=begin Infinite Levels by Fomar0153 Version 1.0 ---------------------- Instructions ---------------------- In the class tab of the database you will need to set the stats up differantly to what you're used to, the stat at level one is the base stat for a level one character as you would expect. But the stat for level two is now how much you would like the stat to go up by each level. Also edit max level below to your liking. ---------------------- Known bugs ---------------------- None =end class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Feel free to edit #-------------------------------------------------------------------------- def max_level return @level + 1 end #-------------------------------------------------------------------------- # ● Formula for stats #-------------------------------------------------------------------------- alias pbpoxian param_base def param_base(param_id) if @level > 99 b = self.class.params[param_id, 1] i = self.class.params[param_id, 2] return b + i * (@level - 1) else return pbpoxian(param_id) end end end
=begin Skills Level Up Based on Usage Script by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- No requirements Allows you to learn new skills by using your existing skills. ---------------------- Instructions ---------------------- You will need to edit module Skill_Uses, further instructions are located there. ---------------------- Known bugs ---------------------- None =end module Skill_Uses SKILLS = [] # Add/Edit lines like the one below # SKILLS[ORIGINAL] = [NEW, USES, REPLACE] REPLACE should be true or false SKILLS[3] = [4, 50, true] # Reads as: When using skill 3 for it's 50th time replace it with skill 4 end class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Aliases setup #-------------------------------------------------------------------------- alias fomar0003_setup setup def setup(actor_id) fomar0003_setup(actor_id) @skill_uses = [] end #-------------------------------------------------------------------------- # ● New Method add_skill_use #-------------------------------------------------------------------------- def add_skill_use(id) if @skill_uses[id] == nil @skill_uses[id] = 0 end @skill_uses[id] += 1 unless Skill_Uses::SKILLS[id] == nil if @skill_uses[id] == Skill_Uses::SKILLS[id][1] learn_skill(Skill_Uses::SKILLS[id][0]) forget_skill(id) if Skill_Uses::SKILLS[id][2] SceneManager.scene.add_text(@name + " learns " + $data_skills[Skill_Uses::SKILLS[id][0]].name + ".") end end end end class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Aliases item_apply #-------------------------------------------------------------------------- alias fomar0004_item_apply item_apply def item_apply(user, item) if user.is_a?(Game_Actor) and item.is_a?(RPG::Skill) user.add_skill_use(item.id) end fomar0004_item_apply(user, item) end end class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● New method add_text #-------------------------------------------------------------------------- def add_text(text) @log_window.add_text(text) end end
=begin Transformation States by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- This script allows you to transform in battle through the application of states. ---------------------- Instructions ---------------------- Notetag the states: <transformclass x> Where x is the class id of the class you want to use. <transformequips x> <transformequips x,x> <transformequips x,x,x,x,x> Where x = -1 -> Use the original equipment Where x = 0 -> Blank the equipment Where x > 0 -> Use the equipment of id Note your current equipment is copied and then the changes are applied. So you only need as many entries to cover you upto the last piece of equipment you want to change. Note: Both are optional so use them as you want. <transformequips 0> for example could be used for a disarm state. ---------------------- Known bugs ---------------------- None =end class Game_Actor < Game_Battler def transform_class for state in @states if $data_states[state].transform_class > 0 return $data_states[state].transform_class end end return 0 end def transform_equips for state in @states unless $data_states[state].transform_equips == [] return $data_states[state].transform_equips end end return [] end alias ft_class class def class if transform_class > 0 $data_classes[transform_class] else ft_class end end alias ft_skills skills def skills if transform_class > 0 skills = [] self.class.learnings.each do |learning| skills.push($data_skills[learning.skill_id]) if learning.level <= @level end return skills else ft_skills end end alias ft_equips equips def equips unless transform_equips == [] equip_ids = transform_equips new_equips = ft_equips for i in 0..equip_ids.size - 1 if equip_ids[i] == -1 new_equips[i] = @equips[i].object elsif equip_ids[i] == 0 new_equips[i] = nil else if index_to_etype_id(i) == 0 new_equips[i] = $data_weapons[equip_ids[i]] else new_equips[i] = $data_armors[equip_ids[i]] end end end return new_equips else ft_equips end end end module RPG class State def transform_class if @note =~ /<transformclass (.*)>/i return $1.to_i end return 0 end def transform_equips if @note =~ /<transformequips (.*)>/i equips = [] for equip in $1.split(",") equips.push(equip.to_i) end return equips end return [] end end end
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