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Old June 5th, 2005, 11:43 AM
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
Location: ~The Netherlands~
Age: 24
Gender:
Nature: Relaxed
ever wanted to make new skills?
like fishing, cooking, etc.
in this toturial, we do fishing.
*the complete script is at the end of the toturial,
but be sure to follow the toturial.*

first, go into the script editor,
and go to the script: Game_Actor.
you'll see attr_reader :level, exp, skills, and some more.
(attr stands for attribute)
attr_reader means it's defined in rmxp itself,
in the database.
now, we are going to add 3 attr_accessors.
with attr_accessor, you can do:
$game_party.actors[ID].fishing_level
now, underneath attr_reader :skills, add 3 new accessors:
Code:
attr_accessor :fishing_level
attr_accessor :fishing_exp
attr_accessor :fishing_next_exp
now this is done, let's go on to the next step.
we now need to initialize the level, exp and next_exp.
(give it a value)
scroll down, and look for the line:
Code:
@int_plus = 0
beneath it. add:
Code:
@fishing_level = 1 #standard level
@fishing_exp = 0 #current exp (which starts at 0)
@fishing_next_exp = 25 #the exp needed for next level.
if you have this done, let's move on

now we need to make a formula to level up.
scroll a bit down, and look for:
Code:
  def id
    return @actor_id
  end
above it, bewteen "def id" & "end", add the following.
Code:
 def fishing_level
   if @fishing_exp >= @fishing_next_exp
     @fishing_next_exp = (@fishing_exp + 65)
     return @fishing_level += 1
   end
 end
i'll explain what this will do.

line 1, is the method,
which has the name of the attr_accessor :fishing_level
line 2, is an if-statement.
this takes care for leveling up.
when @fishing_exp (the current exp) is equal to
@fishing_next_exp (exp needed for next level),
something will happen(in this case: at line 3 & 4)
line 3, increase the number of @fishing_next_exp,
so the number won't be the same. in this case,
it's set equal to the current fishing exp + 65.
line 4
this adds everytime that @fishing_exp is equal to @fishing_next_exp,
1 level to @fishing_level.
line 5 + 6
this ends the if statement & the method.

to test if this is true,
put the following in a call script:
Code:
$game_party.actors[0].fishing_exp += 30 #adds 30 exp
#print the current level
print "fishing level: " + 
$game_party.actors[0].fishing_level.to_s
#print the current fishing exp
print "current fishing exp: " + 
$game_party.actors[0].fishing_exp.to_s
#prints the exp needed for next level
print "fishing exp for next level: " + 
$game_party.actors[0].fishing_next_exp.to_s
to add exp, simply do:
$game_party.actors[0].fishing_exp += number
you don't need anything to do with the next exp.

this is the toturial.
i hope this is useful.

comments & questions are welcome.

here's the complete script, for the people who don't know where to put it.
Code:
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# This class defines an actor, with all of the typical data elements such as level,
# equipment, and skill progression. This class refers to the global arrays $game_actors
# and $game_party. 
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● Properties
  #--------------------------------------------------------------------------
  attr_reader   :name                     # name of the character
  attr_reader   :character_name           # character sheet name
  attr_reader   :character_hue            # character hue
  attr_reader   :class_id                 # ID of the class that the character is assigned to
  attr_reader   :weapon_id                # ID of the weapon that the character has
  attr_reader   :armor1_id                # ID of the shield that the character is using
  attr_reader   :armor2_id                # ID of the helmet that the character is wearing
  attr_reader   :armor3_id                # ID of the armor that the character is wearing
  attr_reader   :armor4_id                # ID of the accessory that the character is wearing
  attr_reader   :level                    # level of the character
  attr_reader   :exp                      # experience that the character has
  attr_reader   :skills                   # array of skills that the character can use
  attr_accessor :fishing_level
  attr_accessor :fishing_exp
  attr_accessor :fishing_next_exp
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
  end
  #--------------------------------------------------------------------------
  # ● Set up characters
  #--------------------------------------------------------------------------
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @actor_id = actor_id
    @name = actor.name
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    @battler_name = actor.battler_name
    @battler_hue = actor.battler_hue
    @class_id = actor.class_id
    @weapon_id = actor.weapon_id
    @armor1_id = actor.armor1_id
    @armor2_id = actor.armor2_id
    @armor3_id = actor.armor3_id
    @armor4_id = actor.armor4_id
    @level = actor.initial_level
    @exp_list = Array.new(101)
    make_exp_list
    @exp = @exp_list[@level]
    @skills = []
    @hp = maxhp
    @sp = maxsp
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    @fishing_level = 1
    @fishing_exp = 0
    @fishing_next_exp = 25
    for i in 1..@level
      for j in $data_classes[@class_id].learnings
        if j.level == i
          learn_skill(j.skill_id)
        end
      end
    end
    update_auto_state(nil, $data_armors[@armor1_id])
    update_auto_state(nil, $data_armors[@armor2_id])
    update_auto_state(nil, $data_armors[@armor3_id])
    update_auto_state(nil, $data_armors[@armor4_id])
  end
  #---------------------------------------------------------------------
  # ● fishing level of the actor
  #---------------------------------------------------------------------
  def fishing_level
    if @fishing_exp >= @fishing_next_exp
      @fishing_next_exp = (@fishing_exp + 65)
      return @fishing_level += 1
    end
  end
  #---------------------------------------------------------------------
  # ● Return the ID assigned to the character
  #---------------------------------------------------------------------
  def id
    return @actor_id
  end
  #---------------------------------------------------------------------
  # ● Return the position of the character in the party
  #---------------------------------------------------------------------
  def index
    return $game_party.actors.index(self)
  end
  #---------------------------------------------------------------------
  # ● Create the character's experience progression table
  #---------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..100
      if i > actor.final_level
        @exp_list[i] = 0
      else
        n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
        @exp_list[i] = @exp_list[i-1] + Integer(n)
      end
    end
  end
  #---------------------------------------------------------------------
  # ● Returns the character's damage multiplier
  #---------------------------------------------------------------------
  def element_rate(element_id)
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    return result
  end
  #---------------------------------------------------------------------
  # ● Return the status resistance values for the character's class
  #---------------------------------------------------------------------
  def state_ranks
    return $data_classes[@class_id].state_ranks
  end
  #---------------------------------------------------------------------
  # ● Check if the character's equipment can resist statuses used on the character
  #---------------------------------------------------------------------
  def state_guard?(state_id)
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
  #---------------------------------------------------------------------
  # ● Set attributes for the character's weapon
  #---------------------------------------------------------------------
  def element_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.element_set : []
  end
  #---------------------------------------------------------------------
  # ● Set positive statuses for the character's weapon
  #---------------------------------------------------------------------
  def plus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.plus_state_set : []
  end
  #---------------------------------------------------------------------
  # ● Set negative statuses for the character's weapon
  #---------------------------------------------------------------------
  def minus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.minus_state_set : []
  end
  #---------------------------------------------------------------------
  # ● Return the character's maximum HP (includes adjustments)
  #---------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
    for i in @states
      n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, 9999].min
    return n
  end
  #---------------------------------------------------------------------
  # ● Return the character's maximum HP (no adjustments)
  #---------------------------------------------------------------------
  def base_maxhp
    return $data_actors[@actor_id].parameters[0, @level]
  end
  #---------------------------------------------------------------------
  # ● Return the character's maximum SP (no adjustments)
  #---------------------------------------------------------------------
  def base_maxsp
    return $data_actors[@actor_id].parameters[1, @level]
  end
  #---------------------------------------------------------------------
  # ● Return the character's strength (no adjustments)
  #---------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1 != nil ? armor1.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    return [[n, 1].max, 999].min
  end
  #---------------------------------------------------------------------
  # ● Return the character's dexterity (no adjustments)
  #---------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1 != nil ? armor1.dex_plus : 0
    n += armor2 != nil ? armor2.dex_plus : 0
    n += armor3 != nil ? armor3.dex_plus : 0
    n += armor4 != nil ? armor4.dex_plus : 0
    return [[n, 1].max, 999].min
  end
  #---------------------------------------------------------------------
  # ● Return the character's agility (no adjustments)
  #---------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1 != nil ? armor1.agi_plus : 0
    n += armor2 != nil ? armor2.agi_plus : 0
    n += armor3 != nil ? armor3.agi_plus : 0
    n += armor4 != nil ? armor4.agi_plus : 0
    return [[n, 1].max, 999].min
  end
  #---------------------------------------------------------------------
  # ● Return the character's intelligence (no adjustments)
  #---------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1 != nil ? armor1.int_plus : 0
    n += armor2 != nil ? armor2.int_plus : 0
    n += armor3 != nil ? armor3.int_plus : 0
    n += armor4 != nil ? armor4.int_plus : 0
    return [[n, 1].max, 999].min
  end
  #---------------------------------------------------------------------
  # ● Return the character's weapon attack strength (weapon only) 
  #---------------------------------------------------------------------
  def base_atk
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.atk : 0
  end
  #---------------------------------------------------------------------
  # ● Return the character's defense strength (weapon/armor only)
  #---------------------------------------------------------------------
  def base_pdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    pdef1 = weapon != nil ? weapon.pdef : 0
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
  end
  #---------------------------------------------------------------------
  # ● Return the character's magical defense strength
  #---------------------------------------------------------------------
  def base_mdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    mdef1 = weapon != nil ? weapon.mdef : 0
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
  end
  #---------------------------------------------------------------------
  # ● Return the character's evasion percentage
  #---------------------------------------------------------------------
  def base_eva
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    return eva1 + eva2 + eva3 + eva4
  end
  #---------------------------------------------------------------------
  # ● Return the character's weapon animation on the attaker
  #---------------------------------------------------------------------
  def animation1_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation1_id : 0
  end
  #---------------------------------------------------------------------
  # ● Return the character's weapon animation on the attacker's target
  #---------------------------------------------------------------------
  def animation2_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation2_id : 0
  end
  #---------------------------------------------------------------------
  # ● Return the name of the character's class
  #---------------------------------------------------------------------
  def class_name
    return $data_classes[@class_id].name
  end
  #---------------------------------------------------------------------
  # ● Return the character's current EXP
  #---------------------------------------------------------------------
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
  end
  #---------------------------------------------------------------------
  # ● Return the number of EXP the character needs to advance to the next level
  #---------------------------------------------------------------------
  def next_exp_s
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
  end
  #---------------------------------------------------------------------
  # ● Return the number of remaining EXP the character needs to advance to the next level
  #---------------------------------------------------------------------
  def next_rest_exp_s
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp).to_s : "-------"
  end
  #---------------------------------------------------------------------
  # ● Removes the automatically inflicted status effects from a piece of equipment that
  # was removed and adds the automatically inflicted status effects from a newly-equipped
  # piece of equipment. 
  #---------------------------------------------------------------------
  def update_auto_state(old_armor, new_armor)
    if old_armor != nil and old_armor.auto_state_id != 0
      remove_state(old_armor.auto_state_id, true)
    end
    if new_armor != nil and new_armor.auto_state_id != 0
      add_state(new_armor.auto_state_id, true)
    end
  end
  #---------------------------------------------------------------------
  # ● Check if the an equipment slot is locked for the character
  #--------------------------------------------------------------------
  def equip_fix?(equip_type)
    case equip_type
    when 0  # Weapon
      return $data_actors[@actor_id].weapon_fix
    when 1  # Shield
      return $data_actors[@actor_id].armor1_fix
    when 2  # Helmet
      return $data_actors[@actor_id].armor2_fix
    when 3  # Armor
      return $data_actors[@actor_id].armor3_fix
    when 4  # Accessory
      return $data_actors[@actor_id].armor4_fix
    end
    return false
  end
  #---------------------------------------------------------------------
  # ● Equip an item on the character
  #---------------------------------------------------------------------
  def equip(equip_type, id)
    case equip_type
    when 0  # Weapon
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # Shield
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
      end
    when 2  # Helmet
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # Armor
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # Accessory
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
  #---------------------------------------------------------------------
  # ● Check if the character can equip a weapon (Class dependent)
  #---------------------------------------------------------------------
  def equippable?(item)
    if item.is_a?(RPG::Weapon)
      if $data_classes[@class_id].weapon_set.include?(item.id)
        return true
      end
    end
    if item.is_a?(RPG::Armor)
      if $data_classes[@class_id].armor_set.include?(item.id)
        return true
      end
    end
    return false
  end
  #---------------------------------------------------------------------
  # ● Manually set the character's EXP 
  #---------------------------------------------------------------------
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  #---------------------------------------------------------------------
  # ● Manually set the character's level
  #---------------------------------------------------------------------
  def level=(level)
    # 上下限チェック
    level = [[level, $data_actors[@actor_id].final_level].min, 1].max
    # EXP を変更
    self.exp = @exp_list[level]
  end
  #---------------------------------------------------------------------
  # ● Give the character a new skill
  #---------------------------------------------------------------------
  def learn_skill(skill_id)
    if skill_id > 0 and not skill_learn?(skill_id)
      @skills.push(skill_id)
      @skills.sort!
    end
  end
  #---------------------------------------------------------------------
  # ● Remove a skill from a character
  #---------------------------------------------------------------------
  def forget_skill(skill_id)
    @skills.delete(skill_id)
  end
  #---------------------------------------------------------------------
  # ● Check if a skill has been learned by a character
  #---------------------------------------------------------------------
  def skill_learn?(skill_id)
    return @skills.include?(skill_id)
  end
  #---------------------------------------------------------------------
  # ● Check if the skill can currently be used
  #---------------------------------------------------------------------
  def skill_can_use?(skill_id)
    if not skill_learn?(skill_id)
      return false
    end
    return super
  end
  #---------------------------------------------------------------------
  # ● Change the character's name
  #---------------------------------------------------------------------
  def name=(name)
    @name = name
  end
  #---------------------------------------------------------------------
  # ● Change the character's class
  #---------------------------------------------------------------------
  def class_id=(class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      # 装備できなくなったアイテムを外す
      unless equippable?($data_weapons[@weapon_id])
        equip(0, 0)
      end
      unless equippable?($data_armors[@armor1_id])
        equip(1, 0)
      end
      unless equippable?($data_armors[@armor2_id])
        equip(2, 0)
      end
      unless equippable?($data_armors[@armor3_id])
        equip(3, 0)
      end
      unless equippable?($data_armors[@armor4_id])
        equip(4, 0)
      end
    end
  end
  #---------------------------------------------------------------------
  # ● Change the character's sprite sheet
  #---------------------------------------------------------------------
  def set_graphic(character_name, character_hue, battler_name, battler_hue)
    @character_name = character_name
    @character_hue = character_hue
    @battler_name = battler_name
    @battler_hue = battler_hue
  end
  #---------------------------------------------------------------------
  # ● Return the X coordinate of the actor's battle image on the battle screen 
  #---------------------------------------------------------------------
  def screen_x
    if self.index != nil
      return self.index * 160 + 80
    else
      return 0
    end
  end
  #---------------------------------------------------------------------
  # ● Return the Y coordinate of the actor's battle image on the battle screen 
  #---------------------------------------------------------------------
  def screen_y
    return 464
  end
  #---------------------------------------------------------------------
  # ● Return the Z coordinate of the actor's battle image on the battle screen 
  #---------------------------------------------------------------------
  def screen_z
    if self.index != nil
      return 4 - self.index
    else
      return 0
    end
  end
end
__________________


Last edited by -virtual-; June 5th, 2005 at 11:49 AM.
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