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[Aporte]Script OverKill[VX]

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[Aporte]Script OverKill[VX] Empty [Aporte]Script OverKill[VX]

Mensaje por luistop12 Mar 23 Oct 2012, 12:31 pm

este script te permite que realizando cierto daño el enemigo muera por overkill lo que hace que este suelte items uniocos que no soltaria sin over kill

pone los siguientes datos en la noteboxes de los enemigos

< overkill require: x > remplazar X por la cantidad de daño requerido para que el over kill se active

< overkill exp: +x > remplazar X por la cantidad extra de experiencia ganada

< overkill gold: x > Remplazar X por la cantidad extra de dinero ganado

< overkill item: x > Remplazar X por el numero de item extra si es pocion 1
< overkill weapon: x > Remplazar X por el numero de arma por ejemplo el arma numero 5
< overkill armor: x > Remplazar X por el numero de armadura por ejemplo el armadura numero 10

Código:
#===============================================================================
#
# Shanghai Simple Script - Overkill
# Last Date Updated: 2010.05.29
# Level: Normal
#
# Overkill an enemy to have the enemy give more EXP or drop unique items. To
# perform an overkill, an actor must attack an enemy and kill it along with
# dealing over a required amount of damage.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# <overkill require: x>
# x is the amount of damage needed to be dealt to the enemy to enable the
# overkill status for the enemy. Goes into the enemy notebox.
#
# <overkill exp: +x>
# This is how much extra exp is awarded to the party if the enemy is overkilled.
# Goes into the enemy notebox.
#
# <overkill gold: x>
# This is how much extra gold is awarded if the enemy is overkilled. Goes into
# the enemy notebox.
#
# <overkill item: x>
# <overkill weapon: x>
# <overkill armor: x>
# If the enemy is overkilled, the enemy will drop this extra item, weapon, or
# armor. Use more of the tag if you want the overkilled enemy to drop more than
# just one item. Drop 100% the time if overkilled. Goes into the enemy notebox.
#===============================================================================
 
$imported = {} if $imported == nil
$imported["Overkill"] = true
 
module SSS
  # This message appears if the enemy is overkilled.
  OVERKILL_MESSAGE = "%s is overkilled!"
  # If using Battle Engine Melody, this popup will appear.
  OVERKILL_POPUP = "OVERKILL!"
  # This is the sound that will play when the collapsed enemy is overkilled.
  OVERKILL_SOUND = RPG::SE.new("Thunder7", 100, 150)
end
 
#==============================================================================
# ** RPG::Enemy
#==============================================================================
 
class RPG::Enemy
  #--------------------------------------------------------------------------
  # overkill_requirement
  #--------------------------------------------------------------------------
  def overkill_requirement
    return @overkill_requirement if @overkill_requirement != nil
    @overkill_requirement = @maxhp * 3 / 2
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:OVERKILL_REQUIRE|overkill_require):[ ](\d+)>/i
        @overkill_requirement = $1.to_i
      end
    }
    return @overkill_requirement
  end
  #--------------------------------------------------------------------------
  # overkill_exp
  #--------------------------------------------------------------------------
  def overkill_exp
    return @overkill_exp if @overkill_exp != nil
    @overkill_exp = @exp / 2
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:OVERKILL_EXP|overkill exp):[ ]([\+\-]\d+)>/i
        @overkill_exp = $1.to_i
      end
    }
    return @overkill_exp
  end
  #--------------------------------------------------------------------------
  # overkill_gold
  #--------------------------------------------------------------------------
  def overkill_gold
    return @overkill_gold if @overkill_gold != nil
    @overkill_gold = @exp / 2
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:OVERKILL_GOLD|overkill gold):[ ]([\+\-]\d+)>/i
        @overkill_gold = $1.to_i
      end
    }
    return @overkill_gold
  end
  #--------------------------------------------------------------------------
  # overkill_items
  #--------------------------------------------------------------------------
  def overkill_items
    return @overkill_items.compact if @overkill_items != nil
    @overkill_items = []
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:OVERKILL_ITEM|overkill item):[ ](\d+)>/i
        @overkill_items.push($data_items[$1.to_i])
      when /<(?:OVERKILL_WEAPON|overkill weapon):[ ](\d+)>/i
        @overkill_items.push($data_weapons[$1.to_i])
      when /<(?:OVERKILL_ARMOR|overkill armor):[ ](\d+)>/i
        @overkill_items.push($data_armors[$1.to_i])
      end
    }
    return @overkill_items.compact
  end
end
 
#==============================================================================
# ** Game_Enemy
#==============================================================================
 
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :overkill
  #--------------------------------------------------------------------------
  # * Activate Overkill
  #--------------------------------------------------------------------------
  def activate_overkill
    return unless @hp_damage >= enemy.overkill_requirement
    return unless @hp_damage >= @hp
    return unless @hp == 0
    return if @overkill
    @overkill = true
    if $scene.is_a?(Scene_Battle) and $imported["BattleEngineMelody"]
      popup_text = SSS::OVERKILL_POPUP
      create_popup(popup_text, "WEAK_ELE")
    elsif $scene.is_a?(Scene_Battle) and not $scene.message_window.nil?
      text = sprintf(SSS::OVERKILL_MESSAGE, name)
      $scene.message_window.add_instant_text(text)
    end
    SSS::OVERKILL_SOUND.play
  end
  #--------------------------------------------------------------------------
  # * Get Experience
  #--------------------------------------------------------------------------
  alias exp_sss_overkill exp unless $@
  def exp
    n = exp_sss_overkill
    n += enemy.overkill_exp if @overkill
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Gold
  #--------------------------------------------------------------------------
  alias gold_sss_overkill gold unless $@
  def gold
    n = gold_sss_overkill
    n += enemy.overkill_gold if @overkill
    return n
  end
end
 
#==============================================================================
# ** Game_Battler
#==============================================================================
 
class Game_Battler
  #--------------------------------------------------------------------------
  # * Damage Reflection
  #--------------------------------------------------------------------------
  alias execute_damage_sss_overkill execute_damage unless $@
  def execute_damage(user)
    execute_damage_sss_overkill(user)
    return unless user.actor? and self.is_a?(Game_Enemy)
    activate_overkill
  end
end
 
#==============================================================================
# ** Game_Troop
#==============================================================================
 
class Game_Troop < Game_Unit
  #--------------------------------------------------------------------------
  # * Create Array of Dropped Items
  #--------------------------------------------------------------------------
  alias make_drop_items_sss_overkill make_drop_items unless $@
  def make_drop_items
    n = make_drop_items_sss_overkill
    for member in dead_members
      next unless member.overkill
      n += member.enemy.overkill_items
    end
    return n
  end
end
 
#==============================================================================
# ** Scene_Battle
#==============================================================================
 
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :message_window
end
 
#===============================================================================
#
# END OF FILE
#
#===============================================================================

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