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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 |