Blizzy
me = Scripter.new("Noob")
- 492
- Posts
- 20
- Years
- Age 35
- ~The Netherlands~
- Seen Sep 2, 2007
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:
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:
beneath it. add:
if you have this done, let's move on :P
now we need to make a formula to level up.
scroll a bit down, and look for:
above it, bewteen "def id" & "end", add the following.
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:
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.
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
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
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.
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
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: