VX 스크립트

Version: 1.0
Author: Cmpsr2000
Release Date: September 10, 2008

Introduction
This script allows for the definition of Ammunitions and weapons that can consume them.


Features
  • Create an unlimited number of ammo "types."
  • Fire more than one type of ammo per weapon.
  • Deplete ammunition with skills as well as attacking.
  • Limit the amount of ammo equipable for each weapon (clip size)
  • Reload ammo automatically or by using a skill.


 


Customization
General customization:
#-------------------------------------------------------------------------------
#
# This script allows for the definition of Ammunitions and weapons that can
# consume them. To build an ammunition type, first add the name to the Ammo
# Vocab entry in the redefinitions section of the script.
#
# To declare a weapon in the database as an ammunition:
# Include the name of the ammo type surrounded by <> in the notes field.
# for example: <arrow>
#
# To declare a weapon that consumes ammunition:
# Include the term uses: followed by the ammo type surrounded by <> in the
# notes field. for example: <uses:arrow>
#
# NOTE: Weapons can use more than one type of ammo! Include multiple tags
# for each ammo type you wish to be equipable.
# For example: <uses:bullet> <uses:grenade>
#
# To restrict the maximum equipable ammo for a weapon:
# Include the max: attribute in the uses tag followed by the amount.
# For example: <uses:bullet max:30>
#
# NOTE: If you include max: for one ammo type on a weapon, you must include
# it for ALL ammo types for that weapon!
#
# To reload ammunition when using ammo-restricted weapons:
# Include the reload tag in the notes of the skill.
# For example: <reloads>
#
# To use ammo with skills:
# Include the spendsAmmo tag followed by the amount to spend in the notes
# field of the skill.
# For example: <spendsAmmo:3>
#
#-------------------------------------------------------------------------------

In Redefinitions::

Set ammo type names and the generic ammo term here:
또 시작
module Vocab
#-----------------------------------------------------------------------------
# You can define the names of your ammo types here. These are the terms used
# in the notes field to delcare items as part of the system
#-----------------------------------------------------------------------------
Ammo = [ #Ammo1 Name
"Arrow",

#Ammo2 Name
"Bullet",

#Ammo3 Name
"Grenade"
]
AmmoGeneric = "Ammo"
end
또!
To add your own damage calculations for ranged weapons:
또 시작!
#-----------------------------------------------------------------------------
# includes the calculations for weapons that use ammunition
#-----------------------------------------------------------------------------
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
elsif weapons[0] != nil and weapons[0].usesAmmo?
n1 = weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
case $game_ammo.hitRateCalcType
when 0 #addative
n = n1 + n2
when 1 # average (rounds up)
n = ((n1 + n2).to_f / 2).ceil
when 2 #average (rounds down)
n = (n1+ n2) / 2
when 3 #min
n = [n1, n2].min
when 4 #max
n = [n1, n2].max
#-------------------------------------------------------------------------
# scripters can add their own damage calulation for ranged weapons here
# by adding additional "when" statements to the case
#-------------------------------------------------------------------------
end
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
return n
end

In Game_Ammo:

Select which damage formula to use:


 #---------------------------------------------------------------------------
# set the type of hit calculation for ammos here
# 0: Addative (weapon dmg + ammo dmg)
# 1: Average (rounds up)
# 2: Average (rounds down)
# 3: Min
# 4: Max
#---------------------------------------------------------------------------
@hitRateCalcType = 0

Set auto-reloading behaviors:

#---------------------------------------------------------------------------
# Set this to true if you would like the characters to automatically
# reload their weapons when they expend equiped ammunition.
#---------------------------------------------------------------------------
@autoReload = false
and
 #---------------------------------------------------------------------------
# Set this to true to enable the system to search for the first available
# equipable ammo. Set to false to disable this capability.
#---------------------------------------------------------------------------
@allowBlindReload = true

Comment '2'
  • ?
    찌그만앙마 2008.12.03 01:31
    내용을 보니 탄약을 소비하는 무기에 대한 스크립트이네요.
    무한총알, 한 무기에 따라 여러 타입의 총알 사용, 스킬에 따라 데미지도 오르고, 스킬 또는 자동으로 탄약 충전..등등.. 뭐 이런 내용이네요.
  • ?
    EuclidE 2010.05.03 19:12

    문제는 안된다는거


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5398
23 장비 방어구 착용시 최대HP, MP증가 스크립트(턴알) 3 file 기관차 2014.11.06 1222
22 장비 카드 슬롯 장비 스크립트[수정] 2 빙하 2012.11.11 2058
21 장비 카드 슬롯 장비 스크립트 18 file 아이미르 2011.10.13 4131
20 장비 초보적인 장비레벨 개념 스크립트 - 수정 및 덤 9 아이미르 2011.09.06 2657
19 장비 장비 레벨 개념 추가 스크립트 14 아방스 2010.12.06 3275
18 장비 KGC 확장 장비 화면 2009/02/15 13 시트르산 2010.09.25 3112
17 장비 장비의 착용조건 설정 v1.0 27 file 까까까 2010.09.20 3740
16 장비 장비에 레벨제한 스크립트!! 21 ijsh515 2010.09.19 3040
15 장비 Equipment Constraints 2.5b by Modern Algebra 3 Alkaid 2010.09.17 2001
14 장비 Multi-Slot Equipment VX 1.6 by DerVVulfman 1 file Alkaid 2010.09.02 1637
13 장비 아이템 장비시 스킬습득, 'SW_EquipFinisher' by Siot Warrior 19 file 시옷전사 2010.08.31 3029
12 장비 루시퍼님이올리신 rei의 보이는 장비 아주 조금 해석본 2 file 비류 2010.01.08 2184
11 장비 남성 / 여성전용 장비 스크립트 (수정 v1.1) 16 Evangelista 2009.11.15 3070
10 장비 YERD - Extra Equipment Options ReDONE 7 훈덕 2009.11.08 2287
9 장비 Rei(레이)의 Paperdoll(비쥬얼 장비)스크립트 20 file 루시페르 2009.07.29 4467
8 장비 KGC장비종류 추가 스크립트. 36 file 루시페르 2009.03.28 4674
7 장비 KGC확장장비창 스크립트 15 file 티라엘 2009.03.27 3622
» 장비 Disposable Ammo(또 있는 곳을 잘 읽으셔야 합니다.) 2 Man... 2008.10.29 1696
5 장비 Equipment Set Bonus 6 Man... 2008.10.25 1849
4 장비 Expansion_Suite V2.1! 6 Man... 2008.10.25 1593
Board Pagination Prev 1 2 Next
/ 2