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Batallas dificiles

 :: RPG Maker :: Scripts

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Batallas dificiles

Mensaje por -GNS- el 2009-08-04, 18:03

Hola este script se trata de que aun estando nosotros de nivel 99 podamos luchar contra un enemigo de nivel 5 y aun haci no derrotarlo tan facilmente

Spoiler:
Código:
#========================================================================== ====
# Monster's Adaption Script v. 1.09
# by Caldaron (11.09.2006)
# thanks to Trickster for braining me :D
#========================================================================== ====
module Adaption
#========================================================================== ====
  #---------------------------------------------------------------------- ----
  # the higher the [...]_mod, the less the exp is given for it
  MAXHP_MOD      = 100.00
  MAXSP_MOD      = 100.00
  STR_MOD        = 20.00
  DEX_MOD        = 20.00
  AGI_MOD        = 20.00
  INT_MOD        = 20.00
  ATK_MOD        = 30.00
  PDEF_MOD        = 30.00
  MDEF_MOD        = 30.00
  EVA_MOD        = 0.10
  GOLD_MIN        = 50.00    # minimum gold value, percentage of exp
  GOLD_RAND      = 100.00  # the higher the value, the greater the variance/formula: (rand(gold_rand)+gold_min)/100.00
  GOLD_MULTIPLIER = 1.50    # last gold multiplier, also multiplies GOLD_MIN (sick, but i love it;D)
  ADAPT          = true    # if u want the Adaption Mode mainly used :true
  ADAPTED        = []      # insert the Enemy's ID which uses the Adaption Mode (when ADAPT is false)
  NOT_ADAPTED    = []      # insert the Enemy's ID which uses the Normal Mode (when ADAPT is true)
  EXP_CALC        = true    # if true, exp calculation of not adapted Enemies is enabled
  GOLD_CALC      = true    # if true, gold calculation of not adapted Enemies is enabled
  DIFF_EXP        = true    # if true, the exp is multiplied by $game_system.difficulty
 
# to change the Difficulty, set:
# $game_system.difficulty = Value
#--------------------------------------------------------------------------
#========================================================================== ====
end
#========================================================================== ====
class Game_System
#--------------------------------------------------------------------------
attr_accessor :difficulty
#--------------------------------------------------------------------------
alias adapt_init initialize
def initialize
  @difficulty = 100          # multiplies all Attributes with this Percentage
  adapt_init
end
#--------------------------------------------------------------------------
end
#========================================================================== ====
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
alias adapt_maxhp base_maxhp
def base_maxhp
  return Integer(adapt_maxhp * adaption(0) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_maxsp base_maxsp
def base_maxsp
  return Integer(adapt_maxsp * adaption(1) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_str base_str
def base_str
  return Integer(adapt_str * adaption(2) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_dex base_dex
def base_dex
  return Integer(adapt_dex * adaption(3) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_agi base_agi
def base_agi
  return Integer(adapt_agi * adaption(4) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_int base_int
def base_int
  return Integer(adapt_int * adaption(5) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_atk base_atk
def base_atk
  return Integer(adapt_atk * adaption(6) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_pdef base_pdef
def base_pdef
  return Integer(adapt_pdef * adaption(7) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_mdef base_mdef
def base_mdef
  return Integer(adapt_mdef * adaption(8) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_eva base_eva
def base_eva
  return Integer(adapt_eva * adaption(9) * $game_system.difficulty/10000.00)
end
#--------------------------------------------------------------------------
alias adapt_exp exp
def exp
  return Integer((adapt_exp * adaption(10))/100.00)
end
#--------------------------------------------------------------------------
alias adapt_gold gold
def gold
  return Integer((adapt_gold * adaption(11))/100.00)
end
#--------------------------------------------------------------------------
def adaption(type)
  if Adaption::ADAPTED.include?(id) or (Adaption::ADAPT and not Adaption::NOT_ADAPTED.include?(id))
    adaption = 0
    for actor in $game_party.actors
      case type
      when 0
        adaption += actor.maxhp
      when 1
        adaption += actor.maxsp
      when 2
        adaption += actor.str
      when 3
        adaption += actor.dex
      when 4
        adaption += actor.agi
      when 5
        adaption += actor.int
      when 6
        adaption += actor.atk
      when 7
        adaption += actor.pdef
      when 8
        adaption += actor.mdef
      when 9
        adaption += actor.eva
      when 10
        if Adaption::DIFF_EXP           
          adaption = (maxhp/Adaption::MAXHP_MOD + maxsp/Adaption::MAXSP_MOD + str/Adaption::STR_MOD + dex/Adaption::DEX_MOD + agi/Adaption::AGI_MOD + int/Adaption::INT_MOD + atk/Adaption::ATK_MOD + pdef/Adaption::PDEF_MOD + mdef/Adaption::MDEF_MOD + eva/Adaption::EVA_MOD) * $game_party.actors.size
        else
          adaption = (maxhp/Adaption::MAXHP_MOD + maxsp/Adaption::MAXSP_MOD + str/Adaption::STR_MOD + dex/Adaption::DEX_MOD + agi/Adaption::AGI_MOD + int/Adaption::INT_MOD + atk/Adaption::ATK_MOD + pdef/Adaption::PDEF_MOD + mdef/Adaption::MDEF_MOD + eva/Adaption::EVA_MOD) * $game_party.actors.size * (100.00/$game_system.difficulty)
        end
      when 11
        adaption = exp * Adaption::GOLD_MULTIPLIER * ((rand(Adaption::GOLD_RAND)+Adaption::GOLD_MIN)/100.00) * $game_party.actors.size
      end
    end
    return (adaption / $game_party.actors.size)
  elsif Adaption::NOT_ADAPTED.include?(id) or (Adaption::ADAPT == false and not Adaption::NOT_ADAPTED.include?(id))
    if type == 9
      return 10.00
    elsif type == 10 and Adaption::EXP_CALC
      if Adaption::DIFF_EXP           
        return (maxhp/Adaption::MAXHP_MOD + maxsp/Adaption::MAXSP_MOD + str/Adaption::STR_MOD + dex/Adaption::DEX_MOD + agi/Adaption::AGI_MOD + int/Adaption::INT_MOD + atk/Adaption::ATK_MOD + pdef/Adaption::PDEF_MOD + mdef/Adaption::MDEF_MOD + eva/Adaption::EVA_MOD)
      else
        return (maxhp/Adaption::MAXHP_MOD + maxsp/Adaption::MAXSP_MOD + str/Adaption::STR_MOD + dex/Adaption::DEX_MOD + agi/Adaption::AGI_MOD + int/Adaption::INT_MOD + atk/Adaption::ATK_MOD + pdef/Adaption::PDEF_MOD + mdef/Adaption::MDEF_MOD + eva/Adaption::EVA_MOD) *(100.00/$game_system.difficulty)
      end
    elsif type == 11 and Adaption::GOLD_CALC
      return exp * Adaption::GOLD_MULTIPLIER * ((rand(Adaption::GOLD_RAND)+Adaption::GOLD_MIN)/100.00)
    else
      return 100.00
    end
  end
end
#--------------------------------------------------------------------------
end

-GNS-
Baneado

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Créditos 230

Gracias : -2

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