- Naru'Membre
- Nombre de messages : 97
Age : 28
Localisation : Dans le nord
Distinction : Voleur de nounours rose
[Coco']
Date d'inscription : 08/03/2009
[VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 11:42
- Coco'Staffeux retraité
- Nombre de messages : 6578
Age : 30
Localisation : Nord/Douai
Distinction : EL DICTATOR COCO'
Coco-Dieu en puissance
Grand gourou suppléant de la secte des MAGIKARP
Leader charismatique des 2beStaffieux
N°1 du forum
Président, vice-présidents et membres honoraires de la cour suprême du forum
Président de l'association des grosses distinctions CMB
Date d'inscription : 02/07/2008
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 12:55
Mets le script qui pose problème en entier s'il te plaît
- Naru'Membre
- Nombre de messages : 97
Age : 28
Localisation : Dans le nord
Distinction : Voleur de nounours rose
[Coco']
Date d'inscription : 08/03/2009
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 13:52
Game_Actor :
- Code:
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :name # name
attr_reader :character_name # character graphic filename
attr_reader :character_index # character graphic index
attr_reader :face_name # face graphic filename
attr_reader :face_index # face graphic index
attr_reader :class_id # class ID
attr_reader :weapon_id # weapon ID
attr_reader :armor1_id # shield ID
attr_reader :armor2_id # helmet ID
attr_reader :armor3_id # body armor ID
attr_reader :armor4_id # accessory ID
attr_reader :level # level
attr_reader :exp # experience
attr_accessor :last_skill_id # for cursor memory: Skill
#--------------------------------------------------------------------------
# * Object Initialization
# actor_id : actor ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
@last_skill_id = 0
end
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_index = actor.character_index
@face_name = actor.face_name
@face_index = actor.face_index
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
for i in self.class.learnings
learn_skill(i.skill_id) if i.level <= @level
end
clear_extra_values
recover_all
end
#--------------------------------------------------------------------------
# * Determine if Actor or Not
#--------------------------------------------------------------------------
def actor?
return true
end
#--------------------------------------------------------------------------
# * Get Actor ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# * Get Index
#--------------------------------------------------------------------------
def index
return $game_party.members.index(self)
end
#--------------------------------------------------------------------------
# * Get Actor Object
#--------------------------------------------------------------------------
def actor
return $data_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Get Class Object
#--------------------------------------------------------------------------
def class
return $data_classes[@class_id]
end
#--------------------------------------------------------------------------
# * Get Skill Object Array
#--------------------------------------------------------------------------
def skills
result = []
for i in @skills
result.push($data_skills[i])
end
return result
end
#--------------------------------------------------------------------------
# * Get Weapon Object Array
#--------------------------------------------------------------------------
def weapons
result = []
result.push($data_weapons[@weapon_id])
if two_swords_style
result.push($data_weapons[@armor1_id])
end
return result
end
#--------------------------------------------------------------------------
# * Get Armor Object Array
#--------------------------------------------------------------------------
def armors
result = []
unless two_swords_style
result.push($data_armors[@armor1_id])
end
result.push($data_armors[@armor2_id])
result.push($data_armors[@armor3_id])
result.push($data_armors[@armor4_id])
return result
end
#--------------------------------------------------------------------------
# * Get Equipped Item Object Array
#--------------------------------------------------------------------------
def equips
return weapons + armors
end
#--------------------------------------------------------------------------
# * Calculate Experience
#--------------------------------------------------------------------------
def make_exp_list
@exp_list[1] = @exp_list[100] = 0
m = actor.exp_basis
n = 0.75 + actor.exp_inflation / 200.0;
for i in 2..99
@exp_list[i] = @exp_list[i-1] + Integer(m)
m *= 1 + n;
n *= 0.9;
end
end
#--------------------------------------------------------------------------
# * Get Element Change Value
# element_id : element ID
#--------------------------------------------------------------------------
def element_rate(element_id)
rank = self.class.element_ranks[element_id]
result = [0,200,150,100,50,0,-100][rank]
for armor in armors.compact
result /= 2 if armor.element_set.include?(element_id)
end
for state in states
result /= 2 if state.element_set.include?(element_id)
end
return result
end
#--------------------------------------------------------------------------
# * Get Added State Success Rate
# state_id : state ID
#--------------------------------------------------------------------------
def state_probability(state_id)
if $data_states[state_id].nonresistance
return 100
else
rank = self.class.state_ranks[state_id]
return [0,100,80,60,40,20,0][rank]
end
end
#--------------------------------------------------------------------------
# * Determine if State is Resisted
# state_id : state ID
#--------------------------------------------------------------------------
def state_resist?(state_id)
for armor in armors.compact
return true if armor.state_set.include?(state_id)
end
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
result = []
if weapons.compact == []
return [1] # Unarmed: melee attribute
end
for weapon in weapons.compact
result |= weapon == nil ? [] : weapon.element_set
end
return result
end
#--------------------------------------------------------------------------
# * Get Additional Effect of Normal Attack (state change)
#--------------------------------------------------------------------------
def plus_state_set
result = []
for weapon in weapons.compact
result |= weapon == nil ? [] : weapon.state_set
end
return result
end
#--------------------------------------------------------------------------
# * Get Maximum HP Limit
#--------------------------------------------------------------------------
def maxhp_limit
return 9999
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
return actor.parameters[1, @level]
end
#--------------------------------------------------------------------------
# * Get basic Maximum MP
#--------------------------------------------------------------------------
def base_maxmp
return actor.parameters[2, @level]
end
#--------------------------------------------------------------------------
# * Get Basic Attack
#--------------------------------------------------------------------------
def base_atk
n = actor.parameters[2, @level]
for item in equips.compact do n += item.atk end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Defense
#--------------------------------------------------------------------------
def base_def
n = actor.parameters[3, @level]
for item in equips.compact do n += item.def end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Spirit
#--------------------------------------------------------------------------
def base_spi
n = actor.parameters[4, @level]
for item in equips.compact do n += item.spi end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
def base_agi
n = actor.parameters[5, @level]
for item in equips.compact do n += item.agi end
return n
end
#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
return n
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def eva
n = 5
for item in armors.compact do n += item.eva end
return n
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
return n
end
#--------------------------------------------------------------------------
# * Get Ease of Hitting
#--------------------------------------------------------------------------
def odds
return 4 - self.class.position
end
#--------------------------------------------------------------------------
# * Get [Dual Wield] Option
#--------------------------------------------------------------------------
def two_swords_style
return actor.two_swords_style
end
#--------------------------------------------------------------------------
# * Get [Fixed Equipment] Option
#--------------------------------------------------------------------------
def fix_equipment
return actor.fix_equipment
end
#--------------------------------------------------------------------------
# * Get [Automatic Battle] Option
#--------------------------------------------------------------------------
def auto_battle
return actor.auto_battle
end
#--------------------------------------------------------------------------
# * Get [Super Guard] Option
#--------------------------------------------------------------------------
def super_guard
return actor.super_guard
end
#--------------------------------------------------------------------------
# * Get [Pharmocology] Option
#--------------------------------------------------------------------------
def pharmacology
return actor.pharmacology
end
#--------------------------------------------------------------------------
# * Get [First attack within turn] weapon option
#--------------------------------------------------------------------------
def fast_attack
for weapon in weapons.compact
return true if weapon.fast_attack
end
return false
end
#--------------------------------------------------------------------------
# * Get [Chain attack] weapon option
#--------------------------------------------------------------------------
def dual_attack
for weapon in weapons.compact
return true if weapon.dual_attack
end
return false
end
#--------------------------------------------------------------------------
# * Get [Prevent critical] armor option
#--------------------------------------------------------------------------
def prevent_critical
for armor in armors.compact
return true if armor.prevent_critical
end
return false
end
- Naru'Membre
- Nombre de messages : 97
Age : 28
Localisation : Dans le nord
Distinction : Voleur de nounours rose
[Coco']
Date d'inscription : 08/03/2009
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 13:53
Game_Actor (2) :
- Code:
#--------------------------------------------------------------------------
# * Get [half MP cost] armor option
#--------------------------------------------------------------------------
def half_mp_cost
for armor in armors.compact
return true if armor.half_mp_cost
end
return false
end
#--------------------------------------------------------------------------
# * Get [Double Experience] Armor Option
#--------------------------------------------------------------------------
def double_exp_gain
for armor in armors.compact
return true if armor.double_exp_gain
end
return false
end
#--------------------------------------------------------------------------
# * Get [Auto HP Recovery] Armor Option
#--------------------------------------------------------------------------
def auto_hp_recover
for armor in armors.compact
return true if armor.auto_hp_recover
end
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Animation ID
#--------------------------------------------------------------------------
def atk_animation_id
if two_swords_style
return weapons[0].animation_id if weapons[0] != nil
return weapons[1] == nil ? 1 : 0
else
return weapons[0] == nil ? 1 : weapons[0].animation_id
end
end
#--------------------------------------------------------------------------
# * Get Normal Attack Animation ID (Dual Wield: Weapon 2)
#--------------------------------------------------------------------------
def atk_animation_id2
if two_swords_style
return weapons[1] == nil ? 0 : weapons[1].animation_id
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Experience String
#--------------------------------------------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp : "-------"
end
#--------------------------------------------------------------------------
# * Get String for Next Level Experience
#--------------------------------------------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------"
end
#--------------------------------------------------------------------------
# * Get String for Experience to Next Level
#--------------------------------------------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp) : "-------"
end
#--------------------------------------------------------------------------
# * Change Equipment (designate ID)
# equip_type : Equip region (0..4)
# item_id : Weapon ID or armor ID
# test : Test flag (for battle test or temporary equipment)
# Used by event commands or battle test preparation.
#--------------------------------------------------------------------------
def change_equip_by_id(equip_type, item_id, test = false)
if equip_type == 0 or (equip_type == 1 and two_swords_style)
change_equip(equip_type, $data_weapons[item_id], test)
else
change_equip(equip_type, $data_armors[item_id], test)
end
end
#--------------------------------------------------------------------------
# * Change Equipment (designate object)
# equip_type : Equip region (0..4)
# item : Weapon or armor (nil is used to unequip)
# test : Test flag (for battle test or temporary equipment)
#--------------------------------------------------------------------------
def change_equip(equip_type, item, test = false)
last_item = equips[equip_type]
unless test
return if $game_party.item_number(item) == 0 if item != nil
$game_party.gain_item(last_item, 1)
$game_party.lose_item(item, 1)
end
item_id = item == nil ? 0 : item.id
case equip_type
when 0 # Weapon
@weapon_id = item_id
unless two_hands_legal? # If two hands is not allowed
change_equip(1, nil, test) # Unequip from other hand
end
when 1 # Shield
@armor1_id = item_id
unless two_hands_legal? # If two hands is not allowed
change_equip(0, nil, test) # Unequip from other hand
end
when 2 # Head
@armor2_id = item_id
when 3 # Body
@armor3_id = item_id
when 4 # Accessory
@armor4_id = item_id
end
end
#--------------------------------------------------------------------------
# * Discard Equipment
# item : Weapon or armor to be discarded.
# Used when the "Include Equipment" option is enabled.
#--------------------------------------------------------------------------
def discard_equip(item)
if item.is_a?(RPG::Weapon)
if @weapon_id == item.id
@weapon_id = 0
elsif two_swords_style and @armor1_id == item.id
@armor1_id = 0
end
elsif item.is_a?(RPG::Armor)
if not two_swords_style and @armor1_id == item.id
@armor1_id = 0
elsif @armor2_id == item.id
@armor2_id = 0
elsif @armor3_id == item.id
@armor3_id = 0
elsif @armor4_id == item.id
@armor4_id = 0
end
end
end
#--------------------------------------------------------------------------
# * Determine if Two handed Equipment
#--------------------------------------------------------------------------
def two_hands_legal?
if weapons[0] != nil and weapons[0].two_handed
return false if @armor1_id != 0
end
if weapons[1] != nil and weapons[1].two_handed
return false if @weapon_id != 0
end
return true
end
#--------------------------------------------------------------------------
# * Determine if Equippable
# item : item
#--------------------------------------------------------------------------
def equippable?(item)
if item.is_a?(RPG::Weapon)
return self.class.weapon_set.include?(item.id)
elsif item.is_a?(RPG::Armor)
return false if two_swords_style and item.kind == 0
return self.class.armor_set.include?(item.id)
end
return false
end
#--------------------------------------------------------------------------
# * Change Experience
# exp : New experience
# show : Level up display flag
#--------------------------------------------------------------------------
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end
#--------------------------------------------------------------------------
# * Level Up
#--------------------------------------------------------------------------
def level_up
@level += 1
for learning in self.class.learnings
learn_skill(learning.skill_id) if learning.level == @level
end
end
#--------------------------------------------------------------------------
# * Level Down
#--------------------------------------------------------------------------
def level_down
@level -= 1
end
#--------------------------------------------------------------------------
# * Show Level Up Message
# new_skills : Array of newly learned skills
#--------------------------------------------------------------------------
def display_level_up(new_skills)
$game_message.new_page
text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
$game_message.texts.push(text)
for skill in new_skills
text = sprintf(Vocab::ObtainSkill, skill.name)
$game_message.texts.push(text)
end
end
#--------------------------------------------------------------------------
# * Get Experience (for the double experience point option)
# exp : Amount to increase experience.
# show : Level up display flag
#--------------------------------------------------------------------------
def gain_exp(exp, show)
if double_exp_gain
change_exp(@exp + exp * 2, show)
else
change_exp(@exp + exp, show)
end
end
#--------------------------------------------------------------------------
# * Change Level
# level : new level
# show : Level up display flag
#--------------------------------------------------------------------------
def change_level(level, show)
level = [[level, 99].min, 1].max
change_exp(@exp_list[level], show)
end
#--------------------------------------------------------------------------
# * Learn Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def learn_skill(skill_id)
unless skill_learn?($data_skills[skill_id])
@skills.push(skill_id)
@skills.sort!
end
end
#--------------------------------------------------------------------------
# * Forget Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Finished Learning Skill
# skill : skill
#--------------------------------------------------------------------------
def skill_learn?(skill)
return @skills.include?(skill.id)
end
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill : skill
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return false unless skill_learn?(skill)
return super
end
#--------------------------------------------------------------------------
# * Change Name
# name : new name
#--------------------------------------------------------------------------
def name=(name)
@name = name
end
#--------------------------------------------------------------------------
# * Change Class ID
# class_id : New class ID
#--------------------------------------------------------------------------
def class_id=(class_id)
@class_id = class_id
for i in 0..4 # Remove unequippable items
change_equip(i, nil) unless equippable?(equips[i])
end
end
#--------------------------------------------------------------------------
# * Change Graphics
# character_name : new character graphic filename
# character_index : new character graphic index
# face_name : new face graphic filename
# face_index : new face graphic index
#--------------------------------------------------------------------------
def set_graphic(character_name, character_index, face_name, face_index)
@character_name = character_name
@character_index = character_index
@face_name = face_name
@face_index = face_index
end
#--------------------------------------------------------------------------
# * Use Sprites?
#--------------------------------------------------------------------------
def use_sprite?
return false
end
#--------------------------------------------------------------------------
# * Perform Collapse
#--------------------------------------------------------------------------
def perform_collapse
if $game_temp.in_battle and dead?
@collapse = true
Sound.play_actor_collapse
end
end
#--------------------------------------------------------------------------
# * Perform Automatic Recovery (called at end of turn)
#--------------------------------------------------------------------------
def do_auto_recovery
if auto_hp_recover and not dead?
self.hp += maxhp / 20
end
end
#--------------------------------------------------------------------------
# * Create Battle Action (for automatic battle)
#--------------------------------------------------------------------------
def make_action
@action.clear
return unless movable?
action_list = []
action = Game_BattleAction.new(self)
action.set_attack
action.evaluate
action_list.push(action)
for skill in skills
action = Game_BattleAction.new(self)
action.set_skill(skill.id)
action.evaluate
action_list.push(action)
end
max_value = 0
for action in action_list
if action.value > max_value
@action = action
max_value = action.value
end
end
end
end
- Naru'Membre
- Nombre de messages : 97
Age : 28
Localisation : Dans le nord
Distinction : Voleur de nounours rose
[Coco']
Date d'inscription : 08/03/2009
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 13:57
ABS :
- Code:
#===================================
# Vlad ABS
#===================================
#--------------------------------------------------------------
# Créditos a Vlad
#--------------------------------------------------------------
# Para Crear un Enemigo, coloca las siguientes anotaciones:
# Enemy ID - donde ID es la ID del enemigo en la base de datos.
# Die X - donde X = 1 o 2 (1 borra el evento de enemigo, 2 pasa al interruptor local 'A')
# Follow - Para que el evento siga al personaje automáticamente.
#--------------------------------------------------------------
# Configuración General
#--------------------------------------------------------------
#--------------------------------------------------------------
# Tecla de Ataque, cambia X por la letra que quieras:
Attack_Button = Input::X
#--------------------------------------------------------------
# Tecla de Habilidad, cambia Y por la letra que quieras:
Skill_Button = {Input::Y => 0}
#--------------------------------------------------------------
# Animación cuando el Héroe sube de Nivel:
LevelUp_Ani = 40
#--------------------------------------------------------------
# Animación de ataque del enemigo, copia Enemy_atk_ani[2] = 13
# y cambia el 2 por la ID del enemigo, y el 13 por la ID de animación.
Enemy_atk_ani = {}
Enemy_atk_ani[2] = 13
#--------------------------------------------------------------
#--------------------------------------------------------------
# Game Character
#--------------------------------------------------------------
class Game_Character
attr_accessor :hp
attr_accessor :mp
attr_accessor :damage
attr_accessor :critical
attr_accessor :wait_ataque
attr_accessor :die
alias vlad_abs_gchar_initialize initialize
def initialize
@hp = 0
@mp = 0
@die = 0
$skill_for_use = 0
@wait_ataque = 0
@damage = nil
@critical = false
vlad_abs_gchar_initialize
end
def recebe_atk(attacker)
attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
self.damage = attacker_status.atk - receptor_status.def
self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
self.damage /= 100
self.damage = 0 if self.damage < 0
self.critical = (rand(100) < 4)
self.damage *= 2 if self.critical
if self.is_a?(Game_Player)
$game_actors[1].hp -= self.damage
if $game_actors[1].hp <= 0
$scene = Scene_Gameover.new
end
elsif self.is_a?(Game_Event)
self.hp -= self.damage
if self.hp <= 0
self.animation_id = 88
$game_actors[1].gain_exp(enemy_status.exp, 1)
if @die == 1
self.erase
elsif @die == 2
key = [$game_map.map_id, self.id, "A"]
$game_self_switches[key] = true
end
refresh
end
end
end
def recebe_skl(attacker)
for key in Skill_Button.keys
sklid = Skill_Button[key]
attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
self.damage = $data_skills[sklid].atk_f - receptor_status.def
self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
self.damage /= 100
self.damage = 0 if self.damage < 0
self.critical = (rand(100) < 4)
self.damage *= 2 if self.critical
attacker_status.mp -= $data_skills[sklid].mp_cost
if self.is_a?(Game_Player)
$game_actors[1].hp -= self.damage
$scene = Scene_Gameover.new if $game_actors[1].hp <= 0
elsif self.is_a?(Game_Event)
self.hp -= self.damage
if self.hp <= 0
$game_actors[1].gain_exp(enemy_status.exp, 1)
if @die == 1
self.erase
elsif @die == 2
key = [$game_map.map_id, self.id, "A"]
$game_self_switches[key] = true
end
refresh
end
end
end
end
def follow_hero(dx, dy)
sx = @x - dx
sy = @y - dy
if sx == 0 and sy == 0
return
end
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == 0
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
return
elsif abs_sy == 0
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
return
end
if abs_sx == abs_sy
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
if abs_sx > abs_sy
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
else
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
end
end
def raio(dx, dy)
ax = (@x - dx) ** 2
ay = (@y - dy) ** 2
return Math.sqrt(ax + ay)
end
end
#--------------------------------------------------------------
# Game Event
#--------------------------------------------------------------
class Game_Event < Game_Character
attr_reader :inimigo
attr_reader :enemy_status
alias vlad_abs_gevent_initialize initialize
alias vlad_abs_gevent_update update
alias vlad_abs_gevent_refresh refresh
def initialize(map_id, event)
@inimigo = false
@automove = false
vlad_abs_gevent_initialize(map_id, event)
end
def check_com(comentario)
return false if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0].downcase.include?(comentario.downcase)
return true
end
end
end
end
def check_comment(comentario)
com = comentario.downcase
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0].downcase =~ /#{com}[ ]?(\d+)?/
return $1.to_i
end
end
end
return 0
end
def update
vlad_abs_gevent_update
if @inimigo
new_x = (@x + (@direction == 4 ? -1 : @direction == 6 ? 1 : 0))
new_y = (@y + (@direction == 8 ? -1 : @direction == 2 ? 1 : 0))
if self.wait_ataque > 0
self.wait_ataque -= 1
elsif $game_player.x == new_x and $game_player.y == new_y
$game_player.recebe_atk(self)
$game_player.animation_id = self.enemy_atk_animation_id
$game_player.jump(0,0)
self.wait_ataque = 60
end
end
if @automove
unless moving?
self.follow_hero($game_player.x, $game_player.y)
end
end
end
def refresh
vlad_abs_gevent_refresh
@inimigo = false
@enemy_id = check_comment("Enemy")
@automove = true if check_com("Follow") == true
@die = check_comment("Die")
if @enemy_id > 0
@inimigo = true
@enemy_status = Game_Enemy.new(@enemy_id, @enemy_id)
self.hp = @enemy_status.maxhp
self.mp = @enemy_status.maxmp
end
end
def enemy_atk_animation_id
if Enemy_atk_ani[@enemy_id]
return (@enemy_status.nil? ? 0 : Enemy_atk_ani[@enemy_id])
else
return (@enemy_status.nil? ? 0 : 1)
end
end
def Enemy_atk_ani
return Enemy_atk_ani
end
end
#--------------------------------------------------------------
# Game Player
#--------------------------------------------------------------
class Game_Player < Game_Character
alias vlad_abs_gplayer_update update
alias vlad_abs_gplayer_refresh refresh
def update
vlad_abs_gplayer_update
if self.wait_ataque > 0
self.wait_ataque -= 1
end
def refresh
vlad_abs_gplayer_refresh
self.hp = $game_actors[1].hp
self.mp = $game_actors[1].mp
end
if Input.trigger?(Attack_Button) and self.wait_ataque <= 0
new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
for event in $game_map.events.values
if event.inimigo
if event.x == new_x and event.y == new_y
event.recebe_atk(self)
event.animation_id = self.player_atk_animation_id
event.jump(0,0)
self.wait_ataque = 30
break
end
end
end
end
for key in Skill_Button.keys
if Input.trigger?(key) and Skill_Button[key] != nil and Skill_Button[key] != 0 and $game_actors[1].mp >= $data_skills[Skill_Button[key]].mp_cost and self.wait_ataque <= 0
new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
for event in $game_map.events.values
if event.inimigo
if event.x == new_x and event.y == new_y
event.recebe_skl(self)
event.animation_id = self.player_skl_animation_id
event.jump(0,0)
self.wait_ataque = 60
break
end
end
end
end
end
def player_atk_animation_id
return ($game_actors[1].nil? ? 0 : $game_actors[1].atk_animation_id)
end
def player_skl_animation_id
for key in Skill_Button.keys
sklid = Skill_Button[key]
return ($game_actors[1].nil? ? 0 : $data_skills[sklid].animation_id)
end
end
def Attack_Button
return Attack_Button
end
def Skill_Button
return Skill_Button
end
end
end
- Naru'Membre
- Nombre de messages : 97
Age : 28
Localisation : Dans le nord
Distinction : Voleur de nounours rose
[Coco']
Date d'inscription : 08/03/2009
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 13:58
ABS (2) :
Désolé pour le quadruple post.
En tout cas, merci beaucoup de m'aider coco-drift.
- Code:
#--------------------------------------------------------------
# Game Actor
#--------------------------------------------------------------
class Game_Actor
alias vlad_abs_change_exp change_exp
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
show_level_up
end
vlad_abs_change_exp(exp,show)
end
def show_level_up
$game_player.animation_id = LevelUp_Ani
$game_actors[1].hp = $game_actors[1].maxhp
$game_actors[1].mp = $game_actors[1].maxmp
end
def LevelUp_Ani
return LevelUp_Ani
end
end
#--------------------------------------------------------------
# Sprite Base
#--------------------------------------------------------------
class Sprite_Base
alias animation animation_set_sprites
def animation_set_sprites(frame)
cell_data = frame.cell_data
for i in 0..15
sprite = @animation_sprites[i]
next if sprite == nil
pattern = cell_data[i, 0]
if pattern == nil or pattern == -1
sprite.visible = false
next
end
if pattern < 100
sprite.bitmap = @animation_bitmap1
else
sprite.bitmap = @animation_bitmap2
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @animation_mirror
sprite.x = @animation_ox - cell_data[i, 1] / 2
sprite.y = @animation_oy - cell_data[i, 2] / 2
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = @animation_ox + cell_data[i, 1] / 2
sprite.y = @animation_oy + cell_data[i, 2] / 2
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + 300
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 200.0
sprite.zoom_y = cell_data[i, 3] / 200.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
#--------------------------------------------------------------
# Sprite Character
#--------------------------------------------------------------
class Sprite_Character < Sprite_Base
alias vlad_abs_spchar_update update
def initialize(viewport, character = nil)
super(viewport)
@character = character
@balloon_duration = 0
@_damage_duration = 0
update
end
def update
super
if @_damage_duration > 0
@_damage_duration -=1
@_damage_sprite.x = self.x
if @_damage_duration <= 0
dispose_damage
end
end
if @character != nil and @character.damage != nil
damage(@character.damage, @character.critical)
@character.damage = nil
@character.critical = false
end
vlad_abs_spchar_update
end
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Subtlety"
bitmap.font.size = 22
bitmap.font.italic = true
if value.is_a?(Numeric) and value <= 0
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(1, 13, 160, 36, "Raté", 1)
bitmap.font.color.set(255, 245, 155)
bitmap.draw_text(0, 12, 160, 36, "Raté", 1)
else
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(1, 13, 160, 36, damage_string, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
end
if critical
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(1, 6, 160, 20, "Critique !", 1)
bitmap.font.color.set(255, 245, 155)
bitmap.draw_text(0, 5, 160, 20, "Critique !", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2 - 40
@_damage_sprite.z += 99999
@_damage_duration = 30
end
def show_text(string, size=16, color=0)
dispose_damage
damage_string = string
if string.is_a?(Array)
array = true
else
array = false
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Subtlety"
bitmap.font.size = size
bitmap.font.italic = true
if array
for i in 0..string.size
next if damage_string[i] == nil
bitmap.font.color.set(96, 96-20, 0) if color == 0
bitmap.font.color.set(0, 0, 0) if color != 0
bitmap.draw_text(-1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(+1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(-1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
bitmap.draw_text(+1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
bitmap.font.color.set(255, 245, 155) if color == 0
bitmap.font.color.set(144, 199, 150) if color == 1
bitmap.font.color.set(197, 147, 190)if color == 2
bitmap.font.color.set(138, 204, 198)if color == 3
bitmap.draw_text(0, (12+(16*i))-16, 160, 36, damage_string[i], 1)
end
else
bitmap.font.color.set(96, 96-20, 0) if color == 0
bitmap.font.color.set(0, 0, 0) if color != 0
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
bitmap.font.color.set(255, 245, 155) if color == 0
bitmap.font.color.set(144, 199, 150) if color == 1
bitmap.font.color.set(197, 147, 190)if color == 2
bitmap.font.color.set(138, 204, 198)if color == 3
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 30
end
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.dispose
@_damage_sprite = nil
end
end
end
#--------------------------------------------------------------
# Window Skill
#--------------------------------------------------------------
class Scene_Skill
alias vlad_abs_sskill_initialize initialize
alias vlad_abs_sskill_update update
def initialize(actor_index = 0, equip_index = 0)
@memory = Window_Command.new(150, ["Memorisé !"])
@memory.active = false
@memory.visible = false
@memory.x = (544 - @memory.width) / 2
@memory.y = (416 - @memory.height) / 2
@memory.z = 1500
vlad_abs_sskill_initialize
end
def update
update_skill
@memory.update if @memory.active
return update_memory if @memory.active
vlad_abs_sskill_update
end
def update_skill
for key in Skill_Button.keys
if Input.trigger?(key)
Sound.play_decision
Skill_Button[key] = @skill_window.skill.id
@memory.active = @memory.visible = true
@skill_window.active = false
end
end
end
def update_memory
if Input.trigger?(Input::C)
Sound.play_decision
@memory.active = @memory.visible = false
@skill_window.active = true
end
end
def Skill_Button
return Skill_Button
end
end
#--------------------------------------------------------------
# Fin del ABS
#--------------------------------------------------------------
Désolé pour le quadruple post.
En tout cas, merci beaucoup de m'aider coco-drift.
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 14:11
Heu... Je n'ai pas testé tes scripts, mais...
J'ai trouvé quelque chose d'étrange...
Dans ton script de Game_Actor:
Tu as:
Le 1 deviens un 2...
Tu ne nous dit pas tout !
Et sinon...
Pourquoi n'essayerais tu pas l'ABS 4.0 (requiem)
Il est beaucoup mieux que celui de vlad...
Peut être que tu n'auras plus de bug avec lui...
Voila le lien.
J'ai trouvé quelque chose d'étrange...
Dans ton script de Game_Actor:
Tu as:
- Code:
#--------------------------------------------------------------------------
def base_maxmp
return actor.parameters[2, @level]
end
#--------------------------------------------------------------------------
- Code:
#--------------------------------------------------------------------------
def base_maxmp
return actor.parameters[1, @level]
end
#--------------------------------------------------------------------------
Le 1 deviens un 2...
Tu ne nous dit pas tout !
Et sinon...
Pourquoi n'essayerais tu pas l'ABS 4.0 (requiem)
Il est beaucoup mieux que celui de vlad...
Peut être que tu n'auras plus de bug avec lui...
Voila le lien.
- Coco'Staffeux retraité
- Nombre de messages : 6578
Age : 30
Localisation : Nord/Douai
Distinction : EL DICTATOR COCO'
Coco-Dieu en puissance
Grand gourou suppléant de la secte des MAGIKARP
Leader charismatique des 2beStaffieux
N°1 du forum
Président, vice-présidents et membres honoraires de la cour suprême du forum
Président de l'association des grosses distinctions CMB
Date d'inscription : 02/07/2008
Re: [VX] "Stack Level to Deep" : J'en ai marre !
Jeu 23 Avr 2009 - 14:12
Je sais pas si ça vient de là, mais essaye de baisser le nombre de HP de ton héros pour voir (du gars ayant l'ID 1), car stack level too deep veut dire littéralement "Niveau de pile trop profond", sinon je regarde pourquoi ça marche pas
Sinon test le ABS 4.0, il est mieux
EDIT : arg, pwned...
Sinon test le ABS 4.0, il est mieux
EDIT : arg, pwned...
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