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Hello .
I have a problem with is that script works well ..
Is that the increase is every time I change class with Yanfly Engine Ace .
So I would like to increase its fair when I made ​​a new level only .

Here is the code
module Class_params # le no touchie this line ok?">

Code:
 # Module Class_params No. touchie this line ok ?# ================================================= ==============================# * Gumps Class Based Bonus Level Script# Version : 1.00# Author: Matt_Sully ( Gump )# * This script WAS created as the result of a request script .# * Special Thanks to " shrimpburgre " for this great & easy idea!# * This script is only gauranteed to be consistent with RPG Maker VX Ace .# ------------------------------------------------- ------------# > This easy to use script Will add your level bonuses to all actors# When They level up , and gain the bonuses They are based on Their class .# > To configure classes, simply modify the included sample data .# > For sample data , I setup bonuses for all 10 classes in default VX ACE .# > Copy / paste sample data class and configures it for new classes , thats# The Quickest way to setup data . <enter> To a new line and paste .# > Always paste new data was new line , do not enter data beyond Any# Boundaries ( specified by 'do not edit beyond this line ' comments )#> Class_id must always be set to the class id Being configured#> Class_id 's are found on the "Classes" tab in your database (the numbers to# The left of Class names )#> Added an optional setting to break the max. limit value for parameters .# ------------------------------------------------- ------------# * LEGAL CRAP#> You May freely use this script in Any free gold trading game .#> You May modify this script as you see fit, and release Those changes# To others as you see fit .# > If you use this script , you must Provide proper credit to the Author.# ------------------------------------------------- ------------# * Default Modified Classes:# Game_Actor#> Aliased Methods: 1#> Overwritten Methods: 0#> New Methods: 2# ------------------------------------------------- ------------# * + Suggestions bug reports# > If you have any ideas That You Would like to see put into an official# Version of this script , PM me your suggestion or post it in one of my threads# At rpgmakerweb gold rpgmakervxace.net# > If you have any bugs to report That need fixing please contact me with# Many have details (Including how you Caused the bug etc. ) as possible. Also include# A copy of your class bonus params script (this script), so I double- check May# That your settings are not broken .# ================================================= ==============================  # ------------------------------------------------- ------------  # * System Settings  #  # ------------------------------------------------- ------------  # * Print Results to Console  # > True or false setting  # > If true, prints the parameters Gained bonus On Each level up  # To your games console  #> Default : false  # ------------------------------------------------- ------------  Print_Results_To_Console = false  # ------------------------------------------------- ------------  # * Print Extra Info to Debug Console  # > True or false setting  # > If true, Will Be extra info printed to the console for debugging . Some  # Checking aussi done to make sour bonus values ​​are ' valid ' and ' usable ' .  #> Default : false  Print_Extra_Debug_To_Console = false  # ------------------------------------------------- ------------  # * Parameters Limit Breaker, Breaker Limit Values  # > Break the '999 'max parameter value for actors with this setting .  # > If the Limit Breaker is true , Then the max parameter values ​​are set to  # The Limit Breaker Value settings .  # > If the Limit Breaker is false , Then the max parameter value is normal .  #> Parameters = stats . Default max. 999,999 is for HP , MP is 9,999 . default  # Max. for other stats : such as strength and defense is 999.  #> Default : false, default values ​​= vx ace gains  Parameters_Limit_Breaker = false  Parameters_Limit_Breaker_Value_HP = 999999  Parameters_Limit_Breaker_Value_MP = 9999  Parameters_Limit_Breaker_Value_STATS = 999  #  #  #  # ------------------------------------------------- ------------  # * Default bonuses # ( If the actors class is not configured for bonuses or the actors  # Class is not found etc. Then the default bonuses are used  # Default Bonus : +3 Luck  # ------------------------------------------------- ------------  MaxHP = 0  MaxMP = 0  attack = 0  defense = 0  magatk = 0  magdef = 0  agility = 0  luck = 3    # DONT TOUCH THIS NEXT LINE !  Class = Hash.new ( [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ] )    # ------------------------------------------------- ------------  # * Class Bonuses  # > The Easiest way to setup new data is to copy / paste already defined  # Class data . Copy Soldier data for example ( copy from the " Sample Class :  # Soldier " how down to and including" Classes [ class_id ] = values ​​" code  # Line , Then paste was new line and edit accordingly for the new class .  #> And of course you can modify or remove Any of the included sample classes.  #> You must get the ' class_id correct the for each class . if one is not  # Ok, It May overwrite the bonuses for Reviews another class .  #> All parameter values ​​must be added the for each class if odd Their bonus is 0  # As shown in the sample definitions .  # > You NEVER modify the shoulds "Classes [ class_id ] = values" code line , you # Shoulds only be copying and pasting it . Do not modify the array line above it  # Either .  # ------------------------------------------------- ------------    # Class : Soldier  # 3 +1 Attack and Defense per level up  class_id = 1  MaxHP = 20  MaxMP = 5  attack = 8  defense = 9  magatk = 1  magdef = 1  Agility = 3  luck = 4  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Monk  # MaxHP +1 , +1 Attack and +2 Agility per level up  class_id = 2  MaxHP = 28  MaxMP = 3  attack = 11  defense = 5  magatk = 2  magdef = 2  Agility = 7  luck = 1  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Paladin  # +3 Defense , +1 Magic Defense  class_id = 3  MaxHP = 0  MaxMP = 0  attack = 0  defense = 3  magatk = 0  magdef = 1  agility = 0  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Spellblade  # MaxMP +1 , +1 Attack , +1 Agility , +2 Magic Attack  class_id = 4  MaxHP = 0  MaxMP = 1  attack = 1  defense = 0  magatk = 2  magdef = 0  agility = 1  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Samurai  # 4 Attack , +1 Agility  class_id = 5  MaxHP = 0  MaxMP = 0  attack = 4  defense = 0  magatk = 0  magdef = 0  agility = 1  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Archer  # 5 Agility  class_id = 6  MaxHP = 0  MaxMP = 0  attack = 0  defense = 0  magatk = 0  magdef = 0  Agility = 5  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Thief  # +3 Agility , +3 Luck  class_id = 7  MaxHP = 0  MaxMP = 0  attack = 0  defense = 0  magatk = 0  magdef = 0  Agility = 3  luck = 3  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Priestess  # 2 MaxMP , +2 Magic Attack, Magic Defense +2  class_id = 8  MaxHP = 0  MaxMP = 2  attack = 0  defense = 0  magatk = 2  magdef = 2  agility = 0  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Witch  # 3 MaxMP , +3 Magic Attack  class_id = 9  MaxHP = 0  MaxMP = 3  attack = 0  defense = 0  magatk = 3  magdef = 0  agility = 0  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array    # Class : Sage  # MaxMP +1 , +3 Magic Defense , +1 Agility  class_id = 10  MaxHP = 0  MaxMP = 1  attack = 0  defense = 0  magatk = 0  magdef = 3  agility = 1  luck = 0  array = [ MaxHP , MaxMP , attack , defense, magatk , magdef , agility , luck ]  Classes [ class_id ] = array            end # DO NOT INSERT SETTINGS OR DATA BELOW THIS LINE ! CREATE NEW LINES AND# ENTER DATA THERE .# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YER DOIN !# ------------------------------------------------- ------# * Changes Game_Actor# ------------------------------------------------- ------class Game_Actor < Game_Battler  * # Aliased method  Aliases: level_up_add_class_params : level_up  def level_up    level_up_add_class_params    add_bonus_params_for_class  end  # * New Method  def add_bonus_params_for_class    cl = self.class_id    bonus_params = Class_params :: Classes [ cl ] . dup    index = 0    for i in 0 ... bonus_params.size      by = bonus_params.shift      if by > 0        add_param (index by )      end      index + = 1    end    print_results ( cl ) if Class_params Print_Results_To_Console :: == true  end  # * New Method  def print_results ( classid )    return if classid == nil | | classid == 0    bonusvals = Class_params :: Classes [ classid ]    included = Class_params :: Classes.include ? ( classid )    included = false if included ! = true    hp = bonusvals [0 ] = mp bonusvals [1]    bonusvals attack = [ 2] = bonusvals defense [3]    magatk bonusvals = [ 4] = magdef bonusvals [5]    agility bonusvals = [ 6] = bonusvals luck [7]    p "Actor : ' # { self.name } " , "Class ID: ' # { } self.class_id " , " Level up Bonus Values ​​for Class "    p "Is this class Properly configured for bonuses (true / false) : '# { included } "    p " MaxHP + hp } { # ", " # { MaxMP + mp } ", " Attack attack } { + # ", " Defense + # { defense } ", " Magic Attack + # { } magatk ", " Magic Defense + } # { magdef "," Agility agility } { + # "," Luck + # { luck } "    return unless Class_params Print_Extra_Debug_To_Console :: == true ; p " " p " "    p " Printing Extra debug info (class params bonus on level up script) " p " "    p " [ RAW] Bonus values ​​for undefined classes: # { Class_params :: Classes [" undefined "]} " p " "    p " Defined Class IDs: # { :: Class_params Classes.keys } " p " "    p " Total Amount of Defined Classes: # { :: Class_params Classes.size } " p " "    p " Full ' Classes ' Hash : # { } Class_params :: Classes "    p " Checking for invalid Definitions by size ..."    p " Valid definition size: 8"    index = 0    keychain = Class_params :: Classes.keys    for i in 0 ... keychain.size      key = keychain [index]      data = Class_params Classes :: [key]      size = data.size      p " Class ID ' # { key} ' definition Validation Check: PASS ! " if size == 8      if size ! = 8        p " Class ID ' # { key} ' definition Validation Check: FAIL ! "        p " Class ID ' # { key} ' size : # { size} "        p " Class ID # {key } data ( params bonus) : # { data} "      end; subind = 0, p " Checking Class ID '# {key }' are Integer values? "      for i in 0 ... data.size        chk = data [ subind ]        crc = chk.is_a ? integer        p " Param Bonus # { +1} subind Check: PASS ! " if crc == true        p " Param Bonus # { +1} subind Check: FAIL ! " if crc == false        p " # { Param Bonus subind 1 } Value : # { chk } " if crc == false        subind + 1 =      end      index + = 1    end      endend# ------------------------------------------------- ------# * Changes Game_BattlerBase# ------------------------------------------------- ------class Game_BattlerBase  # Aliased Method  Aliases: param_max_override : param_max  def param_max ( param_id )    if Class_params Parameters_Limit_Breaker :: == true      return Class_params :: Parameters_Limit_Breaker_Value_HP if param_id == 0 # MHP      return if param_id Parameters_Limit_Breaker_Value_MP Class_params :: == # 1 MMP      return Class_params :: Parameters_Limit_Breaker_Value_STATS # Other Stats    else      param_max_override ( param_id )    end  endend[/ code]

Otherwise what script I can use the same kind as the ..
But compatible with Yanfly Engine Ace class system ..

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