- TTTMembre
- Nombre de messages : 855
Distinction : Trou du cul d'la mère Camu!
Elle est morte! Elle est morte!
Trou du cul d'la mère Camu!
Elle est morte, elle pétera plus!
Date d'inscription : 23/06/2009
Modification de la formule de dégâts
Mer 23 Juin 2010 - 14:07
Voilà, après quelques recherches, je suis plus ou moins parvenu à modifier la formule de dégâts de VX, que je partage avec vous car je suis certain que cela risque d'aider bon nombre de makers. Je vous préviens, je ne suis pas connaisseur et j'y suis vraiment allé à tâtons, mais ça a l'air de marcher.
Procédons par ordre :
I/ Présentation
La formule que je vous présente est la suivante :
Dégâts d'une attaque normale = Attaque de l'utilisateur - Défense de la cible
Dégâts d'un skill / objet = Attaque de l'utilisateur + Intelligence de l'utilisateur + Puissance du skill ou objet - Défense de la cible (+ Influence physique / magique si vous en mettez)
De plus, les dégâts critiques font à présent deux fois plus de dommages qu'en temps normal (c'était 3 fois avant). Bien entendu, si cela ne vous convient pas, c'est modifiable : rendez-vous ligne 652 de Game_Battler.
La formule d'origine était :
Dégâts d'une attaque normale = (Force de l'utilisateur x 4) - (Défense de la cible x 2)
Dégâts d'un skill / objet = (Force de l'utilisateur x 4 x Influence physique / 100) + (Intelligence de l'utilisateur x 2 x Influence Magique / 100) - (Défense de la cible x 2 x Influence physique / 100) - (Intelligence de la cible x Influence magique / 100)
Notez que la nouvelle formule est plus logique et surtout facilite les calculs pour la programmation de vos héros / monstres / skills / objets / armes / armures.
II/ Modification de la formule
La formule de dégâts se trouve dans le script Game_Battler, ligne 637. Je vous offre le script complet mais je vous montre tout de même les modifications apportées.
Dégâts standards (ligne 643) :
Dégâts d'un skill / objet (ligne 667) :
III/ Script
Voilà, j'y suis vraiment allé à tâtons mais ça a l'air de fonctionner. Voici le script pour ceux qui auraient la flemme de le modifier :
(A mettre à la place de l'ancien Game_Battler)
Cordialement,
TTT
Procédons par ordre :
I/ Présentation
La formule que je vous présente est la suivante :
Dégâts d'une attaque normale = Attaque de l'utilisateur - Défense de la cible
Dégâts d'un skill / objet = Attaque de l'utilisateur + Intelligence de l'utilisateur + Puissance du skill ou objet - Défense de la cible (+ Influence physique / magique si vous en mettez)
De plus, les dégâts critiques font à présent deux fois plus de dommages qu'en temps normal (c'était 3 fois avant). Bien entendu, si cela ne vous convient pas, c'est modifiable : rendez-vous ligne 652 de Game_Battler.
La formule d'origine était :
Dégâts d'une attaque normale = (Force de l'utilisateur x 4) - (Défense de la cible x 2)
Dégâts d'un skill / objet = (Force de l'utilisateur x 4 x Influence physique / 100) + (Intelligence de l'utilisateur x 2 x Influence Magique / 100) - (Défense de la cible x 2 x Influence physique / 100) - (Intelligence de la cible x Influence magique / 100)
Notez que la nouvelle formule est plus logique et surtout facilite les calculs pour la programmation de vos héros / monstres / skills / objets / armes / armures.
II/ Modification de la formule
La formule de dégâts se trouve dans le script Game_Battler, ligne 637. Je vous offre le script complet mais je vous montre tout de même les modifications apportées.
Dégâts standards (ligne 643) :
- Code:
damage = attacker.atk * 4 - self.def * 2
- Code:
damage = attacker.atk - self.def
Dégâts d'un skill / objet (ligne 667) :
- Code:
damage = obj.base_damage
if damage > 0
damage += user.atk * 4 * obj.atk_f / 100
damage += user.spi * 2 * obj.spi_f / 100
unless obj.ignore_defense
damage -= self.def * 2 * obj.atk_f / 100
damage -= self.spi * 1 * obj.spi_f / 100
- Code:
damage = obj.base_damage
if damage > 0
damage += user.atk + obj.atk_f
damage += user.spi + obj.spi_f
unless obj.ignore_defense
damage -= self.def
III/ Script
Voilà, j'y suis vraiment allé à tâtons mais ça a l'air de fonctionner. Voici le script pour ceux qui auraient la flemme de le modifier :
(A mettre à la place de l'ancien Game_Battler)
- Code:
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :battler_name # battle graphic filename
attr_reader :battler_hue # battle graphic hue
attr_reader :hp # HP
attr_reader :mp # MP
attr_reader :action # battle action
attr_accessor :hidden # hidden flag
attr_accessor :immortal # immortal flag
attr_accessor :animation_id # animation ID
attr_accessor :animation_mirror # animation flip horizontal flag
attr_accessor :white_flash # white flash flag
attr_accessor :blink # blink flag
attr_accessor :collapse # collapse flag
attr_reader :skipped # action results: skipped flag
attr_reader :missed # action results: missed flag
attr_reader :evaded # action results: evaded flag
attr_reader :critical # action results: critical flag
attr_reader :absorbed # action results: absorbed flag
attr_reader :hp_damage # action results: HP damage
attr_reader :mp_damage # action results: MP damage
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@battler_name = ""
@battler_hue = 0
@hp = 0
@mp = 0
@action = Game_BattleAction.new(self)
@states = [] # States (ID array)
@state_turns = {} # Remaining turns for states (Hash)
@hidden = false
@immortal = false
clear_extra_values
clear_sprite_effects
clear_action_results
end
#--------------------------------------------------------------------------
# * Clear Values Added to Parameter
#--------------------------------------------------------------------------
def clear_extra_values
@maxhp_plus = 0
@maxmp_plus = 0
@atk_plus = 0
@def_plus = 0
@spi_plus = 0
@agi_plus = 0
end
#--------------------------------------------------------------------------
# * Clear Variable Used for Sprite Communication
#--------------------------------------------------------------------------
def clear_sprite_effects
@animation_id = 0
@animation_mirror = false
@white_flash = false
@blink = false
@collapse = false
end
#--------------------------------------------------------------------------
# * Clear Variable for Storing Action Results
#--------------------------------------------------------------------------
def clear_action_results
@skipped = false
@missed = false
@evaded = false
@critical = false
@absorbed = false
@hp_damage = 0
@mp_damage = 0
@added_states = [] # Added states (ID array)
@removed_states = [] # Removed states (ID array)
@remained_states = [] # Unchanged states (ID array)
end
#--------------------------------------------------------------------------
# * Get Current States as an Object Array
#--------------------------------------------------------------------------
def states
result = []
for i in @states
result.push($data_states[i])
end
return result
end
#--------------------------------------------------------------------------
# * Get the states that were added due to the previous action
#--------------------------------------------------------------------------
def added_states
result = []
for i in @added_states
result.push($data_states[i])
end
return result
end
#--------------------------------------------------------------------------
# * Get the states that were removed due to the previous action
#--------------------------------------------------------------------------
def removed_states
result = []
for i in @removed_states
result.push($data_states[i])
end
return result
end
#--------------------------------------------------------------------------
# * Get the states that remained the same after the previous action
# Used, for example, when someone tries to put to sleep a character
# who is already sleeping.
#--------------------------------------------------------------------------
def remained_states
result = []
for i in @remained_states
result.push($data_states[i])
end
return result
end
#--------------------------------------------------------------------------
# * Determine whether or not there was some effect on states by the
# previous action
#--------------------------------------------------------------------------
def states_active?
return true unless @added_states.empty?
return true unless @removed_states.empty?
return true unless @remained_states.empty?
return false
end
#--------------------------------------------------------------------------
# * Get Maximum HP Limit
#--------------------------------------------------------------------------
def maxhp_limit
return 999999
end
#--------------------------------------------------------------------------
# * Get Maximum HP
#--------------------------------------------------------------------------
def maxhp
return [[base_maxhp + @maxhp_plus, 1].max, maxhp_limit].min
end
#--------------------------------------------------------------------------
# * Get Maximum MP
#--------------------------------------------------------------------------
def maxmp
return [[base_maxmp + @maxmp_plus, 0].max, 9999].min
end
#--------------------------------------------------------------------------
# * Get Attack
#--------------------------------------------------------------------------
def atk
n = [[base_atk + @atk_plus, 1].max, 999].min
for state in states do n *= state.atk_rate / 100.0 end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get Defense
#--------------------------------------------------------------------------
def def
n = [[base_def + @def_plus, 1].max, 999].min
for state in states do n *= state.def_rate / 100.0 end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get Spirit
#--------------------------------------------------------------------------
def spi
n = [[base_spi + @spi_plus, 1].max, 999].min
for state in states do n *= state.spi_rate / 100.0 end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get Agility
#--------------------------------------------------------------------------
def agi
n = [[base_agi + @agi_plus, 1].max, 999].min
for state in states do n *= state.agi_rate / 100.0 end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get [Super Guard] Option
#--------------------------------------------------------------------------
def super_guard
return false
end
#--------------------------------------------------------------------------
# * Get [Fast Attack] weapon option
#--------------------------------------------------------------------------
def fast_attack
return false
end
#--------------------------------------------------------------------------
# * Get [Dual Attack] weapon option
#--------------------------------------------------------------------------
def dual_attack
return false
end
#--------------------------------------------------------------------------
# * Get [Prevent Critical] armor option
#--------------------------------------------------------------------------
def prevent_critical
return false
end
#--------------------------------------------------------------------------
# * Get [Half MP Cost] armor option
#--------------------------------------------------------------------------
def half_mp_cost
return false
end
#--------------------------------------------------------------------------
# * Set Maximum HP
# new_maxhp : new maximum HP
#--------------------------------------------------------------------------
def maxhp=(new_maxhp)
@maxhp_plus += new_maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# * Set Maximum MP
# new_maxmp : new maximum MP
#--------------------------------------------------------------------------
def maxmp=(new_maxmp)
@maxmp_plus += new_maxmp - self.maxmp
@maxmp_plus = [[@maxmp_plus, -9999].max, 9999].min
@mp = [@mp, self.maxmp].min
end
#--------------------------------------------------------------------------
# * Set Attack
# new_atk : new attack
#--------------------------------------------------------------------------
def atk=(new_atk)
@atk_plus += new_atk - self.atk
@atk_plus = [[@atk_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# * Set Defense
# new_def : new defense
#--------------------------------------------------------------------------
def def=(new_def)
@def_plus += new_def - self.def
@def_plus = [[@def_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# * Set Spirit
# new_spi : new spirit
#--------------------------------------------------------------------------
def spi=(new_spi)
@spi_plus += new_spi - self.spi
@spi_plus = [[@spi_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# * Set Agility
# new_agi : new agility
#--------------------------------------------------------------------------
def agi=(new_agi)
@agi_plus += new_agi - self.agi
@agi_plus = [[@agi_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# * Change HP
# hp : new HP
#--------------------------------------------------------------------------
def hp=(hp)
@hp = [[hp, maxhp].min, 0].max
if @hp == 0 and not state?(1) and not @immortal
add_state(1) # Add incapacitated (state #1)
@added_states.push(1)
elsif @hp > 0 and state?(1)
remove_state(1) # Remove incapacitated (state #1)
@removed_states.push(1)
end
end
#--------------------------------------------------------------------------
# * Change MP
# mp : new MP
#--------------------------------------------------------------------------
def mp=(mp)
@mp = [[mp, maxmp].min, 0].max
end
#--------------------------------------------------------------------------
# * Recover All
#--------------------------------------------------------------------------
def recover_all
@hp = maxhp
@mp = maxmp
for i in @states.clone do remove_state(i) end
end
#--------------------------------------------------------------------------
# * Determine Incapacitation
#--------------------------------------------------------------------------
def dead?
return (not @hidden and @hp == 0 and not @immortal)
end
#--------------------------------------------------------------------------
# * Determine Existence
#--------------------------------------------------------------------------
def exist?
return (not @hidden and not dead?)
end
#--------------------------------------------------------------------------
# * Determine if Command is Inputable
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1)
end
#--------------------------------------------------------------------------
# * Determine if Action is Possible
#--------------------------------------------------------------------------
def movable?
return (not @hidden and restriction < 4)
end
#--------------------------------------------------------------------------
# * Determine if Attack is Parriable
#--------------------------------------------------------------------------
def parriable?
return (not @hidden and restriction < 5)
end
#--------------------------------------------------------------------------
# * Determine if Character is Silenced
#--------------------------------------------------------------------------
def silent?
return (not @hidden and restriction == 1)
end
#--------------------------------------------------------------------------
# * Determine if Character is in Berserker State
#--------------------------------------------------------------------------
def berserker?
return (not @hidden and restriction == 2)
end
#--------------------------------------------------------------------------
# * Determine if Character is Confused
#--------------------------------------------------------------------------
def confusion?
return (not @hidden and restriction == 3)
end
#--------------------------------------------------------------------------
# * Determine if Guarding
#--------------------------------------------------------------------------
def guarding?
return @action.guard?
end
#--------------------------------------------------------------------------
# * Get Element Change Value
# element_id : element ID
#--------------------------------------------------------------------------
def element_rate(element_id)
return 100
end
#--------------------------------------------------------------------------
# * Get Added State Success Rate
#--------------------------------------------------------------------------
def state_probability(state_id)
return 0
end
#--------------------------------------------------------------------------
# * Determine if State is Resisted
# state_id : state ID
#--------------------------------------------------------------------------
def state_resist?(state_id)
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
return []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
return []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
return []
end
#--------------------------------------------------------------------------
# * Check State
# state_id : state ID
# Return true if the applicable state is added.
#--------------------------------------------------------------------------
def state?(state_id)
return @states.include?(state_id)
end
#--------------------------------------------------------------------------
# * Determine if a State is Full or Not
# state_id : state ID
# Return true if the number of turns the state is to be sustained
# equals the minimum number of turns after which the state will
# naturally be removed.
#--------------------------------------------------------------------------
def state_full?(state_id)
return false unless state?(state_id)
return @state_turns[state_id] == $data_states[state_id].hold_turn
end
#--------------------------------------------------------------------------
# * Determine if a State Should be Ignored
# state_id : state ID
# Returns true when the following conditions are fulfilled.
# * If State A which is to be added, is included in State B's
# [States to Cancel] list.
# * If State B is not included in the [States to Cancel] list for
# the new State A.
# These conditions would apply when, for example, trying to poison a
# character that is already incapacitated. It does not apply in cases
# such as applying ATK up while ATK down is already in effect.
#--------------------------------------------------------------------------
def state_ignore?(state_id)
for state in states
if state.state_set.include?(state_id) and
not $data_states[state_id].state_set.include?(state.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Determine if it is a state that should be offset
# state_id : state ID
# Returns true when the following conditions are fulfilled.
# * The [Offset by Opp.] option is enabled for the new state.
# * The [States to Cancel] list of the new state to be added
# contains at least one of the current states.
# This would apply when, for example, ATK up is applied while ATK down
# is already in effect.
#--------------------------------------------------------------------------
def state_offset?(state_id)
return false unless $data_states[state_id].offset_by_opposite
for i in @states
return true if $data_states[state_id].state_set.include?(i)
end
return false
end
#--------------------------------------------------------------------------
# * Sorting States
# Sort the content of the @states array, with higher priority states
# coming first.
#--------------------------------------------------------------------------
def sort_states
@states.sort! do |a, b|
state_a = $data_states[a]
state_b = $data_states[b]
if state_a.priority != state_b.priority
state_b.priority <=> state_a.priority
else
a <=> b
end
end
end
#--------------------------------------------------------------------------
# * Add State
# state_id : state ID
#--------------------------------------------------------------------------
def add_state(state_id)
state = $data_states[state_id] # Get state data
return if state == nil # Is data invalid?
return if state_ignore?(state_id) # Is it a state should be ignored?
unless state?(state_id) # Is this state not added?
unless state_offset?(state_id) # Is it a state should be offset?
@states.push(state_id) # Add the ID to the @states array
end
if state_id == 1 # If it is incapacitated (state 1)
@hp = 0 # Change HP to 0
end
unless inputable? # If the character cannot act
@action.clear # Clear battle actions
end
for i in state.state_set # Take the [States to Cancel]
remove_state(i) # And actually remove them
@removed_states.delete(i) # It will not be displayed
end
sort_states # Sort states with priority
end
@state_turns[state_id] = state.hold_turn # Set the number of turns
end
#--------------------------------------------------------------------------
# * Remove State
# state_id : state ID
#--------------------------------------------------------------------------
def remove_state(state_id)
return unless state?(state_id) # Is this state not added?
if state_id == 1 and @hp == 0 # If it is incapacitated (state 1)
@hp = 1 # Change HP to 1
end
@states.delete(state_id) # Remove the ID from the @states
@state_turns.delete(state_id) # Remove from the @state_turns
end
#--------------------------------------------------------------------------
# * Get Restriction
# Get the largest restriction from the currently added states.
#--------------------------------------------------------------------------
def restriction
restriction_max = 0
for state in states
if state.restriction >= restriction_max
restriction_max = state.restriction
end
end
return restriction_max
end
#--------------------------------------------------------------------------
# * Determine [Slip Damage] States
#--------------------------------------------------------------------------
def slip_damage?
for state in states
return true if state.slip_damage
end
return false
end
#--------------------------------------------------------------------------
# * Determine if the state is [Reduced hit ratio]
#--------------------------------------------------------------------------
def reduce_hit_ratio?
for state in states
return true if state.reduce_hit_ratio
end
return false
end
#--------------------------------------------------------------------------
# * Get Most Important State Continuation Message
#--------------------------------------------------------------------------
def most_important_state_text
for state in states
return state.message3 unless state.message3.empty?
end
return ""
end
#--------------------------------------------------------------------------
# * Remove Battle States (called when battle ends)
#--------------------------------------------------------------------------
def remove_states_battle
for state in states
remove_state(state.id) if state.battle_only
end
end
#--------------------------------------------------------------------------
# * Natural Removal of States (called up each turn)
#--------------------------------------------------------------------------
def remove_states_auto
clear_action_results
for i in @state_turns.keys.clone
if @state_turns[i] > 0
@state_turns[i] -= 1
elsif rand(100) < $data_states[i].auto_release_prob
remove_state(i)
@removed_states.push(i)
end
end
end
#--------------------------------------------------------------------------
# * State Removal due to Damage (called each time damage is caused)
#--------------------------------------------------------------------------
def remove_states_shock
for state in states
if state.release_by_damage
remove_state(state.id)
@removed_states.push(state.id)
end
end
end
#--------------------------------------------------------------------------
# * Calculation of MP Consumed for Skills
# skill : skill
#--------------------------------------------------------------------------
def calc_mp_cost(skill)
if half_mp_cost
return skill.mp_cost / 2
else
return skill.mp_cost
end
end
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill : skill
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return false unless skill.is_a?(RPG::Skill)
return false unless movable?
return false if silent? and skill.spi_f > 0
return false if calc_mp_cost(skill) > mp
if $game_temp.in_battle
return skill.battle_ok?
else
return skill.menu_ok?
end
end
#--------------------------------------------------------------------------
# * Calculation of Final Hit Ratio
# user : Attacker, or user of skill or item
# obj : Skill or item (for normal attacks, this is nil)
#--------------------------------------------------------------------------
def calc_hit(user, obj = nil)
if obj == nil # for a normal attack
hit = user.hit # get hit ratio
physical = true
elsif obj.is_a?(RPG::Skill) # for a skill
hit = obj.hit # get success rate
physical = obj.physical_attack
else # for an item
hit = 100 # the hit ratio is made 100%
physical = obj.physical_attack
end
if physical # for a physical attack
hit /= 4 if user.reduce_hit_ratio? # when the user is blinded
end
return hit
end
#--------------------------------------------------------------------------
# * Calculate Final Evasion Rate
# user : Attacker, or user of skill or item
# obj : Skill or item (for normal attacks, this is nil)
#--------------------------------------------------------------------------
def calc_eva(user, obj = nil)
eva = self.eva
unless obj == nil # if it is a skill or an item
eva = 0 unless obj.physical_attack # 0% if not a physical attack
end
unless parriable? # If not parriable
eva = 0 # 0%
end
return eva
end
#--------------------------------------------------------------------------
# * Calculation of Damage From Normal Attack
# attacker : Attacker
# The results are substituted for @hp_damage
#--------------------------------------------------------------------------
def make_attack_damage_value(attacker)
damage = attacker.atk - self.def # base calculation
damage = 0 if damage < 0 # if negative, make 0
damage *= elements_max_rate(attacker.element_set) # elemental adjustment
damage /= 100
if damage == 0 # if damage is 0,
damage = rand(2) # half of the time, 1 dmg
elsif damage > 0 # a positive number?
@critical = (rand(100) < attacker.cri) # critical hit?
@critical = false if prevent_critical # criticals prevented?
damage *= 3 if @critical # critical adjustment
end
damage = apply_variance(damage, 20) # variance
damage = apply_guard(damage) # guard adjustment
@hp_damage = damage # damage HP
end
#--------------------------------------------------------------------------
# * Calculation of Damage Caused by Skills or Items
# user : User of skill or item
# obj : Skill or item (for normal attacks, this is nil)
# The results are substituted for @hp_damage or @mp_damage.
#--------------------------------------------------------------------------
def make_obj_damage_value(user, obj)
damage = obj.base_damage # get base damage
if damage > 0 # a positive number?
damage += user.atk + obj.atk_f # Attack F of the user
damage += user.spi + obj.spi_f # Spirit F of the user
unless obj.ignore_defense # Except for ignore defense
damage -= self.def # Attack F of the target
end
damage = 0 if damage < 0 # If negative, make 0
elsif damage < 0 # a negative number?
damage -= user.atk # Attack F of the user
damage -= user.spi # Spirit F of the user
end
damage *= elements_max_rate(obj.element_set) # elemental adjustment
damage /= 100
damage = apply_variance(damage, obj.variance) # variance
damage = apply_guard(damage) # guard adjustment
if obj.damage_to_mp
@mp_damage = damage # damage MP
else
@hp_damage = damage # damage HP
end
end
#--------------------------------------------------------------------------
# * Calculation of Absorb Effect
# user : User of skill or item
# obj : Skill or item (for normal attacks, this is nil)
# @hp_damage and @mp_damage must be calculated before this is called.
#--------------------------------------------------------------------------
def make_obj_absorb_effect(user, obj)
if obj.absorb_damage # if absorbing damage
@hp_damage = [self.hp, @hp_damage].min # HP damage range adjustment
@mp_damage = [self.mp, @mp_damage].min # MP damage range adjustment
if @hp_damage > 0 or @mp_damage > 0 # a positive number?
@absorbed = true # turn the absorb flag ON
end
end
end
#--------------------------------------------------------------------------
# * Calculating HP Recovery Amount From an Item
#--------------------------------------------------------------------------
def calc_hp_recovery(user, item)
result = maxhp * item.hp_recovery_rate / 100 + item.hp_recovery
result *= 2 if user.pharmacology # Pharmacology doubles the effect
return result
end
#--------------------------------------------------------------------------
# * Calculating MP Recovery Amount From an Item
#--------------------------------------------------------------------------
def calc_mp_recovery(user, item)
result = maxmp * item.mp_recovery_rate / 100 + item.mp_recovery
result *= 2 if user.pharmacology # Pharmacology doubles the effect
return result
end
#--------------------------------------------------------------------------
# * Get Maximum Elemental Adjustment Amount
# element_set : Elemental alignment
# Returns the most effective adjustment of all elemental alignments.
#--------------------------------------------------------------------------
def elements_max_rate(element_set)
return 100 if element_set.empty? # If there is no element
rate_list = []
for i in element_set
rate_list.push(element_rate(i))
end
return rate_list.max
end
#--------------------------------------------------------------------------
# * Applying Variance
# damage : Damage
# variance : Degree of variance
#--------------------------------------------------------------------------
def apply_variance(damage, variance)
if damage != 0 # If damage is not 0
amp = [damage.abs * variance / 100, 0].max # Calculate range
damage += rand(amp+1) + rand(amp+1) - amp # Execute variance
end
return damage
end
#--------------------------------------------------------------------------
# * Applying Guard Adjustment
# damage : Damage
#--------------------------------------------------------------------------
def apply_guard(damage)
if damage > 0 and guarding? # Determine if guarding
damage /= super_guard ? 4 : 2 # Reduce damage
end
return damage
end
#--------------------------------------------------------------------------
# * Damage Reflection
# user : User of skill or item
# @hp_damage, @mp_damage, or @absorbed must be calculated before this
# method is called.
#--------------------------------------------------------------------------
def execute_damage(user)
if @hp_damage > 0 # Damage is a positive number
remove_states_shock # Remove state due to attack
end
self.hp -= @hp_damage
self.mp -= @mp_damage
if @absorbed # If absorbing
user.hp += @hp_damage
user.mp += @mp_damage
end
end
#--------------------------------------------------------------------------
# * Apply State Changes
# obj : Skill, item, or attacker
#--------------------------------------------------------------------------
def apply_state_changes(obj)
plus = obj.plus_state_set # get state change (+)
minus = obj.minus_state_set # get state change (-)
for i in plus # state change (+)
next if state_resist?(i) # is it resisted?
next if dead? # are they incapacitated?
next if i == 1 and @immortal # are they immortal?
if state?(i) # is it already applied?
@remained_states.push(i) # record unchanged states
next
end
if rand(100) < state_probability(i) # determine probability
add_state(i) # add state
@added_states.push(i) # record added states
end
end
for i in minus # state change (-)
next unless state?(i) # is the state not applied?
remove_state(i) # remove state
@removed_states.push(i) # record removed states
end
for i in @added_states & @removed_states # if there are any states in
@added_states.delete(i) # both added and removed
@removed_states.delete(i) # sections, delete them both
end
end
#--------------------------------------------------------------------------
# * Determine Whether to Apply a Normal Attack
# attacker : Attacker
#--------------------------------------------------------------------------
def attack_effective?(attacker)
if dead?
return false
end
return true
end
#--------------------------------------------------------------------------
# * Apply Normal Attack Effects
# attacker : Attacker
#--------------------------------------------------------------------------
def attack_effect(attacker)
clear_action_results
unless attack_effective?(attacker)
@skipped = true
return
end
if rand(100) >= calc_hit(attacker) # determine hit ratio
@missed = true
return
end
if rand(100) < calc_eva(attacker) # determine evasion rate
@evaded = true
return
end
make_attack_damage_value(attacker) # damage calculation
execute_damage(attacker) # damage reflection
if @hp_damage == 0 # physical no damage?
return
end
apply_state_changes(attacker) # state change
end
#--------------------------------------------------------------------------
# * Determine if a Skill can be Applied
# user : Skill user
# skill : Skill
#--------------------------------------------------------------------------
def skill_effective?(user, skill)
if skill.for_dead_friend? != dead?
return false
end
if not $game_temp.in_battle and skill.for_friend?
return skill_test(user, skill)
end
return true
end
#--------------------------------------------------------------------------
# * Skill Application Test
# user : Skill user
# skill : Skill
# Used to determine, for example, if a character is already fully healed
# and so cannot recover anymore.
#--------------------------------------------------------------------------
def skill_test(user, skill)
tester = self.clone
tester.make_obj_damage_value(user, skill)
tester.apply_state_changes(skill)
if tester.hp_damage < 0
return true if tester.hp < tester.maxhp
end
if tester.mp_damage < 0
return true if tester.mp < tester.maxmp
end
return true unless tester.added_states.empty?
return true unless tester.removed_states.empty?
return false
end
#--------------------------------------------------------------------------
# * Apply Skill Effects
# user : Skill user
# skill : skill
#--------------------------------------------------------------------------
def skill_effect(user, skill)
clear_action_results
unless skill_effective?(user, skill)
@skipped = true
return
end
if rand(100) >= calc_hit(user, skill) # determine hit ratio
@missed = true
return
end
if rand(100) < calc_eva(user, skill) # determine evasion rate
@evaded = true
return
end
make_obj_damage_value(user, skill) # calculate damage
make_obj_absorb_effect(user, skill) # calculate absorption effect
execute_damage(user) # damage reflection
if skill.physical_attack and @hp_damage == 0 # physical no damage?
return
end
apply_state_changes(skill) # state change
end
#--------------------------------------------------------------------------
# * Determine if an Item can be Used
# user : Item user
# item : item
#--------------------------------------------------------------------------
def item_effective?(user, item)
if item.for_dead_friend? != dead?
return false
end
if not $game_temp.in_battle and item.for_friend?
return item_test(user, item)
end
return true
end
#--------------------------------------------------------------------------
# * Item Application Test
# user : Item user
# item : item
# Used to determine, for example, if a character is already fully healed
# and so cannot recover anymore.
#--------------------------------------------------------------------------
def item_test(user, item)
tester = self.clone
tester.make_obj_damage_value(user, item)
tester.apply_state_changes(item)
if tester.hp_damage < 0 or tester.calc_hp_recovery(user, item) > 0
return true if tester.hp < tester.maxhp
end
if tester.mp_damage < 0 or tester.calc_mp_recovery(user, item) > 0
return true if tester.mp < tester.maxmp
end
return true unless tester.added_states.empty?
return true unless tester.removed_states.empty?
return true if item.parameter_type > 0
return false
end
#--------------------------------------------------------------------------
# * Apply Item Effects
# user : Item user
# item : item
#--------------------------------------------------------------------------
def item_effect(user, item)
clear_action_results
unless item_effective?(user, item)
@skipped = true
return
end
if rand(100) >= calc_hit(user, item) # determine hit ratio
@missed = true
return
end
if rand(100) < calc_eva(user, item) # determine evasion rate
@evaded = true
return
end
hp_recovery = calc_hp_recovery(user, item) # calc HP recovery amount
mp_recovery = calc_mp_recovery(user, item) # calc MP recovery amount
make_obj_damage_value(user, item) # damage calculation
@hp_damage -= hp_recovery # subtract HP recovery amount
@mp_damage -= mp_recovery # subtract MP recovery amount
make_obj_absorb_effect(user, item) # calculate absorption effect
execute_damage(user) # damage reflection
item_growth_effect(user, item) # apply growth effect
if item.physical_attack and @hp_damage == 0 # physical no damage?
return
end
apply_state_changes(item) # state change
end
#--------------------------------------------------------------------------
# * Item Growth Effect Application
# user : Item user
# item : item
#--------------------------------------------------------------------------
def item_growth_effect(user, item)
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Maximum HP
@maxhp_plus += item.parameter_points
when 2 # Maximum MP
@maxmp_plus += item.parameter_points
when 3 # Attack
@atk_plus += item.parameter_points
when 4 # Defense
@def_plus += item.parameter_points
when 5 # Spirit
@spi_plus += item.parameter_points
when 6 # Agility
@agi_plus += item.parameter_points
end
end
end
#--------------------------------------------------------------------------
# * Application of Slip Damage Effects
#--------------------------------------------------------------------------
def slip_damage_effect
if slip_damage? and @hp > 0
@hp_damage = apply_variance(maxhp / 10, 10)
@hp_damage = @hp - 1 if @hp_damage >= @hp
self.hp -= @hp_damage
end
end
end
Cordialement,
TTT
- SkilloStaffeux retraité
- Nombre de messages : 526
Age : 35
Localisation : Rennes
Distinction : J'aime ce gars
(by Coco')
Scripteur apprenti, futur Berka !
(par Tretian)
Membre anonyme de la communauté, caché derrière son PC
(???)
super prof de script
[Dudu']
Résident permanent de la Chat Box
[Autoproclamé]
Adepte du XDDD [Yak' ]
Fanatique hystérique de Raymond le français [Un connu]
Date d'inscription : 19/01/2008
Re: Modification de la formule de dégâts
Mer 23 Juin 2010 - 14:41
C'est vraiment pas mal.
c'est ton premier script?
c'est ton premier script?
- TTTMembre
- Nombre de messages : 855
Distinction : Trou du cul d'la mère Camu!
Elle est morte! Elle est morte!
Trou du cul d'la mère Camu!
Elle est morte, elle pétera plus!
Date d'inscription : 23/06/2009
Re: Modification de la formule de dégâts
Mer 23 Juin 2010 - 14:42
Oui, c'est la première fois que je fais cela.
- SkilloStaffeux retraité
- Nombre de messages : 526
Age : 35
Localisation : Rennes
Distinction : J'aime ce gars
(by Coco')
Scripteur apprenti, futur Berka !
(par Tretian)
Membre anonyme de la communauté, caché derrière son PC
(???)
super prof de script
[Dudu']
Résident permanent de la Chat Box
[Autoproclamé]
Adepte du XDDD [Yak' ]
Fanatique hystérique de Raymond le français [Un connu]
Date d'inscription : 19/01/2008
Re: Modification de la formule de dégâts
Mer 23 Juin 2010 - 14:49
C'est vraiment une bonne idée
- TTTMembre
- Nombre de messages : 855
Distinction : Trou du cul d'la mère Camu!
Elle est morte! Elle est morte!
Trou du cul d'la mère Camu!
Elle est morte, elle pétera plus!
Date d'inscription : 23/06/2009
Re: Modification de la formule de dégâts
Mer 23 Juin 2010 - 15:05
Merci ^^
Je pense qu'une formule telle que celle-ci permettrait de faciliter la programmation d'un jeu, et puis ça permet pour ceux qui ne connaissent pas la formule de base de VX de l'apprendre^^ Même si je pense que celle-ci semble plus logique et adaptée.
Je pense qu'une formule telle que celle-ci permettrait de faciliter la programmation d'un jeu, et puis ça permet pour ceux qui ne connaissent pas la formule de base de VX de l'apprendre^^ Même si je pense que celle-ci semble plus logique et adaptée.
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