Tedrainbow Paysan (niveau 3)
Messages postés : 25 Date d'inscription : 24/02/2012 Jauge LPC :
| Sujet: VXACE Script de distribution de point. Lun 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:
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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ 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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Tedrainbow Paysan (niveau 3)
Messages postés : 25 Date d'inscription : 24/02/2012 Jauge LPC :
| Sujet: Re: VXACE Script de distribution de point. Mer 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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