#1 Inviato 10 July 2012 - 17:43 PM
Stavo cercando uno script o una demo(preferibilmente) che permetta a uno degli eroi di effettuare una mossa in grado di ricevere danni al posto di un alleato colpito parandoglisi davanti,uso il tankentai.
Grazie mille in anticipo
#2 Inviato 10 July 2012 - 18:58 PM
(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)
Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^
disponibile su Google Play, qui i dettagli! ^ ^
completo! Giocabile online, qui i dettagli! ^ ^
REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^
#3 Inviato 10 July 2012 - 19:33 PM
Sito= http://www.rpgmakerv...showtopic=48699
# Protect Skill v 1.2.3 # by Kal # # ===== How to use ===== # # Make a state that has the magic word in it's note box. When that state # is inflicted on an ally, the person who inflicted the state (by casting # a spell that adds the state, for example) will receive all the damage # that is done to the ally. # # ===== What battle system is this for? ===== # # The script was designed for the default battle system but it's also works # with Tankentai (and ATB). However, there is no animation support for # Tankentai at the moment (i.e. protector jumping in front of protectee) and # the damage numbers need to be fixed. # # ===== Version history ===== # # 1.0 - Finished script # # 1.1 - Added message text configuration in the config module. # - Status effect will be removed immediately after the protector dies # - Fixed a bug where a dead protector would still protect under certain # circumstances. # - Fixed a bug where the protect message got drawn when it shouldn't. # # 1.2 - Added ability to increase/decrease the amount of damage a protector # takes when protecting. # # 1.2.1 - Fixed using items on protector bug with Tankentai + ATB. # # 1.2.2 - Fixed a bug where you could not cast the state again after a battle. # # 1.2.3 - Fixed a bug with Tankentai + ATB where the protect state would not # be removed when the protector died. module ProtectConfig MAGIC_WORD = "Protect" # Add this word in the "Note" box for any status in order to enable protect # for that status. PROTECT_PHYSICAL = true PROTECT_SKILLS = true # Set these to true/false to enable/disable protection from physical damage # and protection from skills damage. PROTECT_LIMIT = 1 # This is the number of allies one character can protect at the same time. DAMAGE_EFFECT = 100 # This is a percentage of damage the protector will take when protecting # an ally. For example, if this value is set to 50, the protector will take # half damage when protecting an ally. MP_DAMAGE_EFFECT = false # Should DAMAGE_EFFECT apply to MP damage? MESSAGE = lambda do |context| eval "protector.name + ' protected ' + target.name + '!'", context # Edit this line to change the message that is displayed when an actor # protects an ally. protector.name is the protector's name and # target.name is the protected ally's name. Any text you want to add # needs to be in single quote strings, as above. # Note: not working for Tankentai at the moment. end end class RPG::State attr_accessor :skill_user def protect? set_protect if @protect.nil? @protect end def set_protect if @note.downcase =~ /#{ProtectConfig::MAGIC_WORD.downcase}/ @protect = true else @protect = false end end end class Scene_Battle unless $@ alias :kal_old_display_action_effects :display_action_effects alias :kal_old_process_action :process_action end # NOTE: not being called at all with Tankentai and ATB. Fix? def display_action_effects(target, obj = nil) # If this is a physical attack (obj == nil) and PROTECT_PHYSICAL is false if !ProtectConfig::PROTECT_PHYSICAL and obj.nil? kal_old_display_action_effects(target, obj) # call original method and return return # If this is a skills attack and PROTECT_SKILLS is false elsif !ProtectConfig::PROTECT_SKILLS and obj kal_old_display_action_effects(target, obj) # call original method and return return end if target.protect? protector = target.states.find { |state| state.protect? }.skill_user protector.display_protect = true unless protector.dead? if protector != @active_battler and protector.display_protect protector.display_protect = false if protector.dead? text = ProtectConfig::MESSAGE.call(binding) @message_window.add_instant_text(text) wait(30) kal_old_display_action_effects(protector) return end end kal_old_display_action_effects(target, obj) end # Check if any protector is dead after an action has been processed. # If dead remove the state. def process_action kal_old_process_action $game_party.members.each do |member| member.states.each do |state| if state.protect? if state.skill_user.dead? state.skill_user.protected_allies = 0 member.remove_state(state.id) @status_window.refresh end end end end end end class Game_Battler attr_accessor :protected_allies, :display_protect, :protecting unless $@ alias :kal_old_initialize :initialize alias :kal_old_make_attack_damage_value :make_attack_damage_value alias :kal_old_add_state :add_state alias :kal_old_skill_effect :skill_effect alias :kal_old_make_obj_damage_value :make_obj_damage_value end def initialize @protected_allies = 0 @display_protect = true @protecting = false kal_old_initialize end def make_attack_damage_value(attacker, effect = nil) kal_old_make_attack_damage_value(attacker) if ProtectConfig::PROTECT_PHYSICAL states.each do |state| if state.protect? and !state.skill_user.dead? @hp_damage = 0 state.skill_user.protecting = true state.skill_user.attack_effect(attacker) end end if @protecting @hp_damage *= (ProtectConfig::DAMAGE_EFFECT / 100) @protecting = false end end end def make_obj_damage_value(user, obj) kal_old_make_obj_damage_value(user, obj) if ProtectConfig::PROTECT_SKILLS and !$game_party.members.include?(user) states.each do |state| if state.protect? and !state.skill_user.dead? @hp_damage = 0 @mp_damage = 0 state.skill_user.protecting = true state.skill_user.skill_effect(user, obj) end end if @protecting @hp_damage *= (ProtectConfig::DAMAGE_EFFECT / 100) @mp_damage *= (ProtectConfig::DAMAGE_EFFECT / 100) if ProtectConfig::MP_DAMAGE_EFFECT @protecting = false end end end def add_state(state_id) state = $data_states[state_id] if state.protect? state.skill_user = @skill_user @skill_user.protected_allies += 1 end kal_old_add_state(state_id) end def skill_effect(user, skill) @skill_user = user kal_old_skill_effect(user, skill) end def protect? states.any? {|state| state.protect?} end end class Game_Actor alias :kal_old_state_resist? :state_resist? unless $@ def state_resist?(state_id) # Prevent castng protect on self if @skill_user == self and $data_states[state_id].protect? return true # Prevent casting protect on a char that is already protected elsif protect? and $data_states[state_id].protect? return true # Prevent casting protect if the protect limit is reached elsif @skill_user.protected_allies >= ProtectConfig::PROTECT_LIMIT return true end kal_old_state_resist?(state_id) end end class Game_Party alias :kal_old_remove_states_battle :remove_states_battle unless $@ def remove_states_battle kal_old_remove_states_battle members.each do |actor| actor.protected_allies = 0 end end end
Modificato da Bartowski, 10 July 2012 - 20:06 PM.
#4 Inviato 17 July 2012 - 21:33 PM