Niveis Ilimitados

    tecao98
    tecao98
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    Niveis Ilimitados Empty Niveis Ilimitados

    Mensagem por tecao98 em Sab Maio 12, 2012 5:22 pm

    Introdução


    O script faz com que você possa evoluir quantos leveis querer Radiante pelo titulo do tópico deve dar para entender
    No script tem como você configurar o level máximo que seu personagem pode chegar também o HP e o SP
    Aproveitem...

    Screens


    Spoiler:
    Niveis Ilimitados Snap166

    Script


    Spoiler:
    Código:
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    # Unlimited Levels by Blizzard
    # Version: 1.0
    # Type: Actor Attribute Modifier
    # Date: 10.2.2010
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

    #  This work is protected by the following license:
    # #----------------------------------------------------------------------------
    # # 
    # #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
    # #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
    # # 
    # #  You are free:
    # # 
    # #  to Share - to copy, distribute and transmit the work
    # #  to Remix - to adapt the work
    # # 
    # #  Under the following conditions:
    # # 
    # #  Attribution. You must attribute the work in the manner specified by the
    # #  author or licensor (but not in any way that suggests that they endorse you
    # #  or your use of the work).
    # # 
    # #  Noncommercial. You may not use this work for commercial purposes.
    # # 
    # #  Share alike. If you alter, transform, or build upon this work, you may
    # #  distribute the resulting work only under the same or similar license to
    # #  this one.
    # # 
    # #  - For any reuse or distribution, you must make clear to others the license
    # #    terms of this work. The best way to do this is with a link to this web
    # #    page.
    # # 
    # #  - Any of the above conditions can be waived if you get permission from the
    # #    copyright holder.
    # # 
    # #  - Nothing in this license impairs or restricts the author's moral rights.
    # # 
    # #----------------------------------------------------------------------------
    #
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    #
    # Compatibility:
    #
    #  99% compatible with SDK v1.x. 95% compatible with SDK v2.x. Can cause
    #  incompatibility issues with custom leveling systems. WILL corrupt your old
    #  savegames.
    #
    #
    # Features:
    #
    #  - allows actors to have levels higher than 99
    #  - automatic calculation of generated stats with minimum error rate
    #  - easy to use
    #
    #
    # Explanation:
    #
    #  This script will allow actors to have levels higher than 99. It
    #  automatically calculates the required EXP and the stats using RMXP's
    #  default method of calculation.
    #
    #
    # Notes:
    #
    #  - It is recommended that you also use a script that allows unlimited
    #    Max HP, Max SP, Str, Dex, Agi, Int and EXP in combination with this
    #    script.
    #  - In case a speed setting other than -10, 0 and 10 is being used, the
    #    attributes generated by this script can be higher by 1 in some cases for
    #    some levels due to a computational error in the interpolation function.
    #
    #
    # If you find any bugs, please report them here:
    # http://www.chaosproject.co.nr
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

    #==============================================================================
    # module BlizzCFG
    #==============================================================================

    module BlizzCFG

    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # START Level Database
    #
    #  Use following template to give your actors a custom maximum level:
    #
    #    when ID then LEVEL
    #
    #  ID    - ID of the actor in the database
    #  LEVEL - initial level / final level of that actor
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     
      def self.initial_level(id)
        return case id
        ### START Initial Level Database
        when 1 then 50
        when 2 then 105
        ### END Initial Level Database
        else
          nil
        end
      end 
     
      def self.final_level(id)
        return case id
        ### START Final Level Database
        when 1 then 139
        when 2 then 120
        ### END Final Level Database
        else
          nil
        end
      end 
     
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # END Level Database
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # START Attribute Database
    #
    #  Use following template to give your actors a custom attribute
    #  calculation.
    #
    #    when ID then [START, END, SPEED]
    #
    #  ID    - ID of the actor in the database
    #  START - attribute value at starting level
    #  END  - attribute value at final level
    #  SPEED - inflation speed setting (from -10 to 10)

    #  The SPEED setting is working the same as RMXP's speed setting for stat
    #  generation. -10 is the slowest curve while 10 is the fastest curve. 0 is
    #  the normal speed and will generate a linear curve.
    #  If you have an actor with the same initial and final level, the START
    #  value will be used.

    #  Any actor not defined here will use the default parameters that can be set
    #  up with RMXP's database. Keep in mind that actors that can have a level
    #  over 99 MUST HAVE their parameter behavior defined here or the game will
    #  crash!
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     
      def self.maxhp_parameters(id)
        return case id
        ### START Max HP
        when 1 then [3000, 9999, 2]
        when 2 then [6000, 9999, -1]
        ### END Max HP
        else
          nil
        end
      end 
     
      def self.maxsp_parameters(id)
        return case id
        ### START Max SP
        when 1 then [3000, 9999, -4]
        when 2 then [6000, 9999, 3]
        ### END Max SP
        else
          nil
        end
      end 
     
      def self.str_parameters(id)
        return case id
        ### START Str
        when 1 then [300, 999, 10]
        when 2 then [600, 999, 2]
        ### END Str
        else
          nil
        end
      end 
     
      def self.dex_parameters(id)
        return case id
        ### START Dex
        when 1 then [300, 999, 3]
        when 2 then [600, 999, 6]
        ### END Dex
        else
          nil
        end
      end 
     
      def self.agi_parameters(id)
        return case id
        ### START Agi
        when 1 then [300, 999, -1]
        when 2 then [600, 999, 3]
        ### END Agi
        else
          nil
        end
      end 
     
      def self.int_parameters(id)
        return case id
        ### START Int
        when 1 then [300, 999, -10]
        when 2 then [600, 999, -6]
        ### END Int
        else
          nil
        end
      end 
     
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # END Attribute Database
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     
      $unlimited_levels = 1.0
     
    end

    #==============================================================================
    # Wrapper_Base
    #==============================================================================

    class Wrapper_Base
     
      def initialize(initial_level, final_level)
        @initial_level, @final_level = initial_level, final_level
      end
     
    end

    #==============================================================================
    # Wrapper_ExpList
    #==============================================================================

    class Wrapper_ExpList < Wrapper_Base
     
      def initialize(initial_level, final_level, inflation, basis)
        super(initial_level, final_level)
        @data = [0, 0]
        pow = 2.4 + inflation / 100.0
        (2..(@final_level + 1)).each {|i|
            @data[i] = @data[i - 1] + (basis * ((i + 3) ** pow) / (5 ** pow)).to_i}
      end
     
      def [](i)
        return ((i >= @initial_level && i <= @final_level) ? @data[i] : 0)
      end
     
    end

    #==============================================================================
    # Wrapper_Parameters
    #==============================================================================

    class Wrapper_Parameters < Wrapper_Base
     
      def initialize(initial_level, final_level, id, parameters)
        super(initial_level, final_level)
        @id, @parameters = id, parameters
      end
     
      def calculate_parameter(min, max, speed, level)
        p_range, l_range = max - min, (@final_level - @initial_level).to_f
        linear = (min + p_range * ((level - @initial_level) / l_range)).ceil
        return linear if speed == 0
        if speed < 0
          curve = (min + p_range * (((level - @initial_level) / l_range) ** 2)).ceil
        else
          curve = (max - p_range * (((@final_level - level) / l_range) ** 2)).ceil
        end
        return ((curve * speed.abs + linear * (10 - speed.abs)) / 10)
      end
     
      def [](type, level)
        values = case type
        when 0 then BlizzCFG.maxhp_parameters(@id)
        when 1 then BlizzCFG.maxsp_parameters(@id)
        when 2 then BlizzCFG.str_parameters(@id)
        when 3 then BlizzCFG.dex_parameters(@id)
        when 4 then BlizzCFG.agi_parameters(@id)
        when 5 then BlizzCFG.int_parameters(@id)
        else
          nil
        end
        return @parameters[type, level] if values == nil
        return values[0] if @initial_level == @final_level
        return calculate_parameter(values[0], values[1], values[2], level)
      end
     
    end

    #==============================================================================
    # RPG::Actor
    #==============================================================================

    class RPG::Actor
     
      alias initial_level_unlimited_levels_later initial_level
      def initial_level
        level = BlizzCFG.initial_level(@id)
        return (level != nil ? level : initial_level_unlimited_levels_later)
      end
     
      alias final_level_unlimited_levels_later final_level
      def final_level
        level = BlizzCFG.final_level(@id)
        return (level != nil ? level : final_level_unlimited_levels_later)
      end
     
      def parameters
        return Wrapper_Parameters.new(initial_level, final_level, @id, @parameters)
      end
     
    end

    #==============================================================================
    # Game_Actor
    #==============================================================================

    class Game_Actor
     
      def make_exp_list
        actor = $data_actors[@actor_id]
        @exp_list = Wrapper_ExpList.new(actor.initial_level, actor.final_level,
            actor.exp_inflation, actor.exp_basis)
      end
     
    end

    Download da Demo


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    Creditos


    Blizzard, por fazer o script
    Eu, por disponibilizar o script
    jiraya
    jiraya
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    Mensagens : 1299
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    Niveis Ilimitados Empty Re: Niveis Ilimitados

    Mensagem por jiraya em Sab Maio 12, 2012 8:43 pm

    Gostei muito .
    Obrigado por postar!
    Alucard
    Alucard
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    Semi-programador

    Mensagens : 191
    Credibilidade : 9

    Niveis Ilimitados Empty Re: Niveis Ilimitados

    Mensagem por Alucard em Sab Maio 12, 2012 8:46 pm

    Muito tri tava procurando um script assim a meses vlw mesmo tecao a unica coisa ruim é que nao mecho muito no RPG Maker XP mais mesmo assim muito bom se conseguir um desse pra ACE me avisa

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    Niveis Ilimitados Empty Re: Niveis Ilimitados

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      Data/hora atual: Qui Set 19, 2019 6:00 pm