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 5408
597 상점 스킬 샾 스크립트 2.0 48 아방스 2008.03.05 6628
596 메뉴 매우 간단명료한 메뉴. 32 file 비극ㆍ 2010.04.23 6619
595 미니맵 KGC 미니맵 스크립트 (한글번역) 45 file 레오 2009.02.01 6555
594 이동 및 탈것 동료가 따라다니게 하는 스크립트 59 file 아방스 2008.01.23 6516
593 맵/타일 추가 맵칩 사용 - 공개 34 file 허걱 2009.08.19 6491
592 메시지 캐릭터 대화상자 - Character's Textbox ver 1.0 6 아방스 2010.12.17 6456
591 전투 RPG Tankentai SBS 3.4d + ATB 1.2c Kaduki 18 시트르산 2010.09.10 6449
590 HUD KH HUD (HP MP 게이지바 스크립트) 41 아방스 2010.12.17 6422
589 온라인 net VX[ RPGVX 온라인 스크립트 ] 19 file 제로스S2 2009.08.03 6391
588 메뉴 김태히님이 개조한 모그메뉴 스텟화면 43 file RPGbooster 2008.10.08 6360
587 온라인 온라인입니다 4 file 알피지GM 2010.03.07 6358
586 상점 상점을 색다르게 바꿔주는 스크립트 34 file 할렘 2009.02.02 6301
585 메뉴 파이날 판타지 IX 메뉴. 12 file 할렘 2009.02.06 6287
584 메시지 메시지 표시 시스템 [NMS3] 31 아방스 2009.01.24 6248
583 메뉴 스테이터스 창을 멋있게 쿨하게~!전신을 보여주자. 24 file 할렘 2009.02.06 6236
582 맵/타일 새로운 월드맵 만들기 (로맨싱사가풍) 37 file 078656577er 2009.10.09 6151
581 미니맵 미니맵 스크립트(아랫거랑 다른거) 75 file 츠키아 2008.08.08 6145
580 타이틀/게임오버 타이틀화면 커스터마이즈 29 file 可わいい 2009.03.16 6141
579 전투 GTBS 1.0 [스크립트] 24 아방스 2009.02.05 6141
578 퀘스트 퀘스트 스크립트 39 file RPGbooster 2008.10.11 6139
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 32 Next
/ 32