(XP) Blue Magic

Больше
18 года 1 мес. назад #18868 от Enyo
Enyo создал тему: (XP) Blue Magic
ФАНАТАМ ФФ
Скрипт синий магии
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Code:
#============================================================================== # Individual Character Development - Blue Mage by Fomar0153 #============================================================================== class Game_Party attr_accessor :icd_blue_mages attr_accessor :icd_blue_mages_all_skills attr_accessor :icd_blue_mages_skills alias fomar_icd_blue_mage_initialize initialize def initialize fomar_icd_blue_mage_initialize @icd_blue_mages = [1] #ИД персонажа синего мага @icd_blue_mages_all_skills = false #Все ли скилы являються #Синими?? @icd_blue_mages_skills = [83, 87, 99] # ИД скилов end end class Game_Actor Game_Battler def skill_effect(user, skill) super(user, skill) if $game_party.icd_blue_mages.include?(self.id) unless $game_party.icd_blue_mages_all_skills == true if $game_party.icd_blue_mages_skills.include?(skill.id) self.learn_skill(skill.id) end else self.learn_skill(skill.id) end end end end
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Автор: Fomar0153

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Больше
17 года 10 мес. назад #21492 от Enyo
Enyo ответил в теме (XP) Blue Magic
Вот , скрипт еще лучше первого,
www.atelier-rgss.com/RGSS/Demos/MOG_Blue_Magic.exe
нужно лишь только дать синим скилам стихию (огонь, вода,и тд добавте еще Blue Magic) синих=))
[hr]Еще один хороший скрипт синий магии
Автор:SerphirothSpawn
ДЛЯ НОРМАЛЬНОЙ РАБОТЫ ТРЕБУЕТЬСЯ SDK!!!
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Code:
#============================================================================== # ** Blue, Geomancy & Level Skills #------------------------------------------------------------------------------ # SephirothSpawn # Version 1.11 # 2007-02-10 # SDK : Version 2.0+, Part I #------------------------------------------------------------------------------ # * Version History : # # Version 1 ---------------------------------------------------- (2006-08-24) # Version 1.1 ------------------------------------------------- (2007-01-11) # - Update & Bug Fix : Altered Skill Use Test & Enemy Level Bug # Version 1.11 ------------------------------------------------ (2007-02-10) # - Update : Updated to SDK 2.0 #------------------------------------------------------------------------------ # * Description : # # Blue Skills Allow you to learn new skills when character is targeted by # skill. You can control which skills are blue, when characters can learn # blue skills, which classes learn blue skills or manually control the # actors that learn blue skills. # # Geomancy will give characters skills determinded by the current map or # terrain tags. Is customizable for each actor, map and terrain. # # Level skills will only target people that are divisable by that level. # It gives you the option to set the skills level for any skills. # # Enemy Levels - Enemy Levels will be randomly set depending on average # party levels give or take a few levels. If Dynamic Enemies # System exist, the level is based off that. #------------------------------------------------------------------------------ # * Instructions : # # Place The Script Below the SDK and Above Main. # To Customize your skills, refer to the customization instructions. #------------------------------------------------------------------------------ # * Customization : # # ** Blue Magic ** # # Setting Up Blue Skills # - Blue_Skills = [skill_id, skill_id, ...] # Setting Up Actors That Learn Blue Skills # - Blue_Skill_Actors = [actor_id, actor_id, ...] # Setting Up Classes That Learn Blue Skills # - Blue_Skill_Classes = [class_id, class_id, ...] # # ** Geomancy ** # # Setting Up Map ID Skills (For Specific Actors) # - Geomancy_Actor_Map_ID_Skills = { # actor_id = { map_id = [skill_id, ...], ... }, # ... # } # Setting Up Terrain ID Skills (For Specific Actors) # - Geomancy_Actor_Terrain_Skills = { # actor_id = { terrain_id = [skill_id, ...], ...}, # ... # } # Setting Up Up Map ID Class Skills (For Specific Class) # - Geomancy_Class_Map_ID_Skills = { # class_id = { map_id = [skill_id, ...], ... }, # ... # } # Setting Up Terrain ID Skills (For Specific Class) # - Geomancy_Class_Terrain_Skills = { # class_id = { terrain_id = [skill_id, ...], ...}, # ... # } # # ** Level Skills ** # # Setting Up Skills That Use Level # - Level_Based_Skills = { skill_id = skill_level, ... } #------------------------------------------------------------------------------ # * Syntax : # # Blue Skills (Is added to skills by default) # - game_actor .blue_skills # # Setting Specific Actor During Game Play to Learn Blue Skills # - game_actor .learn_blue_skills = true (LEARN) or false (DON T LEARN) #------------------------------------------------------------------------------ # * Notes : # # If using the Skill Learn Display, make sure this script is below it. #============================================================================== #------------------------------------------------------------------------------ # * SDK Log Script #------------------------------------------------------------------------------ SDK.log( Blue, Geomancy & Level Skills , SephirothSpawn , 1.11, 2007-02-10 ) SDK.check_requirements(2.0) #------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ if SDK.enabled?( Blue, Geomancy & Level Skills ) #============================================================================== # ** BGL_Skills #============================================================================== module BGL_Skills #-------------------------------------------------------------------------- # ** Blue Skills # # * Blue Skills # ~ Blue_Skills = [skill_id, skill_id, ...] # * Actors that Learn Blue Magic # ~ Blue_Skill_Actors = [actor_id, ...] # * Classes that Learn Blue Magic # ~ Blue_Skill_Classes = [class_id, class_id, ...] #-------------------------------------------------------------------------- Blue_Skills = [81] Blue_Skill_Actors = [1] Blue_Skill_Classes = [] #-------------------------------------------------------------------------- # ** Geomancy # # * Actor Map ID Skills # ~ actor_id = { map_id = [skill_id, ...], ... } # # * Actor Terrain Skills # ~ actor_id = { terrain_id = [skill_id, ...], ... } # # * Class Map ID Skills # ~ class_id = { map_id = [skill_id, ...], ... } # # * Class Terrain Skills # ~ class = { terrain_id = [skill_id, ...], ... } #-------------------------------------------------------------------------- Geomancy_Actor_Map_ID_Skills = { } Geomancy_Actor_Terrain_Skills = {1 = {5= [1]} } Geomancy_Class_Map_ID_Skills = { } Geomancy_Class_Terrain_Skills = { } #-------------------------------------------------------------------------- # ** Level Based Skills # # * Level Based Skills # ~ skill_id = level #-------------------------------------------------------------------------- Level_Based_Skills = { } end #============================================================================== # ** Game_Battler #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :seph_bglskills_gmbtlr_se, :skill_effect #-------------------------------------------------------------------------- # * Apply Skill Effects #-------------------------------------------------------------------------- def skill_effect(user, skill) # If Skill is Level Based Skills if BGL_Skills::Level_Based_Skills.has_key?(skill.id) # If Level is isn t divisible unless self.level % BGL_Skills::Level_Based_Skills[skill.id] == 0 # Sets Miss self.damage = Miss return end end # Original Skill Effects seph_bglskills_gmbtlr_se(user, skill) end end #============================================================================== # ** Game_Actor #============================================================================== class Game_Actor Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :learn_blue_skills attr_accessor :blue_skills #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :seph_bglskills_gmactr_setup, :setup alias_method :seph_bglskills_gmactr_skills, :skills alias_method :seph_bglskills_gmactr_sl?, :skill_learn? alias_method :seph_bglskills_gmactr_se, :skill_effect #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup(actor_id) # Set Up Blue Skills @blue_skills = [] # Original Setup seph_bglskills_gmactr_setup(actor_id) end #-------------------------------------------------------------------------- # * Determine if Finished Learning Skill #-------------------------------------------------------------------------- def skill_learn?(skill_id) # Return Original Test or Geomancy Skills Learned return seph_bglskills_gmactr_sl?(skill_id) || self.get_geomancy_skills.include?(skill_id) || @blue_skills.include?(skill_id) end #-------------------------------------------------------------------------- # * Skills #-------------------------------------------------------------------------- def skills # Get Original Skills n = seph_bglskills_gmactr_skills.dup # Adds Geomancy Skills n get_geomancy_skills # Adds Blue Skills n @blue_skills # Returns Skills return n.flatten.uniq.sort end #-------------------------------------------------------------------------- # * Geomancy Skills #-------------------------------------------------------------------------- def get_geomancy_skills # Creates Skills Array skills = [] # Checks Actor Based Geomancy Map Skills if (gams = BGL_Skills::Geomancy_Actor_Map_ID_Skills).has_key?(@actor_id) # If Current Map if gams[@actor_id].has_key?($game_map.id) # Adds Map Skill(s) skills gams[@actor_id][$game_map.id] end end # Checks Actor Based Terrain Skills if (gats = BGL_Skills::Geomancy_Actor_Terrain_Skills).has_key?(@actor_id) # If Current Terrain if gats[@actor_id].has_key?($game_player.terrain_tag) # Adds Terrain Skill(s) skills gats[@actor_id][$game_player.terrain_tag] end end # Checks Class Based Geomancy Map Skills if (gcms = BGL_Skills::Geomancy_Class_Map_ID_Skills).has_key?(@class_id) # If Current Map if gams[@class_id].has_key?($game_map.id) # Adds Map Skill(s) skills gams[@class_id][$game_map.id] end end # Checks Actor Based Terrain Skills if (gcts = BGL_Skills::Geomancy_Class_Terrain_Skills).has_key?(@class_id) # If Current Terrain if gats[@class_id].has_key?($game_player.terrain_tag) # Adds Terrain Skill(s) skills gats[@class_id][$game_player.terrain_tag] end end # Returns Skills return skills.flatten end #-------------------------------------------------------------------------- # * Skill Effect #-------------------------------------------------------------------------- def skill_effect(user, skill) # If Actor / Class Can Learn Skill or Actor Can Learn Skill if BGL_Skills::Blue_Skill_Classes.include?(@class_id) || BGL_Skills::Blue_Skill_Actors.include?(@actor_id) || self.learn_blue_skills # If Skill is a Blue Skill if BGL_Skills::Blue_Skills.include?(skill.id) # If Skill Not Learned unless @blue_skills.include?(skill.id) # Learn Skill @blue_skills skill.id # If Skill Learn Display Found if SDK.enabled?( Skill Learn Display ) @learn_skills_pop = true @learning_skills skill.id end end end end # Original Skill Effect seph_bglskills_gmactr_se(user, skill) end end #============================================================================== # ** Game_Enemy #============================================================================== class Game_Enemy Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :level #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias_method :seph_bglskills_gmeny_init, :initialize def initialize(troop_id, member_index) # Original Initialization seph_bglskills_gmeny_init(troop_id, member_index) # If Dynamic Enemies Not Enabled unless SDK.enabled?( Dynamic Enemies ) # Sets Up Random Level n = 0 $game_party.actors.each {|a| n += a.level} n /= $game_party.actors.size range = (-3..3).to_a n = [1, (n + range[rand(range.size)])].max @level = n end end end #------------------------------------------------------------------------------ # * End SDK Enable Test #------------------------------------------------------------------------------ end
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