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Thảo luận trong 'Game Development' bắt đầu bởi y.r.p, 2/6/06.

  1. Zell Dinch

    Zell Dinch Gloria in excelsis Deo Lão Làng GVN

    Tham gia ngày:
    18/7/03
    Bài viết:
    2,312
    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
    ----------------
    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.
    ----------------------

    @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. ^^
     
  2. Ice Dragon

    Ice Dragon Mega Man

    Tham gia ngày:
    6/9/04
    Bài viết:
    3,101
    Nơi ở:
    none
    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
     
  3. Zell Dinch

    Zell Dinch Gloria in excelsis Deo Lão Làng GVN

    Tham gia ngày:
    18/7/03
    Bài viết:
    2,312
    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^^
     
  4. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    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:
     
  5. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
  6. Mozzila†hunder

    Mozzila†hunder Dragon Quest

    Tham gia ngày:
    29/5/06
    Bài viết:
    1,295
    Nơi ở:
    Ha Noi, Vietnam
    lại Sephiroth Spawn.
    Ai dùng thử cho screen shot đi :D Rồi mới dùng
     
  7. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    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
     
  8. Mozzila†hunder

    Mozzila†hunder Dragon Quest

    Tham gia ngày:
    29/5/06
    Bài viết:
    1,295
    Nơi ở:
    Ha Noi, Vietnam
    Công nhận shop đẹp thật
    [​IMG]
     
  9. hoangrpg

    hoangrpg Youtube Master Race

    Tham gia ngày:
    6/2/06
    Bài viết:
    49
    Down về rồi sao chạy lại bảo thiếu file nhưng chạy cái khác vẫn được mà
     
  10. Ice Dragon

    Ice Dragon Mega Man

    Tham gia ngày:
    6/9/04
    Bài viết:
    3,101
    Nơi ở:
    none
    Thấy chưa, chưa gì đã mắng người khác ^_^
    Script bán skill coi bộ tốt đó bạn ơi ^_^
    [​IMG]
    Thiệt bái phục mấy cha nước ngoài T_T
     
  11. Mozzila†hunder

    Mozzila†hunder Dragon Quest

    Tham gia ngày:
    29/5/06
    Bài viết:
    1,295
    Nơi ở:
    Ha Noi, Vietnam
    ShopCommand hay shop buy hay ShopSEll?
     
  12. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    Nó có work ko mấy pác ? kupo ? nếu sai j` thì nói nhe kupo !
     
  13. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    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
     
  14. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    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 ~ :'>
     
  15. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
  16. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    Còn đây là Monsters DataBase Rất êm
    Screen Shoot
     

    Các file đính kèm:

    • Kupo.PNG
      Kupo.PNG
      Kích thước:
      82.8 KB
      Đọc:
      12
    • Kupo.rar
      Kích thước:
      196.7 KB
      Đọc:
      18
  17. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    Xem thử cái này đi mấy pác. Kupo~
     

    Các file đính kèm:

  18. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    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
    
     
  19. y.r.p

    y.r.p Youtube Master Race

    Tham gia ngày:
    15/8/04
    Bài viết:
    85
    Mấy pác load cái này tử xem cài và chọn No =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) L-) :)) #>:)
     

    Các file đính kèm:

  20. Dương - 4444

    Dương - 4444 Mr & Ms Pac-Man

    Tham gia ngày:
    25/6/06
    Bài viết:
    132
    Nơi ở:
    Hải Phòng
    @ YRP : cái Shop đẹp lúc đầu sai gòi , có thấy gì khác đâu ?
     

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