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SBS Tankentai ADD-DON - Lusitano Cover 2.1

Permet de faire en sorte qu'un personnage reçoit les dégâts en protégeant ses alliés. Le personnage se placera donc devant l'allié pour le protéger des attaques adverses.

Script pour RPG Maker VX
Ecrit par Flipsomel & Kal
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Flipsomel & Kal
Logiciel : RPG Maker VX
Nombre de scripts : 1

Introduction
Permet de faire en sorte qu'un personnage reçoit les dégâts en protégeant ses alliés. Le personnage se placera donc devant l'allié pour le protéger des attaques adverses. De quoi faire un personnage "tank" pour vos donjon.

Installation
A placer au-dessus de Main, sous le SBS Tankentai.

Utilisation
Type:
* _/1 - > couvrent toutes les attaques physiques
* _/2 - > couvrent toutes les attaques physiques, avec un pourcentage donné
* _/3 - > couvrent toutes les attaques physiques, selon le pourcentage de hp
* _/4 - > couvrent toutes les attaques physiques et magiques
* _/5 - > couvrent toutes les attaques physiques et magiques, avec une chance donnée
* _/6 - > couvrent toutes les attaques physiques et magiques, selon le pourcentage de hp

Mettre ce code dans les commentaires qu'une compétence.

Portion de code : Tout sélectionner

1
<COVER cover_type cover_param>



cover_type: c'est le type
cover_param: c'est le pourcentage

Exemple:

Portion de code : Tout sélectionner

1
<COVER 1 0>


couvrent toutes les attaques physiques.

Portion de code : Tout sélectionner

1
<COVER 2 50>


couvrent toutes les attaques physiques une fois sur deux.

Portion de code : Tout sélectionner

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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  ?          SBS Tankentai ADD-DON - [Lusitano] Cover              ? VX ?
#_/  ?                      Version 2.1                                    ?
#_/  ?                      by Flipsomel                                    ?
#_/-----------------------------------------------------------------------------
#_/  Extra credit:
#_/  - Kal, i used his way of accessing the skill user id
#_/
#_/  Features:
#_/    Defines actors that will take damage in place of an ally via state.
#_/    Does not work for monsters.
#_/
#_/  Mini-faq:
#_/  > The protector stats are used to calculate the damage when covering ally.
#_/  > Items and healing spells affect the target, not the protector
#_/
#_/
#_/----------------------------------------------------------------------------
#_/  Cover Types:
#_/    1 -> cover target from all physical attacks
#_/    2 -> cover all physical attacks, with a given chance
#_/    3 -> cover all physical attacks, if target hp percentage bellow
#_/    4 -> cover all physical and magic attacks
#_/    5 -> cover all physical and magic attacks, with a given chance
#_/    6 -> cover all physical and magic attacks, if target hp percentage bellow
#_/                                   
#_/----------------------------------------------------------------------------
#_/  How to use: 
#_/
#_/  > Add to the state notebox: <COVER cover_type cover_param>
#_/
#_/                    replace cover_type for the the desired cover type
#_/                    replace cover_param for the the desired param
#_/  Setup examples:
#_/   
#_/    >  cover ally always : <COVER 1 0>
#_/    >  50% chance of physically cover ally: <COVER 2 50>
#_/    >  cover phys and mag damage if ally hp is at 20%: <COVER 3 20>
#_/
#_/----------------------------------------------------------------------------
#_/  Where to install:
#_/      Above Main, after the battle system.
#_/----------------------------------------------------------------------------
#_/  Compatible:
#_/      Done and tested for SBS3.4e + ATB 1.2c
#_/-----------------------------------------------------------------------------
#_/
#_/  !ATTENTION! : don't forget to check remove state at end of battle, or
#_/                bad stuff will occur!
#_/-----------------------------------------------------------------------------
#_/
#_/  Version Log:
#_/  1.0 - Started Script, defender takes damage for protected, pops damage
#_/  1.1 - Added sprite movement
#_/  1.2 - Corrected some bugs regarding damage and skill effects
#_/  2.0 - Added more cover types
#_/  2.1 - Added protected battler animation
#_/
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
 
#------------------------------------------------------------------------------
# Cover SEQUENCE
# If you know how to use takentai action sequences you can edit this one.
# Please take into account that the script places the defender in the covered
# ally position, no matter what COVER_RESET does.
# COVER_RESET is only used to make the battler stand in place for a time, and
# then return to his original start position.
#
# BUG NOTE:
# Sometimes the defender turn starts before he can execute
# "Start Pos Return", and will stay in the ally being defended spot until
# he is called to defend again. You can add  "Start Pos Return" to your
# "COMMAND_INPUT" and this will no longer occur.
# In the next version i will adress this issue, when i have the time z.z
#------------------------------------------------------------------------------
module N01
  COVERSCRIPT_SEQUENCE = {
                "COVER_RESET" => ["30","Start Pos Return","FLEE_RESET"],
                "BE_COVERED" => ["EVADE_JUMP","20","Start Pos Return","FLEE_RESET"]
        }               
ACTION.merge!(COVERSCRIPT_SEQUENCE)
end
 
#==============================================================================
# [ State
#==============================================================================
class RPG::State
  attr_accessor :skill_user
end
 
#used by Scene_battle
class Spriteset_Battle
  attr_accessor :actor_sprites
   
  #returns the position of the battler in actor_sprites array
  def pos_in_sprite_array(battler_id)
    for i in 0...actor_sprites.size
      if actor_sprites[i].battler.id == battler_id
        return i
      end
    end
      return -1
  end
     
end
#access to spriteset
class Scene_Battle < Scene_Base
    attr_accessor :spriteset
  end
#==============================================================================
# [ Game_Battler
#==============================================================================
class Game_Battler
 
  alias lusitano_cover_old_initialize initialize
  def initialize
    lusitano_cover_old_initialize #calls old initialize
    @covered = nil #flag, true if actor battler os being protected
    @protector = 0 # id of battler who is protecting
    @protector_spr_id = 0 # id of battler sprite in $scene.spriteset.actor_sprites
    @cover_type = 0 # type of cover (physical, magical, both, bellow %hp
    @cover_param = 0  # second param for cover ( chance, hp%, etc.)
    @is_covering = nil # flag, true if actor is covering another battler
  end
 
 
 alias cover_skill_effect skill_effect
  def skill_effect(user, skill)
    @skill_user = user
    cover_skill_effect(user, skill)
  end
 
 
  #--------------------------------------------------------------------------
  # ? check_for_state_extensions
  #    sees if the added state has extensions defined
  #    state_id : position of state in the $data_states[] array
  #--------------------------------------------------------------------------
  def LUS_COVER_check_for_state_extensions(state_id)
   
   
      return unless @states.include?(state_id)
   
      $data_states[state_id].note.each_line { |line|
          case line
          when /<(?:cover|COVER)\s*(\d+)\s*(\d+)>/i
              @cover_type = $1.to_i
              @cover_param = $2.to_i
              @covered = true
              @protector = $data_states[state_id].skill_user.id
              #$game_actors[@protector].set_covering
              @protector_spr_id = $scene.spriteset.pos_in_sprite_array(@protector)       
              return true
          end
      }
  end
 
 
  #--------------------------------------------------------------------------
  # ? alias add_state
  #    checks for element modifiers
  #    state_id : position of state in the $data_states[] array
  #--------------------------------------------------------------------------
  alias add_state_lus_cover add_state
  def add_state(state_id)
   
    state = $data_states[state_id]
    state.skill_user = @skill_user
   
    add_state_lus_cover(state_id)
    LUS_COVER_check_for_state_extensions(state_id)
    #checks if self was selected to cover self
    remove_state_lus_cover(state_id) if @protector == self.id
  end
 
 
  #--------------------------------------------------------------------------
  # ? alias remove_state
  #    resets affliction type to 1 if state was an afliction
  #    state_id : position of state in the $data_states[] array
  #--------------------------------------------------------------------------
  alias remove_state_lus_cover remove_state
  def remove_state(state_id)
   
    #checks and reverts to the old weapon_animation_id
    if LUS_COVER_check_for_state_extensions(state_id) == true
      @cover_type = 0
      @covered = false
      @protector = nil
      @protector_spr_id = 0
      @cover_param = 0
    end
   
    remove_state_lus_cover(state_id)
  end
 
  #--------------------------------------------------------------------------
  # * Checks if type of cover allows the battler to be covered
  #  cover_type : type of cover
  #    Returns true if battler checks conditions for being covered
  #--------------------------------------------------------------------------
  def can_be_Covered
 
      # if protector is dead...
    if $game_actors[@protector].dead? && @states.size > 0
      #check wich state will be removed
      for state in @states
        if LUS_COVER_check_for_state_extensions(state.id) == true
          remove_state(state.id)
        end
      end 
      return false
    end
   
    #checks type of cover
    case @cover_type
      when 1,4 #protect physical damage
        return true
      when 2,5
        chance = rand(100) #chance of being covered
        return false unless chance >= @cover_param
        return true
      when 3,6 # if hp is bellow the setting
        return false unless ((self.hp.to_f / self.maxhp.to_f) * 100) <= @cover_param
        return true
      else
        return false
      end
  end
 
 
 
  #--------------------------------------------------------------------------
  # * Apply State Changes
  #    obj : Skill, item, or attacker
  #--------------------------------------------------------------------------
  alias lus_cover_apply_state_changes apply_state_changes
  def apply_state_changes(obj)
   
    if @covered == true
      #checks if battler can be covered
      return if can_be_Covered 
    end
   
    lus_cover_apply_state_changes(obj)
  end
 
 
  #--------------------------------------------------------------------------
  # * Calculation of Damage From Normal Attack
  #    attacker : Attacker
  #    The results are substracted added to @hp_damage
  #  @hp_damage Will be used by execute_damage
  #--------------------------------------------------------------------------
  alias lusitano_cover_mk_atk_dam make_attack_damage_value
  def make_attack_damage_value(attacker)
   
    #calculates de HP_DAMAGE the user would receive
    # this is a call to the original make_attack_damage_value
    lusitano_cover_mk_atk_dam(attacker)
   
    #checks if user is being covered
    return unless @covered == true 
    #checks if battler can be covered
    return unless can_be_Covered
   
    @hp_damage = 0 # takes no hp damage
     
    #calculates the damage value
    $game_actors[@protector].make_attack_damage_value(attacker)
    #executes hp change
    $game_actors[@protector].execute_damage(attacker)
    #pops protector damage
    #$scene.spriteset.actor_sprites[@protector_spr_id].damage_pop($game_actors[@protector].hp_damage)
    cover_sprite_movement
  end # end of method
 
    #--------------------------------------------------------------------------
  # * Calculation of Damage From OBJ
  #    user : user (game_battler)
  #    The results are substracted added to @hp_damage or @mp_damage
  #  @hp_damage Will be used by execute_damage
  #--------------------------------------------------------------------------
  alias lusitano_cover_make_obj_damage_value make_obj_damage_value
  def make_obj_damage_value(user, obj)
    lusitano_cover_make_obj_damage_value(user, obj)
   
    return unless @hp_damage > 0 && obj.is_a?(RPG::Skill)       
    return unless obj.physical_attack || @cover_type > 3
   
    #checks if user is being covered
    return unless @covered == true
    #checks if battler can be covered
    return unless can_be_Covered 
   
    @hp_damage = 0 # takes no hp damage
   
    #calculates the damage value
    $game_actors[@protector].make_attack_damage_value(user)
    #executes hp change
    $game_actors[@protector].execute_damage(user)   
    #defender sprite animation
    cover_sprite_movement
    $game_actors[@protector].apply_state_changes(obj)
  end 
   
  #--------------------------------------------------------------------------
  # * Cover Sprite Movement
  #    Handles the sprite animation for cover event
  #--------------------------------------------------------------------------
  def cover_sprite_movement
    #$scene is Scene_Battle
    #actor_sprites is sprite_battler
     
    #makes battler do be_covered_action
    self_sprite_id = $scene.spriteset.pos_in_sprite_array(self.id)
    action = $game_actors[self.id].be_covered_action
    $scene.spriteset.set_action(true, self_sprite_id, action)
   
    #makes defender jump to spot!
    $game_actors[@protector].change_base_position(self.position_x, self.position_y)
    # $game_actors[@protector].position_y = self.position_y
    #sets return sequence
    action = $game_actors[@protector].cover_action
    $scene.spriteset.set_action(true, @protector_spr_id, action)
     
    #pops defender damage
    $scene.spriteset.actor_sprites[@protector_spr_id].damage_pop($game_actors[@protector].hp_damage)
   
    #pop alternative ( i should check this later)
    #@spriteset.set_damage_pop(actor, member.index, mp_damage)
   
    # damage_num is from the actors interpreter, it forces and pops the damage
    # but takes a while to take place so it is not a good alternative
    # $game_actors[@protector].damage_num($game_actors[@protector].hp_damage)   
  end
 
  #returns the cover_action
  def cover_action
    return "COVER_RESET"
  end
 
  #returns the be covered action
  def be_covered_action
    return "BE_COVERED"
  end
 
end




Mis à jour le 21 novembre 2020.






Sadori-ookami - posté le 19/06/2013 à 19:44:32 (37 messages postés)

❤ 0

Comment ca dans les commentaires d'une compétence?
Si je veut que mon perso tank, je doit mettre ce commentaire dans toutes les attaques du jeu ?? :surpris3


cari974 - posté le 20/06/2013 à 09:32:00 (38 messages postés)

❤ 0

Lorsque tu mets un de ces commentaires sur une de tes compétences cela permet de faire un peu comme l’effet "provoquer" dans World Of Warcraft.
Si tu veux que ton tank provoque les ennemis à chaque tours, tu dois en effet mettre ce commentaire dans toutes les compétences de ton tank.

MMORPG : VX => http://www.rpg-maker.fr/scripts-342-net-gaming.html //\\ XP => http://www.rpg-maker.fr/scripts-425-netplay-master-script-mmorpg.html

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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