Escrito por momomo -Tradução por NicholasRg
Introdução
Diferente dos outros, este script sobe os atributos proporcionalmente ao que foi definido no database. Ex: se ash tem 80931 de HP no lvl 99, no lvl 100, ele terá 81741.
Características
Sobe os atributos proporcionalmente
Limite dos atributos podem ser definidos no início do script
Como usar
Insira o script acima do main, e modifique os limites a seu gosto.
Script
- Código:
#===============================================================================
# * Level sem limites, por momomo - Tradução por NicholasRg
#===============================================================================
#
# Diferente dos outros, este script sobe os atributos proporcionalmente
# ao que foi definido no database.
# Ex:se ash tem 80931 de HP no lvl 99, no lvl 100, ele terá 81741.
#
#===============================================================================
# Defina abaixo os Limites dos atributos
BASE_FINAL_LEVEL = 9999 # Limite do LV
MAXHP_LIMIT = 99999999 # Limite do HP
MAXSP_LIMIT = 99999999 # Limite do MP
STR_LIMIT = 999999 # Limite da Força
DEX_LIMIT = 999999 # Limite da Destreza
AGI_LIMIT = 999999 # Limite da Agilidade
INT_LIMIT = 999999 # Limite da Inteligência
# Não altere nada abaixo. (ao menos que saiba oque esteje fazendo)
class Game_Actor < Game_Battler
def new_final_level
lv = BASE_FINAL_LEVEL
#以下上限LV個別指定用
#case self.id
#when 1
# lv = 255
#when 2
# lv = 999
#when 8
# lv = 15600
#end
return lv
end
#--------------------------------------------------------------------------
# ● EXP 計算
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list = Array.new(new_final_level + 2)
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..new_final_level + 1
if i > new_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
end
#--------------------------------------------------------------------------
# ● MaxHP の取得
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, MAXHP_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
n = $data_actors[@actor_id].parameters[0, 1]
n += $data_actors[@actor_id].parameters[0, 2] * @level
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxSP の取得
#--------------------------------------------------------------------------
def base_maxsp
n = $data_actors[@actor_id].parameters[1, 1]
n += $data_actors[@actor_id].parameters[1, 2] * @level
return n
end
#--------------------------------------------------------------------------
# ● 基本腕力の取得
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, 1]
n += $data_actors[@actor_id].parameters[2, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, STR_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本器用さの取得
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, 1]
n += $data_actors[@actor_id].parameters[3, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, DEX_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本素早さの取得
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, 1]
n += $data_actors[@actor_id].parameters[4, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, AGI_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本魔力の取得
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, 1]
n += $data_actors[@actor_id].parameters[5, 2] * @level
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, INT_LIMIT].min
end
#--------------------------------------------------------------------------
# ● EXP の変更
# exp : 新しい EXP
#--------------------------------------------------------------------------
def exp=(exp)
# ★EXPの上限チェックを解除
@exp = [exp, 0].max
# レベルアップ
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# スキル習得
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# レベルダウン
while @exp < @exp_list[@level]
@level -= 1
end
# 現在の HP と SP が最大値を超えていたら修正
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● レベルの変更
# level : 新しいレベル
#--------------------------------------------------------------------------
def level=(level)
# 上下限チェック
# ★LV上限をnew_final_levelでチェックするように変更
level = [[level, new_final_level].min, 1].max
# EXP を変更
self.exp = @exp_list[level]
end
end
class Game_Battler
#--------------------------------------------------------------------------
# ● MaxSP の取得
#--------------------------------------------------------------------------
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, MAXSP_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 腕力の取得
#--------------------------------------------------------------------------
def str
n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, STR_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 器用さの取得
#--------------------------------------------------------------------------
def dex
n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, DEX_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 素早さの取得
#--------------------------------------------------------------------------
def agi
n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, AGI_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 魔力の取得
#--------------------------------------------------------------------------
def int
n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, INT_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● MaxHP の設定
# maxhp : 新しい MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ● MaxSP の設定
# maxsp : 新しい MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● 腕力の設定
# str : 新しい腕力
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 器用さの設定
# dex : 新しい器用さ
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 素早さの設定
# agi : 新しい素早さ
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 魔力の設定
# int : 新しい魔力
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
end
end
Créditos e Agradecimentos
Feito por momomo
Traduzido por NicholasRg