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. ^^
Mà cuộc đời làm sao ta đoán được Hic, người ta im rồi mình cũng ko nên nói tiếp , vấn đề quan trọng là bạn tác giả bài 1 pót lại cái script đi T_T, cái script kia chắc chắn ko đủ mà T_T
Ừ, có lẽ ko đọc mà im. Chứ tui nghĩ tính của ổng thì... Mà thoai, cái script của bạn trên post mình kím trên yahoo cũng ko cóa. Bạn thử post lại đi ha. Mà cũng có thể 1 đi ko trỏ lại roài. 66^^
Hix :cry: máy em ko có nối mạng "intờnét" sao mà pót dc hix :cry: em lấy trên mạng rồi copy dô USP đem về máy em đóa nhưng bây jờ máy hư mất hết mấy cái Script tức trào máu họng :cry:
Demo http://rm-dev.org/SephirothSpawn/Skill%20Shop.zip Scirpt http://rm-dev.org/SephirothSpawn/Skill%20Shop.txt sửa lại rùi
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
Thấy chưa, chưa gì đã mắng người khác ^_^ Script bán skill coi bộ tốt đó bạn ơi ^_^ Thiệt bái phục mấy cha nước ngoài T_T
Mã: # â–¦nbsp; Dash Mode #------------------------------------------------------------------------------ # # 09/12/04 #============================================================================= class Game_Player #-------------------------------------------------------------------------- # â—? Refer Update to Game Player #-------------------------------------------------------------------------- alias game_player_update update #-------------------------------------------------------------------------- # â—? Update #-------------------------------------------------------------------------- def update if Input.press?(Input::A) if moving? # If A Key press enter dash mode # reduce dash level @move_speed=5 @restore = false if @reduce == false @timer = 50 # Initial time off set @reduce = true else @timer-= 1 end @sec = (@timer / Graphics.frame_rate)%60 if @sec == 0 if @dash_level != 0 @dash_level -= 1 @timer = 45 # Timer Count end end if @dash_level == 0 @move_speed=4 end $dash_bar.update(@dash_level) end else # restore dash level @move_speed=4 @reduce = false if @restore == false @timer = 80 # Initial time off set @restore = true else @timer-= 1 end @sec = (@timer / Graphics.frame_rate)%60 if @sec == 0 if @dash_level != 5 @dash_level+= 1 @timer = 60 # Timer Count end end $dash_bar.update(@dash_level) end game_player_update end end #============================================================================== # â–¦nbsp; Bar Sprite #------------------------------------------------------------------------------ # Used for Dash Mode displays bar pictures to screen #============================================================================= class Bar_Sprite < Sprite #-------------------------------------------------------------------------- # â—? Initialization #-------------------------------------------------------------------------- def initialize super self.x = 10 self.y = 460 self.z = 500 end #-------------------------------------------------------------------------- # â—? Update Dash Bar Level #-------------------------------------------------------------------------- def update(number) @number = number case number when 0 self.bitmap = RPG::Cache.picture("bar 0") when 1 self.bitmap = RPG::Cache.picture("bar 1") when 2 self.bitmap = RPG::Cache.picture("bar 2") when 3 self.bitmap = RPG::Cache.picture("bar 3") when 4 self.bitmap = RPG::Cache.picture("bar 4") when 5 self.bitmap = RPG::Cache.picture("bar 5") end end #-------------------------------------------------------------------------- # â—? Dispose #-------------------------------------------------------------------------- def dispose self.bitmap.dispose end end #============================================================================== # â–¦nbsp; Game Character #------------------------------------------------------------------------------ # Add Initialization of Dash Mode Varibles #============================================================================= class Game_Character #-------------------------------------------------------------------------- # â—? Refer Initialization to Game Character #-------------------------------------------------------------------------- alias dash_mode_initialize initialize #-------------------------------------------------------------------------- # â—? Initialization #-------------------------------------------------------------------------- def initialize @restore = false @reduce= false @timer = 0 @dash_level = 5 @sec = 0 $dash_bar = Bar_Sprite.new dash_mode_initialize end end #============================================================================== # â–¦nbsp; Scene_Map #------------------------------------------------------------------------------ # Check for $dash_bar.dispose condition #============================================================================= class Scene_Map #-------------------------------------------------------------------------- # â—? Refer Update to Scene Map #-------------------------------------------------------------------------- alias scene_map_call_battle call_battle alias scene_map_call_shop call_shop alias scene_map_call_name call_name alias scene_map_call_menu call_menu alias scene_map_call_save call_save alias scene_map_call_debug call_debug #-------------------------------------------------------------------------- # â—? Dispose of $dash_bar is Battle called #-------------------------------------------------------------------------- def call_battle $dash_bar.dispose scene_map_call_battle end #-------------------------------------------------------------------------- # â—? Dispose of $dash_bar is called #-------------------------------------------------------------------------- def call_shop $dash_bar.dispose scene_map_call_shop end #-------------------------------------------------------------------------- # â—? Dispose of $dash_bar is Name called #-------------------------------------------------------------------------- def call_name $dash_bar.dispose scene_map_call_name end #-------------------------------------------------------------------------- # â—? Dispose of $dash_bar is Menu called #-------------------------------------------------------------------------- def call_menu $dash_bar.dispose scene_map_call_menu end #-------------------------------------------------------------------------- # â—? Dispose of $dash_bar is Save called #-------------------------------------------------------------------------- def call_save $dash_bar.dispose scene_map_call_save end #-------------------------------------------------------------------------- # â—? Dispose of $dash_bar is Debug called #-------------------------------------------------------------------------- def call_debug $dash_bar.dispose scene_map_call_debug end end còn đây là Sciprt Chạy khi nhấn X ko có Screen Shot mong mấy Pác thông cảm Here í Demo http://www.nearfantasticaonline.com/programs/Dash Mode.zip mấy pác cần Bars thì load here http://www.nearfantasticaonline.com/programs/Bars.zip
Mấy pác có ai có battlers side view ko em có mấy đứa à làm RPG ko dc ai có chỉ link ỏ pót cho em nhe Kupo ~ :'>
Em lấy dc cái link load CBS kỉu nhảy nhảy nhún nhún nè http://www.dubealex.com/asylum/index.php?act=Attach&type=post&id=2860
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