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[Yanfly] Ajustar los límites del juego

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[Yanfly] Ajustar los límites del juego

Mensaje por Erthalion el Jue 06 Sep 2012, 8:49 am

(-Nota: He mirado y remirado si esto estaba posteado de antes, pero no encuentro nada, así que...)

Es hora de aportar mi granito de arena (y ya que ando aburrido estos días, hago algo xDD ). Mirando en el blog de Yanfly he encontrado un script que permite ajustar los límites del juego (como el que había para VX). ¿Le echamos un vistazo? Muy feliz (Lo pondré traducido por si alguno es malo en inglés).
--------------------------------------------------------------------------------------
Existen algunas limitaciones en RPG Maker VX Ace con las que todos no están de acuerdo (aficionado, contento... se entiende xDD ). Con este script, podrás ajustar fácilmente los límites de cada limitación. Aquí está la lista de los diferentes límites que se pueden cambiar:
- Oro máximo – Tener más de 99,999,999 de oro.
- Cantidad de objetos máxima – Tener más de 99 unidades. Customizable para cada objeto también.
- Nivel máximo – Sobrepasar el nivel 99. Los parámetros son calculados automáticamente de los parámetros de los niveles 98 y 99.
- Máximo de atributo – Los atributos pueden exceder los 999. No se ajusta a las fórmulas actuales (por mucho que le doy vueltas, no consigo entenderlo... ¿algún mente lúcida?).

ORO MÁXIMO
Ahora podemos sobrepasar el millón, pero para ello habrá que usar un Llamar script:
Código:
gain_gold(x)
lose_gold(x)
Donde X es la cantidad de dinero.

Para que los objetos sobrepasen también esa cantidad del millón, hemos de poner dentro de la cajita de Notas de dicho objeto:
Código:
<price: x>
PD: Nótese que ahora, en vez de aparecer en letra, al lado de la cantidad aparece el símbolo de una moneda dorada. El script también tiene la función de escribir un mensaje donde antes se situaba la cantidad de dinero ("A lotta gold!" pondrá; es modificable el mensaje, línea 153).

CANTIDAD DE OBJETOS MÁXIMA
Si queremos establecer un límite inferior al que nos ofrece el script, hemos de poner dentro de la cajita de Notas de dicho objeto:
Código:
<max limit: x>
Y para obtener una cantidad superior a 99 cuando, por ejemplo, abramos un cofre, usaremos un Llamar script:
Código:
gain_item(x, amount)
lose_item(x, amount)
gain_weapon(x, amount)
lose_weapon(x, amount)
gain_armour(x, amount)
lose_armour(x, amount)
Donde ITEM es de la pestaña Objetos, WEAPON es de Armas y ARMOUR es de Armaduras (escudos, cascos, accesorios...)

NIVEL MÁXIMO
Dentro de la cajita de Notas del personaje (que no de la profesión):
Código:
<initial level: x>
<max level: x>
Si, además, queremos aprender una habilidad a un nivel superior al 99, dentro de la cajita de Habilidades de la profesión (que no del personaje), donde te pone la habilidad a escoger y el nivel mínimo, en Notas poned:
Código:
<learn at level: x>

MÁXIMO DE ATRIBUTO
Para que un objeto equipable te de mayor bonificador que el límite de 500, dentro de la cajita de Notas:
Código:
<stat: ±x>
Siendo STAT: MAXHP (Vida máxima), MAXMP (Magia máxima), ATK (Ataque), DEF (Defensa), MAT (Ataque Mágico), MDF (Defensa Mágica), AGI (Velocidad) y LUK (Suerte).

Y para que los enemigos también sobrepasen los límites, han de escribir lo mismo en su cajita de Notas, salvo porque quitamos el ± (pues ni sumamos ni restamos, sino que establecemos una cantidad fija):
Código:
<stat: x>


Por último, quiero destacar que incluso los límites del script son editables para poner incluso un número mayor en el juego (o al menos eso entendí al traducirlo) en cualquiera de los ámbitos anteriores.
--------------------------------------------------------------------------------------

Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Adjust Limits v1.00
# -- Last Updated: 2011.12.03
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-AdjustLimits"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.03 - Finished Script.
# 2011.12.02 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# There exists some limitations in RPG Maker VX Ace that not everybody's fond
# of. With this script, you can easily adjust the limits of each limitation.
# Here's the list of various limits that can be changed:
#
# - Gold Max  - Have more than 99,999,999 gold.
# - Item Max  - Have more than 99 items. Customizable per item, too.
# - Level Max - Exceed 99 levels. Parameters are automatically calculated based
#              on the level 99 and level 98 stats in the class parameters.
# - Stat Max  - Stats can exceed 999. Does not adjust for current formulas.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <initial level: x>
# Sets the initial level for the specific actor. Can go above level 99 as long
# as the max level is higher than 99. Default initial level limit is 99.
#
# <max level: x>
# Sets the max level for the specific actor. Can go above level 99 as long as
# the higher limit is defined in the module. Default max level is level 99.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <learn at level: x>
# This actually goes inside of the skill learning "notes" box. Replace x with
# the level you wish for the class to learn the skill at. This enables classes
# to learn new skills past level 99.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <max limit: x>
# Changes the maximum number of items that can be held from whatever the
# normal amount that can be held. Default amount is 99.
#
# <price: x>
# Changes the price of the item to x. Allows you to go over the price of
# 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
# is 99,999,999 gold.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <max limit: x>
# Changes the maximum number of items that can be held from whatever the
# normal amount that can be held. Default amount is 99.
#
# <price: x>
# Changes the price of the item to x. Allows you to go over the price of
# 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
# is 99,999,999 gold.
#
# <stat: +x>
# <stat: -x>
# Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
# bonus to go over +500 and under -500. Replace stat with one of the following:
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <max limit: x>
# Changes the maximum number of items that can be held from whatever the
# normal amount that can be held. Default amount is 99.
#
# <price: x>
# Changes the price of the item to x. Allows you to go over the price of
# 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
# is 99,999,999 gold.
#
# <stat: +x>
# <stat: -x>
# Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
# bonus to go over +500 and under -500. Replace stat with one of the following:
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemy notebox in the database.
# -----------------------------------------------------------------------------
# <stat: x>
# Changes the stat of the enemy to x value. Allows going over the database max
# values. Replace stat with one of the following:
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# gain_gold(x)
# lose_gold(x)
# Causes the player to gain/lose x gold. Allows you to go over 9,999,999 gold.
# Default maximum gold is 99,999,999.
#
# gain_item(x, y)
# lose_item(x, y)
# gain_weapon(x, y)
# lose_weapon(x, y)
# gain_armour(x, y)
# lose_armour(x, y)
# Causes the player to gain/lose x item in y amount. Allows you to go over 99
# quantity. Default quantity is 99.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module LIMIT
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Gold Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust gold settings here. You can change the maximum amount of gold to
    # whatever you want. In addition to that, you can also adjust whether or
    # not you wish for your gold display to show an icon instead, (and change
    # the font size if needed). If there's too much gold that's to be displayed
    # then you can change the text shown in place of that.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    GOLD_MAX  = 999999999999999  # Maximum gold.
    GOLD_ICON = 361              # Icon used for gold. Use 0 for text currency.
    GOLD_FONT = 16              # Font size used to display gold.
    TOO_MUCH_GOLD = "A lotta gold!"  # Text used when gold cannot fit.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Item Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust item settings here. You can change the maximum number of items
    # held from 99 to whatever you want. In addition to that, change the prefix
    # used for items when shown in the item display menu (and the font size if
    # needed). Items can have individual maximums through usage of the
    # <max limit: x> notetag.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ITEM_MAX  = 999    # The default maximum number of items held each.
    ITEM_FONT = 16      # Font size used to display item quantity.
    SHOP_FONT = 16      # Font size used for shop item costs.
    ITEM_PREFIX = "×%s" # Prefix used for item quantity in item lists.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Parameter Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust the limits for each of the various stats (for MaxHP, MaxMP, ATK,
    # DEF, MAT, and more). Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    LEVEL_MAX = 99      # Sets max level to x for those with 99 level limit.
    MAXHP_MAX = 9999999 # Sets MaxHP to something higher than 9999.
    MAXMP_MAX = 9999999 # Sets MaxMP to something higher than 9999.
    PARAM_MAX = 99999  # Sets stat max for something higher than 999.
    EQUIP_FONT = 16    # Changes the default equip window font size.
   
  end # LIMIT
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YEA
  module REGEXP
  module ACTOR
   
    MAX_LEVEL = /<(?:MAX_LEVEL|max level):[ ](\d+)>/i
    INI_LEVEL = /<(?:INITIAL_LEVEL|initial level):[ ](\d+)>/i
   
  end # ACTOR
  module CLASS
   
    LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|learn at level):[ ](\d+)>/i
   
  end # CLASS
  module BASEITEM
   
    PRICE    = /<(?:GOLD|price|COST):[ ](\d+)>/i
    MAX_LIMIT = /<(?:MAX_LIMIT|max limit):[ ](\d+)>/i
    STAT_SET  = /<(.*):[ ]*([\+\-]\d+)>/i
   
  end # BASEITEM
  module ENEMY
   
    STAT_SET  = /<(.*):[ ]*(\d+)>/i
   
  end # ENEMY
  end # REGEXP
end # YEA

#==============================================================================
# ■ Icon
#==============================================================================

module Icon
 
  #--------------------------------------------------------------------------
  # self.gold
  #--------------------------------------------------------------------------
  def self.gold; return YEA::LIMIT::GOLD_ICON; end
   
end # Icon
 
#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
   
end # Numeric

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_al load_database; end
  def self.load_database
    load_database_al
    load_notetags_al
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_al
  #--------------------------------------------------------------------------
  def self.load_notetags_al
    groups = [$data_actors, $data_items, $data_weapons, $data_armors,
      $data_enemies, $data_classes]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_al
      end
    end
  end
 
end # DataManager

#==============================================================================
# ■ RPG::Actor
#==============================================================================

class RPG::Actor < RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_al
  #--------------------------------------------------------------------------
  def load_notetags_al
    @max_level = YEA::LIMIT::LEVEL_MAX if @max_level == 99
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::ACTOR::MAX_LEVEL
        @max_level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
        @ini_level = [@ini_level, @max_level].min
      when YEA::REGEXP::ACTOR::INI_LEVEL
        @ini_level = [[$1.to_i, 1].max, @max_level].min
      #---
      end
    } # self.note.split
    #---
  end
 
end # RPG::Actor

#==============================================================================
# ■ RPG::Class
#==============================================================================

class RPG::Class < RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # new method: above_lv99_params
  #--------------------------------------------------------------------------
  def above_lv99_params(param_id, level)
    return @params[param_id, level] if level <= 99
    n = @params[param_id, 99]
    multiplier = [level - 99, 1].max
    change = (@params[param_id, 99] - @params[param_id, 98]) + 1
    n += change * multiplier
    return n
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_al
  #--------------------------------------------------------------------------
  def load_notetags_al
    for item in @learnings; item.load_notetags_al; end
  end
 
end # RPG::Class

#==============================================================================
# ■ RPG::Class::Learning
#==============================================================================

class RPG::Class::Learning
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_al
  #--------------------------------------------------------------------------
  def load_notetags_al
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::CLASS::LEARN_AT_LV
        @level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
      #---
      end
    } # self.note.split
    #---
  end
 
end # RPG::Class::Learning

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :max_limit
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_al
  #--------------------------------------------------------------------------
  def load_notetags_al
    @max_limit = YEA::LIMIT::ITEM_MAX
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::BASEITEM::PRICE
        @price = [$1.to_i, YEA::LIMIT::GOLD_MAX].min
      when YEA::REGEXP::BASEITEM::MAX_LIMIT
        @max_limit = [$1.to_i, 1].max
      when YEA::REGEXP::BASEITEM::STAT_SET
        case $1.upcase
        when "HP", "MAXHP", "MHP"
          @params[0] = $2.to_i
        when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
          @params[1] = $2.to_i
        when "ATK"
          @params[2] = $2.to_i
        when "DEF"
          @params[3] = $2.to_i
        when "MAT", "INT", "SPI"
          @params[4] = $2.to_i
        when "MDF", "RES"
          @params[5] = $2.to_i
        when "AGI", "SPD"
          @params[6] = $2.to_i
        when "LUK", "LUCK"
          @params[7] = $2.to_i
        end
      #---
      end
    } # self.note.split
    #---
  end
 
  #--------------------------------------------------------------------------
  # new method: max_limit
  #--------------------------------------------------------------------------
  def max_limit; return @max_limit; end
 
end # RPG::BaseItem

#==============================================================================
# ■ RPG::Enemy
#==============================================================================

class RPG::Enemy < RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_al
  #--------------------------------------------------------------------------
  def load_notetags_al
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::ENEMY::STAT_SET
        case $1.upcase
        when "HP", "MAXHP", "MHP"
          @params[0] = $2.to_i
        when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
          @params[1] = $2.to_i
        when "ATK"
          @params[2] = $2.to_i
        when "DEF"
          @params[3] = $2.to_i
        when "MAT", "INT", "SPI"
          @params[4] = $2.to_i
        when "MDF", "RES"
          @params[5] = $2.to_i
        when "AGI", "SPD"
          @params[6] = $2.to_i
        when "LUK", "LUCK"
          @params[7] = $2.to_i
        when "EXP", "XP"
          @exp = $2.to_i
        when "GOLD", "GP"
          @gold = $2.to_i
        end
      #---
      end
    } # self.note.split
    #---
  end
 
end # RPG::Enemy

#==============================================================================
# ■ Game_BattlerBase
#==============================================================================

class Game_BattlerBase
 
  #--------------------------------------------------------------------------
  # overwrite method: param_max
  #--------------------------------------------------------------------------
  def param_max(param_id)
    return YEA::LIMIT::MAXHP_MAX if param_id == 0
    return YEA::LIMIT::MAXMP_MAX if param_id == 1
    return YEA::LIMIT::PARAM_MAX
  end
 
end # Game_BattlerBase

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # overwrite method: param_max
  #--------------------------------------------------------------------------
  def param_max(param_id)
    return super
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: param_base
  #--------------------------------------------------------------------------
  def param_base(param_id)
    return self.class.params[param_id, @level] if @level <= 99
    return self.class.above_lv99_params(param_id, @level)
  end
 
  #--------------------------------------------------------------------------
  # new method: check_levels
  #--------------------------------------------------------------------------
  def check_levels
    last_level = @level
    @level = [[@level, max_level].min, 1].max
    return if @level == last_level
    change_exp(exp_for_level(@level), false)
  end
 
end # Game_Actor

#==============================================================================
# ■ Game_Party
#==============================================================================

class Game_Party < Game_Unit
 
  #--------------------------------------------------------------------------
  # overwrite method: max_gold
  #--------------------------------------------------------------------------
  def max_gold; return YEA::LIMIT::GOLD_MAX; end
 
  #--------------------------------------------------------------------------
  # overwrite method: max_item_number
  #--------------------------------------------------------------------------
  def max_item_number(item); return item.max_limit; end
 
end # Game_Party

#==============================================================================
# ■ Game_Interpreter
#==============================================================================

class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # new method: gain_gold
  #--------------------------------------------------------------------------
  def gain_gold(value); $game_party.gain_gold(value); end
 
  #--------------------------------------------------------------------------
  # new method: lose_gold
  #--------------------------------------------------------------------------
  def lose_gold(value); $game_party.lose_gold(value); end
 
  #--------------------------------------------------------------------------
  # new method: gain_item
  #--------------------------------------------------------------------------
  def gain_item(id, amount)
    return if $data_items[id].nil?
    $game_party.gain_item($data_items[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: lose_item
  #--------------------------------------------------------------------------
  def lose_item(id, amount)
    return if $data_items[id].nil?
    $game_party.lose_item($data_items[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: gain_weapon
  #--------------------------------------------------------------------------
  def gain_weapon(id, amount)
    return if $data_weapons[id].nil?
    $game_party.gain_item($data_weapons[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: lose_weapon
  #--------------------------------------------------------------------------
  def lose_weapon(id, amount)
    return if $data_weapons[id].nil?
    $game_party.lose_item($data_weapons[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: gain_armour
  #--------------------------------------------------------------------------
  def gain_armour(id, amount)
    return if $data_armors[id].nil?
    $game_party.gain_item($data_armors[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: lose_armour
  #--------------------------------------------------------------------------
  def lose_armour(id, amount)
    return if $data_armors[id].nil?
    $game_party.lose_item($data_armors[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: gain_armor
  #--------------------------------------------------------------------------
  def gain_armor(id, amount)
    return if $data_armors[id].nil?
    $game_party.gain_item($data_armors[id], amount)
  end
 
  #--------------------------------------------------------------------------
  # new method: lose_armor
  #--------------------------------------------------------------------------
  def lose_armor(id, amount)
    return if $data_armors[id].nil?
    $game_party.lose_item($data_armors[id], amount)
  end
 
end # Game_Interpreter

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_level
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, dx, dy)
    dw = text_size(Vocab::level_a + YEA::LIMIT::LEVEL_MAX.to_s).width
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, Vocab::level_a)
    change_color(normal_color)
    cx = text_size(Vocab::level_a).width
    draw_text(dx + cx, dy, dw, line_height, actor.level.group, 2)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_param
  #--------------------------------------------------------------------------
  def draw_actor_param(actor, dx, dy, param_id)
    change_color(system_color)
    draw_text(dx, dy, 120, line_height, Vocab::param(param_id))
    change_color(normal_color)
    draw_text(dx, dy, 156, line_height, actor.param(param_id).group, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_currency_value
  #--------------------------------------------------------------------------
  def draw_currency_value(value, unit, dx, dy, dw)
    contents.font.size = YEA::LIMIT::GOLD_FONT
    cx = gold_icon?(unit) ? 24 : text_size(unit).width
    change_color(normal_color)
    text = value.group
    text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
    draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
    change_color(system_color)
    draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
    draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # new method: gold_icon?
  #--------------------------------------------------------------------------
  def gold_icon?(unit)
    return false if unit != Vocab.currency_unit
    return YEA::LIMIT::GOLD_ICON > 0
  end
 
end # Window_Base

#==============================================================================
# ■ Window_ItemList
#==============================================================================

class Window_ItemList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_item_number
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    contents.font.size = YEA::LIMIT::ITEM_FONT
    quantity = $game_party.item_number(item).group
    text = sprintf(YEA::LIMIT::ITEM_PREFIX, quantity)
    draw_text(rect, text, 2)
    reset_font_settings
  end
 
end # Window_ItemList

#==============================================================================
# ■ Window_EquipStatus
#==============================================================================

class Window_EquipStatus < Window_Base
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_item
  #--------------------------------------------------------------------------
  def draw_item(dx, dy, param_id)
    draw_param_name(dx + 4, dy, param_id)
    draw_current_param(dx + 64, dy, param_id) if @actor
    draw_right_arrow(dx + 110, dy)
    draw_new_param(dx + 132, dy, param_id) if @temp_actor
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_param_name
  #--------------------------------------------------------------------------
  def draw_param_name(dx, dy, param_id)
    contents.font.size = YEA::LIMIT::EQUIP_FONT
    change_color(system_color)
    draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_current_param
  #--------------------------------------------------------------------------
  def draw_current_param(dx, dy, param_id)
    change_color(normal_color)
    draw_text(0, dy, dx+48, line_height, @actor.param(param_id).group, 2)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_new_param
  #--------------------------------------------------------------------------
  def draw_new_param(dx, dy, param_id)
    contents.font.size = YEA::LIMIT::EQUIP_FONT
    new_value = @temp_actor.param(param_id)
    change_color(param_change_color(new_value - @actor.param(param_id)))
    draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
    reset_font_settings
  end
 
end # Window_EquipStatus

#==============================================================================
# ■ Window_ShopBuy
#==============================================================================

class Window_ShopBuy < Window_Selectable
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    rect = item_rect(index)
    draw_item_name(item, rect.x, rect.y, enable?(item))
    rect.width -= 4
    contents.font.size = YEA::LIMIT::SHOP_FONT
    draw_text(rect, price(item).group, 2)
    reset_font_settings
  end
 
end # Window_ShopBuy

#==============================================================================
# ■ Scene_Load
#==============================================================================

class Scene_Load < Scene_File
 
  #--------------------------------------------------------------------------
  # alias method: on_load_success
  #--------------------------------------------------------------------------
  alias on_load_success_al on_load_success
  def on_load_success
    on_load_success_al
    perform_level_check
  end
 
  #--------------------------------------------------------------------------
  # new method: perform_level_check
  #--------------------------------------------------------------------------
  def perform_level_check
    for i in 1..$data_actors.size
      next if $game_actors[i].nil?
      $game_actors[i].check_levels
    end
  end
 
end # Scene_Load

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Bueno, eso es todo, espero que les haya gustado. Los creditos van para Yanfly, por supuesto xDD .


Última edición por Erthalion el Jue 06 Sep 2012, 2:54 pm, editado 1 vez
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Erthalion
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Sobre mí:: Intentando ser buen makeador

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Re: [Yanfly] Ajustar los límites del juego

Mensaje por alex.fayula el Jue 06 Sep 2012, 1:22 pm

Buen aporte pero falta el link del script en sí xD
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Re: [Yanfly] Ajustar los límites del juego

Mensaje por Erthalion el Jue 06 Sep 2012, 2:52 pm

alex.fayula escribió:Buen aporte pero falta el link del script en sí xD
[Tienes que estar registrado y conectado para ver esa imagen]
Dios mío, enorme error el mío colega. Menos mal que has avisado. Edito xDD
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Re: [Yanfly] Ajustar los límites del juego

Mensaje por EternalDark el Jue 06 Sep 2012, 9:45 pm

Jajajajaja se agradece el script es estado buscando uno que permita pasar el limite de nivel Muy feliz

mas +1 OOK
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Re: [Yanfly] Ajustar los límites del juego

Mensaje por bryan_onilink el Miér 26 Sep 2012, 7:20 pm

Es un muy buen aporte Erthalion, ya que a scripts como estos los usan juegos MMORPG. +1
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Sobre mí:: Imaginar, Proyectar, Crear, Editar, Publicar, esos son todos los pasos por los que pasa un creador.

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Re: [Yanfly] Ajustar los límites del juego

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