XP 스크립트

캐릭터별, 또는 클래스별로 전투명령을 부여할 수 있는 스크립트입니다.  스크립트와 작동은 첨부된 데모를 참조하세요.  SDK용과 비SDK용이 있고, 사용할 전투명령은 BattleCommands.rxdata란 이름의 파일을 만들어 거기서 정의하면 됩니다(아래는 예제):

#This text is not parsed by the script
#Remember Here Are the Default Values
#
#id Must be declared
#name Must be declared
#name_set {}
#kind Must be declared
#type 0
#rating 10
#icon_name nil
#color [normal_color, disabled_color]
#skill_id nil
#common_event nil
#ammo [false, false]
#ammo_heal nil
#ammo_inc nil *NOT IMPLEMENTED*
#level nil *NOT IMPLEMENTED*
#exp_to_next nil *NOT IMPLEMENTED*
#weapon_ids nil
#armor_ids nil
#skill_set nil
#skills nil
#class_level nil
#actor_level nil
#description nil
#special_cond false
#hidden false
#parameters {} *BAG OF BATTLE COMMANDS* *NOT IMPLEMENTED*
#skill_parameters {} *BAG OF BATTLE COMMANDS*
#item_parameters {} *BAG OF BATTLE COMMANDS*
#actor_parameters {} *BAG OF BATTLE COMMANDS*
#enemy_parameters {} *BAG OF BATTLE COMMANDS* *NOT IMPLEMENTED*
#script nil
#next_method phase3_next_actor
#
#
# The command's id
#
# The command's name
# Do not enclose the name in " "
#
# The command's other names
# How you define the names determines the priority of the name chosen
# example
# {'actor' => {1 => 'Smile', 2 => 'Frown'},'class' => {1 => 'Anger'}}
# Now here are the heros
# Actor id 1 class 1 resulting name Smile
# Actor id 2 class 1 resulting name Frown
# Actor id 1 class 2 resulting name Anger
# Actor id 3 class 1 resulting name Anger
# Actor id 3 class 4 resulting name Default Name
# Actor id 2 class 2 Resulting name Frown
#
# parameters can include actor, class, weapon, shield, helmet, body, accessory, and level
#
# The command's kind
# note set to three if a command links to a skill or a skill_set
#
# The command's type
# see method make_basic_action_result
#
# The command's rating
# higher rated commands will appear on the top
# if the ratings are the same then the id is compared and lower ids have higher priority
#
# The command's icon name
# from Graphics/Icons
#
# The command's color in battle
# Use Color.new(red, green, blue) or Color.new(red, green, blue, alpha)
#
# The command's skill id
# If using you must set the kind to 3
# the skills common event will not be ran
#
# The command's common event
# If using you must set the kind to 3
#
# The on switch for ammo
# set to [true,false, maximum amount] if this command points
# set to [true, true, item id] for the points to depend on an item
# note if you are using an icon The ammo amount will most likely get cut off
#
# How the ammo regains its sp
# ignore this if the points depend on an item choices
# Heal is an Integer + Float where integer is the amount healed and float is the percentage healed
# ex 3.10 heals 10% + 3
# {0 => Heal} Heals float % + int at end of battle or nil for Full Heal after battle
# {1 => Heal} Heal at actor level up
# {2 => [Heal, a, b]} Heals float % + int or nil for full heal at ax+b turns
# {3 => Heal} Heals when Defending
# {4 => Heal} Heals when Doing Nothing
# {5 => Heal} Heals only with the Full Recovery Event Command
#
# The weapon ids
# you can have multiple ids use an array if just one id then you can just put an integer here
#
# The armor ids same as weapon ids
#
# The skill set for use in categorizing the skill list
# for example all fire skills will be skill.element_set.include?(1)
# You may also use this to work for items
#
# The usable skill list see OTHER STUFF section for more stuff on this
#
# The class level set
# must be an array set up like this [class_id,level,class2_id,level2]
#
# The actor level set same as above
#
# The Description of the command as with all words do not enclose in ""
#
# The special condition must be a boolean expression
# for example if you want the Arshes to learn this in battle while he has less than 100 hp
# then the condition will be (actor.id == 1 and actor.hp <= 100)
#
# Hidden
# if the command is hidden set this to true
#
# Parameters
# forget about this now
#
# Skill Parameters
# If you added the addon Bag of battle commands then you may edit its parameters
# You may edit sp_cost, power, atk_f, eva_f, str_f, dex_f, agi_f, int_f, hit
# pdef_f, mdef_f, variance, element_set, and plus(minus)_state_set
# The format is {'parameter' => [plus amount, times amount]}
# Where plus amount is the amount added and times amount is the percentage to add
# for example {'power' => [20, 3], 'sp_cost' => [0, 0.33]}
# would be skills power * 3 + 20 and 1/3 the sp_cost which is pretty nifty
#
# element_set and plus(minus)_state_set work differently
# The format is {'parameter' => [bool, int1, int2,... intn]}
# if bool is true then the whole set is replaced if false then add to the set
# int1-intn are values of ids to put/add to the parameter
# for example {'element_set' => [false, 1]}
# would be add a fire attribute to the skill
#
# Item Parameters
# Same as Skill Parameters except it is for items instead of skills
# You may edit recover_hp(sp)(_rate),hit,pdef_f,mdef_f,variance,e lement_set,
# and plus(minus)_state_set and same format as for the skill parameters
#
# Actor Parameters
# Same as Skill and Item Parameters except it affects the actor using the command
# You many edit str, dex, agi, int, hit, atk, pdef, mdef, eva, and damage
#
# Enemy Parameters
# Not implemented yet but affects the enemy the player is attacking
#
# Script
# Enter a script here separating lines by using a semicolon ( ; )
# you may replace @active_battler with just actor
# example heal 100 sp when using the command is actor.sp += 100; @status_window.refresh
#
# Next Method the next method called after selecting the command
#
#
#
#
#
#
#The Skills Parameter
#You may enter a string an array or a hash here (You must use kind = 3 for these)
#
#Array
#This array contains all of the skill ids the command can use great for if you want certain skills for a command
#
#String
#Example skill.element_set.include?(1) will make the command contain all fire skills
#the string holds a condition that is passed through each skill if true then the skill will be on the list
#
#Hash
#a bit more complicated but alot more powerful
# Integer value case 1 { skill.id => value, skill.id => value}
# in this case value is the minimum level required to use the skill
#
# Array for value case 2 {skill.id => [v1,v2]}
# in this case v1 is the minumum level required to use the skill and v2 is the actor id that can use the skill
#
# String for value case 3 {skill.id => "condition"}
# in this case the string condition is evaluated and if true then the skill can be used for more advanced effects


id 1
name Attack
name_set {'actor' => {2 => 'Hit', 7 => 'Tease', 8 => 'Poke'}}
kind 0
type 0
color [Color.new(0,0,255), Color.new(0,0,255,128)]
rating 10
ammo [true, false, 10]
ammo_heal {2 => [1.1,4,0]}
next_method start_enemy_select

id 2
name Skill
kind 1
rating 20
color [Color.new(128,0,0), Color.new(128,0,0,128)]
ammo [true, true, 2]
ammo_heal {3 => nil}
next_method start_skill_select

id 3
name Defend
kind 0
type 1

id 4
name Item
kind 2
next_method start_item_select

Who's 백호

?

이상혁입니다.

http://elab.kr

Atachment
첨부 '1'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6168
174 전투 흠.. 아직도 이 스크립트가 없군요 ㅋㅋ(제가올림..) 1 file 백호 2009.02.21 3336
173 전투 횡스크롤형식의 스크립트 7 백호 2009.02.21 2980
172 전투 펫 시스템(ABS 3.4v포함) 23 file 백호 2009.02.22 3462
171 전투 턴제 전투메시지 스크립트 10 file 백호 2009.02.21 2199
170 전투 쿼터뷰 전투 스크립트 3 file 백호 2009.02.21 2871
169 전투 캐릭터고르기스크립트? ps인간 2009.01.23 3263
168 전투 캐릭터가 착용한 무기에 따라 배틀러 무기도 바꿔주는 스크립트 6 file 백호 2009.02.21 2518
167 전투 추적 공격 스크립트 백호 2009.02.21 1459
166 전투 중복일지도 모르는 ATB 전투 11 file 백호 2009.02.22 4057
165 전투 전투후 경험치 분배와 레벨업시 HP/SP 전회복 15 백호 2009.02.21 2377
164 전투 전투중의 윈도우 전부 투명화 3 file 백호 2009.02.21 1879
163 전투 전투중에 장비들 교체하기 file 레이스89 2017.08.19 596
162 전투 전투의 커맨드에 따라 능력치를 상승 백호 2009.02.22 904
161 전투 전투의 승리마다 행동에 따라서 능력치가 상승한다! 1 백호 2009.02.22 1238
160 전투 전투위치 보정 스크립트 1 file 백호 2009.02.21 1234
159 전투 전투에서도 맵 BGM 연결하는 스크립트 2 file 백호 2009.02.21 1130
158 전투 전투시 아이콘 윈도우 2 file 백호 2009.02.21 1650
157 전투 전투시 미묘한 효과 스크립트 file 백호 2009.02.21 1468
156 전투 전투불능 케릭터 강제삭제 7 독도2005 2008.10.05 1918
155 전투 전투배경확장 한글 3 백호 2009.02.22 1472
Board Pagination Prev 1 2 3 4 5 6 7 8 9 Next
/ 9