XP 스크립트

# Originally released by: momomo?
# Removal of comments and fix: Matte

# Look at line 221 for more info
module Combo_Skill_Config
COMBO_BONUS = 25
ALL_ATTCK_SKILL_MAX = 1
COMBO_ANIME_ID = 5
BASE_BEFORE_REVISION = 15
BASE_AFTER_REVISION = 15
SHOW_DAMAGE_LUMP = true
COMBO_NAME_SHOW = true
COMBO_NAME_SPLIT = 3
end

class Scene_Battle
include Combo_Skill_Config
#--------------------------------------------------------------------------
alias scene_battle_skill_combo_start_phase4 start_phase4
def start_phase4
@combo_on = false
@combo_bese_target = nil
@combo_finish = false
@combo_count = 0
@combo_name = ""
scene_battle_skill_combo_start_phase4
end
#--------------------------------------------------------------------------
alias scene_battle_skill_combo_update_phase4 update_phase4
def update_phase4
if @combo_effect_start
update_phase4_combo_effect
return
end
scene_battle_skill_combo_update_phase4
end
#--------------------------------------------------------------------------
alias scene_battle_skill_combo_update_phase4_step2 update_phase4_step2
def update_phase4_step2
unless @active_battler.current_action.forcing
if @active_battler.restriction == 2 or @active_battler.restriction == 3
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
if @active_battler.restriction == 4
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
if @action_battlers.size != 0 and @combo_on == false
if combo_ok?(@active_battler)
@combo_skill = []
@combo_skill.push(@active_battler.current_action.skill_id)
@combo_member = []
@combo_member.push(@active_battler)
last_battler = @active_battler
for i in 0...@action_battlers.size
next_battler = @action_battlers[i]
break if combo_ok?(next_battler) == false
break if combo_probability(last_battler, next_battler) == false
next_battler.combo_number = i + 2
@combo_skill.push(next_battler.current_action.skill_id)
@combo_member.push(next_battler)
last_battler = @action_battlers[i]
end
@combo_max = @combo_member.size
if @combo_max > 1
@combo_count = 0
@active_battler.combo_number = 1
@combo_on = true
@combo_effect = true
else
@combo_bese_target = nil
@combo_all_target_count = 0
@combo_on = false
end
end
end
if @combo_effect
@combo_effect_start = true
end
scene_battle_skill_combo_update_phase4_step2
end
#--------------------------------------------------------------------------
alias scene_battle_skill_combo_make_skill_action_result make_skill_action_result
def make_skill_action_result
scene_battle_skill_combo_make_skill_action_result
if @combo_on
@active_battler.combo_number = nil
@combo_count += 1
if @combo_count >= @combo_max
@combo_finish = true
end
if COMBO_NAME_SHOW
c_name = get_combo_skill_name(@skill)
if @combo_finish
@combo_name += c_name[1]
@help_window.set_text(@combo_name, 1)
@help_window.visible = true
else
@combo_name += c_name[0]
@help_window.visible = false
end
end
end
end
#--------------------------------------------------------------------------
def update_phase4_combo_effect
@active_battler.animation_id = COMBO_ANIME_ID
@active_battler.animation_hit = true
@wait_count = 8
@combo_effect_start = false
@phase4_step = 3
end
#--------------------------------------------------------------------------
alias scene_battle_skill_combo_update_phase4_step5 update_phase4_step5
def update_phase4_step5
scene_battle_skill_combo_update_phase4_step5
if @combo_finish
battler = []
battler += $game_troop.enemies
battler += $game_party.actors
for target in battler
if target.exist?
if SHOW_DAMAGE_LUMP
if target.combo_total_damage != nil
target.damage = target.combo_total_damage
target.damage_pop = true
target.combo_total_damage = nil
end
end
if target.combo_dead
target.hp = 0
target.combo_dead = false
end
end
end
end
end
#--------------------------------------------------------------------------
alias scene_battle_skill_combo_update_phase4_step6 update_phase4_step6
def update_phase4_step6
scene_battle_skill_combo_update_phase4_step6
if @combo_finish
@combo_on = false
@combo_bese_target = nil
@combo_count = 0
@combo_finish = false
@combo_effect = false
@combo_name = ""
end
end
#--------------------------------------------------------------------------
def combo_ok?(actor)
all_attck_skill_max = ALL_ATTCK_SKILL_MAX
if actor.is_a?(Game_Enemy)
return false
end
if actor.current_action.kind != 1
return false
end
unless actor.skill_can_use?(actor.current_action.skill_id)
return false
end
skill = $data_skills[actor.current_action.skill_id]
for i in skill.element_set
if $data_system.elements[i] != nil
if $data_system.elements[i] =~ /combo/
return false
end
end
end
if @combo_bese_target == nil
@combo_all_target_count = 0
if skill.scope == 2
if @combo_all_target_count >= all_attck_skill_max
return false
end
@combo_bese_target = -1
@combo_all_target_count += 1
else
@combo_bese_target = actor.current_action.target_index
end
elsif @combo_bese_target == -1
if skill.scope == 2
if @combo_all_target_count >= all_attck_skill_max
return false
end
@combo_all_target_count += 1
else
@combo_bese_target = actor.current_action.target_index
end
else
if skill.scope == 2
if @combo_all_target_count >= all_attck_skill_max
return false
end
@combo_all_target_count += 1
else
if actor.current_action.target_index != @combo_bese_target
return false
end
end
end
return true
end
#--------------------------------------------------------------------------
def combo_probability(last_battler, next_battler)
s_num = $data_system.switches.index("1")
if s_num != nil
return true
end
last_skill = $data_skills[last_battler.current_action.skill_id]
next_skill = $data_skills[next_battler.current_action.skill_id]
last_n = skill_combo_after_revision(last_skill)
last_n += actor_combo_after_revision(last_battler)
next_n = skill_combo_before_revision(next_skill)
next_n += actor_combo_before_revision(next_battler)
n = last_n + next_n
# Change this next line to whatever you want the propability to be.
# If the number is lower there is a bigger chance for a combo attack.
# And if it's higher there is less chance for a combo
if (rand(100) < n)
return true
end
return false
end
#--------------------------------------------------------------------------
def actor_combo_base_revision(actor)
return 0
end
#--------------------------------------------------------------------------
def actor_combo_before_revision(actor)
n = actor_combo_base_revision(actor)
n += BASE_BEFORE_REVISION
return n
end
#--------------------------------------------------------------------------
def actor_combo_after_revision(actor)
n = actor_combo_base_revision(actor)
n += BASE_AFTER_REVISION
return n
end
#--------------------------------------------------------------------------
def skill_combo_before_revision(skill)
rate = 0
for i in skill.element_set
if $data_system.elements[i] != nil
if $data_system.elements[i] =~ /combo([+-]?[0-9]+)(%|%)/
rate += $1.to_i
end
end
end
return rate
end
#--------------------------------------------------------------------------
def skill_combo_after_revision(skill)
rate = 0
for i in skill.element_set
if $data_system.elements[i] != nil
if $data_system.elements[i] =~ /combo([+-]?[0-9]+)(%|%)/
rate += $1.to_i
end
end
end
return rate
end
#--------------------------------------------------------------------------
def get_combo_skill_name(skill)
name = skill.name.split('')
if name.size == 1
return [name[0], name[0]]
elsif name.size <= COMBO_NAME_SPLIT
tempname = name.join
return [tempname, tempname]
end
num = name.size / 2
name1 = ""
name2 = ""
for i in 0...num
name1 += name[i]
end
for i in num...name.size
name2 += name[i]
end
return [name1, name2]
end
end

class Game_Battler
include Combo_Skill_Config
attr_accessor :combo_number
attr_accessor :combo_dead
attr_accessor :combo_total_damage
#--------------------------------------------------------------------------
alias game_battler_skill_combo_initialize initialize
def initialize
game_battler_skill_combo_initialize
@combo_number = nil
@combo_dead = false
@combo_total_damage = nil
end
#--------------------------------------------------------------------------
alias game_battler_skill_combo_skill_effect skill_effect
def skill_effect(user, skill)
result = game_battler_skill_combo_skill_effect(user, skill)
if user.combo_number != nil
if self.damage.is_a?(Numeric)
combo_rate = user.combo_number * COMBO_BONUS
damage = self.damage * combo_rate / 100
self.damage += damage
self.hp -= damage
if SHOW_DAMAGE_LUMP
@combo_total_damage = 0 if @combo_total_damage == nil
@combo_total_damage += self.damage
self.damage = nil
end
end
if self.dead?
self.combo_dead = true
self.hp = 1
end
end
return result
end
end

====================================

자세히는잘모르고..  테일즈위버처럼  콤보 쓰는거같네요 ^^

Who's 백호

?

이상혁입니다.

http://elab.kr


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6153
88 메뉴 1-Scene CMS 1.03 by LegACy@rmxp.org (SDK호환) file 백호 2009.02.22 871
87 메뉴 Customizable Ring Menu by SephirothSpawn 백호 2009.02.22 884
86 메뉴 1-Scene CMS 1.1 by LegACy@rmxp.org (SDK호환) file 백호 2009.02.22 953
85 메뉴 Event Spawner 1 file 백호 2009.02.22 979
84 메뉴 SG_Artifact Colors by sandgolem (SDK 호환) 1 백호 2009.02.22 1003
83 메뉴 링메뉴+음악도입스크립트 백호 2009.02.21 1051
82 메뉴 SG_Hide zero SP cost by sandgolem (SDK호환) 백호 2009.02.22 1064
81 메뉴 FF7 Menu version 3 by AcedentProne (SDK 호환) file 백호 2009.02.22 1116
80 메뉴 메뉴에서 실제시간 보기 2 백호 2009.02.21 1124
79 메뉴 Materia System 2 file 백호 2009.02.22 1222
78 메뉴 CogWheel Plug'n'Play Menu Bar by DerVVulfman@rmxp.org 2 백호 2009.02.22 1222
77 메뉴 L's Simple Custom Menu #1 R2 (SDK 2.x 필요) Alkaid 2013.01.18 1227
76 메뉴 Advanced Command Windows by Tsunokiette file 백호 2009.02.22 1307
75 메뉴 플레이 시간 윈도우 개조 file 백호 2009.02.21 1328
74 메뉴 스테이터스 일람 스크립트 file 백호 2009.02.21 1328
73 메뉴 Ring menu edit for SDK2 (Original by Hypershadow180) file Alkaid 2010.09.08 1374
72 메뉴 링메뉴 스크립트 file 백호 2009.02.21 1391
» 메뉴 콤보 스크립트 백호 2009.02.22 1399
70 메뉴 링메뉴에 돈(G)표시하기 백호 2009.02.21 1413
69 메뉴 Leidy's Ring Command Window 1.2 by DerVVulfman Alkaid 2012.09.09 1430
Board Pagination Prev 1 2 3 4 5 Next
/ 5