thiệt bái phục mấy cha nước ngoài T_T
 
Mã:
#  â–¦nbsp;  Dash Mode
#------------------------------------------------------------------------------
#    
#    09/12/04
#=============================================================================

class Game_Player
#--------------------------------------------------------------------------
# â—? Refer Update to Game Player
#--------------------------------------------------------------------------
alias game_player_update update
#--------------------------------------------------------------------------
# â—? Update
#--------------------------------------------------------------------------
def update
  if Input.press?(Input::A)
    if moving?
      # If A Key press enter dash mode
      # reduce dash level
      @move_speed=5
      @restore = false
      if @reduce == false
        @timer = 50 # Initial time off set
        @reduce = true
      else
        @timer-= 1
      end
      @sec = (@timer / Graphics.frame_rate)%60
      if @sec == 0
        if @dash_level != 0
          @dash_level -= 1
          @timer = 45 # Timer Count
        end
      end
      if @dash_level == 0
        @move_speed=4
      end
      $dash_bar.update(@dash_level)
    end
  else
    # restore dash level
    @move_speed=4
    @reduce = false
    if @restore == false
      @timer = 80 # Initial time off set
      @restore = true
    else
      @timer-= 1
    end
    @sec = (@timer / Graphics.frame_rate)%60
    if @sec == 0
      if @dash_level != 5
        @dash_level+= 1
        @timer = 60 # Timer Count
      end
    end
    $dash_bar.update(@dash_level)
  end
  game_player_update
end
end

#==============================================================================
#  â–¦nbsp;  Bar Sprite
#------------------------------------------------------------------------------
#    Used for Dash Mode displays bar pictures to screen
#=============================================================================

class Bar_Sprite < Sprite
#--------------------------------------------------------------------------
# â—? Initialization
#--------------------------------------------------------------------------
def initialize
  super
  self.x = 10
  self.y = 460
  self.z = 500
end
#--------------------------------------------------------------------------
# â—? Update Dash Bar Level
#--------------------------------------------------------------------------
def update(number)
  @number = number
  case number
  when 0
    self.bitmap = RPG::Cache.picture("bar 0")
  when 1
    self.bitmap = RPG::Cache.picture("bar 1")
  when 2
    self.bitmap = RPG::Cache.picture("bar 2")
  when 3
    self.bitmap = RPG::Cache.picture("bar 3")
  when 4
    self.bitmap = RPG::Cache.picture("bar 4")
  when 5
    self.bitmap = RPG::Cache.picture("bar 5")
  end
end
#--------------------------------------------------------------------------
# â—? Dispose
#--------------------------------------------------------------------------
def dispose
  self.bitmap.dispose
end
end

#==============================================================================
#  â–¦nbsp;  Game Character
#------------------------------------------------------------------------------
#    Add Initialization of Dash Mode Varibles
#=============================================================================

class Game_Character
#--------------------------------------------------------------------------
# â—? Refer Initialization to Game Character
#--------------------------------------------------------------------------
alias dash_mode_initialize initialize
#--------------------------------------------------------------------------
# â—? Initialization
#--------------------------------------------------------------------------
def initialize
  @restore = false
  @reduce= false
  @timer = 0
  @dash_level = 5
  @sec = 0
  $dash_bar = Bar_Sprite.new
  dash_mode_initialize
end
end

#==============================================================================
#  â–¦nbsp;  Scene_Map
#------------------------------------------------------------------------------
#    Check for $dash_bar.dispose condition
#=============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# â—? Refer Update to Scene Map
#--------------------------------------------------------------------------
alias scene_map_call_battle call_battle
alias scene_map_call_shop call_shop
alias scene_map_call_name call_name
alias scene_map_call_menu call_menu
alias scene_map_call_save call_save
alias scene_map_call_debug call_debug
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Battle called
#--------------------------------------------------------------------------
def call_battle
  $dash_bar.dispose
  scene_map_call_battle
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is  called
#--------------------------------------------------------------------------
def call_shop
  $dash_bar.dispose
  scene_map_call_shop
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Name called
#--------------------------------------------------------------------------
def call_name
  $dash_bar.dispose
  scene_map_call_name
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Menu called
#--------------------------------------------------------------------------
def call_menu
  $dash_bar.dispose
  scene_map_call_menu
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Save called
#--------------------------------------------------------------------------
def call_save
  $dash_bar.dispose
  scene_map_call_save
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Debug called
#--------------------------------------------------------------------------
def call_debug
  $dash_bar.dispose
  scene_map_call_debug
end
end

còn đây là Sciprt Chạy khi nhấn X ko có Screen Shot mong mấy Pác thông cảm :D
Here í Demo http://www.nearfantasticaonline.com/programs/Dash Mode.zip
mấy pác cần Bars thì load here http://www.nearfantasticaonline.com/programs/Bars.zip
 
Mấy pác có ai có battlers side view ko em có mấy đứa à làm RPG ko dc ai có chỉ link ỏ pót cho em nhe Kupo ~ :'>
 
Còn đây là Monsters DataBase Rất êm
Screen Shoot
 

Attachments

  • Kupo.PNG
    Kupo.PNG
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  • Kupo.rar
    Kupo.rar
    196.7 KB · Đọc: 18
Xem thử cái này đi mấy pác. Kupo~
 

Attachments

  • ABS.doc
    ABS.doc
    47.3 KB · Đọc: 9
  • island3qf.png
    island3qf.png
    448.3 KB · Đọc: 6
Cái này mình chôm được của người ta chịu khó dịch nhe
What this does is Finds the average level of your party members, adds one, divides that by 100 (Turns it into a percent, level 99 being 100%), and assigns enemies stats based off whatever you assigned them in the database.

Meaning, In the database, make your monsters more powerful. Whatever you assign their stats to be in the database, is what their stats will be when your party is at level 99.

Just Remember to Make your enemies powerful, or they will be pushovers.

Updated:
Now Stats are randomly modified (+ or -) (0 to 15) %. Now every enemy you encounter, will be unique!

Just add this Somewhere above Main.
Mã:
CODE 
#================================================= =============================
# Enemies That Level UP (Type 1)
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.17.05)
# Last Updated: 11.25.05
# Updated: Can Make Enemies Bosses (They Do Not Level Up) 11.18.05
# Updated: Stats Now Randomized += 15 %
#================================================= =============================

#================================================= =============================
# Module RPG
#================================================= =============================
module RPG
#================================================= ========================
# Class Enemy
#================================================= ========================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Base Statistics
attr_accessor :b_maxhp, :b_maxsp, :b_str, :b_dex, :b_agi, :b_int
attr_accessor :b_atk, :b_pdef, :b_mdef, :b_eva, :b_exp, :b_gold
# Boss Check
attr_accessor :boss
#--------------------------------------------------------------------------
# * Set Bases
#--------------------------------------------------------------------------
def set_bases
@b_maxhp, @b_maxsp = @maxhp, @maxsp
@b_str, @b_dex, @b_agi, @b_int = @str, @dex, @agi, @int
@b_atk, @b_pdef, @b_mdef, @b_eva = @atk, @pdef, @mdef, @eva
@b_exp, @b_gold = @exp, @gold
# Checks to See if there's a boss
if @name.include?("(BOSS)")
@boss = true
@name.slice!("(BOSS)")
else
@boss = false
end
end
#--------------------------------------------------------------------------
# * Update Level
#--------------------------------------------------------------------------
def update_level
unless @boss
# Calulates Average Level of Party
average = 0
for actor in $game_party.actors
average += actor.level
end
average /= $game_party.actors.size
# Adds 1 (So when you're at level 99, 100% of the Stats are used)
average += 1
# Set to a percent
average /= 100.000
# Update Stats
@maxhp = (@b_maxhp * average).to_i
percent = (@maxhp * (( rand(15) + 1 ) / 100.0)).to_i
@maxhp += rand(2) == 0 ? percent : -percent
@maxsp = (@b_maxsp * average).to_i
percent = (@maxsp * (( rand(15) + 1 ) / 100.0)).to_i
@maxsp += rand(2) == 0 ? percent : -percent
@str = (@b_str * average).to_i
percent = (@str * (( rand(15) + 1 ) / 100.0)).to_i
@str += rand(2) == 0 ? percent : -percent
@dex = (@b_dex * average).to_i
percent = (@dex * (( rand(15) + 1 ) / 100.0)).to_i
@dex += rand(2) == 0 ? percent : -percent
@agi = (@b_agi * average).to_i
percent = (@agi * (( rand(15) + 1 ) / 100.0)).to_i
@agi += rand(2) == 0 ? percent : -percent
@int = (@b_int * average).to_i
percent = (@int * (( rand(15) + 1 ) / 100.0)).to_i
@int += rand(2) == 0 ? percent : -percent
@atk = (@b_atk * average).to_i
percent = (@atk * (( rand(15) + 1 ) / 100.0)).to_i
@atk += rand(2) == 0 ? percent : -percent
@pdef = (@b_pdef * average).to_i
percent = (@pdef * (( rand(15) + 1 ) / 100.0)).to_i
@pdef += rand(2) == 0 ? percent : -percent
@mdef = (@b_mdef * average).to_i
percent = (@mdef * (( rand(15) + 1 ) / 100.0)).to_i
@mdef += rand(2) == 0 ? percent : -percent
@eva = (@b_eva * average).to_i
percent = (@eva * (( rand(15) + 1 ) / 100.0)).to_i
@eva += rand(2) == 0 ? percent : -percent
@exp = (@b_exp * average).to_i + @b_exp
percent = (@exp * (( rand(15) + 1 ) / 100.0)).to_i
@exp += rand(2) == 0 ? percent : -percent
@gold = (@b_gold * average).to_i + @b_gold
percent = (@gold * (( rand(15) + 1 ) / 100.0)).to_i
@gold += rand(2) == 0 ? percent : -percent
end
end
end
end

#================================================= =============================
# Class Scene Title
#================================================= =============================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
for i in 1...$data_enemies.size
$data_enemies[i].set_bases
end
new_game
end
end

#================================================= =============================
# Class Scene Battle
#================================================= =============================
class Scene_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
for i in 1...$data_enemies.size
$data_enemies[i].update_level
end
end
end


Type 2
This takes the stats from the database and multiples it by the average level of the members in your party. Then, randomly adds or subtract 0 to 15% of each stat the enemy carries.

Just put somewhere above Main
CODE 
CODE 
#================================================= =============================
# Enemies That Level UP (Type 2)
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.25.05)
# Last Updated: 11.25.05
#================================================= =============================

#================================================= =============================
# Module RPG
#================================================= =============================
module RPG
#================================================= ========================
# Class Enemy
#================================================= ========================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Base Statistics
attr_accessor :b_maxhp, :b_maxsp, :b_str, :b_dex, :b_agi, :b_int
attr_accessor :b_atk, :b_pdef, :b_mdef, :b_eva, :b_exp, :b_gold
# Boss Check
attr_accessor :boss
#--------------------------------------------------------------------------
# * Set Bases
#--------------------------------------------------------------------------
def set_bases
@b_maxhp, @b_maxsp = @maxhp, @maxsp
@b_str, @b_dex, @b_agi, @b_int = @str, @dex, @agi, @int
@b_atk, @b_pdef, @b_mdef, @b_eva = @atk, @pdef, @mdef, @eva
@b_exp, @b_gold = @exp, @gold
# Checks to See if there's a boss
if @name.include?("(BOSS)")
@boss = true
@name.slice!("(BOSS)")
else
@boss = false
end
end
#--------------------------------------------------------------------------
# * Update Level
#--------------------------------------------------------------------------
def update_level
unless @boss
# Calulates Average Level of Party
average = 0
for actor in $game_party.actors
average += actor.level
end
average /= $game_party.actors.size
# Update Stats
@maxhp = (@b_maxhp * average).to_i
percent = (@maxhp * (( rand(15) + 1 ) / 100.0)).to_i
@maxhp += rand(2) == 0 ? percent : -percent
@maxsp = (@b_maxsp * average).to_i
percent = (@maxsp * (( rand(15) + 1 ) / 100.0)).to_i
@maxsp += rand(2) == 0 ? percent : -percent
@str = (@b_str * average).to_i
percent = (@str * (( rand(15) + 1 ) / 100.0)).to_i
@str += rand(2) == 0 ? percent : -percent
@dex = (@b_dex * average).to_i
percent = (@dex * (( rand(15) + 1 ) / 100.0)).to_i
@dex += rand(2) == 0 ? percent : -percent
@agi = (@b_agi * average).to_i
percent = (@agi * (( rand(15) + 1 ) / 100.0)).to_i
@agi += rand(2) == 0 ? percent : -percent
@int = (@b_int * average).to_i
percent = (@int * (( rand(15) + 1 ) / 100.0)).to_i
@int += rand(2) == 0 ? percent : -percent
@atk = (@b_atk * average).to_i
percent = (@atk * (( rand(15) + 1 ) / 100.0)).to_i
@atk += rand(2) == 0 ? percent : -percent
@pdef = (@b_pdef * average).to_i
percent = (@pdef * (( rand(15) + 1 ) / 100.0)).to_i
@pdef += rand(2) == 0 ? percent : -percent
@mdef = (@b_mdef * average).to_i
percent = (@mdef * (( rand(15) + 1 ) / 100.0)).to_i
@mdef += rand(2) == 0 ? percent : -percent
@exp = (@b_exp * average).to_i
percent = (@exp * (( rand(15) + 1 ) / 100.0)).to_i
@exp += rand(2) == 0 ? percent : -percent
@gold = (@b_gold * average).to_i
percent = (@gold * (( rand(15) + 1 ) / 100.0)).to_i
@gold += rand(2) == 0 ? percent : -percent
end
end
end
end

#================================================= =============================
# Class Scene Title
#================================================= =============================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
for i in 1...$data_enemies.size
$data_enemies[i].set_bases
end
new_game
end
end

#================================================= =============================
# Class Scene Battle
#================================================= =============================
class Scene_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
for i in 1...$data_enemies.size
$data_enemies[i].update_level
end
end
end
 
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