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Poprzedni temat «» Następny temat
Przesunięty przez: Ayene
Czw 24 Mar, 2011 16:51
Więcej leveli
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pokecath 




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Wysłany: Pią 18 Mar, 2011 20:18
Więcej leveli
Zna ktoś skrypt dający możliwość mienia np. lv. 300 ?
________________________
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Ogólnie mało.
 
 
Angius 

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Pomógł: 104 razy
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Posty: 1276
Skąd: wROCK
Wysłany: Pią 18 Mar, 2011 20:32
Nie w skryptach, a w pomocy się pisze. Nie ma takiego słowa jak "mienia", możesz napisać "posiadania". Było opisane na forum. Szukajka nie boli.
________________________
"Na trolla pewne są tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagająca przeładowania ręcznego."


 
 
pokecath 




Preferowany:
RPG Maker VX

Pomógł: 6 razy
Dołączył: 07 Mar 2011
Posty: 103
Wysłany: Sob 19 Mar, 2011 09:02
Dzięki następnym razem będę używał wyszukiwarki . Edit: Niemoge znaleźć tego skryptu poda ktoś link?
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Reszta:0,04
Ogólnie mało.
 
 
Marvel1795 



Preferowany:
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Dołączył: 01 Cze 2010
Posty: 13
Wysłany: Sob 19 Mar, 2011 16:38
Wiem o czym mówisz.
Niedawno o to samo prosiłem Ayene.
Skrypt się nazywa "KGC Limit Break"
Ale trzeba pobrać całą bibliotekę zwaną "KGC Scripts Library". :-)
A co do linka to ci go nie podam tak dokładnie, ale jest na:

www.rpgmakervx.net

Tam poszukaj.
Powodzenia! :-D
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Wróg mego wroga jest moim przyjacielem.
 
 
lolerixe 




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RPG Maker VX

Pomógł: 2 razy
Dołączył: 01 Mar 2011
Posty: 41
Skąd: Okolice Wrocławia
Wysłany: Sob 19 Mar, 2011 18:58
Jak nie znalazłeś to masz

Spoiler:

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Unlimit Parameters - KGC_LimitBreak ◆ VX ◆
#_/ ◇ Last update : 2008/01/09 ◇
#_/ ◆ Translatation by Touchfuzzy ◆
#_/ ◆ KGC Site: ◆
#_/ ◆ http://f44.aaa.livedoor.jp/~ytomy/
#_/-----------------------------------------------------------------------------
#_/ Installation: Because this script overwrites many classes(given its nature)
#_/ it must be inserted as at top of all other custom scripts.
#_/=============================================================================
#_/ This script allows you to go beyond the game's set limit of levels, stats
#_/ various parameters of enemies, money in hand, and possessed items.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
# ★ Customization ★ #
#==============================================================================#

module KGC
module LimitBreak
# 0. Levels 1-99 are determined normally, all levels after 99 are determined
# by the equation used in PARAMETER_CALC_EXP.

# 1. The stats listed in the database are only used as variables in the
# following equations:
# ax^2 + bx + c
# a = What is set in the Database as the level 1 score of the
# corresponding stat.
# b = What is set in the Database as the level 2 score of the
# corresponding stat.
# c = What is set in the Database as the level 3 score of the
# corresponding stat.
# x = characters current level.

# 2. The stats listed in the database are only used as variables in the
# following equations:
# bx + c
# b = What is set in the Database as the level 2 score of the
# corresponding stat.
# c = What is set in the Database as the level 3 score of the
# corresponding stat.
# x = characters current level.

PARAMETER_CALC_METHOD = 0

# The following is the equation used for level 100 up if you are using
# PARAMETER_CALC_METHOD = 0. The following uses the difference between the
# stat at level 98 and level 99 at level 100 and each level afterwords.
PARAMETER_CALC_EXP = "(param[99] - param[98]) * (level - 99)"

# CHARACTER MAX LEVELS
ACTOR_FINAL_LEVEL = [] # ← DO NOT REMOVE.
# Put in the level max you wish for individual characters here
# ACTOR_FINAL_LEVEL[actor ID] = max level
# ↓ This sets the max level of Actor 1 to 999
ACTOR_FINAL_LEVEL[1] = 999

# This sets the max for any character who is not specifically set in the
# above section.
ACTOR_FINAL_LEVEL_DEFAULT = 999
# This sets the max amount of experience a character can earn.
ACTOR_EXP_LIMIT = 99999999

# This sets the Max HP a character can gain.
ACTOR_MAXHP_LIMIT = 99999
# This sets the Max MP a character can gain.
ACTOR_MAXMP_LIMIT = 99999
# This sets the max a character gain in Attack, Defense, Spirit, and Agility.
ACTOR_PARAMETER_LIMIT = 9999

# This sets the Max HP an enemy can have.
ENEMY_MAXHP_LIMIT = 9999999
# This sets the Max MP an enemy can have.
ENEMY_MAXMP_LIMIT = 9999999
# This sets the max an enemy can have in Attack, Defense, Spirit, and Agility
ENEMY_PARAMETER_LIMIT = 9999

# Since you cannot put stats higher than the old maxes in the database this
# allows you to increase the numbers written in the database.
# Each as written as a percentage so if you wanted to multiply Max HP by 10
# then you would enter ENEMY_MAXHP_RATE = 1000
ENEMY_MAXHP_RATE = 100 # MaxHP
ENEMY_MAXMP_RATE = 100 # MaxMP
ENEMY_ATK_RATE = 100 # Attack
ENEMY_DEF_RATE = 100 # Defense
ENEMY_SPI_RATE = 100 # Spirit
ENEMY_AGI_RATE = 100 # Agility

# This sets the Max gold a character can have.
GOLD_LIMIT = 99999999

# This sets the Max number of items of the same kind a character can carry
ITEM_NUMBER_LIMIT = 99

module_function

# The following lets you set specific stats of enemies individually.

def set_enemy_parameters
# Examples
# Enemy ID:10 Set MaxHP to 2000000
# $data_enemies[10].maxhp = 2000000
# Enemy ID:16 Set Attack to 5000
# $data_enemies[16].atk = 5000
# Enemy ID:20 Multiply current Defense by 2
# $data_enemies[20].def *= 2
end
end
end

#------------------------------------------------------------------------------#

$imported = {} if $imported == nil
$imported["LimitBreak"] = true

module KGC::LimitBreak
# Regular Expression Module.
module Regexp
# Base Item Module
module BaseItem
# Number Limit tag string
NUMBER_LIMIT = /^<(?:NUMBER_LIMIT|numberlimit)[ ]*(\d+)>/i
end
end

module_function
#--------------------------------------------------------------------------
# ○ Enemy's ability correction is applied.
#--------------------------------------------------------------------------
def revise_enemy_parameters
(1...$data_enemies.size).each { |i|
enemy = $data_enemies[i]
enemy.maxhp = enemy.maxhp * ENEMY_MAXHP_RATE / 100
enemy.maxmp = enemy.maxmp * ENEMY_MAXMP_RATE / 100
enemy.atk = enemy.atk * ENEMY_ATK_RATE / 100
enemy.def = enemy.def * ENEMY_DEF_RATE / 100
enemy.spi = enemy.spi * ENEMY_SPI_RATE / 100
enemy.agi = enemy.agi * ENEMY_AGI_RATE / 100
}
end
end

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
#--------------------------------------------------------------------------
# ○ Generate Cache: limit Break
#--------------------------------------------------------------------------
def create_limit_break_cache
@__number_limit = KGC::LimitBreak::ITEM_NUMBER_LIMIT

@note.split(/[\r\n]+/).each { |line|
if line =~ KGC::LimitBreak::Regexp::BaseItem::NUMBER_LIMIT
# 所持数上限
@__number_limit = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ 所持数上限取得
#--------------------------------------------------------------------------
def number_limit
create_limit_break_cache if @__number_limit == nil
return @__number_limit
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
#--------------------------------------------------------------------------
# ● MaxHP の制限値取得
#--------------------------------------------------------------------------
def maxhp_limit
return KGC::LimitBreak::ENEMY_MAXHP_LIMIT
end
#--------------------------------------------------------------------------
# ○ MaxMP の制限値取得
#--------------------------------------------------------------------------
def maxmp_limit
return KGC::LimitBreak::ENEMY_MAXMP_LIMIT
end
#--------------------------------------------------------------------------
# ● MaxMP の取得
#--------------------------------------------------------------------------
def maxmp
return [[base_maxmp + @maxmp_plus, 0].max, maxmp_limit].min
end
#--------------------------------------------------------------------------
# ○ 各種パラメータの制限値取得
#--------------------------------------------------------------------------
def parameter_limit
return KGC::LimitBreak::ENEMY_PARAMETER_LIMIT
end
#--------------------------------------------------------------------------
# ● 攻撃力の取得
#--------------------------------------------------------------------------
def atk
n = [base_atk + @atk_plus, 1].max
states.each { |state| n *= state.atk_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 防御力の取得
#--------------------------------------------------------------------------
def def
n = [base_def + @def_plus, 1].max
states.each { |state| n *= state.def_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 精神力の取得
#--------------------------------------------------------------------------
def spi
n = [base_spi + @spi_plus, 1].max
states.each { |state| n *= state.spi_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 敏捷性の取得
#--------------------------------------------------------------------------
def agi
n = [base_agi + @agi_plus, 1].max
states.each { |state| n *= state.agi_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● MaxHP の設定
# new_maxhp : 新しい MaxHP
#--------------------------------------------------------------------------
def maxhp=(new_maxhp)
@maxhp_plus += new_maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -maxhp_limit].max, maxhp_limit].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ● MaxMP の設定
# new_maxmp : 新しい MaxMP
#--------------------------------------------------------------------------
def maxmp=(new_maxmp)
@maxmp_plus += new_maxmp - self.maxmp
@maxmp_plus = [[@maxmp_plus, -maxmp_limit].max, maxmp_limit].min
@mp = [@mp, self.maxmp].min
end
#--------------------------------------------------------------------------
# ● 攻撃力の設定
# new_atk : 新しい攻撃力
#--------------------------------------------------------------------------
def atk=(new_atk)
@atk_plus += new_atk - self.atk
@atk_plus = [[@atk_plus, -parameter_limit].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 防御力の設定
# new_def : 新しい防御力
#--------------------------------------------------------------------------
def def=(new_def)
@def_plus += new_def - self.def
@def_plus = [[@def_plus, -parameter_limit].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 精神力の設定
# new_spi : 新しい精神力
#--------------------------------------------------------------------------
def spi=(new_spi)
@spi_plus += new_spi - self.spi
@spi_plus = [[@spi_plus, -parameter_limit].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 敏捷性の設定
# agi : 新しい敏捷性
#--------------------------------------------------------------------------
def agi=(new_agi)
@agi_plus += new_agi - self.agi
@agi_plus = [[@agi_plus, -parameter_limit].max, parameter_limit].min
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 経験値計算
#--------------------------------------------------------------------------
def make_exp_list
@exp_list = Array.new(final_level + 2)
@exp_list[1] = @exp_list[final_level + 1] = 0
m = actor.exp_basis
n = 0.75 + actor.exp_inflation / 200.0
(2..final_level).each { |i|
@exp_list[i] = @exp_list[i-1] + Integer(m)
m *= 1 + n
n *= 0.9
}
end
#--------------------------------------------------------------------------
# ○ 最終レベルの取得
#--------------------------------------------------------------------------
def final_level
n = KGC::LimitBreak::ACTOR_FINAL_LEVEL[self.id]
return (n != nil ? n : KGC::LimitBreak::ACTOR_FINAL_LEVEL_DEFAULT)
end
#--------------------------------------------------------------------------
# ● MaxHP の制限値取得
#--------------------------------------------------------------------------
def maxhp_limit
return KGC::LimitBreak::ACTOR_MAXHP_LIMIT
end
#--------------------------------------------------------------------------
# ○ MaxMP の制限値取得
#--------------------------------------------------------------------------
def maxmp_limit
return KGC::LimitBreak::ACTOR_MAXMP_LIMIT
end
#--------------------------------------------------------------------------
# ○ 各種パラメータの制限値取得
#--------------------------------------------------------------------------
def parameter_limit
return KGC::LimitBreak::ACTOR_PARAMETER_LIMIT
end
#--------------------------------------------------------------------------
# ○ 経験値の制限値取得
#--------------------------------------------------------------------------
def exp_limit
return KGC::LimitBreak::ACTOR_EXP_LIMIT
end
#--------------------------------------------------------------------------
# ● 経験値の変更
# exp : 新しい経験値
# show : レベルアップ表示フラグ
#--------------------------------------------------------------------------
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, exp_limit].min, 0].max
while @exp >= @exp_list[@level+1] && @exp_list[@level+1] > 0
level_up
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show && @level > last_level
display_level_up(skills - last_skills)
end
end
#--------------------------------------------------------------------------
# ● レベルの変更
# level : 新しいレベル
# show : レベルアップ表示フラグ
#--------------------------------------------------------------------------
def change_level(level, show)
level = [[level, final_level].min, 1].max
change_exp(@exp_list[level], show)
end
#--------------------------------------------------------------------------
# ○ 基本パラメータの取得
#--------------------------------------------------------------------------
def base_parameter(type)
case KGC::LimitBreak::PARAMETER_CALC_METHOD
when 0 # 数式定義
if @level >= 100
calc_text = KGC::LimitBreak::PARAMETER_CALC_EXP.dup
calc_text.gsub!(/level/i) { "@level" }
calc_text.gsub!(/param\[(\d+)\]/i) {
"actor.parameters[type, #{$1.to_i}]"
}
return actor.parameters[type, 99] + eval(calc_text)
end
when 1 # 二次関数
a = actor.parameters[type, 1]
b = actor.parameters[type, 2]
c = actor.parameters[type, 3]
return ((a * @level + b) * @level + c)
when 2 # 一次関数
b = actor.parameters[type, 2]
c = actor.parameters[type, 3]
return (b * @level + c)
end
return actor.parameters[type, @level]
end
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
return base_parameter(0)
end
#--------------------------------------------------------------------------
# ● 基本 MaxMP の取得
#--------------------------------------------------------------------------
def base_maxmp
return base_parameter(1)
end
#--------------------------------------------------------------------------
# ● 基本攻撃力の取得
#--------------------------------------------------------------------------
def base_atk
n = base_parameter(2)
equips.compact.each { |item| n += item.atk }
return n
end
#--------------------------------------------------------------------------
# ● 基本防御力の取得
#--------------------------------------------------------------------------
def base_def
n = base_parameter(3)
equips.compact.each { |item| n += item.def }
return n
end
#--------------------------------------------------------------------------
# ● 基本精神力の取得
#--------------------------------------------------------------------------
def base_spi
n = base_parameter(4)
equips.compact.each { |item| n += item.spi }
return n
end
#--------------------------------------------------------------------------
# ● 基本敏捷性の取得
#--------------------------------------------------------------------------
def base_agi
n = base_parameter(5)
equips.compact.each { |item| n += item.agi }
return n
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Game_Party
#==============================================================================

class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ○ 所持金の制限値取得
#--------------------------------------------------------------------------
def gold_limit
return KGC::LimitBreak::GOLD_LIMIT
end
#--------------------------------------------------------------------------
# ● ゴールドの増加 (減少)
# n : 金額
#--------------------------------------------------------------------------
def gain_gold(n)
@gold = [[@gold + n, 0].max, gold_limit].min
end
#--------------------------------------------------------------------------
# ● アイテムの増加 (減少)
# item : アイテム
# n : 個数
# include_equip : 装備品も含める
#--------------------------------------------------------------------------
def gain_item(item, n, include_equip = false)
number = item_number(item)
case item
when RPG::Item
@items[item.id] = [[number + n, 0].max, item.number_limit].min
when RPG::Weapon
@weapons[item.id] = [[number + n, 0].max, item.number_limit].min
when RPG::Armor
@armors[item.id] = [[number + n, 0].max, item.number_limit].min
end
n += number
if include_equip && n < 0
members.each { |actor|
while n < 0 && actor.equips.include?(item)
actor.discard_equip(item)
n += 1
end
}
end
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Window_ShopBuy
#==============================================================================

class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
number = $game_party.item_number(item)
enabled = (item.price <= $game_party.gold && number < item.number_limit)
rect = item_rect(index)
self.contents.clear_rect(rect)
draw_item_name(item, rect.x, rect.y, enabled)
rect.width -= 4
self.contents.draw_text(rect, item.price, 2)
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● データベースのロード
#--------------------------------------------------------------------------
alias load_database_KGC_LimitBreak load_database
def load_database
load_database_KGC_LimitBreak

set_enemy_parameters
end
#--------------------------------------------------------------------------
# ● 戦闘テスト用データベースのロード
#--------------------------------------------------------------------------
alias load_bt_database_KGC_LimitBreak load_bt_database
def load_bt_database
load_bt_database_KGC_LimitBreak

set_enemy_parameters
end
#--------------------------------------------------------------------------
# ○ エネミーの能力値を設定
#--------------------------------------------------------------------------
def set_enemy_parameters
KGC::LimitBreak.revise_enemy_parameters
KGC::LimitBreak.set_enemy_parameters
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Scene_File
#==============================================================================

class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# ● セーブデータの読み込み
# file : 読み込み用ファイルオブジェクト (オープン済み)
#--------------------------------------------------------------------------
alias read_save_data_KGC_LimitBreak read_save_data
def read_save_data(file)
read_save_data_KGC_LimitBreak(file)

(1...$data_actors.size).each { |i|
actor = $game_actors[i]
actor.make_exp_list
# レベル上限チェック
if actor.level > actor.final_level
while actor.level > actor.final_level
actor.level_down
end
# 減少した HP などを反映させるためのおまじない
actor.change_level(actor.final_level, false)
end
}
end
end

#==================================End Class===================================#

#==============================================================================
# ■ Scene_Shop
#==============================================================================

class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● 購入アイテム選択の更新
#--------------------------------------------------------------------------
def update_buy_selection
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
Sound.play_cancel
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
number = $game_party.item_number(@item)
if @item == nil || @item.price > $game_party.gold ||
number == @item.number_limit
Sound.play_buzzer
else
Sound.play_decision
max = (@item.price == 0 ?
@item.number_limit : $game_party.gold / @item.price)
max = [max, @item.number_limit - number].min
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
end
end

#==================================End Class===================================#

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.j...ech=limit_break
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

 
 
 
pokecath 




Preferowany:
RPG Maker VX

Pomógł: 6 razy
Dołączył: 07 Mar 2011
Posty: 103
Wysłany: Sob 19 Mar, 2011 20:02
:jupi: :jupi: :jupi: Wielkie dzięki! :jupi: :jupi: :jupi:
Masz pomógł i miejsce w napisach końcowych.
Temat do zamknięcia.
________________________
Nazwa:Ostatni Czarny Mag : Pradawna Kopalnia
Fabuła:70%
Questy:0%
Mapy:0,99%
Itemy:0,6%
Skrypty:100%
Muzyka:30%
Reszta:0,04
Ogólnie mało.
 
 
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