VX 스크립트

Overkill
Version
1
Author 332211or uresk
Release Date 23/8/08

Introduction
When you kill an enemy and make its hp drop below a custom number, you'll get one overkill.
Overkill gives you double exp and gold at the end of the battle.
Here it is an example:
Overkill_HP = {1 => 20}
Slime has 20/100HP
Slime is attacked for 50 damge.
Hp = 20 - 50 = - 30
Since 30 > 20 it's an overkill
여기서부터

Features
Customize overkill hp for each enemy.
###############################################################################
# Script: Overkill
# Version: 1 (28/8/08)
# Author: uresk (AKA 332211)
###############################################################################
#==============================================================================
# ** Module Overkill
#------------------------------------------------------------------------------
# Configuration
#
# Overkill_HP = {enemy_id => negative hp for overkill, ...}
#
# Overkill_text = "message for overkill when enemy dies"
# apears only when you overkill one enemy
#
# Overkill_Bonus_End = "message shown in the battle end before Exp and Gol gain"
#==============================================================================

module Overkill

Overkill_HP = {1 => 500, 2 => 10}

Overkill_text = "OVERKILL!!"

Overkill_Bonus_End = "Gained double Exp and %s for Overkill."
# %s = game currency

end


#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================

class Game_Battler
#--------------------------------------------------------------------------
# * aliasing Change HP method
#--------------------------------------------------------------------------
alias overkill_hp hp=
#--------------------------------------------------------------------------
# * Change HP
# hp : new HP
#--------------------------------------------------------------------------
def hp=(hp)
self.dying_hp = hp unless self.actor?
overkill_hp(hp)
end
end


#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemy characters. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables (new)
#--------------------------------------------------------------------------
attr_accessor:overkill
attr_accessor:dying_hp
#--------------------------------------------------------------------------
# * aliasing Object Initialization
#--------------------------------------------------------------------------
alias overkill_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
# index : index in troop
# enemy_id : enemy ID
#--------------------------------------------------------------------------
def initialize(index, enemy_id)
overkill_initialize(index, enemy_id)
@overkill = false
@dying_hp = 0
end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * include module Overkill
#--------------------------------------------------------------------------
include Overkill
#--------------------------------------------------------------------------
# * aliasing display_added_states method
#--------------------------------------------------------------------------
alias overkill_display_added_states display_added_states
#--------------------------------------------------------------------------
# * Show Added State
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_added_states(target, obj = nil)
overkill_display_added_states(target, obj = nil)
overkill(target) if target.actor? == false and target.dead?
end
#--------------------------------------------------------------------------
# * Overkill * checks for overkill
# target : Target
#--------------------------------------------------------------------------
def overkill(target)
if Overkill_HP[target.enemy_id] != nil # if there is a set Hp for overkill
dhp = 0
dhp -= target.dying_hp # get dying_hp
required_damage = Overkill_HP[target.enemy_id] # get required Hp for overkill
target.overkill = true if dhp >= required_damage # compare dying_hp with required hp
end
if target.overkill # show overkill in battle message
text = sprintf(Overkill::Overkill_text)
@message_window.add_instant_text(text)
end
end
#--------------------------------------------------------------------------
# * aliasing display_exp_and_gold method
#--------------------------------------------------------------------------
alias overkill_display_exp_and_gold display_exp_and_gold
#--------------------------------------------------------------------------
# * Display Gained Experience and Gold (overwriten)
#--------------------------------------------------------------------------
def display_exp_and_gold
exp = $game_troop.exp_total
gold = $game_troop.gold_total
for enemy in $game_troop.members # check all the enemies
next unless enemy.overkill # if one of the was overkilled
exp *= 2 # gain double exp
gold *= 2 # gain double gold
text = sprintf(Overkill::Overkill_Bonus_End,Vocab.gold) #show overkill
$game_message.texts.push('|' + text) # bonus message (battle end)
break
end
$game_party.gain_gold(gold)
text = sprintf(Vocab::Victory, $game_party.name)
$game_message.texts.push('|' + text)
if exp > 0
text = sprintf(Vocab::ObtainExp, exp)
$game_message.texts.push('.' + text)
end
if gold > 0
text = sprintf(Vocab::ObtainGold, gold, Vocab::gold)
$game_message.texts.push('.' + text)
end
wait_for_message
end
end
Comment '1'
  • ?
    KSG 2008.11.01 15:56
    뭔지도 모르고 퍼오시면 어떻합니까 ;;

    적 체력이상으로 큰 데미지로 죽이거나 하면 OVER KILL ! 이라면서

    골드랑 EXP 더주는 스크립트 같군요 ;

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5408
177 스킬장착 시스템 17 file RPGbooster 2008.10.11 3585
176 상점 스킬합성 상점 스크립트 23 file 미얼 2009.10.29 4498
175 메뉴 스타일 크로노 트리거 메뉴 31 file 콩밥 2010.07.19 4536
174 액터 스탯 시스탬 29 츠키아 2008.08.08 4214
173 메뉴 스테이터스 창을 멋있게 쿨하게~!전신을 보여주자. 24 file 할렘 2009.02.06 6236
172 메뉴 스테이터스 화면 개조 - 커스텀 버전 13 file 훈덕 2009.06.15 4932
171 스텟포인트 배분하기 88 file RPGbooster 2008.10.08 6637
170 메뉴 시스템 옵션 스크립트의 사용방법 6 아방스 2009.06.04 2834
169 기타 시야범위 스크립트 18 file 좀비사냥꾼 2009.03.19 4047
168 기타 시야범위 스크립트 22 file 카르와푸딩의아틀리에 2009.06.30 4025
167 기타 심플 마우스 시스템 1.5 애드온 11 file RMdude 2009.02.11 4325
166 심플하게 메뉴 띄우기 25 file RPGbooster 2008.10.08 3864
165 타이틀/게임오버 심플한 게임오버화면 28 file RPGbooster 2008.10.08 3328
164 HUD 심플한 맵 이름 띄우기 53 file RPGbooster 2008.10.08 6862
163 HUD 아방스님이 올린 HUD를 개조했습니다. 7 file 스리아씨 2013.09.30 2684
162 기타 아이디를 띄우기 20 12345678 2011.11.07 4627
161 HUD 아이콘 그리기 7 file 허걱 2009.08.20 4442
160 기타 아이콘 캐릭터 17 file 허걱 2010.02.28 4225
159 아이템 아이템 무게, 아이템별 소지수 적용 16 file 허걱 2010.11.11 2982
158 아이템 아이템 믹서 21 file 미양 2010.07.02 3983
Board Pagination Prev 1 ... 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Next
/ 32