= 1) # End Method return false end # Clear effective flag effective = false # Set effective flag if common ID is effective effective |= skill.common_event_id > 0 # First hit detection hit = skill.hit if skill.atk_f > 0 hit *= user.hit / 100 end hit_result = (rand(100) < hit) # Set effective flag if skill is uncertain effective |= hit < 100 # If hit occurs if hit_result == true # Calculate power power = skill.power + user.atk * skill.atk_f / 100 if power > 0 power -= self.pdef * skill.pdef_f / 200 power -= self.mdef * skill.mdef_f / 200 power = [power, 0].max end # Calculate rate rate = 20 rate += (user.str * skill.str_f / 100) rate += (user.dex * skill.dex_f / 100) rate += (user.agi * skill.agi_f / 100) rate += (user.int * skill.int_f / 100) # Calculate basic damage self.damage = power * rate / 20 # Element correction self.damage *= elements_correct(skill.element_set) self.damage /= 100 # If damage value is strictly positive if self.damage > 0 # Guard correction if self.guarding? self.damage /= 2 end end # Dispersion if skill.variance > 0 and self.damage.abs > 0 amp = [self.damage.abs * skill.variance / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # Second hit detection eva = 8 * self.agi / user.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100 hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) # Set effective flag if skill is uncertain effective |= hit < 100 end # If hit occurs if hit_result == true # If physical attack has power other than 0 if skill.power != 0 and skill.atk_f > 0 # State Removed by Shock remove_states_shock # Set to effective flag effective = true end # Substract damage from HP if self.damage < LimitDamage::Minimum_SkillDamage self.damage = LimitDamage::Minimum_SkillDamage elsif self.damage > LimitDamage::Maximum_SkillDamage self.damage = LimitDamage::Maximum_SkillDamage end last_hp = self.hp self.hp -= self.damage effective |= self.hp != last_hp # State change @state_changed = false effective |= states_plus(skill.plus_state_set) effective |= states_minus(skill.minus_state_set) # If power is 0 if skill.power == 0 # Set damage to an empty string self.damage = "" # If state is unchanged unless @state_changed # Set damage to "Miss" self.damage = "Miss" end end # If miss occurs else # Set damage to "Miss" self.damage = "Miss" end # If not in battle unless $game_temp.in_battle # Set damage to nil self.damage = nil end # End Method return effective end end #============================================================================ # Written by Synthesize # Special Thanks: Peter for the request #---------------------------------------------------------------------------- # Limiting Damage #============================================================================" />

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@  NoxChibi : (22 May 2012 - 07:54 PM) miha ma che progetto è il tuo?
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Danni Limitati


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#1 OFFLINE   Ally

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Inviato 09 September 2011 - 09:34 PM

Nome Script: Danni Limitati
Versione: 1.00
Autore/i: Synthesize

Informazioni:
Uqesto script da la possibilità di impostare un adanno minimo e massimo di un attacco singolo.

Istruzioni:
Inserite lo script sopra Main.
Istruzioni all'interno dello script.

Script:
#============================================================================
#                            Limiting Damage  
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 100
# October 1st, 2007
#============================================================================
# Compatibility:
# Rewrites:
#    Game_Battler::attack_effect
#    Game_Battler::skill_effect
#--------------------------------------------------------------------------
# Begin Customization Section
#--------------------------------------------------------------------------
module LimitDamage  
  Maximum_Damage = 9999
  Minimum_Damage = 1
  Maximum_SkillDamage = 9999
  Minimum_SkillDamage = 1
  # Change these values to your expected setting.
  # Note: By default minimum damage is 0.
end
#--------------------------------------------------------------------------
# End Customization Section
#--------------------------------------------------------------------------
# Begin Game_Battler Rewrite
#--------------------------------------------------------------------------
class Game_Battler
  def attack_effect(attacker)
   # Clear critical flag
    self.critical = false
    # First hit detection
    hit_result = (rand(100) < attacker.hit)
    # If hit occurs
    if hit_result == true
      # Calculate basic damage
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Critical correction
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    # If hit occurs
    if hit_result == true
      # State Removed by Shock
      remove_states_shock
      # Substract damage from HP
      if self.damage < LimitDamage::Minimum_Damage
        self.damage = LimitDamage::Minimum_Damage
      elsif self.damage > LimitDamage::Maximum_Damage
        self.damage = LimitDamage::Maximum_Damage
      end
      self.hp -= self.damage
      # State change
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
    # When missing
    else
      # Set damage to "Miss"
      self.damage = "Miss"
      # Clear critical flag
      self.critical = false
    end
    # End Method
    return true
  end
  #---------------------------------------------------------------------
  # Begin Skill Adjustment
  #---------------------------------------------------------------------
   def skill_effect(user, skill)
     # Clear critical flag
    self.critical = false
    # If skill scope is for ally with 1 or more HP, and your own HP = 0,
    # or skill scope is for ally with 0, and your own HP = 1 or more
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # End Method
      return false
    end
    # Clear effective flag
    effective = false
    # Set effective flag if common ID is effective
    effective |= skill.common_event_id > 0
    # First hit detection
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # Set effective flag if skill is uncertain
    effective |= hit < 100
    # If hit occurs
    if hit_result == true
      # Calculate power
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # Calculate rate
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # Calculate basic damage
      self.damage = power * rate / 20
      # Element correction
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # Set effective flag if skill is uncertain
      effective |= hit < 100
    end
    # If hit occurs
    if hit_result == true
      # If physical attack has power other than 0
      if skill.power != 0 and skill.atk_f > 0
        # State Removed by Shock
        remove_states_shock
        # Set to effective flag
        effective = true
      end
      # Substract damage from HP
      if self.damage < LimitDamage::Minimum_SkillDamage
        self.damage = LimitDamage::Minimum_SkillDamage
      elsif self.damage > LimitDamage::Maximum_SkillDamage
        self.damage = LimitDamage::Maximum_SkillDamage
      end
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      # State change
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      # If power is 0
      if skill.power == 0
        # Set damage to an empty string
        self.damage = ""
        # If state is unchanged
        unless @state_changed
          # Set damage to "Miss"
          self.damage = "Miss"
        end
      end
    # If miss occurs
    else
      # Set damage to "Miss"
      self.damage = "Miss"
    end
    # If not in battle
    unless $game_temp.in_battle
      # Set damage to nil
      self.damage = nil
    end
    # End Method
    return effective
  end
end

#============================================================================
# Written by Synthesize
# Special Thanks: Peter for the request
#----------------------------------------------------------------------------
#                            Limiting Damage
#============================================================================

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