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~[Kid's Luck Systems VX]~, ----> Now Update ver 1.2<----- |
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Jun 20 2008, 05:08 AM
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Level 2

Group: Member
Posts: 22
Type: Scripter
RM Skill: Skilled

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KID's Luck Systems By Nam Kid 9x - version 1.2 Info :4-5-2008 ver 1.00 - Make Luck point ( % )
- Add Cri with Luck ( x2 damage ) and Perfect Cri ( x3 damage )
- Add % usefull item or skill heal ( restore HP and MP )
- Add damage of item or skill when use atk
5-5-2008 ver 1.01- Add Money and exp more or less with luck point
22-6-2008 ver 1.2- Luck up for actor ( actor ID => luck up point )
- Add Lucky Dodges ( eva ) - not complete 100% - beta
- Add Perfect Hit ( hit )
- Fix Gold
Edit :CODE module KID LUCK_MAX = {1 => 100} # Max luck ( actor ID => max luck) LUCK_UP = {1 => 2, 2 => 2, 3 => 1, 4 => 2} # point Luck when up level LUCKSTART = {1 => 3} # Start luck ( actor ID => max luck) end Script :This Script don't add to Menu , You Will add this ^^~ use "actor.luck" CODE #------------------------------------------------------------------------------ # By Nam Kid # Luck Systems VX 1.2 # Liên Hê? : zaw.thieugia_vl@yahoo.com # hoa?c : zaw.thieugia@gmail.com #------------------------------------------------------------------------------
#------------------------------------------------------------------------------ # Luck Info : # 4-5-2008 ver 1.00 # +) Make Luck point ( % ) # +) Add Cri with Luck ( x2 damage ) and Perfect Cri ( x3 damage ) # +) Add % usefull item or skill heal ( restore HP and MP ) # +) Add damage of item or skill when use atk # 5-5-2008 ver 1.01 ( small update ) # +) Add Money and exp more or less with luck point # 22-6-2008 ver 1.2 ( some small update ) # +) Luck up for actor ( actor ID => luck up point ) # +) Add Lucky Dodges ( eva ) - not complete 100% - beta # +) Add Perfect Hit ( hit ) # +) Fix Gold # ... continue update .. # #------------------------------------------------------------------------------
#------------------------------------------------------------------------------ # script na`y chua dc add va`o menu #------------------------------------------------------------------------------
#------------------------------------------------------------------------------ # thanks Moghunter vo´i script Luck systems XP1.2 #------------------------------------------------------------------------------
module KID LUCK_MAX = {1 => 100} # gio´i ha?n Luck LUCK_UP = {1 => 2, 2 => 2, 3 => 1, 4 => 2} # diê?m luck khi tang level LUCKSTART = {1 => 100} # lu´c khi ba´t dâ`u ( câ´u tru´c : ID actor => luck ) end class Game_Actor < Game_Battler alias kid_setup setup def setup(actor_id) maxluck = KID::LUCK_MAX[actor_id] if maxluck == nil @max_luck = 100 else @max_luck = maxluck end if KID::LUCKSTART[actor_id] == nil @luck = 1 else @luck = KID::LUCKSTART[actor_id] end if KID::LUCK_UP[actor_id] == nil @luckup = 1 else @luckup = KID::LUCK_UP[actor_id] end kid_setup(actor_id) end
def max_luck return @max_luck end
def luck if @max_luck != nil and @luck > @max_luck @luck = @max_luck else if @luck > 100 @luck = 100 end return @luck end end
def level_up @level += 1 @luck += @luckup for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end
def level_down @level -= 1 @luck -= @luckup end end
class Game_Battler
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 if user.is_a?(Game_Actor) eva -= user.luck eva == 0 if eva <= 0 end unless user.is_a?(Game_Actor) eva -= user.luck eva == 0 if eva <= 0 end return eva end
def make_attack_damage_value(attacker) damage = attacker.atk * 4 - self.def * 2 damage = 0 if damage < 0 damage *= elements_max_rate(attacker.element_set) damage /= 100 if damage == 0 damage = rand(2) elsif attacker.is_a?(Game_Actor) # xa´c nhâ?n Luck chi? co´ khi actor ra do`n if rand(100) < attacker.luck # ngâ~u nhiên damage *= 2 # dam x2 @critical = true # hiê?n cri trong ba?n battler log end elsif damage > 0 @critical = (rand(100) < attacker.cri) @critical = false if prevent_critical damage *= 3 if @critical end damage = apply_variance(damage, 20) damage = apply_guard(damage) @hp_damage = damage end def make_obj_damage_value(user, obj) 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 end damage = 0 if damage < 0 elsif user.is_a?(Game_Actor) # xa´c nhâ?n Luck chi? co´ khi actor su? du?ng if rand(100) < user.luck # ngâ~u nhiên damage += user.atk * 4 * obj.atk_f * user.luck / (100 + user.luck) damage += user.spi * 2 * obj.spi_f * user.luck / (100 + user.luck) unless obj.ignore_defense damage -= self.def * 2 * obj.atk_f / (100 + 2*user.luck) damage -= self.spi * 1 * obj.spi_f / (100 + 2*user.luck) end end elsif damage < 0 damage -= user.atk * 4 * obj.atk_f / 100 damage -= user.spi * 2 * obj.spi_f / 100 end damage *= elements_max_rate(obj.element_set) damage /= 100 damage = apply_variance(damage, obj.variance) damage = apply_guard(damage) if obj.damage_to_mp @mp_damage = damage else @hp_damage = damage end end
def calc_hp_recovery(user, item) result = maxhp * item.hp_recovery_rate / 100 + item.hp_recovery result *= 2 if user.pharmacology result += user.luck * 2 if user.is_a?(Game_Actor) return result end
def calc_mp_recovery(user, item) result = maxmp * item.mp_recovery_rate / 100 + item.mp_recovery result *= 2 if user.pharmacology result += user.luck * 3 if user.is_a?(Game_Actor) return result end end
class Game_Enemy < Game_Battler
def exp for actor in $game_party.members if rand(100) < actor.luck enemy.exp += (actor.luck + enemy.exp) / 3 end return enemy.exp end end
def gold for actor in $game_party.members enemy.gold += (actor.luck + enemy.gold) / 3 + ( rand(100) - rand(100)) / actor.luck return enemy.gold end end
end
CODE #------------------------------------------------------------------------------ # By Nam Kid # Luck Systems VX 1.01 # Liên Hê? : zaw.thieugia_vl@yahoo.com # hoa?c : zaw.thieugia@gmail.com #------------------------------------------------------------------------------
#------------------------------------------------------------------------------ # Luck có tác du?ng : # 4-5-2008 ver 1.00 # +) tang kha? nang cri ( cu´ da´nh hoa`n ha?o ) nhung khi thu?c hiê?n cu´ # da´nh na`y vo´i luck thi` dam se~ chi? x2 ! co`n vo´i chê´ dô? ma?c di?nh dam x3 # +) tang kha? nang su? du?ng ca´c item, skill phu?c hô`i HP va` MP # +) tang dam khi su? du?ng skill hay Item tâ´n công.! # 5-5-2008 ver 1.01 # +) update tiê`n va` EXP nhâ?n dc khi giê´t qua´i vâ?t! # ... se~ tiê´p tu?c update .. #------------------------------------------------------------------------------
#------------------------------------------------------------------------------ # script na`y chua dc add va`o menu #------------------------------------------------------------------------------
#------------------------------------------------------------------------------ # thanks Moghunter vo´i script Luck systems XP1.2 #------------------------------------------------------------------------------
module KID LUCK_MAX = {1 => 100} # gio´i ha?n Luck LUCK_UP = 2 # diê?m luck khi tang level LUCKSTART = {1 => 3} # lu´c khi ba´t dâ`u ( câ´u tru´c : ID actor => luck ) end class Game_Actor < Game_Battler alias kid_setup setup def setup(actor_id) maxluck = KID::LUCK_MAX[actor_id] if maxluck == nil @max_luck = 100 else @max_luck = maxluck end if KID::LUCKSTART[actor_id] == nil @luck = 1 else @luck = KID::LUCKSTART[actor_id] end if KID::LUCK_UP == nil @luckup = 1 else @luckup = KID::LUCK_UP end kid_setup(actor_id) end def max_luck return @max_luck end def luck if @max_luck != nil and @luck > @max_luck @luck = @max_luck else if @luck > 100 @luck = 100 end return @luck end end def level_up @level += 1 @luck += @luckup for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end def level_down @level -= 1 @luck -= @luckup end end
class Game_Battler def make_attack_damage_value(attacker) damage = attacker.atk * 4 - self.def * 2 damage = 0 if damage < 0 damage *= elements_max_rate(attacker.element_set) damage /= 100 if damage == 0 damage = rand(2) elsif attacker.is_a?(Game_Actor) # xa´c nhâ?n Luck chi? co´ khi actor ra do`n if rand(100) < attacker.luck # ngâ~u nhiên damage *= 2 # dam x2 @critical = true # hiê?n cri trong ba?n battler log end elsif damage > 0 @critical = (rand(100) < attacker.cri) @critical = false if prevent_critical damage *= 3 if @critical end damage = apply_variance(damage, 20) damage = apply_guard(damage) @hp_damage = damage end def make_obj_damage_value(user, obj) 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 end damage = 0 if damage < 0 elsif user.is_a?(Game_Actor) # xa´c nhâ?n Luck chi? co´ khi actor su? du?ng if rand(100) < user.luck # ngâ~u nhiên damage += user.atk * 4 * obj.atk_f * user.luck / (100 + user.luck) damage += user.spi * 2 * obj.spi_f * user.luck / (100 + user.luck) unless obj.ignore_defense damage -= self.def * 2 * obj.atk_f / (100 + 2*user.luck) damage -= self.spi * 1 * obj.spi_f / (100 + 2*user.luck) end end elsif damage < 0 damage -= user.atk * 4 * obj.atk_f / 100 damage -= user.spi * 2 * obj.spi_f / 100 end damage *= elements_max_rate(obj.element_set) damage /= 100 damage = apply_variance(damage, obj.variance) damage = apply_guard(damage) if obj.damage_to_mp @mp_damage = damage else @hp_damage = damage end end def calc_hp_recovery(user, item) result = maxhp * item.hp_recovery_rate / 100 + item.hp_recovery result *= 2 if user.pharmacology result += user.luck * 2 if user.is_a?(Game_Actor) return result end def calc_mp_recovery(user, item) result = maxmp * item.mp_recovery_rate / 100 + item.mp_recovery result *= 2 if user.pharmacology result += user.luck * 3 if user.is_a?(Game_Actor) return result end end
class Game_Enemy < Game_Battler def exp for actor in $game_party.members if rand(100) < actor.luck enemy.exp += (actor.luck + enemy.exp) / 3 end return enemy.exp end end def gold for actor in $game_party.members if rand(100) < actor.luck enemy.gold += (actor.luck + enemy.gold) / 3 end return enemy.gold end end end
add this script : u can use "actor.luck" in Window_Status or use this : CODE class Window_Base < Window def draw_luck(actor,x,y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, "Luck : ") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, WLH, actor.luck, 2) end end and in script : Window_Status ; in def draw_basic_info(x, y) ( line 35 ) or anything add : draw_luck(@actor, x, y ) ( x,y : you need set it ) good luck! Have Fun!!
This post has been edited by tonytj: Jun 29 2008, 11:31 AM
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Jun 20 2008, 05:10 AM
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Sleep Deprived

Group: Revolutionary
Posts: 548
Type: Artist
RM Skill: Advanced

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Wow this is really nice  I always like the perception of using luck for critical damage XD will this also be upgraded to make "lucky dodges"?
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Jun 20 2008, 06:48 AM
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Level 2

Group: Member
Posts: 22
Type: Scripter
RM Skill: Skilled

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QUOTE (Nessiah @ Jun 20 2008, 04:24 AM)  Wow this is really nice  I always like the perception of using luck for critical damage XD will this also be upgraded to make "lucky dodges"? oh!... "lucky dodges" . yeah..! thanks you. ^^~
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Jun 21 2008, 08:31 PM
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Level 2

Group: Member
Posts: 22
Type: Scripter
RM Skill: Skilled

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22-6-2008 ver 1.2
* Luck up for actor ( actor ID => luck up point ) * Add Lucky Dodges ( eva ) - not complete 100% - beta * Add Perfect Hit ( hit ) * Fix Gold
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Jun 24 2008, 02:09 PM
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Level 4

Group: Member
Posts: 55
Type: None
RM Skill: Skilled

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yea u can change this at any time right? liek when you find a certain item or at a certain point in the game, you can change your luck with variables/ script right? o and when do u think this scripts going final? wanna get the best version looks nice MUCH better than most other scripts that are dumb additions or liek more and more battle systems (except some that are good) its one of those overlooked unique scripts that r actually rly good gl on making this
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Jun 28 2008, 02:24 AM
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Level 2

Group: Member
Posts: 22
Type: Scripter
RM Skill: Skilled

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QUOTE (puppeto4 @ Jun 27 2008, 09:10 AM)  How about making the luck affect item drop rate in battle and also add something like when the luck is higher, the random encounter will be less, that's would be pretty neat features to add  cheers, puppeto4.  oh.! thanks......!  that good !!! +) Item Drop Rate ( maybe add more item drop???  ) +) Encounter With Luck
This post has been edited by tonytj: Jun 28 2008, 02:26 AM
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Jun 29 2008, 04:15 AM
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Level 6

Group: Member
Posts: 80
Type: Developer
RM Skill: Beginner

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hey, can someone tell me ..how do i add this script to my rpg...and exactly where? do i add this..
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Jun 29 2008, 11:27 AM
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Level 2

Group: Member
Posts: 22
Type: Scripter
RM Skill: Skilled

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u can use "actor.luck" in Window_Status or use this : CODE class Window_Base < Window def draw_luck(actor,x,y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, "Luck : ") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, WLH, actor.luck, 2) end end and in script : Window_Status ; in def draw_basic_info(x, y) ( line 35 ) or anything add : draw_luck(@actor, x, y ) ( x,y : you need set it ) good luck!
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Jun 29 2008, 12:54 PM
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Level 2

Group: Member
Posts: 22
Type: Scripter
RM Skill: Skilled

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I will Make The Next Version With :
# +) Fix Exp ( perfect ) # +) Fix Gold ( perfect ) # +) Item Drop Rate # +) Map Encounter With Luck Effect # +) Add Higt Lv Actor in Game_Party # +) Add Script to Menu_Status
This post has been edited by tonytj: Jun 29 2008, 12:55 PM
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Jan 5 2009, 07:06 AM
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new stuff, I'll play around with it later...

Group: Revolutionary
Posts: 132
Type: None
RM Skill: Undisclosed

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With name of God who He is Loving and Compassionate.. It is very useful How about Thief? Which they stealing item from enemies. More luck, more the stealing to be success. Less luck, more the stealing to be failed. Hmmm.Maybe it hard.(I think)^^ QUOTE yeah, this happens to me to, can you make a demo, whenever i copy a script from here and paste it in my project it goes on one line. I think maybe with the demo it become better. At least,give a screenshoot. May God Bless us
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Jan 17 2009, 03:26 AM
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Level 5

Group: Member
Posts: 71
Type: Event Designer
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CommentRate: Ok I think it's good alittle useful. But it may be useful for some.
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