Bräuchte einen scriper,der dieses Script mir umschreibt.
Bräuchte einen scriper,der dieses Script mir umschreibt.
Ich hab dieses Script getestet. Geht zwar, aber ich bräuchte paar verbesserungen.
Ich bräuchte eine genauere Level zuweisung zu den monster.
Zum beispiel :
Die Plizmonster sollen level 1 haben auf der Map 1
Da gibts aber noch Baummoster, die sollen level 2 haben auf der Map 1
Und dem boss monster kann man in diesem script überhaupt kein genaueres Level zuweisen.
Dises script wählt automatisch alle monster ein verschiedenes level Grad zu das man im script eingestellt hat, die z.p. auf map 1 ist.
Zum beispiel:
Wenn man im script für map nr 1, den Level grad 3 einstellt.Bekommen diese Monster unter schiedlische levels von 1 bis 3.Und dies ist nicht gut
Ich möchte in diesen Fall, das die monster auf map 1 manuele zu jeden Level einstellbar sind.
Ich brauche eine reine manuele Level einstellung zu jeden monster in der datenbank. Sonst ist dieses script für andere gebrauchbar.
Das Script:
noch die Events cods :
paste
above main. edit the hash named level_map to define the base level for
each map. the actual level for each enemy fluctuates between 2 above
the base level and 2 below the base level. you can go ahead and edit
the formula for calculating the stats. i didn't really spend a long
time on the formula, so i'm sure it is not perfect. also, if you want
to change the level of the game (all maps), put in a call script
CODE
$game_system.map_level = x
replace
the x with the level you want to change it to. note, this does not
change the defined level of each map, it only changes the level at
which you will currently find enemies, no matter what map you are on.
to have the game use the map's normal level, put in a call script
CODE
$game_system.map_level = nil
if you want to turn off random level, put in a call script
CODE
$game_system.rand_level == false
if you want to turn it on, put in a call script
CODE
$game_system.rand_level == true
by default, random level is on.
Ich hab dieses Script getestet. Geht zwar, aber ich bräuchte paar verbesserungen.
Ich bräuchte eine genauere Level zuweisung zu den monster.
Zum beispiel :
Die Plizmonster sollen level 1 haben auf der Map 1
Da gibts aber noch Baummoster, die sollen level 2 haben auf der Map 1
Und dem boss monster kann man in diesem script überhaupt kein genaueres Level zuweisen.
Dises script wählt automatisch alle monster ein verschiedenes level Grad zu das man im script eingestellt hat, die z.p. auf map 1 ist.
Zum beispiel:
Wenn man im script für map nr 1, den Level grad 3 einstellt.Bekommen diese Monster unter schiedlische levels von 1 bis 3.Und dies ist nicht gut
Ich möchte in diesen Fall, das die monster auf map 1 manuele zu jeden Level einstellbar sind.
Ich brauche eine reine manuele Level einstellung zu jeden monster in der datenbank. Sonst ist dieses script für andere gebrauchbar.
Das Script:
=begin
//===========================================================================\\
||==== Enemy
level
system ====||
||=== Author:
rotimikid
===||
||== v1.7 ==||
||== Wednesday
September 26,
2007 ==||
||==================================== =======================================||
||=== Instructions-
===||
||==== Below
====||
\\=============================================== ==========================//
*************************************** ****************************************
** This
script edits
Game_Enemy **
*************************************** ****************************************
************************************** *****************************************
*********
Instructions
*********
************************************** *****************************************
*** Put the script above main. define the levels for each map. the levels ***
*** of the enemy will actually be randomized anywhere between 2 below or 2***
*** above the level for the map. edit the stat finding formula as you deem***
*** fit, just make sure you know what you're doing. you can now change the***
*** level
of the map by putting in a call
script ***
***
$game_system.map_level =
x
***
*** replace the x with the level, if you want a level. if you don't want ***
*** to change the level of all maps like that, place in a call script ***
***
$game_system.map_level =
nil
***
********************************************************************************
=end
class Game_System
alias rtmkd_initialize initialize
attr_accessor :map_level
attr_accessor :rand_level
def initialize
rtmkd_initialize
@map_level = nil
@rand_level = true
end
end
class Game_Enemy
#this is an hash for level. on the left of each hash is the current map's id,
#and on the right is the base level. level can fluctuate between 2 above and 2
#below the base level.
def initialize(troop_id, member_index)
super()
@troop_id = troop_id
@member_index = member_index
troop = $data_troops[@troop_id]
@enemy_id = troop.members[@member_index].enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
level_map = {1 => 1, 2 => 3, 3 => 5}
if level_map.include?($game_map.map_id)
randi = rand(5) - 2
randi = 0 if $game_system.rand_level == false
if $game_system.map_level == nil
@level = level_map[$game_map.map_id] + randi
else
@level = $game_system.map_level + randi
end
@level = 99 if @level > 99
@level = 1 if @level < 1
else
@level = 1
end
#switch for bosses. if switch is on, enemies will use levels. if it is off,
#they will use their base stat. this is usefull for bosses.
#replace the 1 with whatever switch you want to turn off levels.
if $game_switches[1] == true
@level = nil
end
@hp = maxhp
@sp = maxsp
end
def base_maxhp
if @level != nil
base_hp = $data_enemies[@enemy_id].maxhp
add_on = ((base_hp / 5) ^ 1.35) * (@level - 1)
return base_hp + add_on
end
return $data_enemies[@enemy_id].maxhp
end
def base_maxsp
if @level != nil
base_sp = $data_enemies[@enemy_id].maxsp
add_on = ((base_sp / 5) ^ 1.35) * (@level - 1)
return base_sp + add_on
end
return $data_enemies[@enemy_id].maxsp
end
def base_str
if @level != nil
base_str = $data_enemies[@enemy_id].str
add_on = ((base_str / 35) ^ 0.9
* (@level - 1)
return base_str + add_on
end
return $data_enemies[@enemy_id].str
end
def base_dex
if @level != nil
base_dex = $data_enemies[@enemy_id].dex
add_on = ((base_dex / 35) ^ 0.9
* (@level - 1)
return base_dex + add_on
end
return $data_enemies[@enemy_id].dex
end
def base_agi
if @level != nil
base_agi = $data_enemies[@enemy_id].agi
add_on = ((base_agi / 15) ^ 0.9
* (@level - 1)
return base_agi + add_on
end
return $data_enemies[@enemy_id].agi
end
def base_int
if @level != nil
base_int = $data_enemies[@enemy_id].int
add_on = ((base_int / 25) ^ 0.9
* (@level - 1)
return base_int + add_on
end
return $data_enemies[@enemy_id].int
end
def base_atk
if @level != nil
base_atk = $data_enemies[@enemy_id].atk
add_on = ((base_atk / 25) ^ 0.9
* (@level - 1)
return base_atk + add_on
end
return $data_enemies[@enemy_id].atk
end
def base_pdef
if @level != nil
base_pdef = $data_enemies[@enemy_id].pdef
add_on = ((base_pdef / 35) ^ 0.9
* (@level - 1)
return base_pdef + add_on
end
return $data_enemies[@enemy_id].pdef
end
def base_mdef
if @level != nil
base_mdef = $data_enemies[@enemy_id].mdef
add_on = ((base_mdef / 35) ^ 0.9
* (@level - 1)
return base_mdef + add_on
end
return $data_enemies[@enemy_id].mdef
end
def base_eva
if @level != nil
base_eva = $data_enemies[@enemy_id].eva
add_on = ((base_eva / 15) ^ 0.9
* (@level - 1)
return base_eva + add_on
end
return $data_enemies[@enemy_id].eva
end
def exp
if @level != nil
base_exp = $data_enemies[@enemy_id].exp
add_on = (base_exp /
^ 1.12
return base_exp + add_on
end
return $data_enemies[@enemy_id].exp
end
def gold
if @level != nil
base_gold = $data_enemies[@enemy_id].gold
add_on = (base_gold /
^ 1.12
return base_gold + add_on
end
return $data_enemies[@enemy_id].gold
end
def level
return @level
end
end
class Window_Help
def set_enemy(enemy)
text = enemy.name
level_text = enemy.level
if level_text != nil
levela = level_text.to_s
text += " Level: " + levela
end
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
text += " " + state_text
end
set_text(text, 1)
end
end
//===========================================================================\\
||==== Enemy
level
system ====||
||=== Author:
rotimikid
===||
||== v1.7 ==||
||== Wednesday
September 26,
2007 ==||
||==================================== =======================================||
||=== Instructions-
===||
||==== Below
====||
\\=============================================== ==========================//
*************************************** ****************************************
** This
script edits
Game_Enemy **
*************************************** ****************************************
************************************** *****************************************
*********
Instructions
*********
************************************** *****************************************
*** Put the script above main. define the levels for each map. the levels ***
*** of the enemy will actually be randomized anywhere between 2 below or 2***
*** above the level for the map. edit the stat finding formula as you deem***
*** fit, just make sure you know what you're doing. you can now change the***
*** level
of the map by putting in a call
script ***
***
$game_system.map_level =
x
***
*** replace the x with the level, if you want a level. if you don't want ***
*** to change the level of all maps like that, place in a call script ***
***
$game_system.map_level =
nil
***
********************************************************************************
=end
class Game_System
alias rtmkd_initialize initialize
attr_accessor :map_level
attr_accessor :rand_level
def initialize
rtmkd_initialize
@map_level = nil
@rand_level = true
end
end
class Game_Enemy
#this is an hash for level. on the left of each hash is the current map's id,
#and on the right is the base level. level can fluctuate between 2 above and 2
#below the base level.
def initialize(troop_id, member_index)
super()
@troop_id = troop_id
@member_index = member_index
troop = $data_troops[@troop_id]
@enemy_id = troop.members[@member_index].enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
level_map = {1 => 1, 2 => 3, 3 => 5}
if level_map.include?($game_map.map_id)
randi = rand(5) - 2
randi = 0 if $game_system.rand_level == false
if $game_system.map_level == nil
@level = level_map[$game_map.map_id] + randi
else
@level = $game_system.map_level + randi
end
@level = 99 if @level > 99
@level = 1 if @level < 1
else
@level = 1
end
#switch for bosses. if switch is on, enemies will use levels. if it is off,
#they will use their base stat. this is usefull for bosses.
#replace the 1 with whatever switch you want to turn off levels.
if $game_switches[1] == true
@level = nil
end
@hp = maxhp
@sp = maxsp
end
def base_maxhp
if @level != nil
base_hp = $data_enemies[@enemy_id].maxhp
add_on = ((base_hp / 5) ^ 1.35) * (@level - 1)
return base_hp + add_on
end
return $data_enemies[@enemy_id].maxhp
end
def base_maxsp
if @level != nil
base_sp = $data_enemies[@enemy_id].maxsp
add_on = ((base_sp / 5) ^ 1.35) * (@level - 1)
return base_sp + add_on
end
return $data_enemies[@enemy_id].maxsp
end
def base_str
if @level != nil
base_str = $data_enemies[@enemy_id].str
add_on = ((base_str / 35) ^ 0.9
* (@level - 1)return base_str + add_on
end
return $data_enemies[@enemy_id].str
end
def base_dex
if @level != nil
base_dex = $data_enemies[@enemy_id].dex
add_on = ((base_dex / 35) ^ 0.9
* (@level - 1)return base_dex + add_on
end
return $data_enemies[@enemy_id].dex
end
def base_agi
if @level != nil
base_agi = $data_enemies[@enemy_id].agi
add_on = ((base_agi / 15) ^ 0.9
* (@level - 1)return base_agi + add_on
end
return $data_enemies[@enemy_id].agi
end
def base_int
if @level != nil
base_int = $data_enemies[@enemy_id].int
add_on = ((base_int / 25) ^ 0.9
* (@level - 1)return base_int + add_on
end
return $data_enemies[@enemy_id].int
end
def base_atk
if @level != nil
base_atk = $data_enemies[@enemy_id].atk
add_on = ((base_atk / 25) ^ 0.9
* (@level - 1)return base_atk + add_on
end
return $data_enemies[@enemy_id].atk
end
def base_pdef
if @level != nil
base_pdef = $data_enemies[@enemy_id].pdef
add_on = ((base_pdef / 35) ^ 0.9
* (@level - 1)return base_pdef + add_on
end
return $data_enemies[@enemy_id].pdef
end
def base_mdef
if @level != nil
base_mdef = $data_enemies[@enemy_id].mdef
add_on = ((base_mdef / 35) ^ 0.9
* (@level - 1)return base_mdef + add_on
end
return $data_enemies[@enemy_id].mdef
end
def base_eva
if @level != nil
base_eva = $data_enemies[@enemy_id].eva
add_on = ((base_eva / 15) ^ 0.9
* (@level - 1)return base_eva + add_on
end
return $data_enemies[@enemy_id].eva
end
def exp
if @level != nil
base_exp = $data_enemies[@enemy_id].exp
add_on = (base_exp /
^ 1.12return base_exp + add_on
end
return $data_enemies[@enemy_id].exp
end
def gold
if @level != nil
base_gold = $data_enemies[@enemy_id].gold
add_on = (base_gold /
^ 1.12return base_gold + add_on
end
return $data_enemies[@enemy_id].gold
end
def level
return @level
end
end
class Window_Help
def set_enemy(enemy)
text = enemy.name
level_text = enemy.level
if level_text != nil
levela = level_text.to_s
text += " Level: " + levela
end
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
text += " " + state_text
end
set_text(text, 1)
end
end
zum Lesen den Text mit der Maus markieren
noch die Events cods :
paste
above main. edit the hash named level_map to define the base level for
each map. the actual level for each enemy fluctuates between 2 above
the base level and 2 below the base level. you can go ahead and edit
the formula for calculating the stats. i didn't really spend a long
time on the formula, so i'm sure it is not perfect. also, if you want
to change the level of the game (all maps), put in a call script
CODE
$game_system.map_level = x
replace
the x with the level you want to change it to. note, this does not
change the defined level of each map, it only changes the level at
which you will currently find enemies, no matter what map you are on.
to have the game use the map's normal level, put in a call script
CODE
$game_system.map_level = nil
if you want to turn off random level, put in a call script
CODE
$game_system.rand_level == false
if you want to turn it on, put in a call script
CODE
$game_system.rand_level == true
by default, random level is on.
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Nightfox« (11. Februar 2009, 02:08)
Hallo, kann jemand dieses script mir um schreiben oder?
Bitte Antworten. Ich brauche diese genannte verbesserung.
Bitte Antworten. Ich brauche diese genannte verbesserung.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Nightfox« (13. Februar 2009, 23:38)
Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
1. Smileys deaktivieren
2. Ich versteh nicht, was das Skript macht :o
2. Ich versteh nicht, was das Skript macht :o
2. Ich versteh nicht, was das Skript macht :o
Zitat
Enemy level system
Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Toll und was soll ich mir da runter vorstellen xD
|
|
Quellcode |
1 2 3 4 5 |
class Game_Enemy
def level=(lvl)
@level = ($game_system.map_level == nil)? lvl : $game_system.map_level+lvl;
end
end |
noch einfügen
Dann musst du in der Datenbank bei den Monster gruppen den lvl setzen
|
|
Quellcode |
1 |
$game_troop.enemies[enemies-id].level = newlvl |
z.b. wenn du jetzt 2 Geister hast
|
|
Quellcode |
1 2 |
$game_troop.enemies[0].level = 2 $game_troop.enemies[1].level = 3 |
der 1. ist dann lvl 2 und der 2. lvl 3
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von ».: kiba :.« (27. März 2009, 14:22)
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