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  1. Salve a tutti. Da poco ho iniziato a interessarmi a un progetto mio di VX-Ace, quindi ho iniziato a cercare uno script decente per le statistiche opzionali. Mi spiego: il mio player è uno studente che oltre lottare deve appunto studiare, quindi mi servirebbero statistiche opzionali, come l'abilità in ogni materia (es. matematica = 10, italiano = 11). Frugando per internet ho trovato questo script, anonimo, per cui non so neppure come chiedere all'autore. Le stat in questo script sono sessuali, ma la struttura dello script è quella che vorrei io. Inoltre lo script è per VX (in rgss2). Mi scuso per il poema. In sintesi, qualcuno mi potrebbe o aiutare commentando le classi dello script o voltarlo per Ace? Nota: non mi da conflitti se lo uso in Ace, ma non funziona. #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :name # name attr_reader :character_name # character graphic filename attr_reader :character_index # character graphic index attr_reader :face_name # face graphic filename attr_reader :face_index # face graphic index attr_reader :class_id # class ID attr_reader :weapon_id # weapon ID attr_reader :armor1_id # shield ID attr_reader :armor2_id # helmet ID attr_reader :armor3_id # body armor ID attr_reader :armor4_id # accessory ID attr_reader :level # level attr_reader :exp # experience attr_accessor :last_skill_id # for cursor memory: Skill #-------------------------------------------------------------------------- # * These are the matematica attributes #-------------------------------------------------------------------------- attr_reader :matematica attr_reader :scienze attr_reader :fisica attr_reader :geografia attr_reader :teatro attr_reader :storia attr_reader :zoologia attr_reader :pokemon attr_reader :laboratorio attr_reader :disegno attr_reader :autodidattica attr_reader :mindControl attr_reader :angelologia attr_reader :tecnica attr_reader :chimica attr_reader :astrologia attr_reader :monster attr_reader :group #-------------------------------------------------------------------------- # * These are the iq attributes #-------------------------------------------------------------------------- attr_reader :iqMax attr_reader :iq attr_reader :iqLvl attr_reader :iqExp attr_reader :iqTnl attr_reader :bust attr_reader :iqProduced #-------------------------------------------------------------------------- # * Applicazione and Dedizione #-------------------------------------------------------------------------- attr_reader :applicazione attr_reader :cp attr_reader :dedizione attr_reader :ch #-------------------------------------------------------------------------- # * These are the concentrazione attributes #-------------------------------------------------------------------------- attr_reader :concentrazioneLvl attr_reader :concentrazioneExp attr_reader :concentrazioneTnl #-------------------------------------------------------------------------- # * Object Initialization # actor_id : actor ID #-------------------------------------------------------------------------- def initialize(actor_id) super() setup(actor_id) @last_skill_id = 0 @matematica = 0 @scienze = 0 @fisica = 0 @geografia = 0 @teatro = 0 @storia = 0 @zoologia = 0 @pokemon = 0 @laboratorio = 0 @disegno = 0 @autodidattica = 0 @mindControl = 0 @angelologia = 0 @tecnica = 0 @chimica = 0 @astrologia = 0 @monster = 0 @group = 0 @iqLvl = 1.0 @iqExp = 0 @iqTnl = 0 @iq = 0.0 @bust = 0.0 @iqMax = 0.0 @iqProduced = 0 @applicazione = 0 @cp = 0 @dedizione = 0 @ch = 0 @concentrazioneLvl = 1 @concentrazioneExp = 0 @concentrazioneTnl = 0 end #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- def setup(actor_id) actor = $data_actors[actor_id] @actor_id = actor_id @name = actor.name @character_name = actor.character_name @character_index = actor.character_index @face_name = actor.face_name @face_index = actor.face_index @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 = [] for i in self.class.learnings learn_skill(i.skill_id) if i.level <= @level end clear_extra_values recover_all end #-------------------------------------------------------------------------- # * Determine if Actor or Not #-------------------------------------------------------------------------- def actor? return true end #-------------------------------------------------------------------------- # * Get Actor ID #-------------------------------------------------------------------------- def id return @actor_id end #-------------------------------------------------------------------------- # * Get Index #-------------------------------------------------------------------------- def index return $game_party.members.index(self) end #-------------------------------------------------------------------------- # * Get Actor Object #-------------------------------------------------------------------------- def actor return $data_actors[@actor_id] end #-------------------------------------------------------------------------- # * Get Class Object #-------------------------------------------------------------------------- def class return $data_classes[@class_id] end #-------------------------------------------------------------------------- # * Get Skill Object Array #-------------------------------------------------------------------------- def skills result = [] for i in @skills result.push($data_skills[i]) end return result end #-------------------------------------------------------------------------- # * Get Weapon Object Array #-------------------------------------------------------------------------- def weapons result = [] result.push($data_weapons[@weapon_id]) if two_swords_style result.push($data_weapons[@armor1_id]) end return result end #-------------------------------------------------------------------------- # * Get Armor Object Array #-------------------------------------------------------------------------- def armors result = [] unless two_swords_style result.push($data_armors[@armor1_id]) end result.push($data_armors[@armor2_id]) result.push($data_armors[@armor3_id]) result.push($data_armors[@armor4_id]) return result end #-------------------------------------------------------------------------- # * Get Equipped Item Object Array #-------------------------------------------------------------------------- def equips return weapons + armors end #-------------------------------------------------------------------------- # * Calculate Experience #-------------------------------------------------------------------------- def make_exp_list @exp_list[1] = @exp_list[100] = 0 m = actor.exp_basis n = 0.75 + actor.exp_inflation / 200.0; for i in 2..99 @exp_list[i] = @exp_list[i-1] + Integer(m) m *= 1 + n; n *= 0.9; end end #-------------------------------------------------------------------------- # * Get Element Change Value # element_id : element ID #-------------------------------------------------------------------------- def element_rate(element_id) rank = self.class.element_ranks[element_id] result = [0,200,150,100,50,0,-100][rank] for armor in armors.compact result /= 2 if armor.element_set.include?(element_id) end for state in states result /= 2 if state.element_set.include?(element_id) end return result end #-------------------------------------------------------------------------- # * Get Added State Success Rate # state_id : state ID #-------------------------------------------------------------------------- def state_probability(state_id) if $data_states[state_id].nonresistance return 100 else rank = self.class.state_ranks[state_id] return [0,100,80,60,40,20,0][rank] end end #-------------------------------------------------------------------------- # * Determine if State is Resisted # state_id : state ID #-------------------------------------------------------------------------- def state_resist?(state_id) for armor in armors.compact return true if armor.state_set.include?(state_id) end return false end #-------------------------------------------------------------------------- # * Get Normal Attack Element #-------------------------------------------------------------------------- def element_set result = [] if weapons.compact == [] return [1] # Unarmed: melee attribute end for weapon in weapons.compact result |= weapon == nil ? [] : weapon.element_set end return result end #-------------------------------------------------------------------------- # * Get Additional Effect of Normal Attack (state change) #-------------------------------------------------------------------------- def plus_state_set result = [] for weapon in weapons.compact result |= weapon == nil ? [] : weapon.state_set end return result end #-------------------------------------------------------------------------- # * Get Maximum HP Limit #-------------------------------------------------------------------------- def maxhp_limit return 9999 end #-------------------------------------------------------------------------- # * Get Basic Maximum HP #-------------------------------------------------------------------------- def base_maxhp return actor.parameters[0, @level] end #-------------------------------------------------------------------------- # * Get basic Maximum MP #-------------------------------------------------------------------------- def base_maxmp return actor.parameters[1, @level] end #-------------------------------------------------------------------------- # * Get Basic Attack #-------------------------------------------------------------------------- def base_atk n = actor.parameters[2, @level] for item in equips.compact do n += item.atk end return n end #-------------------------------------------------------------------------- # * Get Basic Defense #-------------------------------------------------------------------------- def base_def n = actor.parameters[3, @level] for item in equips.compact do n += item.def end return n end #-------------------------------------------------------------------------- # * Get Basic Spirit #-------------------------------------------------------------------------- def base_spi n = actor.parameters[4, @level] for item in equips.compact do n += item.spi end return n end #-------------------------------------------------------------------------- # * Get Basic Agility #-------------------------------------------------------------------------- def base_agi n = actor.parameters[5, @level] for item in equips.compact do n += item.agi end return n end #-------------------------------------------------------------------------- # * Adds to the matematica stat counts #-------------------------------------------------------------------------- def addmatematica(n) @matematica += n restoreiq() updateapplicazione() end def addscienze(n) @scienze += n updateapplicazione() end def addfisica(n) @fisica += n restoreiq() updateapplicazione() end def addgeografia(n) @geografia += n restoreiq() updateapplicazione() end def addteatro(n) @teatro += n updateapplicazione() end def addstoria(n) @storia += n restoreiq() updateapplicazione() end def addzoologia(n) @zoologia += n restoreiq() updateapplicazione() end def addPokemon(n) @pokemon += n restoreiq() updateapplicazione() end def addlaboratorio(n) @laboratorio += n updateapplicazione() end def adddisegno(n) @disegno += n updateapplicazione() end def addautodidattica(n) @autodidattica += n updateapplicazione() end def addMindControl(n) @mindControl += n updateapplicazione() end def addangelologia(n) @angelologia += n updateapplicazione() end def addtecnica(n) @tecnica += n updateapplicazione() end def addchimica(n) @chimica += n restoreiq() updateapplicazione() end def addastrologia(n) @astrologia += n restoreiq() updateapplicazione() end def addMonster(n) @monster += n restoreiq() updateapplicazione() end def addGroup(n) @group += n restoreiq() updateapplicazione() end #-------------------------------------------------------------------------- # * Deals with iq stats #-------------------------------------------------------------------------- def setBust(n) @bust = n end def setiqMax() @iqMax = @iqLvl * (@bust / 2.0) end def setiqTnl() @iqTnl = @iqLvl * 500 end def setiq(n) @iqProduced = n end def addiqExp(n) @iqExp += n if @iqExp >= @iqTnl @iqExp = @iqExp - @iqTnl if @iqLvl < 5.0 @iqLvl += 1.0 setiqMax() end setiqTnl() end end def restoreiq() @iq += @iqMax * 0.05 if @iq > @iqMax @iq = @iqMax end end def fulliq() @iq = @iqMax end def removeiq() @iqProduced += @iq @iq = 0 updateapplicazione() end #-------------------------------------------------------------------------- # * Deals with applicazione and dedizione #-------------------------------------------------------------------------- def setPer(n) @cp += n updateapplicazione() end def updateapplicazione() @applicazione = (((@matematica + @storia + @chimica)*0.1) + ((@scienze + @geografia + @fisica + @angelologia + @tecnica + @iqProduced)*0.2) + ((@teatro + @zoologia + @pokemon + @group)*0.3) + ((@disegno + @astrologia + @monster)*0.4) - (@mindControl * 0.6) + @cp) end def setHor(n) @ch = n updatededizione() end def updatededizione() if @applicazione > 100 @dedizione += (@applicazione*0.05) + @ch else @dedizione += (@applicazione*0.15) + @ch end end #-------------------------------------------------------------------------- # * Deals with companion stats #-------------------------------------------------------------------------- def setconcentrazioneTnl() @concentrazioneTnl = @concentrazioneLvl * 500 end def addconcentrazioneExp(n) @concentrazioneExp += n if @concentrazioneExp >= @concentrazioneTnl @concentrazioneExp = @concentrazioneExp - @concentrazioneTnl setconcentrazioneTnl() if @concentrazioneLvl < 5 @concentrazioneLvl += 1 end end end #-------------------------------------------------------------------------- # * Get Hit Rate #-------------------------------------------------------------------------- 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 else n = weapons[0] == nil ? 95 : weapons[0].hit end return n end #-------------------------------------------------------------------------- # * Get Evasion Rate #-------------------------------------------------------------------------- def eva n = 5 for item in armors.compact do n += item.eva end return n end #-------------------------------------------------------------------------- # * Get Critical Ratio #-------------------------------------------------------------------------- def cri n = 4 n += 4 if actor.critical_bonus for weapon in weapons.compact n += 4 if weapon.critical_bonus end return n end #-------------------------------------------------------------------------- # * Get Ease of Hitting #-------------------------------------------------------------------------- def odds return 4 - self.class.position end #-------------------------------------------------------------------------- # * Get [Dual Wield] Option #-------------------------------------------------------------------------- def two_swords_style return actor.two_swords_style end #-------------------------------------------------------------------------- # * Get [Fixed Equipment] Option #-------------------------------------------------------------------------- def fix_equipment return actor.fix_equipment end #-------------------------------------------------------------------------- # * Get [Automatic Battle] Option #-------------------------------------------------------------------------- def auto_battle return actor.auto_battle end #-------------------------------------------------------------------------- # * Get [Super Guard] Option #-------------------------------------------------------------------------- def super_guard return actor.super_guard end #-------------------------------------------------------------------------- # * Get [Pharmocology] Option #-------------------------------------------------------------------------- def pharmacology return actor.pharmacology end #-------------------------------------------------------------------------- # * Get [First attack within turn] weapon option #-------------------------------------------------------------------------- def fast_attack for weapon in weapons.compact return true if weapon.fast_attack end return false end #-------------------------------------------------------------------------- # * Get [Chain attack] weapon option #-------------------------------------------------------------------------- def dual_attack for weapon in weapons.compact return true if weapon.dual_attack end return false end #-------------------------------------------------------------------------- # * Get [Prevent critical] armor option #-------------------------------------------------------------------------- def prevent_critical for armor in armors.compact return true if armor.prevent_critical end return false end #-------------------------------------------------------------------------- # * Get [half MP cost] armor option #-------------------------------------------------------------------------- def half_mp_cost for armor in armors.compact return true if armor.half_mp_cost end return false end #-------------------------------------------------------------------------- # * Get [Double Experience] Armor Option #-------------------------------------------------------------------------- def double_exp_gain for armor in armors.compact return true if armor.double_exp_gain end return false end #-------------------------------------------------------------------------- # * Get [Auto HP Recovery] Armor Option #-------------------------------------------------------------------------- def auto_hp_recover for armor in armors.compact return true if armor.auto_hp_recover end return false end #-------------------------------------------------------------------------- # * Get Normal Attack Animation ID #-------------------------------------------------------------------------- def atk_animation_id if two_swords_style return weapons[0].animation_id if weapons[0] != nil return weapons[1] == nil ? 1 : 0 else return weapons[0] == nil ? 1 : weapons[0].animation_id end end #-------------------------------------------------------------------------- # * Get Normal Attack Animation ID (Dual Wield: Weapon 2) #-------------------------------------------------------------------------- def atk_animation_id2 if two_swords_style return weapons[1] == nil ? 0 : weapons[1].animation_id else return 0 end end #-------------------------------------------------------------------------- # * Get Experience String #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp : "-------" end #-------------------------------------------------------------------------- # * Get String for Next Level Experience #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------" end #-------------------------------------------------------------------------- # * Get String for Experience to Next Level #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : "-------" end #-------------------------------------------------------------------------- # * Change Equipment (designate ID) # equip_type : Equip region (0..4) # item_id : Weapon ID or armor ID # test : Test flag (for battle test or temporary equipment) # Used by event commands or battle test preparation. #-------------------------------------------------------------------------- def change_equip_by_id(equip_type, item_id, test = false) if equip_type == 0 or (equip_type == 1 and two_swords_style) change_equip(equip_type, $data_weapons[item_id], test) else change_equip(equip_type, $data_armors[item_id], test) end end #-------------------------------------------------------------------------- # * Change Equipment (designate object) # equip_type : Equip region (0..4) # item : Weapon or armor (nil is used to unequip) # test : Test flag (for battle test or temporary equipment) #-------------------------------------------------------------------------- def change_equip(equip_type, item, test = false) last_item = equips[equip_type] unless test return if $game_party.item_number(item) == 0 if item != nil $game_party.gain_item(last_item, 1) $game_party.lose_item(item, 1) end item_id = item == nil ? 0 : item.id case equip_type when 0 # Weapon @weapon_id = item_id unless two_hands_legal? # If two hands is not allowed change_equip(1, nil, test) # Unequip from other hand end when 1 # Shield @armor1_id = item_id unless two_hands_legal? # If two hands is not allowed change_equip(0, nil, test) # Unequip from other hand end when 2 # Head @armor2_id = item_id when 3 # Body @armor3_id = item_id when 4 # Accessory @armor4_id = item_id end end #-------------------------------------------------------------------------- # * Discard Equipment # item : Weapon or armor to be discarded. # Used when the "Include Equipment" option is enabled. #-------------------------------------------------------------------------- def discard_equip(item) if item.is_a?(RPG::Weapon) if @weapon_id == item.id @weapon_id = 0 elsif two_swords_style and @armor1_id == item.id @armor1_id = 0 end elsif item.is_a?(RPG::Armor) if not two_swords_style and @armor1_id == item.id @armor1_id = 0 elsif @armor2_id == item.id @armor2_id = 0 elsif @armor3_id == item.id @armor3_id = 0 elsif @armor4_id == item.id @armor4_id = 0 end end end #-------------------------------------------------------------------------- # * Determine if Two handed Equipment #-------------------------------------------------------------------------- def two_hands_legal? if weapons[0] != nil and weapons[0].two_handed return false if @armor1_id != 0 end if weapons[1] != nil and weapons[1].two_handed return false if @weapon_id != 0 end return true end #-------------------------------------------------------------------------- # * Determine if Equippable # item : item #-------------------------------------------------------------------------- def equippable?(item) if item.is_a?(RPG::Weapon) return self.class.weapon_set.include?(item.id) elsif item.is_a?(RPG::Armor) return false if two_swords_style and item.kind == 0 return self.class.armor_set.include?(item.id) end return false end #-------------------------------------------------------------------------- # * 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 end while @exp < @exp_list[@level] level_down end @hp = [@hp, maxhp].min @mp = [@mp, maxmp].min if show and @level > last_level display_level_up(skills - last_skills) end end #-------------------------------------------------------------------------- # * Level Up #-------------------------------------------------------------------------- def level_up @level += 1 for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end #-------------------------------------------------------------------------- # * Level Down #-------------------------------------------------------------------------- def level_down @level -= 1 end #-------------------------------------------------------------------------- # * Show Level Up Message # new_skills : Array of newly learned skills #-------------------------------------------------------------------------- def display_level_up(new_skills) $game_message.new_page text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level) $game_message.texts.push(text) for skill in new_skills text = sprintf(Vocab::ObtainSkill, skill.name) $game_message.texts.push(text) end end #-------------------------------------------------------------------------- # * Get Experience (for the double experience point option) # exp : Amount to increase experience. # show : Level up display flag #-------------------------------------------------------------------------- def gain_exp(exp, show) if double_exp_gain change_exp(@exp + exp * 2, show) else change_exp(@exp + exp, show) end end #-------------------------------------------------------------------------- # * Change Level # level : new level # show : Level up display flag #-------------------------------------------------------------------------- def change_level(level, show) level = [[level, 99].min, 1].max change_exp(@exp_list[level], show) end #-------------------------------------------------------------------------- # * Learn Skill # skill_id : skill ID #-------------------------------------------------------------------------- def learn_skill(skill_id) unless skill_learn?($data_skills[skill_id]) @skills.push(skill_id) @skills.sort! end end #-------------------------------------------------------------------------- # * Forget Skill # skill_id : skill ID #-------------------------------------------------------------------------- def forget_skill(skill_id) @skills.delete(skill_id) end #-------------------------------------------------------------------------- # * Determine if Finished Learning Skill # skill : skill #-------------------------------------------------------------------------- def skill_learn?(skill) return @skills.include?(skill.id) end #-------------------------------------------------------------------------- # * Determine Usable Skills # skill : skill #-------------------------------------------------------------------------- def skill_can_use?(skill) return false unless skill_learn?(skill) return super end #-------------------------------------------------------------------------- # * Change Name # name : new name #-------------------------------------------------------------------------- def name=(name) @name = name end #-------------------------------------------------------------------------- # * Change Class ID # class_id : New class ID #-------------------------------------------------------------------------- def class_id=(class_id) @class_id = class_id for i in 0..4 # Remove unequippable items change_equip(i, nil) unless equippable?(equips[i]) end end #-------------------------------------------------------------------------- # * Change Graphics # character_name : new character graphic filename # character_index : new character graphic index # face_name : new face graphic filename # face_index : new face graphic index #-------------------------------------------------------------------------- def set_graphic(character_name, character_index, face_name, face_index) @character_name = character_name @character_index = character_index @face_name = face_name @face_index = face_index end #-------------------------------------------------------------------------- # * Use Sprites? #-------------------------------------------------------------------------- def use_sprite? return false end #-------------------------------------------------------------------------- # * Perform Collapse #-------------------------------------------------------------------------- def perform_collapse if $game_temp.in_battle and dead? @collapse = true Sound.play_actor_collapse end end #-------------------------------------------------------------------------- # * Perform Automatic Recovery (called at end of turn) #-------------------------------------------------------------------------- def do_auto_recovery if auto_hp_recover and not dead? self.hp += maxhp / 20 end end #-------------------------------------------------------------------------- # * Create Battle Action (for automatic battle) #-------------------------------------------------------------------------- def make_action @action.clear return unless movable? action_list = [] action = Game_BattleAction.new(self) action.set_attack action.evaluate action_list.push(action) for skill in skills action = Game_BattleAction.new(self) action.set_skill(skill.id) action.evaluate action_list.push(action) end max_value = 0 for action in action_list if action.value > max_value @action = action max_value = action.value end end end end
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