Peguei esse script do topico http://aldeiarpgbr.forumeiros.com/t228-colocar-status-999-e-level-nivel-999
Queria que pegasse com o distribuidor do netplay master v3 porque quando evolui não pega
pontos para distribuir.
Creditos: Marlos Gama (Netplay)
Não sei (Limit Break)
- Spoiler:
- #######################################################################################
############################# KGC
#####################################################
#######################################################################################
# O script permite que o jogo ultrapasse os parametros definidos
#como HP,SP,STR,EXP,etc...
#Mog Nota - Este script cancela o efeito do Else EX.
#######################################################################################
module KGC
# O numero que colocar aqui será o valor que vai multiplicar
#os parametros de status.
LB_MAXHP_REVISE = 10 # MAXHP
LB_MAXSP_REVISE = 5 # MAXSP
LB_STR_REVISE = 1 # Força
LB_DEX_REVISE = 1 # Dextreza
LB_AGI_REVISE = 1 # Agilidade
LB_INT_REVISE = 1 # Inteligência
# O parâmetro do dano será modificado?
LB_DAMAGE_CORRECT = true
########################
########INIMIGO#########
########################
# Limite maximo do HP
LB_ENEMY_HP_LIMIT = 9999999999999999999999
# Limite maximo do SP
LB_ENEMY_SP_LIMIT = 999999999999999999999
# Definição dos parâmetros de Ataque, Def magia e Def Física.
LB_ENEMY_ETC_LIMIT = 9999999999999999999
##########################
##########HERO############
##########################
# Nível maximo do seu personagem.
LB_ACTOR_LV_LIMIT = [nil]
LB_ACTOR_LV_LIMIT_DEFAULT = 300
# Experiência máxima de seu personagem.
LB_ACTOR_EXP_LIMIT = 999999999999999999999
# Limite de HP maximo de seu personagem.
LB_ACTOR_HP_LIMIT = 9999999999999999999
# Limite de SP maximo de seu personagem.
LB_ACTOR_SP_LIMIT = 99999999999999999999
# Definição de calculo para o LV-UP.
LB_ACTOR_ETC_LIMIT = 9999999999999999999
# Definição do calculo para LV após o LV99.
LB_ACTOR_LV100_CALC = "(p[2] - p[1]) * (lv - 99)"
# Limite maximo de dinheiro.
LB_GOLD_LIMIT = 9999999999999999999999
# Limite maximo de item.
LB_ITEM_LIMIT = 99999999999999999999
end
#_________________________________________________________________
$imported = {} if $imported == nil
$imported["LimitBreak"] = true
if $game_special_elements == nil
$game_special_elements = {}
$data_system = load_data("Data/System.rxdata")
end
module LimitBreak
def self.get_revised_battler(battler)
bt = battler.clone
hp_limit = battler.is_a?(RPG::Enemy) ?
KGC::LB_ENEMY_HP_LIMIT : KGC::LB_ACTOR_HP_LIMIT
sp_limit = battler.is_a?(RPG::Enemy) ?
KGC::LB_ENEMY_SP_LIMIT : KGC::LB_ACTOR_SP_LIMIT
etc_limit = battler.is_a?(RPG::Enemy) ?
KGC::LB_ENEMY_ETC_LIMIT : KGC::LB_ACTOR_ETC_LIMIT
bt.maxhp = [bt.maxhp * KGCLB_MAXHP_REVISE / 100, hp_limit].min
bt.maxsp = [bt.maxsp * KGCLB_MAXSP_REVISE / 100, sp_limit].min
bt.str = [bt.str * KGCLB_STR_REVISE / 100, etc_limit].min
bt.dex = [bt.dex * KGCLB_DEX_REVISE / 100, etc_limit].min
bt.agi = [bt.agi * KGCLB_AGI_REVISE / 100, etc_limit].min
bt.int = [bt.int * KGCLB_INT_REVISE / 100, etc_limit].min
return bt
end
end
class Game_Battler
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, KGC::LB_ENEMY_HP_LIMIT].min
@states.each { |i| n *= $data_states[i].maxhp_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ENEMY_HP_LIMIT].min
return n
end
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, KGC::LB_ENEMY_SP_LIMIT].min
@states.each { |i| n *= $data_states[i].maxsp_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ENEMY_SP_LIMIT].min
return n
end
def str
n = [[base_str + @str_plus, 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
@states.each { |i| n *= $data_states[i].str_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
return n
end
def dex
n = [[base_dex + @dex_plus, 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
@states.each { |i| n *= $data_states[i].dex_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
return n
end
def agi
n = [[base_agi + @agi_plus, 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
@states.each { |i| n *= $data_states[i].agi_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
return n
end
def int
n = [[base_int + @int_plus, 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
@states.each { |i| n *= $data_states[i].int_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ENEMY_ETC_LIMIT].min
return n
end
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -KGC::LB_ENEMY_HP_LIMIT].max,
KGC::LB_ENEMY_HP_LIMIT].min
@hp = [@hp, self.maxhp].min
end
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -KGC::LB_ENEMY_SP_LIMIT].max,
KGC::LB_ENEMY_SP_LIMIT].min
@sp = [@sp, self.maxsp].min
end
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -KGC::LB_ENEMY_ETC_LIMIT].max,
KGC::LB_ENEMY_ETC_LIMIT].min
end
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -KGC::LB_ENEMY_ETC_LIMIT].max,
KGC::LB_ENEMY_ETC_LIMIT].min
end
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -KGC::LB_ENEMY_ETC_LIMIT].max,
KGC::LB_ENEMY_ETC_LIMIT].min
end
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -KGC::LB_ENEMY_ETC_LIMIT].max,
KGC::LB_ENEMY_ETC_LIMIT].min
end
end
class Game_Battler
alias attack_effect_KGC_LimitBreak attack_effect
def attack_effect(attacker)
last_hp = self.hp
result = attack_effect_KGC_LimitBreak(attacker)
if result && self.damage.is_a?(Numeric) && self.damage > 0
if KGC::LB_DAMAGE_CORRECT
self.damage = self.damage * KGC::LB_MAXHP_REVISE * 3 / 400
if $imported["BonusGauge"]
self.base_damage = self.base_damage * KGC::LB_MAXHP_REVISE * 3 /
400
end
end
self.hp = last_hp
self.hp -= self.damage
end
return result
end
alias skill_effect_KGC_LimitBreak skill_effect
def skill_effect(user, skill)
last_hp = self.hp
result = skill_effect_KGC_LimitBreak(user, skill)
if result &&
!skill.element_set.include?($game_special_elements["spirit_id"]) &&
($imported["RateDamage"] && KGC.check_damage_rate(skill) == nil) &&
($imported["SPCostAlter"] && KGC.check_sp_rate(skill) == nil)
if self.damage.is_a?(Numeric)
if KGC::LB_DAMAGE_CORRECT
self.damage = self.damage * KGC::LB_MAXHP_REVISE * 3 / 400
end
self.base_damage = self.damage if $imported["BonusGauge"]
self.hp = last_hp
self.hp -= self.damage
end
end
return result
end
end
class Game_Actor < Game_Battler
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
(2..(self.final_level + 1)).each { |i|
if i > self.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
}
end
def exp=(exp)
if $imported["ExpGoldIncrease"]
inc_exp = 100
self.states.compact.each { |state|
if $data_states[state].name =~ $game_special_states["inc_exp"]
inc_exp *= $1.to_i
inc_exp /= 100
end
}
exp = exp * inc_exp / 100
end
@exp = [[exp, KGCLB_ACTOR_EXP_LIMIT].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
$data_classes[@class_id].learnings.each { |j|
if j.level == @level
learn_skill(j.skill_id)
end
}
end
while @exp < @exp_list[@level]
@level -= 1
end
if @level >= 100
self.restore_parameter
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
def restore_parameter
return if @level < 100
$data_actors[@actor_id].parameters.resize(6, @level + 1)
(0..5).each { |k|
if $data_actors[@actor_id].parameters[k, @level] == 0
calc_text = KGC::LB_ACTOR_LV100_CALC
calc_text.gsub!(/lv/i) { "@level" }
calc_text.gsub!(/p\[(\d+)\]/i) {
"$data_actors[@actor_id].parameters[k, #{$1.to_i}]" }
n = $data_actors[@actor_id].parameters[k, 99]
n += eval(calc_text)
$data_actors[@actor_id].parameters[k, @level] = [n, 32767].min
end
}
end
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, KGC::LB_ACTOR_HP_LIMIT].min
@states.each { |i| n *= $data_states[i].maxhp_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ACTOR_HP_LIMIT].min
return n
end
def base_maxhp
restore_parameter if $data_actors[@actor_id].parameters[0, @level] ==
nil
n = $data_actors[@actor_id].parameters[0, @level]
n *= KGC::LB_MAXHP_REVISE
return n / 100
end
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, KGC::LB_ACTOR_SP_LIMIT].min
@states.each { |i| n *= $data_states[i].maxsp_rate / 100.0 }
n = [[Integer(n), 1].max, KGC::LB_ACTOR_SP_LIMIT].min
return n
end
def base_maxsp
restore_parameter if $data_actors[@actor_id].parameters[1, @level] ==
nil
n = $data_actors[@actor_id].parameters[1, @level]
n *= KGC::LB_MAXSP_REVISE
return n / 100
end
alias base_str_KGC_LimitBreak base_str
def base_str
restore_parameter if $data_actors[@actor_id].parameters[2, @level] ==
nil
if $imported["EquipExtension"]
n = base_str_KGC_LimitBreak
else
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.str_plus : 0
(1..4).each { |i|
eval("armor = $data_armors[@armor#{i}_id];".concat(
"n += armor != nil ? armor.str_plus : 0"))
}
end
return [[n * KGCLB_STR_REVISE / 100, 1].max,
KGC::LB_ACTOR_ETC_LIMIT].min
end
alias base_dex_KGC_LimitBreak base_dex
def base_dex
restore_parameter if $data_actors[@actor_id].parameters[3, @level] ==
nil
if $imported["EquipExtension"]
n = base_dex_KGC_LimitBreak
else
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.dex_plus : 0
(1..4).each { |i|
eval("armor = $data_armors[@armor#{i}_id];".concat(
"n += armor != nil ? armor.dex_plus : 0"))
}
end
return [[n * KGCLB_DEX_REVISE / 100, 1].max,
KGC::LB_ACTOR_ETC_LIMIT].min
end
alias base_agi_KGC_LimitBreak base_agi
def base_agi
restore_parameter if $data_actors[@actor_id].parameters[4, @level] ==
nil
if $imported["EquipExtension"]
n = base_agi_KGC_LimitBreak
else
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.agi_plus : 0
(1..4).each { |i|
eval("armor = $data_armors[@armor#{i}_id];".concat(
"n += armor != nil ? armor.agi_plus : 0"))
}
end
return [[n * KGCLB_AGI_REVISE / 100, 1].max,
KGC::LB_ACTOR_ETC_LIMIT].min
end
alias base_int_KGC_LimitBreak base_int
def base_int
restore_parameter if $data_actors[@actor_id].parameters[5, @level] ==
nil
if $imported["EquipExtension"]
n = base_int_KGC_LimitBreak
else
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.int_plus : 0
(1..4).each { |i|
eval("armor = $data_armors[@armor#{i}_id];".concat(
"n += armor != nil ? armor.int_plus : 0"))
}
end
return [[n * KGCLB_INT_REVISE / 100, 1].max,
KGC::LB_ACTOR_ETC_LIMIT].min
end
def level=(level)
level = [[level, self.final_level].min, 1].max
self.exp = @exp_list[level]
end
def final_level
return KGC::LB_ACTOR_LV_LIMIT[@actor_id] != nil ?
KGC::LB_ACTOR_LV_LIMIT[@actor_id] : KGC::LB_ACTOR_LV_LIMIT_DEFAULT
end
end
class Game_Enemy < Game_Battler
alias base_maxhp_KGC_LimitBreak base_maxhp
def base_maxhp
n = base_maxhp_KGC_LimitBreak
n *= KGC::LB_MAXHP_REVISE
return n / 100
end
alias base_maxsp_KGC_LimitBreak base_maxsp
def base_maxsp
n = base_maxsp_KGC_LimitBreak
n *= KGC::LB_MAXSP_REVISE
return n / 100
end
alias base_str_KGC_LimitBreak base_str
def base_str
n = base_str_KGC_LimitBreak
n *= KGC::LB_STR_REVISE
return n / 100
end
alias base_dex_KGC_LimitBreak base_dex
def base_dex
n = base_dex_KGC_LimitBreak
n *= KGC::LB_DEX_REVISE
return n / 100
end
alias base_agi_KGC_LimitBreak base_agi
def base_agi
n = base_agi_KGC_LimitBreak
n *= KGC::LB_AGI_REVISE
return n / 100
end
alias base_int_KGC_LimitBreak base_int
def base_int
n = base_int_KGC_LimitBreak
n *= KGC::LB_INT_REVISE
return n / 100
end
end
class Game_Party
def gain_gold(n)
@gold = [[@gold + n, 0].max, KGC::LB_GOLD_LIMIT].min
end
def gain_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max,
KGC::LB_ITEM_LIMIT].min
end
end
def gain_weapon(weapon_id, n)
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max,
KGC::LB_ITEM_LIMIT].min
end
end
def gain_armor(armor_id, n)
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max,
KGC::LB_ITEM_LIMIT].min
end
end
Queria que pegasse com o distribuidor do netplay master v3 porque quando evolui não pega
pontos para distribuir.
Creditos: Marlos Gama (Netplay)
Não sei (Limit Break)
- Spoiler:
- Spoiler:
Última edição por GaaraxDl em Ter Jan 04, 2011 8:15 am, editado 3 vez(es)