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#===============================================================================
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#               RAFAEL_SOL_MAKER's VX SMALL TWEAKS v1.1 (9 in 1)
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#               RAFAEL_SOL_MAKER's VX SMALL TWEAKS v1.1a (9 in 1)
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#-------------------------------------------------------------------------------
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# Description:  Collection of small adjustments to improve the usability of VX
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#               and fix some bugs or inconveniences.
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#               Among the 9 adjustments, this version of the script includes:
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#               - Set the message of escape from battle
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#               - Adjust the making of enemies' names
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#               - Recover HP and MP when you level up
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#               - The encounter rate will be halved if you are in a vehicle
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#               - Airship now triggers events with priority 'Above the Hero'
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#               - Corrected position of battlers (resolution add-on, optional)
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#               - Sound effect in the expressions
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#               - Modify the starting party's money with ease
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#               - Change easily the flight altitude of the Airship
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#-------------------------------------------------------------------------------
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# How to Use: -
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#-------------------------------------------------------------------------------
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# Special Thanks: João B, Yellow Magic, Maliki79, ScreWe.
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#                 (http://www.rpgrevolution.com/)
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#-------------------------------------------------------------------------------
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#===============================================================================
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module PowerPackVX_General_Configs  
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  # BASIC ENGINE ADJUSTS
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  Recover_When_Level_Up = true  # Recover HP and MP when level up?
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  Starting_Money = 150          # Starting Money
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  Airship_Altitude = 48         # Airship altitude
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end
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module Vocab   
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  # EDITED TERMS
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  EscapeStart   = "The %s's party tries to escape..."   
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  EscapeFailure = "Your party couldn't escape!"  
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  # NEW TERMS
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  EscapeEnd     = "Your party escaped with success."
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end
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module Sound 
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  # SOUND EFFECT FOR EXPRESSIONS
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  def self.play_baloon
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    Audio.se_play('Audio/SE/Jump1', 100, 100) 
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  end  
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end
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#===============================================================================
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# Adjust on the escape battle message
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#===============================================================================
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class Scene_Battle < Scene_Base
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  def process_escape
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    @info_viewport.visible = false
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    @message_window.visible = true
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    text = sprintf(Vocab::EscapeStart, $game_party.name)
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    $game_message.texts.push(text)
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    wait_text = '\.\.'
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    if $game_troop.preemptive
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      success = true
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    else
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      success = (rand(100) < @escape_ratio)
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    end    
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    if success
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      Sound.play_escape
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      $game_message.texts.push(wait_text + Vocab::EscapeEnd)
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      wait_for_message
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      battle_end(1)
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    else
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      @escape_ratio += 10
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      $game_message.texts.push(wait_text + Vocab::EscapeFailure)
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      wait_for_message
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      $game_party.clear_actions
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      start_main
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    end
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  end
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end
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#===============================================================================
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# Adjust on the making of unique enemies names
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#===============================================================================
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class Game_Troop < Game_Unit
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  alias sol_maker_make_unique_names make_unique_names unless $@
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  def make_unique_names
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    sol_maker_make_unique_names
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    for enemy in members
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      enemy.letter = ' ' + enemy.letter 
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    end
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  end
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end
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#===============================================================================
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# Recover HP and MP when level up
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#===============================================================================
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class Game_Actor < Game_Battler   
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  include PowerPackVX_General_Configs
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  alias sol_maker_level_up level_up unless $@
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  def level_up
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    sol_maker_level_up
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    if Recover_When_Level_Up
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      self.hp += maxhp; self.mp += maxmp
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    end
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  end
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end
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#===============================================================================
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# If you are in a vehicle, the encounter rate will be halved 
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#=============================================================================== 
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class Game_Player < Game_Character
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  def update_encounter
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    return if in_airship? 
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    return if $TEST and Input.press?(Input::CTRL)   
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    if $game_map.bush?(@x, @y)
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      if in_vehicle?
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        @encounter_count = @encounter_count.to_f - 1
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      else
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        @encounter_count -= 2
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      end
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    else
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      if in_vehicle?
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        @encounter_count = @encounter_count.to_f - 0.5 
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      else
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        @encounter_count -= 1
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      end
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    end    
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  end
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#===============================================================================
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# Events with priority 'Above the Hero' can be triggered in Airship
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#===============================================================================  
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  def check_touch_event
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    return check_event_trigger_here([1,2])
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  end
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  def check_action_event
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    return true if check_event_trigger_here([0])
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    return check_event_trigger_there([0,1,2])
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  end
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  alias sol_maker_check_event_trigger_here check_event_trigger_here unless $@
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  def check_event_trigger_here(triggers)    
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    return false if $game_map.interpreter.running? # Repeated command...
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    for event in $game_map.events_xy(@x, @y)
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      return false if in_airship? and event.priority_type != 2  
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    end
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    sol_maker_check_event_trigger_here(triggers)    
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  end
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  alias sol_maker_check_event_trigger_there check_event_trigger_there unless $@
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  def check_event_trigger_there(triggers)
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    return false if $game_map.interpreter.running? # Repeated command...
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    front_x = $game_map.x_with_direction(@x, @direction)
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    front_y = $game_map.y_with_direction(@y, @direction)
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    for event in $game_map.events_xy(front_x, front_y)
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      return false if in_airship? and event.priority_type != 2
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    end
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    sol_maker_check_event_trigger_there(triggers)
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  end
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end
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#===============================================================================
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#  Battlers(monsters) now have corrected positions on all resolutions
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#===============================================================================
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class Sprite_Battler < Sprite_Base
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  def update
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    super
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    if @battler == nil
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      self.bitmap = nil
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    else
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      @use_sprite = @battler.use_sprite?
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      if @use_sprite
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        ax =  @battler.screen_x.to_f * (Graphics.width.to_f / 544) 
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        ay =  @battler.screen_y.to_f * (Graphics.height.to_f / 416)
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        self.x = ax.to_i         
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        self.y = ay.to_i 
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        self.z = @battler.screen_z
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        update_battler_bitmap
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      end
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      setup_new_effect
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      update_effect
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    end
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  end
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end
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#===============================================================================
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# Sound Effect for Expressions
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#===============================================================================
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class Sprite_Character < Sprite_Base
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  alias sol_maker_start_balloon start_balloon unless $@
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  def start_balloon
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    Sound.play_baloon 
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    sol_maker_start_balloon
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  end
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end
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#===============================================================================
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# Change the money at the beginning of the game
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#===============================================================================
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class Game_Party < Game_Unit  
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  include PowerPackVX_General_Configs
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  alias sol_maker_initialize initialize unless $@
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  def initialize
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    sol_maker_initialize
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    @gold = Starting_Money
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  end
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end
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#===============================================================================
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# Change the Airship altitude
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#===============================================================================  
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end
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  MAX_ALTITUDE = PowerPackVX_General_Configs::Airship_Altitude
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end
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