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Simplification des formules de combat

Simplifie les formules de combat sur la base de Force - Défense au lieu de force *4 - défense *2

Script pour RPG Maker VX
Ecrit par Monos
Publié par Monos (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Monos
Logiciel : RPG Maker VX
Nombre de scripts : 1

Bonjour, voici un script qui modifie et rend plus simple le calcul des dommages sur Rpg Maker VX
Pour l'installer, il faut remplacer le script Game_Battler par celui-là, et lancer le jeu pour que les effets puissent se mette à jour pour tester les combats dans la base de donnée.

Voici les modifications apportées : (En gros j'ai retiré tous les mutilicateurs * 4 et / 2)

Attaque normale
Les points dégats = Force - défense.

Magie/skill
Les domages de base ne change pas.
Ce qui change c'est les formules utilisé quand on utilise les % en Influence Physique
et Magique.

Influcence Physique
Attaque de base de l'attaquant * chiffre dans l'influence Physique /100
- Defense de base du defensseur * chiffre dans l'influence physique /100

Le résulat est ajouté au domage de base de la compétence/objet


Influcence Magique
Intelligence de l'attaquant * chiffre dans l'influence magique /100
- intelligence du défenseur * chiffre dans l'influence physique /100

Le résulat est ajouté au domage de base de la compétence/objet.

Coup critique
Les coups critiques multiplies par deux les domages. (A la base c'est * 3 )


Note de la fin
Voila le reste ne change pas.
Vous allez pouvoir contrôler un peu plus les dégats sans avoir de gros eccarts.

Portion de code : Tout sélectionner

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#========================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#Recalcule des Formules de combat par Monos.
#Coups simple: Les points de dégats sont: Attaque - Defense.
#Objet/Compétence: Base domage de l'objet/compétence pour les points dégats.
#Ensuite suivant les paramètres des pourcentages: Force-Defense pour les sort physique
#Intelligence - Intelligence pour les sorts  "magique"
#=============================================
 
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 *= 2 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   / 100    # Attack F of the user
      damage += user.spi * obj.spi_f  / 100     # Spirit F of the user
      unless obj.ignore_defense                     # Except for ignore defense
        damage -= self.def * obj.atk_f  / 100    # Attack F of the target
        damage -= self.spi * obj.spi_f / 100    # Spirit F of the target
      end
      damage = 0 if damage < 0                      # If negative, make 0
    elsif damage < 0                                # a negative number?
      damage -= user.atk * obj.atk_f  / 100     # Attack F of the user
      damage -= user.spi * obj.spi_f  / 100     # 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




Mis à jour le 21 novembre 2020.






letrasheur1313 - posté le 14/03/2009 à 19:28:52 (26 messages postés)

❤ 0

Merci pour ce script.
Dans VX c'est trop la galère de régler les stats.
:biere

Prout man sera de retour un de ses jours !!


ADIDI - posté le 15/03/2009 à 10:43:21 (184 messages postés)

❤ 0

pas mal ce script ! j'aime bien je suppose qu'il n'y a pas de problème a l'intégrai a un a-rpg ? ( je vais tester de toutes manières ^^ ) merci MONOS ^^

je commence une aventure et je la finiré jamais


Monos - posté le 15/03/2009 à 20:17:40 (57322 messages postés)

❤ 0

Vive le homebrew

Citation:

j'aime bien je suppose qu'il n'y a pas de problème a l'intégrai a un a-rpg ?



En théorie Non. Il y auras pas de pépin.

Citation:

merci MONOS ^^


de rien. A la base c'est fait pour le jeu que vous aimez pas graphiquement et j'ai partagé le script.

Signer du nez ?


yakzawik - posté le 15/03/2009 à 23:03:06 (1131 messages postés)

❤ 0

Je veux pas être chiant, mais qu'est ce qui changé réellement dedans ?

Si je mets ce script dans mon projet, il sera modifié quant aux dégâts infligés par rapport à avant où j'avais le script de base ?


Monos - posté le 16/03/2009 à 00:56:03 (57322 messages postés)

❤ 0

Vive le homebrew

Ga yak faut pas m'imiter quand tu écris.^^

Bon je crois avoir pigé, tu remplaces le scipt Game Battler par celui la.

En gros dans les formule de combat que tu as dans les tutos Vx et dans l'aide VX c'est Attaque * 4 - Défense * 2
(Pour les pouvoir / objet c'est un peu plus complexe mais c'est toujours *4 pour l'attaquant et *2 pour le défenseur )

J'ai juste viré dans les formules les * 4 et * 2
Et j'ai changé les coup critique qui était dommage * 3 par dommage *2.

Du coup la différence de débats est plus rapproché.

Quelque Testeur de ma démo sur les graphes de FF1 se plaignait que la différence de frappe entre deux persos était énorme.
Et avec les formules de base, j'arrivais pas à ajuster tous ça correctement.

Signer du nez ?


tamtammort - posté le 16/03/2009 à 13:21:33 (376 messages postés)

❤ 0

Citation:

Bonjour, voici un script qui modifie et rend plus simple le calcule des Domages sur Rpg Maker VX
Remplacer le script Game_Battler par celui la.
Et lancer le jeu pour que les effets puisse se mette à jour pour combats testé dans la base de donnée.

Voici les modifications apporté: (En gros j'ai retiré tous les mutilicateurs * 4 et / 2)

Attaque normal
Les points dégats = Force - défense.


Ok, si je comprends bien, ça veut dire que les dégâts infligés au monstre = la différence entre la def du monstre et la for du héros ? Pour moi, cela est très simplement faisable en event...


Monos - posté le 16/03/2009 à 13:29:03 (57322 messages postés)

❤ 0

Vive le homebrew

Citation:

Pour moi, cela est très simplement faisable en event...



Je suis pas un Full Script, j'aime les événements mais la sur ce coups si pour VX (et XP) ca serait débile de repasser par des événements pour les combats pour changer les formules de combat qu'en deux trois seconde dans les scripts c'est largement plus rapide.

Ensuite il y a pas que les dégats normaux mais aussi les objets magique et autres et Basta.

(Ps vous pouvez vous aussi changer les formules sur le coup faut pas s'appeler Zeus pour savoir faire ça. )

La utiliser les événements c'est ce faire chier pour rien pour VX et XP.

Signer du nez ?


tamtammort - posté le 17/03/2009 à 12:50:24 (376 messages postés)

❤ 0

> Monos
Je ne te critique pas, mais je donne juste mon avis pour les passionnés d'event qui désirent s'entraîner à utiliser les variables.

Citation:

Ensuite il y a pas que les dégats normaux mais aussi les objets magique et autres et Basta.


Oui, j'ai oublié de le préciser dans mon premier message.


mangafan92 - posté le 14/11/2010 à 13:35:01 (9 messages postés)

❤ 0

Ptite question, est ce compatible avec un script de combat en temps réel?
Merci d'avance!

Si tu donnes un poisson que tu à volé à un homme, il mangera un jour, si tu lui apprend à voler, il mangera toute sa vie...


MatteW - posté le 16/02/2011 à 13:19:58 (22 messages postés)

❤ 0

je pense que c'est compatible avec tous les autres scripts, sinon ce serait précisé. Mais après tout je n'y connais pas grand chose en script.


nargilos - posté le 08/06/2011 à 08:52:49 (4 messages postés)

❤ 0

Bonjour, je débute dans le making et j'ai un souci avec ce script : lorsqu un ennemi est vaincu un message d'erreur s'affiche concernant la ligne 1027, si vous pouviez m'expliquer comment y remédier ça m'arrangerai :)


Vincelamenace - posté le 01/10/2011 à 10:18:24 (1 messages postés)

❤ 0

pareil pour moi !


Tata Monos - posté le 01/10/2011 à 12:58:26 (28 messages postés)

❤ 0

Compte Non utilisé

N'utilisez pas ce script changez directement les formules dans le script Game_Battler.

Les formules se trouvent à la ligne 637 jusque 687.

Il y a des x4 des x2
voir des x2 et x 1 suivant les lignes.

Adaptez comme bon vous semble tous ça. Cela n'est pas compliqué.

Damage = les PV qui vont être perdu.
attacker.atk = Force de l’attaquant.
self.de = Défense

ect


Nix - posté le 30/06/2012 à 14:56:38 (2 messages postés)

❤ 0

Super Script, merci Monos !

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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