UrsooCm Equipe ManaSoft•
Reputação : 0 Número de Mensagens : 68 Idade : 30 Localização : Cruzeiro, SP Área : Mais de um Maker Usado : RPG Maker VX Data de inscrição : 15/03/2008
| Assunto: Recuperação de Hp/Mp por defender Sáb Mar 15, 2008 10:20 pm | |
| Eu não sei quem fez esse script e nem a quem dar os devidos créditos por ele, eu só o encontrei na net e resolvi posta-lo aqui.
"Este script pretende adicionar mais funcionalidade à função de defender do RMVX. Fazendo com que toda vez que um herói use defesa, ele recupere uma aleatória quantidade de HP e/ou MP. Características: -- Regenera HP / MP quando você usa defender -- Personalizar quanta HP / MP é regenerada por cada actor -- Enemies também Regenera HP / MP quando se defender -- Mostra quanta HP / MP o combatente regenerada -- Personalize a defender taxas -- Esperemos fácil de usar" segundo o autor do tópico.Versão 1.02A.
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<table cellSpacing=1 cellPadding=3 width="90%" align=center border=0><tr><td>Citação:</TD></TR> <tr><td class=quote>#=============================================================================== # Regenerate HP/MP - RMVX Version #=============================================================================== # Written by Synthesize # Version 1.2.0 # January 19, 2008 #=============================================================================== # *This script is not compatible with RPG Maker XP* #=============================================================================== module SynRegen # Format = { Actor_ID => Percent to restore, Actor_ID2 => Percent to restore} HP_regen = {1 => 5, 2 =>7} # % # You can define how much HP each individual actor regenerates when they # Defend. Add new actors by seperating each returning value with a comma (,) #----------------------------------------------------------------------------- # This value determines the Default Percent growth if the Actor_ID is not # in the above hash HP_regen.default = 5 # % #----------------------------------------------------------------------------- # Set to true to enable HP regen in battle, false to disable. Use_hp_regen = true #---------------------------------------------------------------------------- # Format = {Actor_ID => SP to restore SP_regen = {1 => 5, 2 => 7} # % # You can define how much SP each individual actor regenerates when they # defend. Add new actors by seperating each returning value with a comma (,) #----------------------------------------------------------------------------- # This is the default percentage to regenerate if the Actor_ID is not in the # hash. SP_regen.default = 5 # % #----------------------------------------------------------------------------- # Set to true to enable, false to disable Use_mp_regen = true #----------------------------------------------------------------------------- # Draw how much HP/MP the actor regenerated? Draw_text = true #----------------------------------------------------------------------------- # The defense rate if the actor has 'Super Defense' Super_guard_rate = 4 #----------------------------------------------------------------------------- # The defense rate if the actor has 'Normal Defense' Normal_guard_rate = 2 end #------------------------------------------------------------------------------- # Scene_Battle # This aliases the execute_action_guard method in Scene_Battle #------------------------------------------------------------------------------- class Scene_Battle # Alias execute_action_guard alias syn_regen_execute_guard execute_action_guard #----------------------------------------------------------------------------- # Execute Action_Guard #----------------------------------------------------------------------------- def execute_action_guard # Calculate the amount of HP and MP gained hp_restore = ((@active_battler.maxhp * SynRegen::HP_regen[@active_battler.id]) / 100) if SynRegen::Use_hp_regen == true sp_restore = ((@active_battler.maxmp * SynRegen::SP_regen[@active_battler.id]) / 100) if SynRegen::Use_mp_regen == true # Calculate the different between MaxHP, HP, MaxMP and MP temp_value_hp = (@active_battler.maxhp - @active_battler.hp) temp_value_mp = (@active_battler.maxmp - @active_battler.mp) # Add HP and MP @active_battler.hp += hp_restore if SynRegen::Use_hp_regen == true @active_battler.mp += sp_restore if SynRegen::Use_mp_regen == true # Draw how much HP/MP the actor regenerated if temp_value_hp != 0 and temp_value_mp != 0 @message_window.add_instant_text("#{@active_battler.name} HP increased by #{hp_restore} and MP increased by #{sp_restore}") elsif temp_value_hp != 0 and temp_value_mp == 0 @message_window.add_instant_text("#{@active_battler.name} HP increased by #{hp_restore}") elsif temp_value_hp == 0 and temp_value_mp != 0 @message_window.add_instant_text("#{@active_battler.name} MP increased by #{sp_restore}") end # Call the original code syn_regen_execute_guard end end #------------------------------------------------------------------------------- # Game_Battler # This rewrites the defense method found in Game_Battler #------------------------------------------------------------------------------- class Game_Battler #----------------------------------------------------------------------------- # Apply_Guard_Damage #----------------------------------------------------------------------------- def apply_guard(damage) if damage > 0 and guarding? # Divide the total damage from the effectivness of the defense rate. damage /= super_guard ? SynRegen::Super_guard_rate : SynRegen::Normal_guard_rate end return damage end end #=============================================================================== # This script is not compatible with Rpg Maker XP. However, I have also made a # RPG Maker Xp version which can be found on RPGRPG Revolution. #=============================================================================== # * This script is untested but should work in theory * #=============================================================================== # Written by Synthesize # January 19, 2008 #=============================================================================== # Regenerate HP/MP - RMVX Version #===============================================================================</SPAN></TD></TR></TABLE> |
O autor do post atendia pelo nick de Bramdon.
Flows makers!
Até mais! </FONT> | |
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