Показано с 1 по 6 из 6

Тема: Enemy Levels

  1. #1
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
    Сообщений
    2,449
    Записей в дневнике
    20
    Репутация: 50 Добавить или отнять репутацию

    По умолчанию Enemy Levels

    Enemy Levels
    Автор: Yanfly
    Версия: 1.02
    Тип: Модификация боевой системы



    Описание:

    Устали от однообразных битв? Хотите чтоб каждая встреча с врагом была неожиданностью? Просто добавьте этот скрипт! И вы уведите, что даже со слизью драться становится интересней-))
    Скрипт устанавливает уровни для врагов. Есть режим случайного уровеня, поставив который у каждой группы врагов каждый раз будет разный уровень.

    Особенности:

    • Позволяет врагам получать опыт и уровни
    • Режим случайного уровня, где при каждой встрече с группой врагов у неё будет разный уровень
    • Можно указать теги для ограничения или изменения скорости роста уровней


    Использование:

    Вставьте скрипт в новую категорию в редакторе скриптов под пунктом▼ Materials/ (▼ Дополнения), но выше ▼ Main (▼ Основная обработка). Не забудьте сохранить.

    Добавляйте теги в заметки врагов (а также навыков) в базе данных для изменения настроек. Полный список доступных заметок ищите в комментариях скрипта.

    Некоторые из них:

    <level random: x>
    Где x любое число больше нуля! Устанавливает врагу случайный уровень.

    <min level: x>
    Устанавливает минимальный уровень врага.

    <max level: x>
    Устанавливает максимальный уровень врага.

    <set level: x>
    Устанавливает определенный уровень врага.

    Скрипт:

    Спойлер Код:

    Код:
    #==============================================================================
    # 
    # ▼ Yanfly Engine Ace - Enemy Levels v1.02
    # -- Last Updated: 2012.01.26
    # -- Level: Normal, Hard
    # -- Requires: n/a
    # 
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YEA-EnemyLevels"] = true
    
    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.01.26 - Bug Fixed: Duplication of stat growth rates per enemy.
    # 2012.01.24 - Added <hide level> notetag for enemies.
    #            - Option to change Party Level function in Action Conditions to
    #              enemy level requirements.
    # 2011.12.30 - Started Script and Finished.
    # 
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # RPG's with enemies that level up with the party enforces the player to stay
    # on their toes the whole time. This is both a good and bad thing as it can
    # cause the player to stay alert, but can also cause the player to meet some
    # roadblocks. This script will not only provide enemies the ability to level up
    # but also allow the script's user to go around these roadblocks using various
    # tags to limit or slow down the rate of growth across all enemies.
    # 
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    # 
    # -----------------------------------------------------------------------------
    # Skill Notetags - These notetags go in the skill notebox in the database.
    # -----------------------------------------------------------------------------
    # <enemy level: +x>
    # <enemy level: -x>
    # This causes the enemy to raise or drop x levels depending on the tag used.
    # The new level will readjust the enemy's stats (including HP and MP).
    # 
    # <enemy level reset>
    # This resets the enemy's level back to the typical range it should be plus or
    # minus any level fluctuations it was given. This occurs before enemy level +
    # and enemy level - tags.
    # 
    # -----------------------------------------------------------------------------
    # Enemy Notetags - These notetags go in the enemies notebox in the database.
    # -----------------------------------------------------------------------------
    # <hide level>
    # This notetag will hide the level of the enemy. If YEA - Enemy Target Info is
    # installed, the level will be revealed upon a parameter scan.
    # 
    # <min level: x> 
    # <max level: x>
    # This will adjust the minimum and maximum levels for the enemy. By default,
    # the minimum level is 1 and the maximum level is whatever is set in the module
    # as MAX_LEVEL.
    # 
    # <set level: x>
    # This will set the enemy's level to exactly x. It a sense, this is just the
    # usage of both the min and max level tags together as the same value.
    # 
    # <level type: x>
    # Choosing a value from 0 to 4, you can adjust the different leveling rulesets
    # for the enemy. See the list below.
    # Type 0 - Lowest level of all actors that have joined.
    # Type 1 - Lowest level in the battle party.
    # Type 2 - Average level of the battle party.
    # Type 3 - Highest level of the battle party.
    # Type 4 - Highest level of all actors that have joined.
    # 
    # <level random: x>
    # This will give the level a random flunctuation in either direction. Set this
    # value to 0 if you don't wish to use it. Adjust RANDOM_FLUCTUATION inside the
    # module to change the default fluctuation value.
    # 
    # <stat: +x per level>
    # <stat: -x per level>
    # <stat: +x% per level>
    # <stat: -x% per level>
    # This will raise or lower the stat by x or x% per level (depending on the tag
    # used). This will override the default growth settings found inside the module
    # hash called DEFAULT_GROWTH. You may replace stat with:
    # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, GOLD, EXP
    # 
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    # 
    #==============================================================================
    
    module YEA
      module ENEMY_LEVEL
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - General Level Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # These settings adjust the general level setup for your enemies from the
        # way levels appear in the game to the default maximum level for enemies,
        # to the way their levels are calculated by default, and the random level
        # fluctuation they have. If you want enemies to have different settings,
        # use notetags to change the respective setting.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This is how the level text will appear whenever enemy levels are shown.
        LEVEL_TEXT = "Ур%s %s"
        
        # This is the maximum level your enemies can achieve. They cannot go higher
        # no exceptions. Adjust this accordingly to fit your game.
        MAX_LEVEL = 99
        
        # Default level calculations for your enemies will be adjusted as such.
        # Type 0 - Lowest level of all actors that have joined.
        # Type 1 - Lowest level in the battle party.
        # Type 2 - Average level of the battle party.
        # Type 3 - Highest level of the battle party.
        # Type 4 - Highest level of all actors that have joined.
        DEFAULT_LEVEL_TYPE = 4
        
        # If you want your enemies to have random +/- levels of some degree, change
        # this number to something other than 0. This is the default value.
        RANDOM_FLUCTUATION = 3
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Parameter Growth Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Here, you adjust how much stats grow for enemies by default, including
        # the formula used to calculate those stats. If you wish for enemies to
        # have different growth settings, use notetags to change them.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # These settings adjust the default growth rates (not the base stat formula)
        # for each stat. These are the values that will exist for each enemy unless
        # defined otherwise by the tags inside their noteboxes.
        DEFAULT_GROWTH ={
        # ParamID => [:param, per%, +set],
                0 => [:maxhp, 0.15,   50],
                1 => [:maxmp, 0.10,   10],
                2 => [  :atk, 0.05,    5],
                3 => [  :def, 0.05,    5],
                4 => [  :mat, 0.05,    5],
                5 => [  :mdf, 0.05,    5],
                6 => [  :agi, 0.05,    5],
                7 => [  :luk, 0.05,    5],
                8 => [ :gold, 0.15,   10],
                9 => [  :exp, 0.05,   10],
        } # Do not remove this.
        
        # The following hash will adjust each of the formulas for each base stat.
        # Adjust them as you see fit but only if you know what you're doing.
        #   base  - The base stat from the enemy database.
        #   per   - Growth rate which has not been yet converted to a percent.
        #   set   - Set growth rate. Modified
        # Default:   "base * (1.00 + (level-1) * per) + (set * (level-1))"
        STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))"
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Party Level to Enemy Level Action Conditions -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Setting the below to true will cause the Party Level requirement under
        # Action Conditions in the Action Patterns list to become an Enemy Level
        # requirement. The enemy must be at least the level or else it cannot use
        # the listed action.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        PARTY_LEVEL_TO_ENEMY_LEVEL = true
        
      end # ENEMY_LEVEL
    end # YEA
    
    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================
    
    module YEA
      module REGEXP
      module USABLEITEM
        
        LEVEL_CHANGE = /<(?:ENEMY LEVEL|enemy level):[ ]([\+\-]\d+)>/i
        LEVEL_RESET  = /<(?:ENEMY LEVEL RESET|enemy level reset)>/i
        
      end # USABLEITEM
      module ENEMY
        
        LEVEL_TYPE = /<(?:LEVEL_TYPE|level type):[ ](\d+)>/i
        LEVEL_MIN = /<(?:MIN_LEVEL|min level|minimum level):[ ](\d+)>/i
        LEVEL_MAX = /<(?:MAX_LEVEL|max level|maximum level):[ ](\d+)>/i
        LEVEL_SET = /<(?:SET_LEVEL|set level|permanent level):[ ](\d+)>/i
        
        LEVEL_RAND = /<(?:LEVEL_RANDOM|level random):[ ](\d+)>/i
        GROWTH_PER = /<(.*):[ ]([\+\-]\d+)([%%])[ ](?:PER_LEVEL|per level)>/i
        GROWTH_SET = /<(.*):[ ]([\+\-]\d+)[ ](?:PER_LEVEL|per level)>/i
        
        HIDE_LEVEL = /<(?:HIDE_LEVEL|hide level)>/i
          
      end # ENEMY
      end # REGEXP
    end # YEA
    
    #==============================================================================
    # ■ Numeric
    #==============================================================================
    
    class Numeric
      
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      unless $imported["YEA-CoreEngine"]
      def group; return self.to_s; end
      end # $imported["YEA-CoreEngine"]
        
    end # Numeric
    
    #==============================================================================
    # ■ DataManager
    #==============================================================================
    
    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_elv load_database; end
      def self.load_database
        load_database_elv
        load_notetags_elv
      end
      
      #--------------------------------------------------------------------------
      # new method: load_notetags_elv
      #--------------------------------------------------------------------------
      def self.load_notetags_elv
        groups = [$data_enemies, $data_skills, $data_items]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_elv
          end
        end
      end
      
    end # DataManager
    
    #==============================================================================
    # ■ RPG::UsableItem
    #==============================================================================
    
    class RPG::UsableItem < RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :level_change
      attr_accessor :level_reset
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_elv
      #--------------------------------------------------------------------------
      def load_notetags_elv
        @level_change = 0
        @level_reset = false
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::USABLEITEM::LEVEL_CHANGE
            @level_change = $1.to_i
          when YEA::REGEXP::USABLEITEM::LEVEL_RESET
            @level_reset = true
          end
        } # self.note.split
        #---
      end
      
    end # RPG::UsableItem
    
    #==============================================================================
    # ■ RPG::Enemy
    #==============================================================================
    
    class RPG::Enemy < RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :hide_level
      attr_accessor :level_type
      attr_accessor :level_min
      attr_accessor :level_max
      attr_accessor :level_rand
      attr_accessor :level_growth
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_elv
      #--------------------------------------------------------------------------
      def load_notetags_elv
        @hide_level = false
        @level_type = YEA::ENEMY_LEVEL::DEFAULT_LEVEL_TYPE
        @level_min = 1
        @level_max = YEA::ENEMY_LEVEL::MAX_LEVEL
        @level_rand = YEA::ENEMY_LEVEL::RANDOM_FLUCTUATION
        @level_growth = Marshal.load(Marshal.dump(YEA::ENEMY_LEVEL::DEFAULT_GROWTH))
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::ENEMY::HIDE_LEVEL
            @hide_level = true
          when YEA::REGEXP::ENEMY::LEVEL_TYPE
            @level_type = $1.to_i
          when YEA::REGEXP::ENEMY::LEVEL_MIN
            @level_min = [$1.to_i, 1].max
          when YEA::REGEXP::ENEMY::LEVEL_MAX
            @level_max = [$1.to_i, YEA::ENEMY_LEVEL::MAX_LEVEL].min
          when YEA::REGEXP::ENEMY::LEVEL_SET
            @level_min = [[$1.to_i, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min
            @level_max = [[$1.to_i, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min
          when YEA::REGEXP::ENEMY::LEVEL_RAND
            @level_rand = $1.to_i
          #---
          when YEA::REGEXP::ENEMY::GROWTH_PER
            case $1.upcase
            when "MAXHP", "MHP", "HP"
              type = 0
            when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP"
              type = 1
            when "ATK", "ATTACK"
              type = 2
            when "DEF", "DEFENSE"
              type = 3
            when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT"
              type = 4
            when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE"
              type = 5
            when "AGI", "AGILITY"
              type = 6
            when "LUK", "LUCK"
              type = 7
            when "GOLD", "MONEY"
              type = 8
            when "EXP", "EXPERIENCE", "XP"
              type = 9
            else; next
            end
            @level_growth[type][1] = $2.to_i * 0.01
          when YEA::REGEXP::ENEMY::GROWTH_SET
            case $1.upcase
            when "MAXHP", "MHP", "HP"
              type = 0
            when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP"
              type = 1
            when "ATK", "ATTACK"
              type = 2
            when "DEF", "DEFENSE"
              type = 3
            when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT"
              type = 4
            when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE"
              type = 5
            when "AGI", "AGILITY"
              type = 6
            when "LUK", "LUCK"
              type = 7
            when "GOLD", "MONEY"
              type = 8
            when "EXP", "EXPERIENCE", "XP"
              type = 9
            else; next
            end
            @level_growth[type][2] = $2.to_i
          end
        } # self.note.split
        #---
      end
      
    end # RPG::Enemy
    
    #==============================================================================
    # ■ Game_Battler
    #==============================================================================
    
    class Game_Battler < Game_BattlerBase
      
      #--------------------------------------------------------------------------
      # alias method: item_user_effect
      #--------------------------------------------------------------------------
      alias game_battler_item_user_effect_elv item_user_effect
      def item_user_effect(user, item)
        game_battler_item_user_effect_elv(user, item)
        apply_level_changes(item) if self.is_a?(Game_Enemy)
      end
      
    end # Game_Battler
    
    #==============================================================================
    # ■ Game_Enemy
    #==============================================================================
    
    class Game_Enemy < Game_Battler
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias game_enemy_initialize_elv initialize
      def initialize(index, enemy_id)
        game_enemy_initialize_elv(index, enemy_id)
        create_init_level
      end
      
      #--------------------------------------------------------------------------
      # new method: level
      #--------------------------------------------------------------------------
      def level
        create_init_level if @level.nil?
        return @level
      end
      
      #--------------------------------------------------------------------------
      # new method: level=
      #--------------------------------------------------------------------------
      def level=(value)
        create_init_level if @level.nil?
        return if @level == value
        hp_rate = self.hp.to_f / self.mhp.to_f
        mp_rate = self.mp.to_f / [self.mmp, 1].max.to_f
        @level = [[value, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min
        self.hp = (self.mhp * hp_rate).to_i
        self.mp = (self.mmp * mp_rate).to_i
      end
      
      #--------------------------------------------------------------------------
      # new method: create_init_level
      #--------------------------------------------------------------------------
      def create_init_level
        set_level_type
        @hp = mhp
        @mp = mmp
      end
      
      #--------------------------------------------------------------------------
      # new method: set_level_type
      #--------------------------------------------------------------------------
      def set_level_type
        @level = $game_party.match_party_level(enemy.level_type)
        @level += rand(enemy.level_rand+1)
        @level -= rand(enemy.level_rand+1)
        @level = [[@level, enemy.level_max].min, enemy.level_min].max
      end
      
      #--------------------------------------------------------------------------
      # alias method: transform
      #--------------------------------------------------------------------------
      alias game_enemy_transform_elv transform
      def transform(enemy_id)
        game_enemy_transform_elv(enemy_id)
        create_init_level
      end
      
      #--------------------------------------------------------------------------
      # new method: apply_level_changes
      #--------------------------------------------------------------------------
      def apply_level_changes(item)
        create_init_level if item.level_reset
        self.level += item.level_change
      end
      
      #--------------------------------------------------------------------------
      # alias method: param_base
      #--------------------------------------------------------------------------
      alias game_enemy_param_base_elv param_base
      def param_base(param_id)
        base = game_enemy_param_base_elv(param_id)
        per = enemy.level_growth[param_id][1]
        set = enemy.level_growth[param_id][2]
        total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA)
        return total.to_i
      end
      
      #--------------------------------------------------------------------------
      # alias method: exp
      #--------------------------------------------------------------------------
      alias game_enemy_exp_elv exp
      def exp
        base = game_enemy_exp_elv
        per = enemy.level_growth[8][1]
        set = enemy.level_growth[8][2]
        total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA)
        return total.to_i
      end
      
      #--------------------------------------------------------------------------
      # alias method: gold
      #--------------------------------------------------------------------------
      alias game_enemy_gold_elv gold
      def gold
        base = game_enemy_gold_elv
        per = enemy.level_growth[9][1]
        set = enemy.level_growth[9][2]
        total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA)
        return total.to_i
      end
      
      #--------------------------------------------------------------------------
      # alias method: name
      #--------------------------------------------------------------------------
      alias game_enemy_name_elv name
      def name
        text = game_enemy_name_elv
        if add_level_name?
          fmt = YEA::ENEMY_LEVEL::LEVEL_TEXT
          text = sprintf(fmt, @level.group, text)
        end
        return text
      end
      
      #--------------------------------------------------------------------------
      # new method: add_level_name?
      #--------------------------------------------------------------------------
      def add_level_name?
        if $imported["YEA-EnemyTargetInfo"] && show_info_param?
          return true
        end
        return false if enemy.hide_level
        return true
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: conditions_met_party_level?
      #--------------------------------------------------------------------------
      if YEA::ENEMY_LEVEL::PARTY_LEVEL_TO_ENEMY_LEVEL
      def conditions_met_party_level?(param1, param2)
        return @level >= param1
      end
      end
      
    end # Game_Enemy
    
    #==============================================================================
    # ■ Game_Party
    #==============================================================================
    
    class Game_Party < Game_Unit
      
      #--------------------------------------------------------------------------
      # new method: match_party_level
      #--------------------------------------------------------------------------
      def match_party_level(level_type)
        case level_type
        when 0; return all_lowest_level
        when 1; return lowest_level
        when 2; return average_level
        when 3; return highest_level
        else;   return all_highest_level
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: all_lowest_level
      #--------------------------------------------------------------------------
      def all_lowest_level
        lv = all_members.collect {|actor| actor.level }.min
        return lv
      end
      
      #--------------------------------------------------------------------------
      # new method: lowest_level
      #--------------------------------------------------------------------------
      def lowest_level
        lv = members.collect {|actor| actor.level }.min
        return lv
      end
      
      #--------------------------------------------------------------------------
      # new method: average_level
      #--------------------------------------------------------------------------
      def average_level
        lv = 0
        for member in all_members; lv += member.level; end
        lv /= all_members.size
        return lv
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: highest_level
      #--------------------------------------------------------------------------
      def highest_level
        lv = members.collect {|actor| actor.level }.max
        return lv
      end
      
      #--------------------------------------------------------------------------
      # all method: all_highest_level
      #--------------------------------------------------------------------------
      def all_highest_level
        lv = all_members.collect {|actor| actor.level }.max
        return lv
      end
      
    end # Game_Party
    
    #==============================================================================
    # 
    # ▼ End of File
    # 
    #==============================================================================


    Скриншот:

    Последний раз редактировалось Arnon; 05.06.2013 в 19:16. Причина: шаблон



  2. #2
    Маститый Аватар для Seibur
    Информация о пользователе
    Регистрация
    07.01.2012
    Адрес
    Изумрудный город
    Сообщений
    1,116
    Записей в дневнике
    86
    Репутация: 57 Добавить или отнять репутацию

    По умолчанию

    Где описание как использовать?Куда что писать?Где дополнительная графика?
    Как можно писать интересное описание скрипта и кидать симпотичные скриншоты, без описаний того как работать со скриптом???
    Не ужели так сложно взять и расписать? Иль хотябы кинуть демку-туториал?
    Одним словом как всегда Темный...
    Показываешь бомбу и не даешь её взорвать!(слова великого Гейба Ньюелля)
    з.ы.Хоть раз сюда загляни!
    Сгорая сам, свети другим.

  3. #3
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
    Сообщений
    2,449
    Записей в дневнике
    20
    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    Где описание как использовать?Куда что писать?Где дополнительная графика?
    Вопрос какая графика???)) Скрипт не какой графики не требует)
    ну а по поводу скрипта все просто если тебе даже в лом заглянуть в его шапку и посмотреть теги
    для заметок врагов. То для тебя ленивого распишу.
    Прописывать в заметки для врагов
    <level random: x> х- любое число больше нуля! случайно устанавливает уровень врагу
    <min level: x> х- устанавливает минимальный уровень врага
    <max level: x> х- устанавливает максимальный уровень врага
    <set level: x> х-устанавливает определенный уровень врага
    <level type: x>
    Последний раз редактировалось Темный; 15.01.2013 в 19:49.



  4. #4

    По умолчанию

    Оформить никак нельзя? У тебя и дома носки по всей квартире?
    Последний раз редактировалось aisuuw; 16.01.2013 в 15:57.

  5. #5

    По умолчанию

    Ошибка в описании (И вы увЕдите)

  6. #6
    Бывалый Аватар для Kujaku
    Информация о пользователе
    Регистрация
    08.08.2012
    Адрес
    Новороссийск
    Сообщений
    727
    Репутация: 39 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от C00LER Посмотреть сообщение
    Ошибка в описании (И вы увЕдите)
    Ищи еще посты темного и ужаснись. =)

Информация о теме

Пользователи, просматривающие эту тему

Эту тему просматривают: 1 (пользователей: 0 , гостей: 1)

Социальные закладки

Социальные закладки

Ваши права

  • Вы не можете создавать новые темы
  • Вы не можете отвечать в темах
  • Вы не можете прикреплять вложения
  • Вы не можете редактировать свои сообщения
  •