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Mensaje por 163ruben Mar 24 Abr 2012, 12:45 pm

¿Cansado de que el héroe pueda desembarcar en cualquier lugar y no donde solo tú quieras? Pues ya no más (XD)
Este script solo te permite desembarcar solo en un evento llamado "Puerto"

Este script es util si quieres hacer un juego como zelda el del barco

Código:
 #===============================================================================

#Restricción de desembarcar
#-------------------------------------------------------------------------------
# Versión 1.0
#===============================================================================

#Con este script solo podrás desembarcar donde hay algún evento de nombre
#"Puerto" sin comillas. (Con mayúsculas)
#===============================================================================


#===============================================================================

# Game_Player
#-------------------------------------------------------------------------------
# Traducido por Slab
#===============================================================================

class Game_Player < Game_Character

 def at_port(x,y)
  event  = $game_map.events_xy (x, y)
  if event.empty?
    return false
  else
    if (event[0].name =~ /\PUERTO/i) !=nil
      return true
    else
      return false
    end
  end
 end

 def get_off_vehicle
  if in_airship?
    return unless airship_land_ok?(@x, @y)
  else   
    front_x = $game_map.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    return unless at_port(front_x, front_y) 
  end
  $game_map.vehicles[@vehicle_type].get_off 
  if in_airship?     
    @direction = 2               
  else             
    force_move_forward
    @transparent = false
  end
  @vehicle_getting_off = true   
  @move_speed = 4       
  @through = false   
  @walking_bgm.play           
  make_encounter_count   
 end
end

#===============================================================================

# Game_Event
#-------------------------------------------------------------------------------
#===============================================================================

class Game_Event < Game_Character
 #-----------------------------------------------------------------------------
 #-----------------------------------------------------------------------------
 def name
  return @event.name
 end
end

=================================================================================================================
Mañana
Día
Tarde
Noche

Es muy sencillo, tan solo abre los eventos por dentro, allí he agregado explicaciones.

Aun así cualquier duda, siempre podéis postear aquí, o mandarme un mensaje privado

En el tutorial he agregado dos formas de uso para las etapas:

~TONO (para cuando tienes eventos en proceso paralelo o en inicio automático, o simplemente quieras que ocurra todo en el mismo mapa)

~MAPA (queda mejor que ~TONO, pero no puedes tener otros eventos en proceso paralelo o en inicio automático. Aun así comprobarás que este queda mejor, porque le he agregado panoramas y midis que concuerdan.


En fin, en mi tutorial recomiendo que se use el método ~TONO, (basta con copiar los "Tono de pantalla" que hay dentro del evento del viejo.)
[Tienes que estar registrado y conectado para ver este vínculo]


=====================================================================================================
-Nombre Del Script: Enemigos Mas Fuertes De Acuerdo Al Lvl de Los Heroes

-Introducion:
Con Este Script Los Enemigos Son capaces de Hacerse Mas Fuertes Segun El lvl Aumentando Su Vida Ataque y defensa

-Caracteristicas:
se puede modificar cuanta vida y todo lo que aumenta!

Código:
#==============================================================================
# ** Dynamic Difficulty
#------------------------------------------------------------------------------
# By:  DrakoShade
# Version 1.1
# Last Updated:  17 March, 2008
#------------------------------------------------------------------------------
# Version History:
# V. 1.1:  Updated the note-parsing methodology to work as described by "loam"
#          of RMXP.org.  This script's use of the Note field will no longer
#          interfere with or be confused by other notes.  Also, pointless
#          methods for the difficulty setting have been removed.
#==============================================================================
=begin
Esta Parte Es la Que Se Modifica Revisen Los Default Por Que Estan modificado a mi Manera
by Zieg xD
=end
module RPG
  class Enemy
    def get_default_gains
      @maxhp_gain = 300            #Default 50
      @maxmp_gain = 60            #Default 10
      @atk_gain  = 7.50          #Default 1.25
      @def_gain  = 7.50          #Default 1.25
      @spi_gain  = 15          #Default 2.5
      @agi_gain  = 15          #Default 2.5
      @hit_gain  =  5            #Default 0
      @eva_gain  = 5            #Default 0
      @exp_gain  = 3            #Default 0
      @gold_gain  = 15            #Default 0
      @variance  = 20            #Default 15
      @min_level  = 1            #Default 1
      @max_level  = 50            #Default 99
    end
  end
end

=begin ========================================================================
||  Using the Note Field to your advantage.                                  ||
===============================================================================
The defaults that you set above are fine if you want every single enemy in the
game to follow the same growth pattern.  If that's the case, you don't have to
use the Note field at all for this script.  If you want your enemies to grow
in different ways from one another, then the Note field is where you make it
happen.

To do anything in the Notes with this script, you will need to include two
special lines in the box:
"=begin dynamic difficulty"
"=end dynamic difficulty"
Don't put quotes around them.  Those are simply here so that this explanation
won't mess with the commenting in the script itself.
Anything that falls between those two lines will be evaluated just after the
individual enemy looks up the defaults above.  Thus, if you include

@gold_gain = 200

then that specific enemy will be worth an extra 200 gold for every level it
gains, no matter what default you have set.  If, instead, you use the line

@gold_gain *= 2

then the enemy is worth twice the gold-per-level of your standard.  If the
standard stays at 0, of course, then it's still worth 0 a level, but you
know what I mean.

===============================================================================
||  The Minimum and Maximum Levels                                          ||
===============================================================================
In the defaults, you may have noticed the defaults for @min_level and
@max_level.  A creature for which @min_level = 1 and @max_level = 99 will gain
power as long as your party's average level is above 1, and won't stop gaining
power until level 99, which can't normally be exceeded anyway.  This works
well if you intend the enemy to scale no matter what level it's encountered at,
but you can do it differently.

An enemy for which @min_level = 10, for example, will be at the power you set
in the database any time it's encountered by a party of level 10 or lower.
When said party hits level 11, that enemy will gain only 1 level, rather than
the 10 that anything else would gain.  In this way, you can create enemies that
are never incredibly weak, but still get stronger.

@max_level is similar, but for the other end of the spectrum.  An enemy for
which @max_level = 30, for instance, would scale as normal up until the party
reached that level.  but if the party were level 40, it would still only grow
as if the party were level 30.  Thus, this enemy stops gaining power when the
party's average level hits it's @max_level.

===============================================================================
||  Game Difficulty                                                          ||
===============================================================================
At any point, you can set the value of the game's difficulty with a simple
script call.  Since it's an attr_accessor, all you have to do is one of these:
$game_system.difficulty = x
$game_system.difficulty += x
$game_system.difficulty -= x
Etcetera, so on, and so forth.

This script uses the difficulty to determine the level of the enemies, mostly
like the party's average level, but with a small difference.
When setting how powerful a monster is, for its maximum HP, attack and defense,
etc. the script will add the difficulty to the party's level.  However, when
determining the rewards of experience and gold returns, the script ignores
this value.

Example:
An enemy at level 8 and game difficulty of 2 will be just as hard to beat as
the same enemy at level 10 and game difficulty 0, but will give rewards the
same as if you'd beat it at level 8 and difficulty 0.

===============================================================================
||  General Advice                                                          ||
===============================================================================
When designing your enemies, take into account the level at which you want them
to be a real challenge for your party.  Their stats should be roughly similar
to those of a party member at their @min_level wearing the equipment you'd
expect your party to have at the target level.

In this way, although the enemy scales down to match a party whose level is
lower than expected, he still fights as if he were equipped to take on the
stronger party.  The ability to defeat him will, at this point, hinge more
on your party's equipment than their level.
Of course, the act of balancing is purely up to you.  My default numbers are
set so that enemies will scale with a new actor's default gains in the
database.  You could retool them to scale with equipment as well, or factor
how well-equipped your enemy is into his stats at minimum level.  The choice
is yours.

I hope you enjoy using this script.  Happy creating.

===============================================================================
||  That's it.  On to the rest of the script.                                ||
===============================================================================
=end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# The actual difficulty of the game as a whole is added into this class.
#==============================================================================
class Game_System
  attr_accessor :difficulty    #New public instance variable.
 
  #----------------------------------------------------------------------------
  # * Aliasing the Initialize method.
  #----------------------------------------------------------------------------
  alias drakoshade_dynamic_difficulty_initialize initialize
  def initialize
    drakoshade_dynamic_difficulty_initialize
    @difficulty = 0
  end
end
#==============================================================================
# End modifications to Game_System.
#==============================================================================

#==============================================================================
# ** RPG::Enemies
#------------------------------------------------------------------------------
# Most of the magic happens here.  New methods are created which allow the
# enemies to gain levels, based on a combination of both the party's average
# level and the new $game_system.difficulty.
#==============================================================================
module RPG
  class Enemy
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :base_maxhp, :base_maxmp, :base_atk, :base_def, :base_spi
    attr_accessor :base_agi, :base_hit, :base_eva, :base_exp, :base_gold
    attr_accessor :maxhp_gain, :maxmp_gain, :atk_gain, :def_gain, :spi_gain
    attr_accessor :agi_gain, :hit_gain, :eva_gain, :exp_gain, :gold_gain
    attr_accessor :min_level, :max_level
   
    #--------------------------------------------------------------------------
    # * Set_Bases
    #--------------------------------------------------------------------------
    def set_bases
      @base_maxhp, @base_maxmp = @maxhp, @maxmp
      @base_atk, @base_def = @atk, @def
      @base_spi, @base_agi = @spi, @agi
      @base_hit, @base_eva = @hit, @eva
      @base_exp, @base_gold = @exp, @gold
      get_default_gains
      eval(@note[/(?<==begin dynamic difficulty)(.*?)(?==end dynamic difficulty)/m].to_s)
    end
   
    #--------------------------------------------------------------------------
    # * Update Level
    #--------------------------------------------------------------------------
    def update_level
      levels = [([$game_party.ave_level, @max_level].min - @min_level), 0].max
      diff = $game_system.difficulty
      @maxhp = generate_stat(@base_maxhp-1, @maxhp_gain, (levels + diff)) + 1
      @maxmp = generate_stat(@base_maxmp-1, @maxmp_gain, (levels + diff)) + 1
      @atk = generate_stat(@base_atk-1, @atk_gain, (levels + diff)) + 1
      @def = generate_stat(@base_def-1, @def_gain, (levels + diff)) + 1
      @spi = generate_stat(@base_spi-1, @spi_gain, (levels + diff)) + 1
      @agi = generate_stat(@base_agi-1, @agi_gain, (levels + diff)) + 1
      @hit = generate_stat(@base_agi, @agi_gain, (levels + diff))
      @eva = generate_stat(@base_eva, @eva_gain, (levels + diff))
      @exp = generate_stat(@base_exp, @exp_gain, levels)
      @gold = generate_stat(@base_gold, @gold_gain, levels)
    end
     
    #--------------------------------------------------------------------------
    # * Generate Stat
    #--------------------------------------------------------------------------
    def generate_stat(base, gain, levels)
      result = base + (gain * levels)
      result *= (rand(@variance*2)+(100-@variance))
      result /= 100
      result = [result.to_i, 0].max
      return result
    end
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# I'm adding a method here that will allow this script (or any other) to
# determine the average party level.
#==============================================================================
class Game_Party
  def ave_level
    level = 0
    for i in @actors
      actor = $game_actors[i]
      level += actor.level
    end
    level /= @actors.size
    return level.round
  end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# Methods that load the database need to be altered so that the enemies set
# their bases.
#==============================================================================
class Scene_Title
  #----------------------------------------------------------------------------
  # *Alias the Load Database method.
  #----------------------------------------------------------------------------
  alias drakoshade_dynamic_difficulty_load_database load_database
  def load_database
    drakoshade_dynamic_difficulty_load_database
    for i in 1...$data_enemies.size
      $data_enemies[i].set_bases
    end
  end
 
  #----------------------------------------------------------------------------
  # *Alias the Load Battle Test Database method.
  #----------------------------------------------------------------------------
  alias drakoshade_dynamic_difficulty_load_bt_database load_bt_database
  def load_bt_database
    drakoshade_dynamic_difficulty_load_bt_database
    for i in 1...$data_enemies.size
      $data_enemies[i].set_bases
    end
  end
end

#==============================================================================
# ** Game_Troop
#------------------------------------------------------------------------------
# The modification here allows for greater versitility than modifying the
# battle scene in this situation.  Enemies will load into the troop with
# updated stats.
#==============================================================================
class Game_Troop
  #----------------------------------------------------------------------------
  # *Alias the Setup method.
  #----------------------------------------------------------------------------
  alias drakoshade_dynamic_difficulty_setup setup
  def setup(troop_id)
    for i in 1...$data_enemies.size
      $data_enemies[i].update_level
    end
    drakoshade_dynamic_difficulty_setup(troop_id)
  end
end

=========================================================================================================

-Nombre Del Script:Smooth Scrolling (Map)
-Version Del Script:1.0
-Rpg Maker: VX

-Introducion:La version XP fue creada por Toby Zerner.
Agrega bonitos efectos pequeños cuando la pantalla se mueve.
ME gusta mucho.
por eso fue que lo hice para VX

Si no has escuchado de este Script Antes, Recomendo que lo intentes


-Demo:
[Tienes que estar registrado y conectado para ver este vínculo]

=============================================================================================

-Nombre Del Script: diffitulties
-Version Del Script: ??


-Introducion: Este script permite escoger la dificultad del juego como quieras....

Código:
#================================================= =============================
# Difficulties
#------------------------------------------------------------------------------
# © Dargor, 2008
# 240608
# Version 1.1
#
# Tradução para português Rafidelis
#
#------------------------------------------------------------------------------
# HISTORICO DAS VERSÕES
# - 1.0 (240608), Versão inicial
# - 1.1 (240608),Adicionada EXP e Gold modificações
#------------------------------------------------------------------------------
# INSTRUÇÕES
# - Cole Acima do Main
# - Edit as constates no modulo de Dificuldade
#================================================= =============================

#================================================= =============================
# Modulo de Configyração da Dificuldade
#================================================= =============================

module Difficulty
# Default difficulty
Default = 1 # medium
# Difficulty names
Names = [
'Facil',
'Medio',
'Dificil',
'Extremo'
]
# Descrições das dificuldades
Descriptions = [
'Facil até demais',
'Uma boa para praticar',
'Eles ja sabem matar',
Você já esta Morto
]
# Modificar estados do inimigo
# HP MP ATK DEF SPI AGI Hit de Evasão EXP Gold
Modifiers = [
[0.5, 0.5, 0.5, 0.5 ,0.5 ,0.5, 0.5 ,0.5, 0.5, 0.5],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1, 1],
[3, 3, 3, 3, 3, 3, 3, 3, 0.5, 0.5]
]
# Disponivel na tela de Titulo
In_Title = true
end

#================================================= =============================
# Game_System
#------------------------------------------------------------------------------
# Esta classe manipula dados relacionados com o sistema.Também gerencia veículos e BGM, etc
# A instância desta classe é referenciado por $ game_system.
#================================================= =============================

class Game_System
#--------------------------------------------------------------------------
# Variaveis de Instacia Publica
#--------------------------------------------------------------------------
attr_accessor difficulty_id
#--------------------------------------------------------------------------
# Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_difficulty_system_initialize initialize
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
dargor_vx_difficulty_system_initialize
@difficulty_id = DifficultyDefault
end
#--------------------------------------------------------------------------
# Get Difficulty
#--------------------------------------------------------------------------
def difficulty
return DifficultyModifiers[@difficulty_id]
end
end

#================================================= =============================
# Game_Enemy
#------------------------------------------------------------------------------
# Esta classe manipula os characters dos inimigos.Ele é utilizado dentro da classe Game_Troop
# ($game_troop).
#================================================= =============================

class RPGEnemy
#--------------------------------------------------------------------------
# Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_difficulty_enemy_maxhp maxhp
alias dargor_vx_difficulty_enemy_maxmp maxmp
alias dargor_vx_difficulty_enemy_atk atk
alias dargor_vx_difficulty_enemy_def def
alias dargor_vx_difficulty_enemy_spi spi
alias dargor_vx_difficulty_enemy_agi agi
alias dargor_vx_difficulty_enemy_hit hit
alias dargor_vx_difficulty_enemy_eva eva
alias dargor_vx_difficulty_enemy_exp exp
alias dargor_vx_difficulty_enemy_gold gold
#--------------------------------------------------------------------------
# Recebe o Maximo de HP
#--------------------------------------------------------------------------
def maxhp
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_maxhp difficulty[0]
return result.round
end
#--------------------------------------------------------------------------
# Recebe o Maximo de MP
#--------------------------------------------------------------------------
def maxmp
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_maxmp difficulty[1]
return result.round
end
#--------------------------------------------------------------------------
# Recebe Ataque
#--------------------------------------------------------------------------
def atk
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_atk difficulty[2]
return result.round
end
#--------------------------------------------------------------------------
# Recebe Defesa
#--------------------------------------------------------------------------
def def
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_def difficulty[3]
return result.round
end
#--------------------------------------------------------------------------
# Get Spirit
#--------------------------------------------------------------------------
def spi
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_spi difficulty[4]
return result.round
end
#--------------------------------------------------------------------------
# Recebe Agilidade
#--------------------------------------------------------------------------
def agi
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_agi difficulty[5]
return result.round
end
#--------------------------------------------------------------------------
# Recebe a taxa de HIT
#--------------------------------------------------------------------------
def hit
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_hit difficulty[6]
result = [result, 100].min
return result.round
end
#--------------------------------------------------------------------------
# Recebe a taxa de Evasão
#--------------------------------------------------------------------------
def eva
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_eva difficulty[7]
result = [result, 100].min
return result.round
end
#--------------------------------------------------------------------------
# Recebe EXP
#--------------------------------------------------------------------------
def exp
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_exp difficulty[6]
return result.round
end
#--------------------------------------------------------------------------
# Recebe Gold
#--------------------------------------------------------------------------
def gold
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_gold difficulty[7]
return result.round
end
end

#================================================= =============================
# Scene_Title
#------------------------------------------------------------------------------
# Esta classe realiza a tranformação da tela de título.
#================================================= =============================

class Scene_Title Scene_Base
#--------------------------------------------------------------------------
# Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_difficulty_title_start start
alias dargor_vx_difficulty_title_terminate terminate
alias dargor_vx_difficulty_title_update update
#--------------------------------------------------------------------------
# Inicio do processo
#--------------------------------------------------------------------------
def start
dargor_vx_difficulty_title_start
create_difficulty_window
end
#--------------------------------------------------------------------------
# Termino do processo
#--------------------------------------------------------------------------
def terminate
dargor_vx_difficulty_title_terminate
@difficulty_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# Termination Processing
#--------------------------------------------------------------------------
def create_difficulty_window
names = []
for name in DifficultyNames
names name
end
@difficulty_window = Window_Command.new(172, names)
@difficulty_window.x = @command_window.x
@difficulty_window.y = @command_window.y
@difficulty_window.height = @command_window.height
@difficulty_window.visible = false
@difficulty_window.active = false
@help_window = Window_Help.new
@help_window.openness = 0
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
@difficulty_window.update
@help_window.update
if @difficulty_window.active
update_difficulty_window
return
end
if @command_window.methods.include('selection')
condition = '@command_window.selection == Vocabnew_game'
else
condition = '@command_window.index == 0'
end
if Input.trigger(InputC) && eval(condition)
if !@difficulty_window.active && DifficultyIn_Title
Sound.play_decision
@difficulty_window.visible = true
@difficulty_window.active = true
@help_window.open
@command_window.visible = false
@command_window.active = false
return
end
end
dargor_vx_difficulty_title_update
end
#--------------------------------------------------------------------------
# Frame Update (Difficulty)
#--------------------------------------------------------------------------
def update_difficulty_window
if self.methods.include('create_map_background')
@spriteset.update
$game_map.interpreter.update
$game_map.update
end
if Input.trigger(InputB)
Sound.play_cancel
@difficulty_window.visible = false
@difficulty_window.active = false
@help_window.close
@command_window.visible = true
@command_window.active = true
end
if Input.trigger(InputC)
close_difficulty_window
command_new_game
end
id = $game_system.difficulty_id = @difficulty_window.index
@help_window.set_text(DifficultyDescriptions[id])
end
#--------------------------------------------------------------------------
# Close Command Window
#--------------------------------------------------------------------------
def close_difficulty_window
@difficulty_window.close
@help_window.close
begin
@difficulty_window.update
@help_window.update
Graphics.update
end until @difficulty_window.openness == 0
end
end

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