hydramonDom Nov 18, 2012 12:51 am
Usuario Nv10
Traductor de google, dame tu poder, para poder traducir esto, y que no se entienda casi nada... ¡Aaaaah!
Introducción
Este script se replica el "Shinies" característica de los juegos de pokemon por ejemplo, un actor al azar puede ser "brillante" (más raro) al entrar en el partido,
también se puede utilizar para los enemigos.
simplemente notetag actores y enemigos con el nombre de la imagen de forma brillante.
Imágenes
nop
Cómo utilizar
Las instrucciones en el script.
Demo
nop
Creditos:
Dekita / DekitaRPG
Script:
Introducción
Este script se replica el "Shinies" característica de los juegos de pokemon por ejemplo, un actor al azar puede ser "brillante" (más raro) al entrar en el partido,
también se puede utilizar para los enemigos.
simplemente notetag actores y enemigos con el nombre de la imagen de forma brillante.
Imágenes
nop
Cómo utilizar
Las instrucciones en el script.
Demo
nop
Creditos:
Dekita / DekitaRPG
Script:
- Spoiler:
- =begin =========================================================================
Dekita's v1.0
★ Pokémon Shinies™ ★
================================================================================
Script Information:
====================
This script replicates the shiny feature from pokemon, e.g each pokemon,
(in this case actors/enemies) can randomly be a shiny ( more rare ) version
of that actor/enemy, in pokemon its only the actors/enemies
graphics that change, but i have included extra options...
================================================================================
★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
================================================================================
1. You must give credit to "Dekita"
2. You are NOT allowed to repost this script.(or modified versions)
3. You are NOT allowed to convert this script.(into other game engines e.g RGSS2)
4. You are NOT allowed to use this script for Commercial games.
5. ENJOY!
"FINE PRINT"
By using this script you hereby agree to the above terms and conditions,
if any violation of the above terms occurs "legal action" may be taken.
Not understanding the above terms and conditions does NOT mean that
they do not apply to you.
If you wish to discuss the terms and conditions in further detail you can
contact me at http://dekitarpg.wordpress.com/ or DekitaRPG@gmail.com
================================================================================
History:
=========
D /M /Y
13/11/2o12 - started and finished,
================================================================================
Credit and Thanks to :
=======================
================================================================================
Known Bugs:
============
N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
If a new bug is found please contact me at
http://dekitarpg.wordpress.com/
================================================================================
INSTRUCTIONS:
==============
Place this script UNDER "▼ Materials" and ABOVE "▼ Main" in your script editor.
================================================================================
Notetags:
==========
ACTOR NOTETAGS:
<shiny char name: STRING>
<shiny char index: INDEX>
<shiny face name: STRING>
<shiny face index: INDEX>
STIRNG = the name of the file in either the Graphics/characters or
Graphics/faces folders #################
# 0 | 1 | 2 | 3 #
INDEX = the index of the file graphic ( 0 - 7 ) #---+---+---+---#
# 4 | 5 | 6 | 7 #
#################
ENEMY NOTETAGS:
<shiny graphic: STRING>
<shiny hue: VALUE>
STRING = the name of the enemy graphic in the Graphics/Battlers folder
VALUE = a value between 0 - 360
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Examples:
Actor:~
<shiny char name: $bulbasaur shiny>
<shiny char index: 0>
<shiny face name: $bulbasaur shiny face>
<shiny face index: 0>
Enemy:~
<shiny graphic: Bat>
<shiny hue: 180>
=end #==========================================================================#
module Dekita__Pokemon_Shinies
# you will have a 1 in Shiny_Chance, chance for an actor to be a shiny upon
# entering the party
Shiny_Chance = 8192
# If you are using the actor natures, iv's and ev's script you can
# make your shinies have a chance at gaining a shiny only nature
Shiny_Nature = []# <- DO NOT DELETE.
# Make this false if you do not want to have shiny natures.
Use_Shiny_Natures = true
Shiny_Nature_Chance = 100 # 100 = 100% chance
# NOTE: nature multipliers are percentage values, this means that
# 1.1 = 110% 0.9 = 90% 0.01 = 1%
# 1 is the default, any stats you do not want modified make sure they are 1.
#Shiny_Nature[id]=[ Name, mhp, mmp, atk, def, mat, mdf, agi, luk]
Shiny_Nature[0] = ["Epic 1", 1.2, 1.2, 1, 1.2, 1, 1.2, 1, 1]
Shiny_Nature[1] = ["Epic 2", 1, 1, 1.2, 1, 1.2, 1, 1.2, 1.2]
Shiny_Nature[2] = ["Epic 3", 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1]
Shiny_Nature[3] = ["Epic 4", 1.4, 1, 1.2, 1.2, 1, 1, 1, 1]
end
$imported = {} if $imported.nil?
$imported[:Dekita_Pokémon_Shinies] = true
#==============================================================================
module DataManager
#==============================================================================
class <<self; alias load_database_SHINIES load_database; end
def self.load_database
load_database_SHINIES
load_SHINIES
end
def self.load_SHINIES
groups = [$data_actors, $data_enemies]
for group in groups
for obj in group
next if obj.nil?
obj.load_SHINIES
end
end
end
end # DataManager
#==============================================================================
class RPG::Actor < RPG::BaseItem
#==============================================================================
attr_accessor :shiny_char_name
attr_accessor :shiny_char_index
attr_accessor :shiny_face_name
attr_accessor :shiny_face_index
def load_SHINIES
@shiny_char_name = @character_name
@shiny_char_index = @character_index
@shiny_face_name = @face_name
@shiny_face_index = @face_index
self.note.split(/[\r\n]+/).each { |line|
case line
when /<shiny char name: (.*)>/i
@shiny_char_name = $1.to_s
#---
when /<shiny char index: (.*)>/i
@shiny_char_index = $1.to_i
#---
when /<shiny face name: (.*)>/i
@shiny_face_name = $1.to_s
#---
when /<shiny face index: (.*)>/i
@shiny_face_index = $1.to_i
#---
end
} # self.note.split
end
end
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#==============================================================================
attr_accessor :shiny_image
attr_accessor :shiny_hue
def load_SHINIES
@shiny_image = @battler_name
@shiny_hue = @battler_hue
self.note.split(/[\r\n]+/).each { |line|
case line
when /<shiny graphic: (.*)>/i
@shiny_image = $1.to_s
#---
when /<shiny hue: (.*)>/i
@shiny_hue = $1.to_i
#---
end
} # self.note.split
end
end
#===============================================================================#
class Game_Temp
#===============================================================================#
attr_accessor :fix_nature_battle_SHINY
attr_accessor :fix_iv_battle_SHINY
alias pokenemylvsgt_SHINYinit initialize
def initialize
pokenemylvsgt_SHINYinit
init_fixed__SHINY_info
end
def init_fixed__SHINY_info
@fix_nature_battle_SHINY = [false, 0]
@fix_iv_battle_SHINY = [false, 0, 0, 0, 0, 0, 0, 0, 0]
end
def clear_fixed_nature_data_SHINY
@fix_nature_battle_SHINY = [false, 0, 0]
end
def clear_fixed_iv_data_SHINY
@fix_iv_battle_SHINY = [false, 0, 0, 0, 0, 0, 0, 0, 0]
end
end # Game_Temp
#==============================================================================
class Game_Actor < Game_Battler
#==============================================================================
attr_reader :shiny
alias Poké_SHINIES_A_GO_GO setup
def setup(actor_id)
Poké_SHINIES_A_GO_GO(actor_id)
@shiny = is_a_shiny
recover_all
end
def is_a_shiny
value = rand(Dekita__Pokemon_Shinies::Shiny_Chance+1)
if value == 1
setup_shiny
return true
else
return false
end
end
def setup_shiny
charname = actor.shiny_char_name
charindex = actor.shiny_char_index
facename = actor.shiny_face_name
faceindex = actor.shiny_face_index
set_graphic(charname, charindex, facename, faceindex)
@nature = get_shinies_nature if Dekita__Pokemon_Shinies::Use_Shiny_Natures
end
def get_shinies_nature
return unless $imported[:Dekita_Pokémon_Natures]
randomness = (1 + rand(100))
return if randomness > Dekita__Pokemon_Shinies::Shiny_Nature_Chance
dnar = (Dekita__Pokemon_Shinies::Shiny_Nature.size)
val = rand(dnar)
p "Got Rare nature #{Dekita__Pokemon_Shinies::Shiny_Nature[val][0]}"
return Dekita__Pokemon_Shinies::Shiny_Nature[val]
end
end
#===============================================================================#
class Game_Enemy < Game_Battler
#===============================================================================#
alias init_for_enemy_shiny initialize
def initialize(index, enemy_id)
init_for_enemy_shiny(index, enemy_id)
@shiny = is_a_shiny
end
def is_a_shiny
value = rand(Dekita__Pokemon_Shinies::Shiny_Chance+1)
if value == 1
setup_shiny
return true
else
return false
end
end
def setup_shiny
@battler_name = enemy.shiny_image
@battler_hue = enemy.shiny_hue
end
end # Game_Enemy < Game_Battler
#==============================================================================
class Game_Interpreter
#==============================================================================
def fix_shiny_battle(val)
$game_temp.fixed_level_battle[0] = true
$game_temp.fixed_level_battle[1] = val
end
def fix_nature_battle(val)
$game_temp.fixed_nature_battle[0] = true
$game_temp.fixed_nature_battle[1] = val
end
end # Game_Interpreter
#===============================================================================#
# - SCRIPT END - #
#===============================================================================#
# http://dekitarpg.wordpress.com/ #
#===============================================================================#