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Index du forum > Entraide > [RESOLU] [VX Ace] Game_Battler script de base


hasigi-sama - posté le 10/12/2017 à 01:19:23 (2 messages postés)

❤ 0

bonjour à tous,
voila, je suis nouveau sur rpg maker(vx ace) et je voulais installer un script.
Mais j'ai malencontreusement effacé un script essentiel pour continuer mon projet (qui m'a pris beaucoup de temps). Ce script s'appelle game battler. Si quelqu'un pouvait me l'envoyer pour que je puisse le copier-coller ce serait sympa :)


Voximilien - posté le 10/12/2017 à 01:32:12 (128 messages postés)

❤ 0

Ça fera 15€ le service. :D

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#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  A battler class with methods for sprites and actions added. This class 
# is used as a super class of the Game_Actor class and Game_Enemy class.
#==============================================================================
 
class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Constants (Effects)
  #--------------------------------------------------------------------------
  EFFECT_RECOVER_HP     = 11              # HP Recovery
  EFFECT_RECOVER_MP     = 12              # MP Recovery
  EFFECT_GAIN_TP        = 13              # TP Gain
  EFFECT_ADD_STATE      = 21              # Add State
  EFFECT_REMOVE_STATE   = 22              # Remove State
  EFFECT_ADD_BUFF       = 31              # Add Buff
  EFFECT_ADD_DEBUFF     = 32              # Add Debuff
  EFFECT_REMOVE_BUFF    = 33              # Remove Buff
  EFFECT_REMOVE_DEBUFF  = 34              # Remove Debuff
  EFFECT_SPECIAL        = 41              # Special Effect
  EFFECT_GROW           = 42              # Raise Parameter
  EFFECT_LEARN_SKILL    = 43              # Learn Skill
  EFFECT_COMMON_EVENT   = 44              # Common Events
  #--------------------------------------------------------------------------
  # * Constants (Special Effects)
  #--------------------------------------------------------------------------
  SPECIAL_EFFECT_ESCAPE = 0               # Escape
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :battler_name             # battle graphic filename
  attr_reader   :battler_hue              # battle graphic hue
  attr_reader   :action_times             # action times
  attr_reader   :actions                  # combat actions (action side)
  attr_reader   :speed                    # action speed
  attr_reader   :result                   # action result (target side)
  attr_accessor :last_target_index        # last target
  attr_accessor :animation_id             # animation ID
  attr_accessor :animation_mirror         # animation flip horizontal flag
  attr_accessor :sprite_effect_type       # sprite effect
  attr_accessor :magic_reflection         # reflection flag
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @battler_name = ""
    @battler_hue = 0
    @actions = []
    @speed = 0
    @result = Game_ActionResult.new(self)
    @last_target_index = 0
    @guarding = false
    clear_sprite_effects
    super
  end
  #--------------------------------------------------------------------------
  # * Clear Sprite Effects
  #--------------------------------------------------------------------------
  def clear_sprite_effects
    @animation_id = 0
    @animation_mirror = false
    @sprite_effect_type = nil
  end
  #--------------------------------------------------------------------------
  # * Clear Actions
  #--------------------------------------------------------------------------
  def clear_actions
    @actions.clear
  end
  #--------------------------------------------------------------------------
  # * Clear State Information
  #--------------------------------------------------------------------------
  def clear_states
    super
    @result.clear_status_effects
  end
  #--------------------------------------------------------------------------
  # * Add State
  #--------------------------------------------------------------------------
  def add_state(state_id)
    if state_addable?(state_id)
      add_new_state(state_id) unless state?(state_id)
      reset_state_counts(state_id)
      @result.added_states.push(state_id).uniq!
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if States Are Addable
  #--------------------------------------------------------------------------
  def state_addable?(state_id)
    alive? && $data_states[state_id] && !state_resist?(state_id) &&
      !state_removed?(state_id) && !state_restrict?(state_id)
  end
  #--------------------------------------------------------------------------
  # * Determine States Removed During Same Action
  #--------------------------------------------------------------------------
  def state_removed?(state_id)
    @result.removed_states.include?(state_id)
  end
  #--------------------------------------------------------------------------
  # * Determine States Removed by Action Restriction
  #--------------------------------------------------------------------------
  def state_restrict?(state_id)
    $data_states[state_id].remove_by_restriction && restriction > 0
  end
  #--------------------------------------------------------------------------
  # * Add New State
  #--------------------------------------------------------------------------
  def add_new_state(state_id)
    die if state_id == death_state_id
    @states.push(state_id)
    on_restrict if restriction > 0
    sort_states
    refresh
  end
  #--------------------------------------------------------------------------
  # * Processing Performed When Action Restriction Occurs
  #--------------------------------------------------------------------------
  def on_restrict
    clear_actions
    states.each do |state|
      remove_state(state.id) if state.remove_by_restriction
    end
  end
  #--------------------------------------------------------------------------
  # * Reset State Counts (Turns and Steps)
  #--------------------------------------------------------------------------
  def reset_state_counts(state_id)
    state = $data_states[state_id]
    variance = 1 + [state.max_turns - state.min_turns, 0].max
    @state_turns[state_id] = state.min_turns + rand(variance)
    @state_steps[state_id] = state.steps_to_remove
  end
  #--------------------------------------------------------------------------
  # * Remove State
  #--------------------------------------------------------------------------
  def remove_state(state_id)
    if state?(state_id)
      revive if state_id == death_state_id
      erase_state(state_id)
      refresh
      @result.removed_states.push(state_id).uniq!
    end
  end
  #--------------------------------------------------------------------------
  # * Knock Out
  #--------------------------------------------------------------------------
  def die
    @hp = 0
    clear_states
    clear_buffs
  end
  #--------------------------------------------------------------------------
  # * Revive from Knock Out
  #--------------------------------------------------------------------------
  def revive
    @hp = 1 if @hp == 0
  end
  #--------------------------------------------------------------------------
  # * Escape
  #--------------------------------------------------------------------------
  def escape
    hide if $game_party.in_battle
    clear_actions
    clear_states
    Sound.play_escape
  end
  #--------------------------------------------------------------------------
  # * Add Buff
  #--------------------------------------------------------------------------
  def add_buff(param_id, turns)
    return unless alive?
    @buffs[param_id] += 1 unless buff_max?(param_id)
    erase_buff(param_id) if debuff?(param_id)
    overwrite_buff_turns(param_id, turns)
    @result.added_buffs.push(param_id).uniq!
    refresh
  end
  #--------------------------------------------------------------------------
  # * Add Debuff
  #--------------------------------------------------------------------------
  def add_debuff(param_id, turns)
    return unless alive?
    @buffs[param_id] -= 1 unless debuff_max?(param_id)
    erase_buff(param_id) if buff?(param_id)
    overwrite_buff_turns(param_id, turns)
    @result.added_debuffs.push(param_id).uniq!
    refresh
  end
  #--------------------------------------------------------------------------
  # * Remove Buff/Debuff
  #--------------------------------------------------------------------------
  def remove_buff(param_id)
    return unless alive?
    return if @buffs[param_id] == 0
    erase_buff(param_id)
    @buff_turns.delete(param_id)
    @result.removed_buffs.push(param_id).uniq!
    refresh
  end
  #--------------------------------------------------------------------------
  # * Erase Buff/Debuff
  #--------------------------------------------------------------------------
  def erase_buff(param_id)
    @buffs[param_id] = 0
    @buff_turns[param_id] = 0
  end
  #--------------------------------------------------------------------------
  # * Determine Buff Status
  #--------------------------------------------------------------------------
  def buff?(param_id)
    @buffs[param_id] > 0
  end
  #--------------------------------------------------------------------------
  # * Determine Debuff Status
  #--------------------------------------------------------------------------
  def debuff?(param_id)
    @buffs[param_id] < 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Buff Is at Maximum Level
  #--------------------------------------------------------------------------
  def buff_max?(param_id)
    @buffs[param_id] == 2
  end
  #--------------------------------------------------------------------------
  # * Determine if Debuff Is at Maximum Level
  #--------------------------------------------------------------------------
  def debuff_max?(param_id)
    @buffs[param_id] == -2
  end
  #--------------------------------------------------------------------------
  # * Overwrite Buff/Debuff Turns
  #    Doesn't overwrite if number of turns would become shorter.
  #--------------------------------------------------------------------------
  def overwrite_buff_turns(param_id, turns)
    @buff_turns[param_id] = turns if @buff_turns[param_id].to_i < turns
  end
  #--------------------------------------------------------------------------
  # * Update State Turn Count
  #--------------------------------------------------------------------------
  def update_state_turns
    states.each do |state|
      @state_turns[state.id] -= 1 if @state_turns[state.id] > 0
    end
  end
  #--------------------------------------------------------------------------
  # * Update Buff/Debuff Turn Count
  #--------------------------------------------------------------------------
  def update_buff_turns
    @buff_turns.keys.each do |param_id|
      @buff_turns[param_id] -= 1 if @buff_turns[param_id] > 0
    end
  end
  #--------------------------------------------------------------------------
  # * Remove Battle States
  #--------------------------------------------------------------------------
  def remove_battle_states
    states.each do |state|
      remove_state(state.id) if state.remove_at_battle_end
    end
  end
  #--------------------------------------------------------------------------
  # * Remove All Buffs/Debuffs
  #--------------------------------------------------------------------------
  def remove_all_buffs
    @buffs.size.times {|param_id| remove_buff(param_id) }
  end
  #--------------------------------------------------------------------------
  # * Automatically Remove States
  #     timing:  Timing (1: End of action 2: End of turn)
  #--------------------------------------------------------------------------
  def remove_states_auto(timing)
    states.each do |state|
      if @state_turns[state.id] == 0 && state.auto_removal_timing == timing
        remove_state(state.id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Automatically Remove Buffs/Debuffs
  #--------------------------------------------------------------------------
  def remove_buffs_auto
    @buffs.size.times do |param_id|
      next if @buffs[param_id] == 0 || @buff_turns[param_id] > 0
      remove_buff(param_id)
    end
  end
  #--------------------------------------------------------------------------
  # * Remove State by Damage
  #--------------------------------------------------------------------------
  def remove_states_by_damage
    states.each do |state|
      if state.remove_by_damage && rand(100) < state.chance_by_damage
        remove_state(state.id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Action Times
  #--------------------------------------------------------------------------
  def make_action_times
    action_plus_set.inject(1) {|r, p| rand < p ? r + 1 : r }
  end
  #--------------------------------------------------------------------------
  # * Create Battle Action
  #--------------------------------------------------------------------------
  def make_actions
    clear_actions
    return unless movable?
    @actions = Array.new(make_action_times) { Game_Action.new(self) }
  end
  #--------------------------------------------------------------------------
  # * Determine Action Speed
  #--------------------------------------------------------------------------
  def make_speed
    @speed = @actions.collect {|action| action.speed }.min || 0
  end
  #--------------------------------------------------------------------------
  # * Get Current Action
  #--------------------------------------------------------------------------
  def current_action
    @actions[0]
  end
  #--------------------------------------------------------------------------
  # * Remove Current Action
  #--------------------------------------------------------------------------
  def remove_current_action
    @actions.shift
  end
  #--------------------------------------------------------------------------
  # * Force Action
  #--------------------------------------------------------------------------
  def force_action(skill_id, target_index)
    clear_actions
    action = Game_Action.new(self, true)
    action.set_skill(skill_id)
    if target_index == -2
      action.target_index = last_target_index
    elsif target_index == -1
      action.decide_random_target
    else
      action.target_index = target_index
    end
    @actions.push(action)
  end
  #--------------------------------------------------------------------------
  # * Calculate Damage
  #--------------------------------------------------------------------------
  def make_damage_value(user, item)
    value = item.damage.eval(user, self, $game_variables)
    value *= item_element_rate(user, item)
    value *= pdr if item.physical?
    value *= mdr if item.magical?
    value *= rec if item.damage.recover?
    value = apply_critical(value) if @result.critical
    value = apply_variance(value, item.damage.variance)
    value = apply_guard(value)
    @result.make_damage(value.to_i, item)
  end
  #--------------------------------------------------------------------------
  # * Get Element Modifier for Skill/Item
  #--------------------------------------------------------------------------
  def item_element_rate(user, item)
    if item.damage.element_id < 0
      user.atk_elements.empty? ? 1.0 : elements_max_rate(user.atk_elements)
    else
      element_rate(item.damage.element_id)
    end
  end
  #--------------------------------------------------------------------------
  # * Get Maximum Elemental Adjustment Amount
  #     elements : An array of attribute IDs
  #    Returns the most effective adjustment of all elemental alignments.
  #--------------------------------------------------------------------------
  def elements_max_rate(elements)
    elements.inject([0.0]) {|r, i| r.push(element_rate(i)) }.max
  end
  #--------------------------------------------------------------------------
  # * Apply Critical
  #--------------------------------------------------------------------------
  def apply_critical(damage)
    damage * 3
  end
  #--------------------------------------------------------------------------
  # * Applying Variance
  #--------------------------------------------------------------------------
  def apply_variance(damage, variance)
    amp = [damage.abs * variance / 100, 0].max.to_i
    var = rand(amp + 1) + rand(amp + 1) - amp
    damage >= 0 ? damage + var : damage - var
  end
  #--------------------------------------------------------------------------
  # * Applying Guard Adjustment
  #--------------------------------------------------------------------------
  def apply_guard(damage)
    damage / (damage > 0 && guard? ? 2 * grd : 1)
  end
  #--------------------------------------------------------------------------
  # * Damage Processing
  #    @result.hp_damage @result.mp_damage @result.hp_drain
  #    @result.mp_drain must be set before call.
  #--------------------------------------------------------------------------
  def execute_damage(user)
    on_damage(@result.hp_damage) if @result.hp_damage > 0
    self.hp -= @result.hp_damage
    self.mp -= @result.mp_damage
    user.hp += @result.hp_drain
    user.mp += @result.mp_drain
  end
  #--------------------------------------------------------------------------
  # * Use Skill/Item
  #    Called for the acting side and applies the effect to other than the user.
  #--------------------------------------------------------------------------
  def use_item(item)
    pay_skill_cost(item) if item.is_a?(RPG::Skill)
    consume_item(item)   if item.is_a?(RPG::Item)
    item.effects.each {|effect| item_global_effect_apply(effect) }
  end
  #--------------------------------------------------------------------------
  # * Consume Items
  #--------------------------------------------------------------------------
  def consume_item(item)
    $game_party.consume_item(item)
  end
  #--------------------------------------------------------------------------
  # * Apply Effect of Use to Other Than User
  #--------------------------------------------------------------------------
  def item_global_effect_apply(effect)
    if effect.code == EFFECT_COMMON_EVENT
      $game_temp.reserve_common_event(effect.data_id)
    end
  end
  #--------------------------------------------------------------------------
  # * Test Skill/Item Application
  #    Used to determine, for example, if a character is already fully healed
  #   and so cannot recover anymore.
  #--------------------------------------------------------------------------
  def item_test(user, item)
    return false if item.for_dead_friend? != dead?
    return true if $game_party.in_battle
    return true if item.for_opponent?
    return true if item.damage.recover? && item.damage.to_hp? && hp < mhp
    return true if item.damage.recover? && item.damage.to_mp? && mp < mmp
    return true if item_has_any_valid_effects?(user, item)
    return false
  end
  #--------------------------------------------------------------------------
  # * Determine if Skill/Item Has Any Valid Effects
  #--------------------------------------------------------------------------
  def item_has_any_valid_effects?(user, item)
    item.effects.any? {|effect| item_effect_test(user, item, effect) }
  end
  #--------------------------------------------------------------------------
  # * Calculate Counterattack Rate for Skill/Item
  #--------------------------------------------------------------------------
  def item_cnt(user, item)
    return 0 unless item.physical?          # Hit type is not physical
    return 0 unless opposite?(user)         # No counterattack on allies
    return cnt                              # Return counterattack rate
  end
  #--------------------------------------------------------------------------
  # * Calculate Reflection Rate of Skill/Item
  #--------------------------------------------------------------------------
  def item_mrf(user, item)
    return mrf if item.magical?     # Return magic reflection if magic attack
    return 0
  end
  #--------------------------------------------------------------------------
  # * Calculate Hit Rate of Skill/Item
  #--------------------------------------------------------------------------
  def item_hit(user, item)
    rate = item.success_rate * 0.01     # Get success rate
    rate *= user.hit if item.physical?  # Physical attack: Multiply hit rate
    return rate                         # Return calculated hit rate
  end
  #--------------------------------------------------------------------------
  # * Calculate Evasion Rate for Skill/Item
  #--------------------------------------------------------------------------
  def item_eva(user, item)
    return eva if item.physical?    # Return evasion if physical attack
    return mev if item.magical?     # Return magic evasion if magic attack
    return 0
  end
  #--------------------------------------------------------------------------
  # * Calculate Critical Rate of Skill/Item
  #--------------------------------------------------------------------------
  def item_cri(user, item)
    item.damage.critical ? user.cri * (1 - cev) : 0
  end
  #--------------------------------------------------------------------------
  # * Apply Normal Attack Effects
  #--------------------------------------------------------------------------
  def attack_apply(attacker)
    item_apply(attacker, $data_skills[attacker.attack_skill_id])
  end
  #--------------------------------------------------------------------------
  # * Apply Effect of Skill/Item
  #--------------------------------------------------------------------------
  def item_apply(user, item)
    @result.clear
    @result.used = item_test(user, item)
    @result.missed = (@result.used && rand >= item_hit(user, item))
    @result.evaded = (!@result.missed && rand < item_eva(user, item))
    if @result.hit?
      unless item.damage.none?
        @result.critical = (rand < item_cri(user, item))
        make_damage_value(user, item)
        execute_damage(user)
      end
      item.effects.each {|effect| item_effect_apply(user, item, effect) }
      item_user_effect(user, item)
    end
  end
  #--------------------------------------------------------------------------
  # * Test Effect
  #--------------------------------------------------------------------------
  def item_effect_test(user, item, effect)
    case effect.code
    when EFFECT_RECOVER_HP
      hp < mhp || effect.value1 < 0 || effect.value2 < 0
    when EFFECT_RECOVER_MP
      mp < mmp || effect.value1 < 0 || effect.value2 < 0
    when EFFECT_ADD_STATE
      !state?(effect.data_id)
    when EFFECT_REMOVE_STATE
      state?(effect.data_id)
    when EFFECT_ADD_BUFF
      !buff_max?(effect.data_id)
    when EFFECT_ADD_DEBUFF
      !debuff_max?(effect.data_id)
    when EFFECT_REMOVE_BUFF
      buff?(effect.data_id)
    when EFFECT_REMOVE_DEBUFF
      debuff?(effect.data_id)
    when EFFECT_LEARN_SKILL
      actor? && !skills.include?($data_skills[effect.data_id])
    else
      true
    end
  end
  #--------------------------------------------------------------------------
  # * Apply Effect
  #--------------------------------------------------------------------------
  def item_effect_apply(user, item, effect)
    method_table = {
      EFFECT_RECOVER_HP    => :item_effect_recover_hp,
      EFFECT_RECOVER_MP    => :item_effect_recover_mp,
      EFFECT_GAIN_TP       => :item_effect_gain_tp,
      EFFECT_ADD_STATE     => :item_effect_add_state,
      EFFECT_REMOVE_STATE  => :item_effect_remove_state,
      EFFECT_ADD_BUFF      => :item_effect_add_buff,
      EFFECT_ADD_DEBUFF    => :item_effect_add_debuff,
      EFFECT_REMOVE_BUFF   => :item_effect_remove_buff,
      EFFECT_REMOVE_DEBUFF => :item_effect_remove_debuff,
      EFFECT_SPECIAL       => :item_effect_special,
      EFFECT_GROW          => :item_effect_grow,
      EFFECT_LEARN_SKILL   => :item_effect_learn_skill,
      EFFECT_COMMON_EVENT  => :item_effect_common_event,
    }
    method_name = method_table[effect.code]
    send(method_name, user, item, effect) if method_name
  end
  #--------------------------------------------------------------------------
  # * [HP Recovery] Effect
  #--------------------------------------------------------------------------
  def item_effect_recover_hp(user, item, effect)
    value = (mhp * effect.value1 + effect.value2) * rec
    value *= user.pha if item.is_a?(RPG::Item)
    value = value.to_i
    @result.hp_damage -= value
    @result.success = true
    self.hp += value
  end
  #--------------------------------------------------------------------------
  # * [MP Recovery] Effect
  #--------------------------------------------------------------------------
  def item_effect_recover_mp(user, item, effect)
    value = (mmp * effect.value1 + effect.value2) * rec
    value *= user.pha if item.is_a?(RPG::Item)
    value = value.to_i
    @result.mp_damage -= value
    @result.success = true if value != 0
    self.mp += value
  end
  #--------------------------------------------------------------------------
  # * [TP Gain] Effect
  #--------------------------------------------------------------------------
  def item_effect_gain_tp(user, item, effect)
    value = effect.value1.to_i
    @result.tp_damage -= value
    @result.success = true if value != 0
    self.tp += value
  end
  #--------------------------------------------------------------------------
  # * [Add State] Effect
  #--------------------------------------------------------------------------
  def item_effect_add_state(user, item, effect)
    if effect.data_id == 0
      item_effect_add_state_attack(user, item, effect)
    else
      item_effect_add_state_normal(user, item, effect)
    end
  end
  #--------------------------------------------------------------------------
  # * [Add State] Effect: Normal Attack
  #--------------------------------------------------------------------------
  def item_effect_add_state_attack(user, item, effect)
    user.atk_states.each do |state_id|
      chance = effect.value1
      chance *= state_rate(state_id)
      chance *= user.atk_states_rate(state_id)
      chance *= luk_effect_rate(user)
      if rand < chance
        add_state(state_id)
        @result.success = true
      end
    end
  end
  #--------------------------------------------------------------------------
  # * [Add State] Effect: Normal
  #--------------------------------------------------------------------------
  def item_effect_add_state_normal(user, item, effect)
    chance = effect.value1
    chance *= state_rate(effect.data_id) if opposite?(user)
    chance *= luk_effect_rate(user)      if opposite?(user)
    if rand < chance
      add_state(effect.data_id)
      @result.success = true
    end
  end
  #--------------------------------------------------------------------------
  # * [Remove State] Effect
  #--------------------------------------------------------------------------
  def item_effect_remove_state(user, item, effect)
    chance = effect.value1
    if rand < chance
      remove_state(effect.data_id)
      @result.success = true
    end
  end
  #--------------------------------------------------------------------------
  # * [Buff] Effect
  #--------------------------------------------------------------------------
  def item_effect_add_buff(user, item, effect)
    add_buff(effect.data_id, effect.value1)
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Debuff] Effect
  #--------------------------------------------------------------------------
  def item_effect_add_debuff(user, item, effect)
    chance = debuff_rate(effect.data_id) * luk_effect_rate(user)
    if rand < chance
      add_debuff(effect.data_id, effect.value1)
      @result.success = true
    end
  end
  #--------------------------------------------------------------------------
  # * [Remove Buff] Effect
  #--------------------------------------------------------------------------
  def item_effect_remove_buff(user, item, effect)
    remove_buff(effect.data_id) if @buffs[effect.data_id] > 0
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Remove Debuff] Effect
  #--------------------------------------------------------------------------
  def item_effect_remove_debuff(user, item, effect)
    remove_buff(effect.data_id) if @buffs[effect.data_id] < 0
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Special Effect] Effect
  #--------------------------------------------------------------------------
  def item_effect_special(user, item, effect)
    case effect.data_id
    when SPECIAL_EFFECT_ESCAPE
      escape
    end
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Raise Parameter] Effect
  #--------------------------------------------------------------------------
  def item_effect_grow(user, item, effect)
    add_param(effect.data_id, effect.value1.to_i)
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Learn Skill] Effect
  #--------------------------------------------------------------------------
  def item_effect_learn_skill(user, item, effect)
    learn_skill(effect.data_id) if actor?
    @result.success = true
  end
  #--------------------------------------------------------------------------
  # * [Common Event] Effect
  #--------------------------------------------------------------------------
  def item_effect_common_event(user, item, effect)
  end
  #--------------------------------------------------------------------------
  # * Effect of Skill/Item on Using Side
  #--------------------------------------------------------------------------
  def item_user_effect(user, item)
    user.tp += item.tp_gain * user.tcr
  end
  #--------------------------------------------------------------------------
  # * Get Effect Change Rate by Luck
  #--------------------------------------------------------------------------
  def luk_effect_rate(user)
    [1.0 + (user.luk - luk) * 0.001, 0.0].max
  end
  #--------------------------------------------------------------------------
  # * Determine if Hostile Relation
  #--------------------------------------------------------------------------
  def opposite?(battler)
    actor? != battler.actor? || battler.magic_reflection
  end
  #--------------------------------------------------------------------------
  # * Effect When Taking Damage on Map
  #--------------------------------------------------------------------------
  def perform_map_damage_effect
  end
  #--------------------------------------------------------------------------
  # * Initialize TP
  #--------------------------------------------------------------------------
  def init_tp
    self.tp = rand * 25
  end
  #--------------------------------------------------------------------------
  # * Clear TP
  #--------------------------------------------------------------------------
  def clear_tp
    self.tp = 0
  end
  #--------------------------------------------------------------------------
  # * Charge TP by Damage Suffered
  #--------------------------------------------------------------------------
  def charge_tp_by_damage(damage_rate)
    self.tp += 50 * damage_rate * tcr
  end
  #--------------------------------------------------------------------------
  # * Regenerate HP
  #--------------------------------------------------------------------------
  def regenerate_hp
    damage = -(mhp * hrg).to_i
    perform_map_damage_effect if $game_party.in_battle && damage > 0
    @result.hp_damage = [damage, max_slip_damage].min
    self.hp -= @result.hp_damage
  end
  #--------------------------------------------------------------------------
  # * Get Maximum Value of Slip Damage
  #--------------------------------------------------------------------------
  def max_slip_damage
    $data_system.opt_slip_death ? hp : [hp - 1, 0].max
  end
  #--------------------------------------------------------------------------
  # * Regenerate MP
  #--------------------------------------------------------------------------
  def regenerate_mp
    @result.mp_damage = -(mmp * mrg).to_i
    self.mp -= @result.mp_damage
  end
  #--------------------------------------------------------------------------
  # * Regenerate TP
  #--------------------------------------------------------------------------
  def regenerate_tp
    self.tp += 100 * trg
  end
  #--------------------------------------------------------------------------
  # * Regenerate All
  #--------------------------------------------------------------------------
  def regenerate_all
    if alive?
      regenerate_hp
      regenerate_mp
      regenerate_tp
    end
  end
  #--------------------------------------------------------------------------
  # * Processing at Start of Battle
  #--------------------------------------------------------------------------
  def on_battle_start
    init_tp unless preserve_tp?
  end
  #--------------------------------------------------------------------------
  # * Processing at End of Action
  #--------------------------------------------------------------------------
  def on_action_end
    @result.clear
    remove_states_auto(1)
    remove_buffs_auto
  end
  #--------------------------------------------------------------------------
  # * Processing at End of Turn
  #--------------------------------------------------------------------------
  def on_turn_end
    @result.clear
    regenerate_all
    update_state_turns
    update_buff_turns
    remove_states_auto(2)
  end
  #--------------------------------------------------------------------------
  # * Processing at End of Battle
  #--------------------------------------------------------------------------
  def on_battle_end
    @result.clear
    remove_battle_states
    remove_all_buffs
    clear_actions
    clear_tp unless preserve_tp?
    appear
  end
  #--------------------------------------------------------------------------
  # * Processing When Suffering Damage
  #--------------------------------------------------------------------------
  def on_damage(value)
    remove_states_by_damage
    charge_tp_by_damage(value.to_f / mhp)
  end
end
 



» Liste de scripts | » XP - Options


hasigi-sama - posté le 10/12/2017 à 09:51:15 (2 messages postés)

❤ 0

merci beaucoup! Vous prenez les chèques? :rit2


Kingdommangas - posté le 10/12/2017 à 10:03:16 (409 messages postés)

❤ 0

Youtubeur/Scenariste

du moment qu'il sont pas en bois :tirlalangue2

Mes jeux: Astyria~Ouroboros~Chaine Youtube: RM Test| Inscription Chaine Youtube


CuddleFox - posté le 10/12/2017 à 12:09:20 (1892 messages postés) - modero

❤ 0

The unholy cat

Tu sais que tu pouvais juste créer un nouveau projet et l'importer de là ? ;)

Un jeu avec une chatte.

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