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
#
#==============================================================================
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