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Messages : 184 Date d'inscription : 14/07/2013 Age : 25 Localisation : Ici, la plupart du temps.
| Sujet: ACE - AP System II Sam 27 Juil - 7:42 | |
| ACE - AP System II Auteur ; Fomar0153 Instructions : Placez le script au dessus de Main. Screen ; - Code:
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=begin AP System Script II by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- No requirements Implements an ap system for you to use when creating skill systems that utilise AP. ---------------------- Instructions ---------------------- Notetag <ap x> e.g. <ap 4> <ap 100> ---------------------- Known bugs ---------------------- None =end module Vocab ObtainAp = "%s AP was obtained!" end
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● New Method gain_ap #-------------------------------------------------------------------------- def gain_ap(ap) # your code goes here end end
module BattleManager #-------------------------------------------------------------------------- # ● Rewrote self.display_exp #-------------------------------------------------------------------------- def self.display_exp if $game_troop.exp_total > 0 text = sprintf(Vocab::ObtainExp, $game_troop.exp_total) $game_message.add('\.' + text) end if $game_troop.ap_total > 0 text = sprintf(Vocab::ObtainAp, $game_troop.ap_total) $game_message.add('\.' + text) end end #-------------------------------------------------------------------------- # ● Rewrote self.gain_exp #-------------------------------------------------------------------------- def self.gain_exp $game_party.all_members.each do |actor| actor.gain_exp($game_troop.exp_total) end wait_for_message $game_party.all_members.each do |actor| actor.gain_ap($game_troop.ap_total) end wait_for_message end end
class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # ● New Method ap_total #-------------------------------------------------------------------------- def ap_total dead_members.inject(0) {|r, enemy| r += enemy.ap } end end
class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● New Method ap_total #-------------------------------------------------------------------------- def ap if enemy.note =~ /<ap (.*)>/i return $1.to_i else return 0 end end end | |
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