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1 | #=============================================================================== | |
2 | - | # RAFAEL_SOL_MAKER's VX SMALL TWEAKS v1.1 (9 in 1) |
2 | + | # RAFAEL_SOL_MAKER's VX SMALL TWEAKS v1.1a (9 in 1) |
3 | #------------------------------------------------------------------------------- | |
4 | # Description: Collection of small adjustments to improve the usability of VX | |
5 | # and fix some bugs or inconveniences. | |
6 | # Among the 9 adjustments, this version of the script includes: | |
7 | # - Set the message of escape from battle | |
8 | # - Adjust the making of enemies' names | |
9 | # - Recover HP and MP when you level up | |
10 | # - The encounter rate will be halved if you are in a vehicle | |
11 | # - Airship now triggers events with priority 'Above the Hero' | |
12 | # - Corrected position of battlers (resolution add-on, optional) | |
13 | # - Sound effect in the expressions | |
14 | # - Modify the starting party's money with ease | |
15 | # - Change easily the flight altitude of the Airship | |
16 | #------------------------------------------------------------------------------- | |
17 | # How to Use: - | |
18 | #------------------------------------------------------------------------------- | |
19 | # Special Thanks: João B, Yellow Magic, Maliki79, ScreWe. | |
20 | # (http://www.rpgrevolution.com/) | |
21 | #------------------------------------------------------------------------------- | |
22 | #=============================================================================== | |
23 | ||
24 | module PowerPackVX_General_Configs | |
25 | # BASIC ENGINE ADJUSTS | |
26 | Recover_When_Level_Up = true # Recover HP and MP when level up? | |
27 | Starting_Money = 150 # Starting Money | |
28 | Airship_Altitude = 48 # Airship altitude | |
29 | end | |
30 | ||
31 | module Vocab | |
32 | # EDITED TERMS | |
33 | EscapeStart = "The %s's party tries to escape..." | |
34 | EscapeFailure = "Your party couldn't escape!" | |
35 | # NEW TERMS | |
36 | EscapeEnd = "Your party escaped with success." | |
37 | end | |
38 | ||
39 | module Sound | |
40 | # SOUND EFFECT FOR EXPRESSIONS | |
41 | def self.play_baloon | |
42 | Audio.se_play('Audio/SE/Jump1', 100, 100) | |
43 | end | |
44 | end | |
45 | ||
46 | #=============================================================================== | |
47 | # Adjust on the escape battle message | |
48 | #=============================================================================== | |
49 | class Scene_Battle < Scene_Base | |
50 | ||
51 | def process_escape | |
52 | @info_viewport.visible = false | |
53 | @message_window.visible = true | |
54 | text = sprintf(Vocab::EscapeStart, $game_party.name) | |
55 | $game_message.texts.push(text) | |
56 | wait_text = '\.\.' | |
57 | if $game_troop.preemptive | |
58 | success = true | |
59 | else | |
60 | success = (rand(100) < @escape_ratio) | |
61 | end | |
62 | if success | |
63 | Sound.play_escape | |
64 | $game_message.texts.push(wait_text + Vocab::EscapeEnd) | |
65 | wait_for_message | |
66 | battle_end(1) | |
67 | else | |
68 | @escape_ratio += 10 | |
69 | $game_message.texts.push(wait_text + Vocab::EscapeFailure) | |
70 | wait_for_message | |
71 | $game_party.clear_actions | |
72 | start_main | |
73 | end | |
74 | end | |
75 | ||
76 | end | |
77 | ||
78 | #=============================================================================== | |
79 | # Adjust on the making of unique enemies names | |
80 | #=============================================================================== | |
81 | class Game_Troop < Game_Unit | |
82 | ||
83 | alias sol_maker_make_unique_names make_unique_names unless $@ | |
84 | def make_unique_names | |
85 | sol_maker_make_unique_names | |
86 | for enemy in members | |
87 | enemy.letter = ' ' + enemy.letter | |
88 | end | |
89 | end | |
90 | ||
91 | end | |
92 | ||
93 | #=============================================================================== | |
94 | # Recover HP and MP when level up | |
95 | #=============================================================================== | |
96 | class Game_Actor < Game_Battler | |
97 | include PowerPackVX_General_Configs | |
98 | ||
99 | alias sol_maker_level_up level_up unless $@ | |
100 | def level_up | |
101 | sol_maker_level_up | |
102 | if Recover_When_Level_Up | |
103 | self.hp += maxhp; self.mp += maxmp | |
104 | end | |
105 | end | |
106 | ||
107 | end | |
108 | ||
109 | #=============================================================================== | |
110 | # If you are in a vehicle, the encounter rate will be halved | |
111 | #=============================================================================== | |
112 | class Game_Player < Game_Character | |
113 | ||
114 | def update_encounter | |
115 | return if in_airship? | |
116 | return if $TEST and Input.press?(Input::CTRL) | |
117 | if $game_map.bush?(@x, @y) | |
118 | if in_vehicle? | |
119 | @encounter_count = @encounter_count.to_f - 1 | |
120 | else | |
121 | @encounter_count -= 2 | |
122 | end | |
123 | else | |
124 | if in_vehicle? | |
125 | @encounter_count = @encounter_count.to_f - 0.5 | |
126 | else | |
127 | @encounter_count -= 1 | |
128 | end | |
129 | end | |
130 | end | |
131 | ||
132 | #=============================================================================== | |
133 | # Events with priority 'Above the Hero' can be triggered in Airship | |
134 | #=============================================================================== | |
135 | def check_touch_event | |
136 | return check_event_trigger_here([1,2]) | |
137 | end | |
138 | def check_action_event | |
139 | return true if check_event_trigger_here([0]) | |
140 | return check_event_trigger_there([0,1,2]) | |
141 | end | |
142 | ||
143 | alias sol_maker_check_event_trigger_here check_event_trigger_here unless $@ | |
144 | def check_event_trigger_here(triggers) | |
145 | return false if $game_map.interpreter.running? # Repeated command... | |
146 | ||
147 | for event in $game_map.events_xy(@x, @y) | |
148 | return false if in_airship? and event.priority_type != 2 | |
149 | end | |
150 | sol_maker_check_event_trigger_here(triggers) | |
151 | end | |
152 | ||
153 | alias sol_maker_check_event_trigger_there check_event_trigger_there unless $@ | |
154 | def check_event_trigger_there(triggers) | |
155 | return false if $game_map.interpreter.running? # Repeated command... | |
156 | ||
157 | front_x = $game_map.x_with_direction(@x, @direction) | |
158 | front_y = $game_map.y_with_direction(@y, @direction) | |
159 | for event in $game_map.events_xy(front_x, front_y) | |
160 | return false if in_airship? and event.priority_type != 2 | |
161 | end | |
162 | sol_maker_check_event_trigger_there(triggers) | |
163 | end | |
164 | ||
165 | end | |
166 | ||
167 | #=============================================================================== | |
168 | # Battlers(monsters) now have corrected positions on all resolutions | |
169 | #=============================================================================== | |
170 | class Sprite_Battler < Sprite_Base | |
171 | ||
172 | def update | |
173 | super | |
174 | if @battler == nil | |
175 | self.bitmap = nil | |
176 | else | |
177 | @use_sprite = @battler.use_sprite? | |
178 | if @use_sprite | |
179 | ax = @battler.screen_x.to_f * (Graphics.width.to_f / 544) | |
180 | ay = @battler.screen_y.to_f * (Graphics.height.to_f / 416) | |
181 | self.x = ax.to_i | |
182 | self.y = ay.to_i | |
183 | self.z = @battler.screen_z | |
184 | update_battler_bitmap | |
185 | end | |
186 | setup_new_effect | |
187 | update_effect | |
188 | end | |
189 | end | |
190 | ||
191 | end | |
192 | ||
193 | #=============================================================================== | |
194 | # Sound Effect for Expressions | |
195 | #=============================================================================== | |
196 | class Sprite_Character < Sprite_Base | |
197 | ||
198 | alias sol_maker_start_balloon start_balloon unless $@ | |
199 | def start_balloon | |
200 | Sound.play_baloon | |
201 | sol_maker_start_balloon | |
202 | end | |
203 | ||
204 | end | |
205 | ||
206 | #=============================================================================== | |
207 | # Change the money at the beginning of the game | |
208 | #=============================================================================== | |
209 | class Game_Party < Game_Unit | |
210 | include PowerPackVX_General_Configs | |
211 | ||
212 | alias sol_maker_initialize initialize unless $@ | |
213 | def initialize | |
214 | sol_maker_initialize | |
215 | @gold = Starting_Money | |
216 | end | |
217 | ||
218 | end | |
219 | ||
220 | #=============================================================================== | |
221 | # Change the Airship altitude | |
222 | #=============================================================================== | |
223 | - | end |
223 | + | |
224 | MAX_ALTITUDE = PowerPackVX_General_Configs::Airship_Altitude | |
225 | end | |
226 | ||
227 |