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 VXACE Script de distribution de point.

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AuteurMessage
Tedrainbow
Paysan (niveau 3)
Paysan (niveau 3)
Tedrainbow

Masculin
Messages postés : 25
Date d'inscription : 24/02/2012
Jauge LPC :
VXACE  Script de distribution de point. 89152714000 / 1000 / 100VXACE  Script de distribution de point. 8915271400


VXACE  Script de distribution de point. Empty
MessageSujet: VXACE Script de distribution de point.   VXACE  Script de distribution de point. EmptyLun 16 Déc 2013 - 11:09

Salut, c'est encore moi.
j'aimerai rajouter une distribution pour chaque classe, 36 en tout.
Mais comment le faire marcher sans erreur.

Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ◆ Distribute Parameter - KMS_DistributeParameter ◆ VXAce ◆
#_/    ◇ Last update : 2012/08/05 (TOMY@Kamesoft) ◇
#_/    ◇ Website: http://ytomy.sakura.ne.jp/ ◇
#_/    ◇ Translated by Mr. Bubble ◇
#_/----------------------------------------------------------------------------
#_/  This script allows players to freely upgrade actor stats with points
#_/ gained through leveling up.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
# This script gives players the power to determine how actors' stats are
# distributed in a game.
#
# This is one of TOMY's more popular scripts from VX now made for VX Ace.
#
# Please read the comments thoroughly since all customization in this
# script is done within the customization module.
#--------------------------------------------------------------------------
#   Script Calls
#--------------------------------------------------------------------------
# The following Script Calls are meant to be used in "Script..." event
# commands found under Tab 3 when creating a new event command.
#
# gain_rp(actor_id, value)
#   This script call increases a specified actor's RP. actor_id is an
#   Actor ID number from your database and value is how much RP the actor
#   will gain. value can be negative.
#
# distribute_param_actor(actor_id, key, n)
# distribute_param_actor(actor_id, key)
#   This script call allows you to forcefully upgrade a specified actor's
#   parameter. actor_id is an Actor ID number from your database. key is a
#   parameter's :key from the settings module. n is the number of times the
#   parameter is upgraded. If n is a negative value, it will "downgrade"
#   the parameter. If the actor does not have enough RP points for
#   n number of upgrades, it will upgrade the parameter as much as possible.
#   If the n is omitted from the script call's arguments, it will upgrade the
#   parameter only once.
#
# reset_distributed_count(actor_id)
#   This script call resets all of an actor's parameter upgrades which frees
#   all RP for reallocation. actor_id is an Actor ID number from your
#   database.
#
# call_distribute_parameter(actor_index)
# call_distribute_parameter
#   This script call opens up the DistributeParameter scene to a specified
#   actor in the party. actor_index is the position index of an actor in the
#   party (NOT an actor's database ID number). 0 is the leader, 1 is the
#   second party member, 2 is the third party member, and so on...
#   If actor_index is omitted as as an argument in the script call, it will
#   open the DistributeParameter scene to the first possible actor (the
#   party leader).
#  
#--------------------------------------------------------------------------
#   KMS Generic Gauge Compatibility Caution
#--------------------------------------------------------------------------
# This script will only be compatible with KMS Generic Gauge scripts
# dated 2012/08/05 or above. Any older versions before that date will
# not work.
#
#==============================================================================


#==============================================================================
# ★ BEGIN Setting ★
#==============================================================================

module KMS_DistributeParameter
  #--------------------------------------------------------------------------
  # * Default Parameter Settings
  #--------------------------------------------------------------------------
  # This section determines the upgradable parameters listed in the
  # Distribute Parameter scene.
  #
  # The format for defining a new distributable parameter block is as follows:
  #
  #   {
  #     :key        => key,
  #     :name       => "Name",
  #     :limit      => Maximum upgrade limit,
  #     :cost       => [Base RP Cost, RP Cost Growth],
  #     :parameter  => [Base Param Gain, Param Gain Growth],
  #   },
  #
  # key : A unique symbol that represents the parameter within the
 #       script. Symbols start with a colon ":" and appear orange in
  #       the script editor.
  #
  # "Name" : Parameter name displayed in the Distribute Parameter scene.
  #
  # Maximum upgrade limit : The maximum number of times the player can
  #                         upgrade the parameter. Decimal values are ok.
  #                         If this value is 0, it means that upgrades are
 #                         allowed infinitely.
  #
  # Base RP Cost   : Base RP cost to upgrade the parameter.
  # RP Cost Growth : Amount added to Base RP Cost per parameter upgrade.
  #                  If this value is omitted from the array, the growth
  #                  value will default to zero. Can be a negative value.
  #                  Decimal values are ok.
  #
  # :parameter        : A parameter key. See list below. You can add
  #                     as many different parameters within a block as
 #                     you like.
  # Base Param Gain   : Base amount of stat points gained per upgrade
  # Param Gain Growth : Amount added to Base Gain per parameter upgrade.
  #                     If this value is omitted from the array, the growth
  #                     value will default to zero. Can be a negative value.
  #                     Decimal values are ok.
  #
  # Always remember the comma after the closing curly bracket.
  #
  # The order of parameters defined in this section determines the order
  # of parameters displayed in the Distribute Parameter scene.
  #
  # !! IMPORTANT !!
  # It is important to note that Actor Ex-Parameters and Sp-Parameters deal
 # with "rate" or "percentage chance" values. This should mean their gain
  # values should be floating point values that represent rates. What this
 # means is:
  #
 #   0.001 is 0.1%
  #   0.01  is 1%
  #   0.1   is 10%
  #   1.0   is 100%
  #
  # Be *very* careful with Ex-Parameters and Sp-Parameters when defining
 # their gain values.
  #--------------------------------------------------------------------------
  #   List of Usable :parameter Keys
  #--------------------------------------------------------------------------
  # Actor Base Params (all these are normal values):
  #
  #     :mhp  Maximum Hit Points
  #     :mmp  Maximum Magic Points
  #     :atk  ATtacK power
  #     :def  DEFense power
  #     :mat  Magic ATtack power
  #     :mdf  Magic DeFense power
  #     :agi  AGIlity
  #     :luk  LUcK
  #
  # Actor Ex-Params and Sp-Params (all these are rate values):
  #
 #     :hit  HIT rate
  #     :eva  EVAsion rate
  #     :cri  CRItical rate
  #     :cev  Critical EVasion rate                 (not yet supported)
  #     :mev  Magic EVasion rate                    (not yet supported)
  #     :mrf  Magic ReFlection rate                 (not yet supported)
  #     :cnt  CouNTer attack rate                   (not yet supported)
  #     :hrg  Hp ReGeneration rate                  (not yet supported)
  #     :mrg  Mp ReGeneration rate                  (not yet supported)
  #     :trg  Tp ReGeneration rate                  (not yet supported)
  #     :tgr  TarGet Rate
  #     :grd  GuaRD effect rate                     (not yet supported)
  #     :rec  RECovery effect rate                  (not yet supported)
  #     :pha  PHArmacology                          (not yet supported)
  #     :mcr  Mp Cost Rate                          (not yet supported)
  #     :tcr  Tp Charge Rate                        (not yet supported)
  #     :pdr  Physical Damage Rate                  (not yet supported)
  #     :mdr  Magical Damage Rate                   (not yet supported)
  #     :fdr  Floor Damage Rate                     (not yet supported)
  #     :exr  EXperience Rate                       (not yet supported)
  #
  # Item/Skill Invocation Speed:
  #
  #     :skill_speed  Skill Speed
  #     :item_speed   Item Speed
  #
  # Any parameters not listed here, such as ones created in other custom
 # scripts, *MUST* be manually coded to support that custom parameter
  # in this script. Yes, this means supporting custom parameters requires
  # scripting knowledge.
  GAIN_PARAMETER = [
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Param blocks defined below can be safely removed or modified if desired
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key   => :health,
      :name  => "Health",
      :limit => 9999,
      :cost  => [ 1, 0.4],
      :mhp   => [30, 2],    # MaxHP
      :def   => [ 1, 0.25], # Defense
    }, # <- Always remember the comma after each closing curly bracket!
    {
      :key   => :magic,
      :name  => "Magic",
      :limit => 9999,
      :cost  => [1, 0.4],
      :mmp   => [5, 0.5], # MaxMP
      :mat   => [2, 0.5], # Magic Attack
    }, # <- Comma!
    {
      :key   => :pow,
      :name  => "Power",
      :limit => 9999,
      :cost  => [1, 0.4],
      :atk   => [2, 0.5],  # Attack
      :def   => [1, 0.25], # Defense
    },
    {
      :key   => :dex,
      :name  => "Dexterity",
      :limit => 9999,
      :cost  => [1, 0.4],
      :agi   => [2, 0.5], # Agility
      :hit   => [0.005],  # Hit Rate
      :eva   => [0.005],  # Evasion Rate
    },
    {
      :key   => :luk,
      :name  => "Luck",
      :limit => 9999,
      :cost  => [1, 0.5],
      :luk   => [1] # Luck
    },
    {
      :key   => :hit,
      :name  => "Accuracy",
      :limit => 999,
      :cost  => [1, 0.5],
      :hit   => [0.01], # Hit Rate
    },
    {
      :key   => :eva,
      :name  => "Evasion",
      :limit => 999,
      :cost  => [1, 0.5],
      :eva   => [0.01], # Evasion Rate
    },
    {
      :key   => :crt,
      :name  => "Critical",
      :limit => 999,
      :cost  => [1, 0.7],
      :cri   => [0.01], # Critical Rate
    },
    {
      :key         => :chant,
      :name        => "Skill Speed",
      :limit       => 99,
      :cost        => [1, 0.5],
      :skill_speed => [1], # Skill Speed
    },
    {
      :key        => :item,
      :name       => "Item Speed",
      :limit      => 99,
      :cost       => [1, 0.5],
      :item_speed => [1], # Item Speed
    },
    {
      :key   => :tgr,
      :name  => "Target Rate",
      :limit => 99,
      :cost  => [1],
      :tgr   => [0.2], # Target Rate (likelyhood of being targeted)
    }, # <- Again, remember the comma even if it's the last one!
    
    # - - - - You can add more distributable parameters here - - - - - - - -
    
  ] # <- Do not delete!

  #--------------------------------------------------------------------------
  # * Actor Personal Parameter Settings
  #--------------------------------------------------------------------------
  PERSONAL_GAIN_PARAMETER = [] # <- Do not delete or change!
  # This section allows you to define distributable parameters for
  # specific actors.
  #
 #   PERSONAL_GAIN_PARAMETER[actor_id] = [ settings ]
  #
  # actor_id is an Actor ID number from your database.
 #
 # settings follow same syntax and format rules as explained in the
 # Default Parameter Settings section above.
  #
  # If an Actor's parameter block has the same :key as one from the Default
 # Parameter Settings section, the Actor's parameter block will take
  # precedence. Otherwise, the actor will use all default parameter blocks
  # defined in the section above.
   PERSONAL_GAIN_PARAMETER[1] = [
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key   => :health,
      :name  => "Health",
      :limit => 0,
      :cost  => [ 0, 0.0],
      :mhp   => [00, 0],   # MaxHP
      :def   => [ 0, 0.0], # Defense
    }, # <- Always remember the comma.
    
  ] # End of Actor ID 1's parameter array
  
  
  
  # - - - - - - You can create more actor personal parameters here - - - - -

  
  

  #--------------------------------------------------------------------------
  # * Class Parameter Settings
  #--------------------------------------------------------------------------
  CLASS_GAIN_PARAMETER = [] # <- Do not delete or change!
  # This section allows you to define distributable parameters for
  # specific classes.
  #
  #   CLASS_GAIN_PARAMETER[class_id] = [ settings ]
  #
  # class_id is a Class ID number from your database.
 #
 # settings follow same syntax and format rules as explained in the
 # Default Parameter Settings and the Actor Personal Parameter
  # Settings sections above.
  #
  #  Parameter Settings priority order is: Class > Actor > Default
  
  
  
  
  # - - - - - - - - You can create class parameters here - - - - - - - - -
  
  #--------------------------------------------------------------------------
  # * RP Vocab
  #--------------------------------------------------------------------------
  VOCAB_RP   = "RP"
  #--------------------------------------------------------------------------
  # * RP Vocab Abbreviation
  #--------------------------------------------------------------------------
  VOCAB_RP_A = "R"

Comment ont fait pour rajouter pour plusieurs classe dans ''Class Parameter Settings'' ???
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shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
Date d'inscription : 18/10/2011
Jauge LPC :
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VXACE  Script de distribution de point. Empty
MessageSujet: Re: VXACE Script de distribution de point.   VXACE  Script de distribution de point. EmptyLun 16 Déc 2013 - 12:45

je suis en pleine période de compo donc je regarderais ça la semaine prochaine.
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Tedrainbow
Paysan (niveau 3)
Paysan (niveau 3)
Tedrainbow

Masculin
Messages postés : 25
Date d'inscription : 24/02/2012
Jauge LPC :
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VXACE  Script de distribution de point. Empty
MessageSujet: Re: VXACE Script de distribution de point.   VXACE  Script de distribution de point. EmptyMer 29 Jan 2014 - 8:40

Ils y a quelqu’un qui peux m'aider ??

Pour mon problème ??

Ou trouver un autre scripts pour augmenter les statiques de la même façon et part divers classe chacun avec ces limites ??
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VXACE  Script de distribution de point. Empty
MessageSujet: Re: VXACE Script de distribution de point.   VXACE  Script de distribution de point. Empty

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