Schwierigkeitsstufe vorm Spiel beginn einstellen
Hey liebe Community,
Ich suche schon lange nach einem Script,dass am Anfang eines Spiels nach dem Schwierigkeitsgrad fragt.Zum Beispiel Leicht,Normal,Schwer.Ich hatte mal eines gefunden doch es ist nicht mehr da.Falls jemand mir dabei helfen könnte und ein gutes finden würde(für den XP)dann wäre das sehr hilfreich.Ich bedanke mich schonmal vorweg.
MFG Brush
*schieb* wenn du es für den XP brauchst, warum dann bei VX Posten? ~Monsta
Ich suche schon lange nach einem Script,dass am Anfang eines Spiels nach dem Schwierigkeitsgrad fragt.Zum Beispiel Leicht,Normal,Schwer.Ich hatte mal eines gefunden doch es ist nicht mehr da.Falls jemand mir dabei helfen könnte und ein gutes finden würde(für den XP)dann wäre das sehr hilfreich.Ich bedanke mich schonmal vorweg.
MFG Brush
*schieb* wenn du es für den XP brauchst, warum dann bei VX Posten? ~Monsta
http://www.bilder-hochladen.net/files/939u-3-png.html
http://www.bilder-hochladen.net/files/939u-2-png.html
http://www.bilder-hochladen.net/files/939u-1-png.html
3 pics aus meinem Game!Ich weiß sie sind nich besonders toll,doch ich mag sie.
http://www.bilder-hochladen.net/files/939u-2-png.html
http://www.bilder-hochladen.net/files/939u-1-png.html
3 pics aus meinem Game!Ich weiß sie sind nich besonders toll,doch ich mag sie.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Monsta« (6. Januar 2010, 11:26)
Ich kenne nur dies hier:
In der Liste am Anfang(Rookie, Normal, Divine, etc) kannst du die Abstufungen einstellen. Die Zahlen repräsentieren die Prozentzahlen der einzelnen Werte in folgender Reihenfolge:
HP, SP, alle Stats(Str, Agi etc), Exp, Gold und zuletzt Item-Droprate.
Und für einen Auswahlbildschirm zur Einstellung des Schwierigkeitsgrades kannst du dann noch dieses Script benutzen:
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Quellcode |
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1. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
2. #_/ ◆戦闘難易度 ï¼ KGC_BattleDifficultyâ—†
3. #_/----------------------------------------------------------------------------
4. #_/ 戦闘難易度ã®è¨å®šæ©Ÿèƒ½ã‚’è¿½åŠ ã—ã¾ã™ã€‚
5. #_/ (メニューç‰ã«è¡¨ç¤ºã™ã‚‹å ´åˆã¯[MenuAlter][TitleOption]å‚ç…§)
6. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
7.
8. #==============================================================================
9. # ★ ã‚«ã‚¹ã‚¿ãƒžã‚¤ã‚ºé …ç›® ★
10. #==============================================================================
11.
12. module KGC
13. # ◆難易度é…列
14. # ≪"åç§°", HP, SP, 他能力値, EXP, ゴールド, トレジャー出ç¾çŽ‡â‰«
15. # å„é …ç›®ã®å€çŽ‡ã‚’æŒ‡å®š(百分率)。
16. BD_DIFFICULTY_LIST = [
17. ["Rookie", 60, 50, 60, 100, 100, 100],
18. ["Easy", 80, 80, 70, 100, 100, 100],
19. ["Normal", 100, 100, 100, 100, 100, 100],
20. ["Hard", 150, 130, 120, 100, 100, 100],
21. ["Mania", 200, 180, 150, 100, 100, 100],
22. ["Unknown", 300, 260, 200, 100, 100, 100],
23. ["Divine", 500, 400, 300, 100, 100, 100]
24. ]
25. # â—†åˆæœŸé›£æ˜“度
26. # BD_DIFFICULTY_LIST ã®ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹ã€‚
27. BD_INITIAL_DIFFICULTY = 2
28. end
29.
30. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
31.
32. $imported = {} if $imported == nil
33. $imported["BattleDifficulty"] = true
34.
35. module Difficulty
36. #--------------------------------------------------------------------------
37. # ◠難易度è¨å®šå–å¾—
38. #--------------------------------------------------------------------------
39. def self.get
40. # 難易度è¨å®šã‚’è¿”ã™
41. return KGC::BD_DIFFICULTY_LIST[$game_system.difficulty]
42. end
43. #--------------------------------------------------------------------------
44. # ◠難易度è¨å®šå¤‰æ›´
45. #--------------------------------------------------------------------------
46. def self.set(index)
47. # 範囲外ãªã‚‰ã°å¤‰æ›´ã—ãªã„
48. return if index < 0 || index >= KGC::BD_DIFFICULTY_LIST.size
49. $game_system.difficulty = index
50. end
51. #--------------------------------------------------------------------------
52. # â— èƒ½åŠ›å€¤è£œæ£æ¸ˆã¿ã‚¨ãƒãƒŸãƒ¼å–å¾—
53. #--------------------------------------------------------------------------
54. def self.get_revised_enemy(enemy)
55. en = enemy.clone
56. diff = self.get
57. en.maxhp = en.maxhp * diff[1] / 100
58. en.maxsp = en.maxsp * diff[2] / 100
59. en.str = en.str * diff[3] / 100
60. en.dex = en.dex * diff[3] / 100
61. en.agi = en.agi * diff[3] / 100
62. en.int = en.int * diff[3] / 100
63. en.atk = en.atk * diff[3] / 100
64. en.pdef = en.pdef * diff[3] / 100
65. en.mdef = en.mdef * diff[3] / 100
66. en.exp = en.exp * diff[4] / 100
67. en.gold = en.gold * diff[4] / 100
68. if en.treasure_prob < 100
69. en.treasure_prob = [en.treasure_prob * diff[5] / 100, 100].min
70. end
71. return en
72. end
73. end
74.
75. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
76.
77. #==============================================================================
78. # â– Game_System
79. #==============================================================================
80.
81. class Game_System
82. attr_accessor :difficulty # 難易度
83. #--------------------------------------------------------------------------
84. # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
85. #--------------------------------------------------------------------------
86. alias initialize_KGC_BattleDifficulty initialize
87. def initialize
88. # å…ƒã®å‡¦ç†ã‚’実行
89. initialize_KGC_BattleDifficulty
90.
91. @difficulty = KGC::BD_INITIAL_DIFFICULTY
92. end
93. #--------------------------------------------------------------------------
94. # ◠難易度一覧
95. #--------------------------------------------------------------------------
96. def difficulty_list
97. return KGC::BD_DIFFICULTY_LIST
98. end
99. end
100.
101. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
102.
103. #==============================================================================
104. # â– Game_Enemy
105. #==============================================================================
106.
107. class Game_Enemy < Game_Battler
108. #--------------------------------------------------------------------------
109. # ◠基本 MaxHP ã®å–å¾—
110. #--------------------------------------------------------------------------
111. alias base_maxhp_KGC_BattleDifficulty base_maxhp
112. def base_maxhp
113. n = base_maxhp_KGC_BattleDifficulty
114. n *= Difficulty.get[1]
115. return n / 100
116. end
117. #--------------------------------------------------------------------------
118. # ◠基本 MaxSP ã®å–å¾—
119. #--------------------------------------------------------------------------
120. alias base_maxsp_KGC_BattleDifficulty base_maxsp
121. def base_maxsp
122. n = base_maxsp_KGC_BattleDifficulty
123. n *= Difficulty.get[2]
124. return n / 100
125. end
126. #--------------------------------------------------------------------------
127. # ◠基本腕力ã®å–å¾—
128. #--------------------------------------------------------------------------
129. alias base_str_KGC_BattleDifficulty base_str
130. def base_str
131. n = base_str_KGC_BattleDifficulty
132. n *= Difficulty.get[3]
133. return n / 100
134. end
135. #--------------------------------------------------------------------------
136. # ◠基本器用ã•ã®å–å¾—
137. #--------------------------------------------------------------------------
138. alias base_dex_KGC_BattleDifficulty base_dex
139. def base_dex
140. n = base_dex_KGC_BattleDifficulty
141. n *= Difficulty.get[3]
142. return n / 100
143. end
144. #--------------------------------------------------------------------------
145. # â— åŸºæœ¬ç´ æ—©ã•ã®å–å¾—
146. #--------------------------------------------------------------------------
147. alias base_agi_KGC_BattleDifficulty base_agi
148. def base_agi
149. n = base_agi_KGC_BattleDifficulty
150. n *= Difficulty.get[3]
151. return n / 100
152. end
153. #--------------------------------------------------------------------------
154. # ◠基本é”力ã®å–å¾—
155. #--------------------------------------------------------------------------
156. alias base_int_KGC_BattleDifficulty base_int
157. def base_int
158. n = base_int_KGC_BattleDifficulty
159. n *= Difficulty.get[3]
160. return n / 100
161. end
162. #--------------------------------------------------------------------------
163. # ◠基本攻撃力ã®å–å¾—
164. #--------------------------------------------------------------------------
165. alias base_atk_KGC_BattleDifficulty base_atk
166. def base_atk
167. n = base_atk_KGC_BattleDifficulty
168. n *= Difficulty.get[3]
169. return n / 100
170. end
171. #--------------------------------------------------------------------------
172. # ◠基本物ç†é˜²å¾¡ã®å–å¾—
173. #--------------------------------------------------------------------------
174. alias base_pdef_KGC_BattleDifficulty base_pdef
175. def base_pdef
176. n = base_pdef_KGC_BattleDifficulty
177. n *= Difficulty.get[3]
178. return n / 100
179. end
180. #--------------------------------------------------------------------------
181. # â— åŸºæœ¬é”æ³•防御ã®å–å¾—
182. #--------------------------------------------------------------------------
183. alias base_mdef_KGC_BattleDifficulty base_mdef
184. def base_mdef
185. n = base_mdef_KGC_BattleDifficulty
186. n *= Difficulty.get[3]
187. return n / 100
188. end
189. #--------------------------------------------------------------------------
190. # ◠基本回é¿ä¿®æ£ã®å–å¾—
191. #--------------------------------------------------------------------------
192. alias base_eva_KGC_BattleDifficulty base_eva
193. def base_eva
194. n = base_eva_KGC_BattleDifficulty
195. n *= Difficulty.get[3]
196. return n / 100
197. end
198. #--------------------------------------------------------------------------
199. # â— EXP ã®å–å¾—
200. #--------------------------------------------------------------------------
201. alias exp_KGC_BattleDifficulty exp
202. def exp
203. n = exp_KGC_BattleDifficulty
204. n *= Difficulty.get[4]
205. return n / 100
206. end
207. #--------------------------------------------------------------------------
208. # ◠ゴールドã®å–å¾—
209. #--------------------------------------------------------------------------
210. alias gold_KGC_BattleDifficulty gold
211. def gold
212. n = gold_KGC_BattleDifficulty
213. n *= Difficulty.get[5]
214. return n / 100
215. end
216. #--------------------------------------------------------------------------
217. # ◠トレジャー出ç¾çއã®å–å¾—
218. #--------------------------------------------------------------------------
219. alias treasure_prob_KGC_BattleDifficulty treasure_prob
220. def treasure_prob
221. n = treasure_prob_KGC_BattleDifficulty
222. if n < 100
223. n *= Difficulty.get[6]
224. return [n / 100, 100].min
225. else
226. return n
227. end
228. end
229. end |
zum Lesen den Text mit der Maus markieren
In der Liste am Anfang(Rookie, Normal, Divine, etc) kannst du die Abstufungen einstellen. Die Zahlen repräsentieren die Prozentzahlen der einzelnen Werte in folgender Reihenfolge:
HP, SP, alle Stats(Str, Agi etc), Exp, Gold und zuletzt Item-Droprate.
Und für einen Auswahlbildschirm zur Einstellung des Schwierigkeitsgrades kannst du dann noch dieses Script benutzen:
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 |
#===================================================
#Scene_difficult_menu by panchokoster
#===================================================
module DIFFICULT
SPRITESET_TYPE = 1 #choose spriteset type, 1=>title screen, 2=>picture, 3+map
PICTURE_NAME = "picture name" #choose spriteset type 2 to use, put the image in yours pictures folder
end
class Scene_Title
alias old_command_new_game command_new_game
def command_new_game
old_command_new_game
$scene = Scene_select_yes_no.new
end
end
class Scene_select_yes_no
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
case DIFFICULT::SPRITESET_TYPE
when 1
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
when 2
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
when 3
@spriteset = Spriteset_Map.new
end
@window_q=Window_question.new
@window_q.x = 200
@window_q.y = 220-64
s1 = "yes"
s2 = "not right now"
@window_yes_no = Window_Command.new(200, [s1,s2])
@window_yes_no.y = 220
@window_yes_no.x = 220
@window_yes_no.index = @menu_index
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@window_yes_no.dispose
@window_q.dispose
case DIFFICULT::SPRITESET_TYPE
when 1..2
@sprite.bitmap.dispose
@sprite.dispose
when 3
@spriteset.dispose
end
end
def update
@window_yes_no.update
if Input.trigger?(Input::C)
case @window_yes_no.index
when 0
yes
when 1
no
end
end
end
def yes
$game_system.se_play($data_system.decision_se)
$scene = Scene_difficult_menu.new
end
def no
$game_system.se_play($data_system.decision_se)
Difficulty.set(2)
$scene = Scene_Map.new
end
end
#===================================================
#Scene_difficult_menu
#===================================================
class Scene_difficult_menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
case DIFFICULT::SPRITESET_TYPE
when 1
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
when 2
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
when 3
@spriteset = Spriteset_Map.new
end
@window_q2 = Window_question2.new
@window_q2.x = 50
@window_q2.y = 125-64
@window_help = Window_Help_dif_menu.new
@window_help.update(" ")
s1 = "Rookie"
s2 = "Easy"
s3 = "Normal"
s4 = "Hard"
s5 = "Mania"
s6 = "Unknown"
s7 = "Divine"
@window_help.x = 50
@window_help.y = 125
@window_command_dif = Window_Command.new(200, [s1,s2,s3,s4,s5,s6,s7])
@window_command_dif.y = 114+75
@window_command_dif.x = 220
@window_command_dif.index = @menu_index
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
#Execute when exiting the scene:
Graphics.freeze
@window_command_dif.dispose
@window_help.dispose
@window_q2.dispose
case DIFFICULT::SPRITESET_TYPE
when 1..2
@sprite.bitmap.dispose
@sprite.dispose
when 3
@spriteset.dispose
end
end
#--------------------------------------------------------------------------------------------------------
def update
@window_command_dif.update
case @window_command_dif.index
when 0
@window_help.update("The minimal difficulty only for losers") #"Rookie"
when 1
@window_help.update("An easy difficult level for kids") #"Easy"
when 2
@window_help.update("The defaut game difficluty") #"Normal"
when 3
@window_help.update("Start fighting stronger monsters") #"Hard"
when 4
@window_help.update("Maniac difficult level, only for advanced gamers") #"Mania"
when 5
@window_help.update("????")#"Unknown"
when 6
@window_help.update("Master the game fighting the strongest monsters")#"Divine"
end
#THIS IS FOR THE OPTION FUNCTIONS:
if Input.trigger?(Input::C)
case @window_command_dif.index
when 0
rookie
when 1
easy
when 2
normal
when 3
hard
when 4
mania
when 5
unknown
when 6
divine
end
end
end
def rookie #s1
$game_system.se_play($data_system.decision_se)
Difficulty.set(0)
$scene = Scene_Map.new
end
def easy #s2
$game_system.se_play($data_system.decision_se)
Difficulty.set(1)
$scene = Scene_Map.new
end
def normal #s3
$game_system.se_play($data_system.decision_se)
Difficulty.set(2)
$scene = Scene_Map.new
end
def hard #s4
$game_system.se_play($data_system.decision_se)
Difficulty.set(3)
$scene = Scene_Map.new
end
def mania #s5
$game_system.se_play($data_system.decision_se)
Difficulty.set(4)
$scene = Scene_Map.new
end
def unknown #s6
$game_system.se_play($data_system.decision_se)
Difficulty.set(5)
$scene = Scene_Map.new
end
def divine #s7
$game_system.se_play($data_system.decision_se)
Difficulty.set(6)
$scene = Scene_Map.new
end
end #of the Scene
#===================================================
#Window_Help_dif_menu
#===================================================
class Window_Help_dif_menu < Window_Base
def initialize
super(0, 0, 540,64)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
end
def update(help_text)
self.contents.clear
self.contents.draw_text(0, 0, 440, 32, help_text)
end
end
class Window_question < Window_Base
def initialize
super(0, 0, 240,64)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
self.contents.draw_text(0, 0, 210, 32, " Change game difficulty?")
end
end
class Window_question2 < Window_Base
def initialize
super(0, 0, 240,64)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
self.contents.draw_text(0, 0, 210, 32, "Choose the difficult Level... ")
end
end |
zum Lesen den Text mit der Maus markieren
