じ☆ve冰风 发表于 2026-7-8 19:02:11

Enemy Challenge for Experience

Enemy Challenge for Experience
Version: 1.0​



Introduction

Tired of letting gamers grind away hours fighting weaker monsters so they can level themselves up?Do you want to make sure they may only increase their character's levels by fighting monsters tough enough to give them a real threat?Then this script is for you.

Inspired by a feature from iishenron's RPGMaker 2000 game "Three the Hard Way", this system calculatesthe combined statistics of every enemy in a troop to thatof the heroes in the party.And as longas the enemyis not too weak, the party gets experience for the enemy's defeat.

VANCE*: "But if I decideto spend the next two years fighting slimes to build myself up..."
   * The main hero of "Three the Hard Way"​

Clearly, this is not going to happen with this script.



Script
Spoiler: The Main Script                 Code:        
#============================================================================== # ** Enemy Challenge for Experience #------------------------------------------------------------------------------ #    version 1.0 #    by DerVVulfman #    11-24-2019 (MM-DD-YYYY) #    RGSS / RPGMaker XP #============================================================================= # #INTRODUCTION: # #    Tired of letting gamers grind away hours fighting weaker monsters so they #    can level themselves up?Do you want to make sure they may only increase #    their character's levels by fighting monsters tough enough to give them a #    real threat?Then this script is for you. # #    Inspired by a feature from iishenron's RPGMaker 2000 game "Three the Hard #    Way", this system calculatesthe combined statistics of every enemy in a #    troop to thatof the heroes in the party.And as longas the enemyis #    not too weak, the party gets experience for the enemy's defeat. # #    VANCE*:"But if I decideto spend the next two years fighting slimes to #             build myself up..." #             *The main hero of "Three the Hard Way" # #    Clearly, this is not going to happen with this script. # #------------------------------------------------------------------------------ # #INSTALLATION: # #    If you are not using a custom battlesystem or script that alters the main #    method ofScene_Battle,paste this scriptbelow Scene_Debugand above #    main.And then paste the example 'patch' below this script. # #    If you are using a custom battlesystemor you havea script that alters #    Scene_Battle,place this scriptand the patchbelow the custom battle- #    system script. # #    Please note that the fore-mentioned'patch'is a copy of Scene_Battle's #    own 'start_phase5' method with the simplest of edits.   There is only one #    added line within the patch (not including the comments).   This one line #    eliminates any exp point gain if the troop isn't enough of a challenge. # #    If it is not possible to use this patch because your custom battlesystem #    alters this method,just insert the below codeinto your custom battle- #    system scriptafter the pointwhere the enemy's experience point s have #    been totaled, but before the heroes gain the experience: # #      # Erase Exp Gain if not a challenge #      exp = 0 unless @e_stat_challenge == true # #    This would be the only direct edit you would need. # #============================================================================= # #USAGE # #    The system is based heavily upon automation.In that, it is designed to #    calculate the stats of your enemies and party memberswithout any inter- #    ference.With this, only the configuration values may come into play. # #    You can have pre-defined enemy stat scoresrather than have the figures #    be calculated.   This is done by adding a comment into the first page of #    your enemy troop. The comment is the letters 'EC' followed by the score. #    As an example, a comment of EC5300 sets the troop's stat total to 5300. # #    If it is not possible to use this patch because your custom battlesystem #    Finally you can disable the system for any troop, this done by using the #    same comment system.A comment of EC-1sets the troop stat total to -1 #    and thus tells the system to ignore stat comparisons. # # #============================================================================= # #CONFIGURATION # #    The 'EChallenge' module has the values which you would need to alter #    to suit your tastes. # #    * DEBUG_SHOW:       This basicallyjust turnson/offa pop-upwindow #                        showing your party'saccumulated stat scoreversus #                        the stat score of the enemy encountered. # #    * SKILLS:         This enables/disablesthe system that determines if #                        enemy and actor skills are used in the calculations. # #    * MULTIPLIER:       This allows youto increase the enemy's accumulated #                        stat score befor it is compared to the actor's. This #                        way, weaker enemies may still be viable for exp point #                        gain.DEFAULT set to 1.5 #    * ENEMY_SKILL_MULT: Thisallows youto increasethe calculatedskill #                        power scorefor your enemies before it isadded to #                        their total accumulated score. # #    * ACTOR_SKILL_MULT: Thisallows youto increasethe calculatedskill #                        power scorefor your actorsbefore it isadded to #                        their total accumulated score. # # #============================================================================= # #CREDITS AND THANKS # #    Thanks to iishenron for the inspiration for this system. # #============================================================================= # #TERMS AND CONDITIONS # #    Free for use, even within commercial products. Due credit is required. # #=============================================================================   module EChallenge   # BASICS   DEBUG_SHOW      = false   # If you see the comparison at battle start   SKILLS            = true    # If actor/enemy skills are even counted   # MULTIPLIERS   MULTIPLIER      = 1.5   # Basic multiplier for enemy   ENEMY_SKILL_MULT= 1.5   # Increase/decrease in points for enemy skill   ACTOR_SKILL_MULT= 1.0   # Increase/decrease in points for actor skill   end    #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ #This class handles the actor. It's used within the Game_Actors class #($game_actors) and refers to the Game_Party class ($game_party). #==============================================================================class Game_Actor < Game_Battler   #--------------------------------------------------------------------------   # * Public Instance Variables   #--------------------------------------------------------------------------   attr_accessor :weapon_id                # weapon ID   attr_accessor :armor1_id                # shield ID   attr_accessor :armor2_id                # helmet ID   attr_accessor :armor3_id                # body armor ID   attr_accessor :armor4_id                # accessory ID end    #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ #This class performs battle screen processing. #==============================================================================class Scene_Battle   #--------------------------------------------------------------------------   # * Start After Battle Phase   #--------------------------------------------------------------------------   alias enemychallenge_battle_main main   #--------------------------------------------------------------------------   # * Main Processing   #--------------------------------------------------------------------------   def main   # Run enemy stat comparizon   comparative_stats   # Perform the original call   enemychallenge_battle_main   end   #--------------------------------------------------------------------------   # * Actor / Enemy Comparative Stats   #--------------------------------------------------------------------------   def comparative_stats   # Iniitalize values   enemy_stats = 0   actor_stats = 0   # Acquire Troop Data   troop_id    = $game_temp.battle_troop_id   troop       = $data_troops   # Use a comment for the stat challenge value   page = troop.pages   list = page.list   for items in list       if items.code == 108         param = items.parameters         param_text = param.upcase         if param_text.slice(0,2) == "EC"         len = (param_text.length) - 2         enemy_stats = (param_text.slice(2,len)).to_i         end       end   end   # If the predefined comment is -1 (the system is ignored)   if enemy_stats == -1       if EChallenge::DEBUG_SHOW == true         text = "Challenge is ignored"         print text       end       @e_stat_challenge = true       return   end   # If no predefined comment   if enemy_stats == 0       skill_mult    = EChallenge::ENEMY_SKILL_MULT       enemy_stats   = comparative_stats_enemy(troop, skill_mult)   end   # Acquire active/living party member stats   skill_mult    = EChallenge::ACTOR_SKILL_MULT   actor_stats   = comparative_stats_actor(skill_mult)   # Display a popup showing enemy/actor points and if a challenge   if EChallenge::DEBUG_SHOW == true       text = "Enemy: " + (enemy_stats.to_s) + " / Actor: " + (actor_stats.to_s)       text += "\nThis is a challenge" if enemy_stats >= actor_stats       print text   end   # Now Compare stats   @e_stat_challenge = false   @e_stat_challenge = true    if enemy_stats >= actor_stats   end   #--------------------------------------------------------------------------   # * Actor / Enemy Comparative Stats : Troop Version   #   troop      : enemy troop   #   skill_mult : enemy's multiplier value for skill power   #--------------------------------------------------------------------------   def comparative_stats_enemy(troop, skill_mult=1.0)   total_stats = 0   stat      = 0   sklstat   = 0   # Acquire troop enemy stats   for i in 0...troop.members.size       enemy = $data_enemies.enemy_id]       next if enemy.nil?       stat += enemy.str       stat += enemy.dex       stat += enemy.agi       stat += enemy.int       stat += enemy.atk       stat += enemy.pdef       stat += enemy.mdef       stat += enemy.maxhp       stat += enemy.maxsp       next unless EChallenge::ACTOR_SKILL_MULT == true       # Special:Acquire skill power       for action in enemy.actions          next unless action.kind == 1         skill = action.skill_id         next if skill.nil?         next if $data_skills.nil?         power = $data_skills.power         sklstat += power if power > 0       end   end   # Multiplier for Enemy Skill Power   sklstat *= skill_mult   # Combine all enemy stats   total_stats += stat + sklstat   total_stats *= EChallenge::MULTIPLIER   return total_stats   end   #--------------------------------------------------------------------------   # * Actor / Enemy Comparative Stats : Troop Version   #   skill_mult : enemy's multiplier value for skill power   #--------------------------------------------------------------------------   def comparative_stats_actor(skill_mult=1.0)   total_stats = 0   stat      = 0   sklstat   = 0   # Acquire active/living party member stats   for i in 0...$game_party.actors.size       actor = $game_party.actors       next if actor.nil?       next if actor.dead?       # Remove equipment to compare base stats       armor1_temp = actor.armor1_id       armor2_temp = actor.armor2_id       armor3_temp = actor.armor3_id       armor4_temp = actor.armor4_id       weapon_temp = actor.weapon_id       actor.armor1_id = 0       actor.armor2_id = 0       actor.armor3_id = 0       actor.armor4_id = 0       actor.weapon_id = 0       # Get base stats       stat += actor.str       stat += actor.dex       stat += actor.agi       stat += actor.int       stat += actor.atk       stat += actor.pdef       stat += actor.mdef       stat += actor.maxhp       stat += actor.maxsp       # Reapply equipment       actor.armor1_id = armor1_temp       actor.armor2_id = armor2_temp       actor.armor3_id = armor3_temp       actor.armor4_id = armor4_temp       actor.weapon_id = weapon_temp       next unless EChallenge::ACTOR_SKILL_MULT == true       # Special:Acquire skill power       for skill in actor.skills         next if skill.nil?         next if $data_skills.nil?         power = $data_skills.power         sklstat += power if power > 0       end   end   # Multiplier for Enemy Skill Power   sklstat *= skill_mult   # Combine all enemy stats   total_stats += stat + sklstat   return total_stats   end end


Spoiler: The Patch (if you don't perform a direct edit)                 Code:        
#============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ #This class performs battle screen processing. #==============================================================================class Scene_Battle   #--------------------------------------------------------------------------   # * Start After Battle Phase   #--------------------------------------------------------------------------   def start_phase5   # Shift to phase 5   @phase = 5   # Play battle end ME   $game_system.me_play($game_system.battle_end_me)   # Return to BGM before battle started   $game_system.bgm_play($game_temp.map_bgm)   # Initialize EXP, amount of gold, and treasure   exp = 0   gold = 0   treasures = []   # Loop   for enemy in $game_troop.enemies       # If enemy is not hidden       unless enemy.hidden         # Add EXP and amount of gold obtained         exp += enemy.exp         gold += enemy.gold         # Determine if treasure appears         if rand(100) < enemy.treasure_prob         if enemy.item_id > 0             treasures.push($data_items)         end         if enemy.weapon_id > 0             treasures.push($data_weapons)         end         if enemy.armor_id > 0             treasures.push($data_armors)         end         end       end   end         # Erase Exp Gain if not a challenge   # =================================   exp = 0 unless @e_stat_challenge == true         # Treasure is limited to a maximum of 6 items   treasures = treasures   # Obtaining EXP   for i in 0...$game_party.actors.size       actor = $game_party.actors       if actor.cant_get_exp? == false         last_level = actor.level         actor.exp += exp         if actor.level > last_level         @status_window.level_up(i)         end       end   end   # Obtaining gold   $game_party.gain_gold(gold)   # Obtaining treasure   for item in treasures       case item       when RPG::Item         $game_party.gain_item(item.id, 1)       when RPG::Weapon         $game_party.gain_weapon(item.id, 1)       when RPG::Armor         $game_party.gain_armor(item.id, 1)       end   end   # Make battle result window   @result_window = Window_BattleResult.new(exp, gold, treasures)   # Set wait count   @phase5_wait_count = 100   end end




Instructions
Built into the script.



FAQ
Before calculating party member stats, it removes all 'gear' from the actors. So the actor stats calculated are before adding any bonuses from armor or weapons.




Compatibility
Designed primarily for RPGMaker XP.The main script only aliases the main system.The patch alters a method in Scene_Battle. But as stated, it only adds a single functioning line which anyone can add into their own custom system.



Credits and Thanks
Thanks to iishenron for the basic concept.



Credits and Thanks
Free for use, even within commercial products. Due credit is required.


本贴来自国际rpgmaker官方论坛作者:DerVVulfman处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/enemy-challenge-for-experience.115693/
页: [1]
查看完整版本: Enemy Challenge for Experience