VX 스크립트

Source: http://www.rmxpunlimited.net/scripts/rmvx/item/point-spend-system
            http://www.hbgames.org/forums/viewtopic.php?f=11&t=67661 

  Drago del Fato씨의 레벨업시 포인트로 스탯 올리는 스크립트의 VX버전입니다. 

 

#==========================================================================
# ** RMVX Drago del Fato - PointSpendSystem
# - Type: Custom Material
# - Author: Drago del Fato
# - Version: 1.05
# - RPG Maker Version: VX
# - Implementation: Put in Materials list.
#------------------------------------------------------------------------------
# When you gain a new level in your RPG your character attributes will need to
# be manually increased instead of automatically. You can set a specified number
# of points user can spend on each level as well as how much each attribute will
# be increased. If you use this script please give credits, thx ^^
#=========================================================================

#--------------------------------------------------------------------------
# * Phase 1 - Language and Other Resources
#--------------------------------------------------------------------------


#--- Main Text Resources
PSS_TEXT = "You've got to a new level! Do you want to spend your points now?"
PSS_ANSWERS = ["Yes","No"]
PSS_ACTOR_TEXT = "[Lv +]"

PSS_DESCRIPTION = "Left - Decrease, Right - Increase, C - Confirm, B - Cancel"
PSS_B1 = "Reset Current Modifications"
PSS_B2 = "Save Modifications"
PSS_B3 = "Cancel"
PSS_RES1 = "Special Points Left - "
PSS_RES2 = "Are you sure with this?"

PSS_SEP = " <> "

PSS_NAME = "Name"

#--- Other Resources
$PSS_POINTS = 6

PSS_HP = 10
PSS_MP = 10
PSS_ATK = 1
PSS_DEF = 2
PSS_SPI = 3
PSS_AGI = 4

#--- Set to True if you want to be notified until that character has points left
PSS_NOTIFY_POINTS = true

#--- Global Resources (do not modify if you arent skilled in RGSS)
$PSS_ACTOR_POINTS = []
$PSS_ACTOR_LVL_UP = []
$PSS_ACTOR_ATTR = [1,1,1,1,1,1]
$PSS_ACTOR_ADD = [1,1,1,1,1,1]
$PSS_RETURN_POINTS = 0
$PSS_POINTER = [PSS_HP, PSS_MP, PSS_ATK, PSS_DEF, PSS_SPI, PSS_AGI]

#--------------------------------------------------------------------------
# * Phase 2 - Class Modifications
#--------------------------------------------------------------------------


class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# * Change Experience
# exp : New experience
# show : Level up display flag
#--------------------------------------------------------------------------
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up

#-- Overwrite the new level parameters with past level one.
if !$BTEST
actor.parameters[0, @level] = actor.parameters[0, @level - 1]
actor.parameters[1, @level] = actor.parameters[1, @level - 1]
actor.parameters[2, @level] = actor.parameters[2, @level - 1]
actor.parameters[3, @level] = actor.parameters[3, @level - 1]
actor.parameters[4, @level] = actor.parameters[4, @level - 1]
actor.parameters[5, @level] = actor.parameters[5, @level - 1]
end

#-- Add Points to an actor when he levels up.
$PSS_ACTOR_LVL_UP[@actor_id] = true
$PSS_ACTOR_POINTS[@actor_id] += $PSS_POINTS

end

#-- Level down is deleted.

@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end

def pss_change_actor_params(param_id, new_value)
actor.parameters[param_id, @level] = new_value
end

end

class Scene_Title < Scene_Base

#--------------------------------------------------------------------------
# * Create Game Objects
#--------------------------------------------------------------------------
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new

for i in 0..$data_actors.size - 2
$PSS_ACTOR_POINTS.push(0)
$PSS_ACTOR_LVL_UP.push(false)
end
end

end

#-- Draw Level Up when a character goes to a new level, delete this class if
#-- you don't like this
class Window_Base < Window

def draw_actor_name(actor, x, y)
self.contents.font.color = hp_color(actor)
if $PSS_ACTOR_POINTS[actor.id] == 0
self.contents.draw_text(x, y, 108, WLH, actor.name)
else
ts = self.contents.text_size(actor.name + PSS_ACTOR_TEXT)
self.contents.draw_text(x, y, ts.width, ts.height, actor.name + PSS_ACTOR_TEXT)
end
end

end
#-- End of Level Up Character Name

class Scene_Status < Scene_Base

def start
#-- Original Status commands
super
create_menu_background
@actor = $game_party.members[@actor_index]
@status_window = Window_Status.new(@actor)
#-- End
if $PSS_ACTOR_LVL_UP[@actor_index + 1]
@pss_help = Window_PSS_Help.new
@pss_help.z = 9998
@pss_help.refresh_3
@status_window.opacity = 100
@status_window.contents_opacity = 100
@pss_confirm = Window_Command.new(300, [PSS_ANSWERS[0], PSS_ANSWERS[1]])
@pss_confirm.x = 245
@pss_confirm.y = 255
@pss_confirm.active = true
end
end

def update
if @pss_confirm != nil and @pss_confirm.active
@pss_confirm.update
if Input.trigger?(Input::C)
case @pss_confirm.index
when 0
@pss_confirm.visible = false
@pss_help.visible = false
$scene = Scene_PSS.new(@actor_index + 1)
when 1
@pss_confirm.visible = false
@pss_help.visible = false
@status_window.opacity = 160
@status_window.contents_opacity = 255
end
elsif Input.trigger?(Input::B)
@pss_confirm.visible = false
@pss_help.visible = false
@status_window.opacity = 160
@status_window.contents_opacity = 255
end
end
#-- Original Status commands
update_menu_background
@status_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
super
#-- End
end

def terminate
#-- Original Status Commands
super
dispose_menu_background
@status_window.dispose
#-- End
@pss_confirm.dispose if @pss_confirm != nil
@pss_help.dispose if @pss_help != nil
end
end

#--------------------------------------------------------------------------
# * Phase 3 - PointSpendSystem Scene
#--------------------------------------------------------------------------

class Window_PSS_Help < Window_Base

def initialize
super(0,352,544,64)
refresh
end

def refresh
self.contents.clear
ts = self.contents.text_size(PSS_DESCRIPTION)
self.contents.draw_text(0,0,ts.width,ts.height, PSS_DESCRIPTION)
end

def refresh_2
self.contents.clear
ts = self.contents.text_size(PSS_RES2)
self.contents.draw_text(0,0,ts.width,ts.height, PSS_RES2)
end

def refresh_3
self.contents.clear
ts = self.contents.text_size(PSS_TEXT)
self.contents.draw_text(0,0,ts.width,ts.height, PSS_TEXT)
end

end


class Window_PSS_Main < Window_Selectable

def initialize(actor)
super(0, 0, 544, 352)
@actor = actor
refresh
self.index = 0
end

def refresh
self.contents.clear

#-- Draw Text Data
ts = self.contents.text_size(PSS_NAME)
self.contents.draw_text(160,32,ts.width,ts.height, PSS_NAME)

ts_a = self.contents.text_size(@actor.name)
self.contents.draw_text(170 + ts.width,32,ts_a.width,ts_a.height, @actor.name)

ts = self.contents.text_size(Vocab.level_a)
self.contents.draw_text(160,50,ts.width,ts.height,Vocab.level_a)

ts_a = self.contents.text_size(@actor.level)
self.contents.draw_text(170 + ts.width,50,ts_a.width,ts_a.height, @actor.level)

ts = self.contents.text_size(Vocab.atk)
self.contents.draw_text(160,96,ts.width,ts.height,Vocab.atk)

ts_a = self.contents.text_size(@actor.base_atk)
self.contents.draw_text(170 + ts.width,96,ts_a.width,ts_a.height, @actor.base_atk)

ts = self.contents.text_size(Vocab.def)
self.contents.draw_text(160,128,ts.width,ts.height,Vocab.def)

ts_a = self.contents.text_size(@actor.base_def)
self.contents.draw_text(170 + ts.width,128,ts_a.width,ts_a.height, @actor.base_def)

ts = self.contents.text_size(Vocab.spi)
self.contents.draw_text(160,160,ts.width,ts.height,Vocab.spi)

ts_a = self.contents.text_size(@actor.base_spi)
self.contents.draw_text(170 + ts.width,160,ts_a.width,ts_a.height, @actor.base_spi)

ts = self.contents.text_size(Vocab.agi)
self.contents.draw_text(160,192,ts.width,ts.height,Vocab.agi)

ts_a = self.contents.text_size(@actor.base_agi)
self.contents.draw_text(170 + ts.width,192,ts_a.width,ts_a.height, @actor.base_agi)

ts = self.contents.text_size(Vocab.hp)
self.contents.draw_text(160,224,ts.width,ts.height,Vocab.hp)

ts_a = self.contents.text_size(@actor.base_maxhp)
self.contents.draw_text(170 + ts.width,224,ts_a.width,ts_a.height, @actor.base_maxhp)

ts = self.contents.text_size(Vocab.mp)
self.contents.draw_text(160,256,ts.width,ts.height,Vocab.mp)

ts_a = self.contents.text_size(@actor.base_maxmp)
self.contents.draw_text(170 + ts.width,256,ts_a.width,ts_a.height, @actor.base_maxmp)

p_text = PSS_RES1 + $PSS_ACTOR_POINTS[@actor.id].to_s
ts_a = self.contents.text_size(p_text)
self.contents.draw_text(170 + ts.width,290,ts_a.width,ts_a.height, p_text)

#-- Draw Face
draw_actor_face(@actor, 8, 32)
draw_actor_graphic(@actor, 64, 180)

s1 = Vocab.hp + " " + $PSS_ACTOR_ATTR[0].to_s + PSS_SEP + $PSS_ACTOR_ADD[0].to_s
s2 = Vocab.mp + " " + $PSS_ACTOR_ATTR[1].to_s + PSS_SEP + $PSS_ACTOR_ADD[1].to_s
s3 = Vocab.atk + " " + $PSS_ACTOR_ATTR[2].to_s + PSS_SEP + $PSS_ACTOR_ADD[2].to_s
s4 = Vocab.def + " " + $PSS_ACTOR_ATTR[3].to_s + PSS_SEP + $PSS_ACTOR_ADD[3].to_s
s5 = Vocab.spi + " " + $PSS_ACTOR_ATTR[4].to_s + PSS_SEP + $PSS_ACTOR_ADD[4].to_s
s6 = Vocab.agi + " " + $PSS_ACTOR_ATTR[5].to_s + PSS_SEP + $PSS_ACTOR_ADD[5].to_s

@commands = [s1,s2,s3,s4,s5,s6]

for i in 0...6
draw_item(i)
end

@item_max = 6
@column_max = 1

end

def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = 200
rect.height = WLH
rect.x = 280 + (index % @column_max * (rect.width + @spacing))
rect.y = 96 + (index / @column_max * WLH)
return rect
end

def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 30
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end

def update
super
end


end

class Scene_PSS < Scene_Base

def initialize(actor_id)
@actor = $game_actors[actor_id]
end

def start
get_attributes
@pss_main = Window_PSS_Main.new(@actor)
@pss_help = Window_PSS_Help.new
@pss_confirm = Window_Command.new(300, [PSS_B1, PSS_B2, PSS_B3])
@pss_confirm.x = 245
@pss_confirm.y = 245
@pss_confirm.visible = false
end

def set_attributes
@actor.pss_change_actor_params(0,$PSS_ACTOR_ADD[0])
@actor.pss_change_actor_params(1,$PSS_ACTOR_ADD[1])
@actor.pss_change_actor_params(2,$PSS_ACTOR_ADD[2])
@actor.pss_change_actor_params(3,$PSS_ACTOR_ADD[3])
@actor.pss_change_actor_params(4,$PSS_ACTOR_ADD[4])
@actor.pss_change_actor_params(5,$PSS_ACTOR_ADD[5])
end

def get_attributes
$PSS_ACTOR_ATTR[0] = @actor.maxhp
$PSS_ACTOR_ATTR[1] = @actor.maxmp
$PSS_ACTOR_ATTR[2] = @actor.base_atk
$PSS_ACTOR_ATTR[3] = @actor.base_def
$PSS_ACTOR_ATTR[4] = @actor.base_spi
$PSS_ACTOR_ATTR[5] = @actor.base_agi

for i in 0..$PSS_ACTOR_ADD.size - 1
$PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
end

$PSS_RETURN_POINTS = $PSS_ACTOR_POINTS[@actor.id]
end

def subtract_points
$PSS_ACTOR_ADD[@pss_main.index] -= $PSS_POINTER[@pss_main.index]

#-- When subtracted, add points back
$PSS_ACTOR_POINTS[@actor.id] += 1

#-- No subtraction if values is less than original
if $PSS_ACTOR_ADD[@pss_main.index] < $PSS_ACTOR_ATTR[@pss_main.index]
$PSS_ACTOR_ADD[@pss_main.index] = $PSS_ACTOR_ATTR[@pss_main.index]
$PSS_ACTOR_POINTS[@actor.id] -= 1
end
end

def add_points
if $PSS_ACTOR_POINTS[@actor.id] > 0
$PSS_ACTOR_ADD[@pss_main.index] += $PSS_POINTER[@pss_main.index]
$PSS_ACTOR_POINTS[@actor.id] -= 1
end
end


def update
@pss_main.update if @pss_main.active
@pss_confirm.update if @pss_confirm.active
if Input.trigger?(Input::LEFT)
if @pss_main.active
subtract_points
@pss_main.refresh
end
elsif Input.trigger?(Input::RIGHT)
if @pss_main.active
add_points
@pss_main.refresh
end
elsif Input.trigger?(Input::C)
if @pss_main.active
@pss_main.opacity = 100
@pss_main.contents_opacity = 100
@pss_help.refresh_2
@pss_confirm.visible = true
@pss_confirm.active = true
@pss_main.active = false
elsif @pss_confirm.active
case @pss_confirm.index
when 0
for i in 0..$PSS_ACTOR_ADD.size - 1
$PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
end
$PSS_ACTOR_POINTS[@actor.id] = $PSS_RETURN_POINTS
@pss_main.refresh
pss_return_back
when 1
set_attributes
$PSS_ACTOR_LVL_UP[@actor.id] = false
if PSS_NOTIFY_POINTS
$PSS_ACTOR_LVL_UP[@actor.id] = true if $PSS_ACTOR_POINTS[@actor.id] > 0
end
$scene = Scene_Map.new
when 2
pss_return_back
end
end

elsif Input.trigger?(Input::B)
if @pss_main.active
$scene = Scene_Map.new
elsif @pss_confirm.active
pss_return_back
end
end
end

def pss_return_back
@pss_main.opacity = 255
@pss_main.contents_opacity = 255
@pss_help.refresh
@pss_confirm.visible = false
@pss_confirm.active = false
@pss_main.active = true
end

def pre_terminate
@pss_main.dispose
@pss_help.dispose
@pss_confirm.dispose
end

end


Comment '6'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5408
177 스킬 [ultimate series]스킬,아이템 데미지계산식을 자기입맛에 맞게 고치는 스크립트 16 file EuclidE 2010.05.04 4373
176 이름입력 한글 이름 입력 스크립트입니다.^^ 14 레시온 2008.03.18 4383
175 맵/타일 ◆ 타일 세트 확장 스크립트 [업데이트 수정] 24 file 아방이 2008.01.30 4386
174 메시지 조합한글 21 file 허걱 2009.06.27 4410
173 기타 글씨표시 스크립트 32 file 허걱 2009.08.10 4421
172 타이틀/게임오버 [자작] 타이틀 화면 없이 게임을 시작하자! Title Skiper 29 케류 2009.04.05 4423
171 HUD 아이콘 그리기 7 file 허걱 2009.08.20 4442
170 제작도구 게임제작에 필수인 테스트 플레이 고속화 스크립트! ! ! ! 25 양념통닼 2008.05.30 4445
169 저장 [퍼옴] Neo_Save_System ver.1.0 10 레오 2008.06.14 4451
168 전투 GTBS 1.5.1.4 - GubiD's Tactical Battle System 10 아방스 2010.12.11 4455
167 기타 로딩중 스크립트 24 file NO.0 2009.07.11 4462
166 기타 태양 스크립트. 15 file 할렘 2009.02.20 4463
165 장비 Rei(레이)의 Paperdoll(비쥬얼 장비)스크립트 20 file 루시페르 2009.07.29 4467
164 이동 및 탈것 VX 기차 스크립트 28 아방스 2009.01.13 4470
163 레벨업 할경우 hp/mp 등을 채워주는 스크립트 49 아방스 2008.09.09 4473
162 전투 sbs battler configuration 한글 번역 13 file 시트르산 2010.09.23 4475
161 기타 책 읽기 스크립트. 19 허걱 2009.01.31 4490
160 상점 스킬합성 상점 스크립트 23 file 미얼 2009.10.29 4498
159 기타 책 읽기 스크립트 44 file 히류 2010.10.05 4506
158 전투 Target 몬스터 플래시 스크립트 16 아방스 2008.01.24 4517
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