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JohaN.

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Luego del pedido de EroD, he buscado este script para postearlo aca en U maker.
Introducción


Este script permite añadir 2 opciones equipables al jugador aparte del escudo, arma, casco, armadura y accesorio. El nombre de estos 2 añadidos puede ser cambiado al que uno quiera (por defecto se llaman accesory).

Ademas añade un sistema de puntos de equipo, que hace que se pueda controlar el equipo segun el nivel
EJ: El jugador tiene 5 puntos, usa una armadura que cuesta 2, un arma de 1, un accesorio de 1 y un casco de 1, con esto se gastan los 5 puntos y no se puede seguir equipando aunque tenga mas equipo y espacios.

Screenshots

Spoiler:

Script

Spoiler:
Código:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  ◆            Expanded Equipment Options - KGC_EquipExtension      ◆ VX ◆
#_/  ◇                      Last Update: 2009/08/18                          ◇
#_/  ◆            Extended Updates by Mr. Anonymous & Mr. Bubble            ◆
#_/  ◆ KGC Site:                                                            ◆
#_/  ◆ http://ytomy.sakura.ne.jp/                                            ◆
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/      + This script has two functions equipment-related functions +
#_/  The first function is the ability to create more 'slots' for equipment,
#_/  such as separating Boots and Gauntlets from mere 'accessories'.
#_/  It is possible to also create additional equipment slots. See the customize
#_/  block for more details.
#_/ 
#_/  The second function is an "EP" (Equipment Point) System, which allows you
#_/  to designate how many 'points' an item costs to successfully equip. A
#_/  character's total EP expenditure is increased upon leveling up.
#_/  This introduces more strategy-oriented character customization.
#_/----------------------------------------------------------------------------
#_/                        ◆ Instructions For Usage ◆
#_/  To make use of these functions, you must insert the tag into the desired
#_/  item's "Notes" box located in the Armor tab of the database. For example,
#_/  you want the Leather Boots to be bound to the "Legs" slot and cost
#_/  2 EP to equip. Insert <equipkind Legs>, press enter, then add <EP 2>
#_/ 
#_/                                ◆ Tags ◆
#_/  <equipkind EquipType>
#_/  Where EquipType = The name of the type of equipment. See EXTRA_EQUIP_KIND
#_/                                                        below.
#_/  <EP Amount>
#_/  Where Amount = The desired amount of EP the item requires to equip.
#_/
#_/
#_/                          ◆ Script Commands ◆
#_/  These commands are used in "Script" function in the third page of event
#_/  commands under "Advanced". Do not include the asterisk.
#_/          -----------------------------------------------------
#_/  Allows you to manually specify an actor's equipment slots.
#_/  * set_actor_equip_type(ActorID, [EquipType])
#_/   
#_/      Example: set_actor_equip_type(2, [0, 2, 3, 3, 3])
#_/      If "nil"(without quotations) is appointed to EquipType, the default
#_/      EQUIP_TYPE (see below) is used. Trust me, it's useful!
#_/          -----------------------------------------------------
#_/  Allows you to forcefully change the equipment of a specified actor.
#_/  * change_actor_equipment(ActorID, equipslot_index, ItemID, force_gain)
#_/
#_/      ActorID - ActorID number of the actor whose equipment you want to
#_/                change.
#_/      equipslot_index - Uses equipment slot number, which is different
#_/                        from the EQUIP_TYPE index value.
#_/      ItemID - The ItemID number you want to equip on the actor.
#_/              Setting ItemID to 0 will remove the equipment in that slot.
#_/      force_gain - Is an optional argument. It must be either true or
#_/                  false. If false, the piece of equipment must be in the
#_/                  party's inventory for it to be equipped on the actor.
#_/                  If true, the piece of equipment will be added to the
#_/                  party's inventory IF the party has none, and then
#_/                  it will be equipped on the actor. If this argument is
#_/                  omitted in the script call, it will automatically be
#_/                  set to false.
#_/
#_/          With the default setup, the equipslot_index values are:
#_/      0=Weapon 1=Shield 2=Headgear 3=Armor 4=Accessory 5=Legs 6=Arms
#_/
#_/                        So, for an example:
#_/                change_actor_equipment(1, 3, 15, false)
#_/  Would change Ralph's (Actor 1's) armor to Chainmail if the party has
#_/  a Chainmail in its inventory.
#_/          -----------------------------------------------------
#_/  Allows you to add more EP to an actor's MAX EP (value can be negative).
#_/  * gain_actor_ep(actor_id, value)
#_/          -----------------------------------------------------
#_/  Allows you to store the total amount of EP gained through the use of
#_/  the "gain_actor_ep" script command into a game variable.
#_/  * get_actor_own_ep(actor_id, variable_id)
#_/          -----------------------------------------------------
#_/  Allows you to change an actor's MAX EP to a set value.
#_/  * set_actor_own_ep(actor_id, value)
#_/
#_/============================================================================
#_/ Installation: This script must be inserted below KCG_ExtendedEquipScene
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#=============================================================================#
#                          ★ Customization ★                                #
#=============================================================================#

module KGC
  module EquipExtension
  #          ++ Extended Equipment Classification Names ++
  #  You may designate the names of additional equipment slots here.
  #  Each time you designate a new equipment slot, it is assigned a number.
  #  The default equip types are given the following index values:
  #      0 : Shield
  #      1 : Helmet
  #      2 : Armor
  #      3 : Accessory
  #  Then the values below are assigned in order. By default "Legs" and "Arms"
  #  would be 4 and 5. It is possible to add additional slots by adding
  #  a new name into the EXTRA_EQUIP_KIND array.
  #  Example: EXTRA_EQUIP_KIND = ["Legs", "Arms", "Skill Book"]
  EXTRA_EQUIP_KIND = ["Legs", "Arms"]

  #                  ++ Equipment Placement ++
  #  This allows you to arrange the equip slots as you see fit on the equipment
  #  menu. Note the order listed below.
  #                  ** Equipment Classification Summary **
  #      0 : Shield
  #      1 : Helmet
  #      2 : Armor
  #      3 : Accessory
  #      4 : "Legs"
  #      5 : "Arms"
  #  Note that "Legs" and "Arms" are the equipment types used in this script
  #  by default. They can be changed to any other name you want. Any extra
  #  equipment types you define beyond 5 will be given the next respective
  #  value (6, 7, 8, etc.)
  #  If you plan on adding extra equip slots, the category's cooresponding
  #  number must be inserted in the brackets [] below. An equipment type
  #  may be listed more than once (by default, there are two accessory slots).
  #  IMPORTANT: If an actor is using the Two Weapon Style option, the slot
  #  for Weapon 2 will replace the first equip type listed in the EQUIP_TYPE
  #  array.
  EQUIP_TYPE = [0, 1, 2, 4, 5, 3, 3]

  #                      ++ EP (Equip Point) System ++
  #  These settings are for the Equipment Point Limit System.
  #  This toggle allows you to use the EP system if set to true.
  #  If set to false, the EP system will be disabled.
  USE_EP_SYSTEM = true
  # VOCAB_EP appears once a character gains EP from battle.
  VOCAB_EP  = "EP"
  # VOCAB_EP_A appears above the EP gauge.
  VOCAB_EP_A = "E"
  # This toggle allows you to display the EP gauge in the actor status window.
  SHOW_STATUS_EP = true

  #                          ◆ Default EP Cost ◆
  #  This is the default amount an item costs to equip in EP when not otherwise
  # specified in the equipment's notebox.
  DEFAULT_EP_COST  = 1
  #  This toggle allows you to hide the EP cost of an item if its cost is 0.
  #  true = hide
  #  false = show
  HIDE_ZERO_EP_COST = true

  #                        ◆ EP Values & Level Gain ◆
  #  Maximum EP that can be spent equipping items.
  EP_MAX = 20
  # Characters begin with this amount of EP.
  EP_MIN = 5
  # ◆ EP Level Gain
  #  This is the formula for the amount of EP gained upon leveling up.
  #  The result of this formula is automatically converted to an integer.
  EP_CALC_EXP = "level * 0.3 + 4"
  # ◆ Individual Actor EP Level Gain
  PERSONAL_EP_CALC_EXP = [] # <- Do not alter or remove!
  #  Below here, you may specify formulas for individual actors that dictates
  #  the amount of EP they recieve upon leveling up. Like EP_CALC_EXP, the
  #  result is converted to an integer.
  #  Format: PERSONAL_EP_CALC_EXP[ActorID] = "Formula"
  #  The format is just like EP_CALC_EXP, except each actor is defined after
  #  PERSONAL_EP_CALC_EXP in brackets [].
  #  Any actor not specified uses the EP_CALC_EXP formula.
  #  Example:
  # PERSONAL_EP_CALC_EXP[1] = "level * 0.5 + 5"
  #                ◆ Insert Personal EP Calculations Below Here ◆
  PERSONAL_EP_CALC_EXP[1] = "level * 0.5 + 5"
 
 
 
  #                ◆ Insert Personal EP Calculations Above Here ◆
 
  #                        ◆ EP Gauge Colorization ◆
  #  Allows you to change the color of the EP gauges.
  #  The color can also be determined by a red, green, and blue values.
  #  Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0)  <- This is red.
  #  This method of color assignment is much like Tint Screen event command.
  #
  #  This affects the color of number that represents EP cost.
  EP_COST_COLOR        = 23
  #  This is the fill color for the early phase of the guage.
  EP_GAUGE_START_COLOR = 28
  #  This is the fill color for the late phase of the guage. (When full)
  EP_GAUGE_END_COLOR  = 29
 
  # ++ Generic Gauge Settings for EP
  #    These settings only apply if KGC_GenericGauge is installed
  #  true  : Use generic gauge image
  #  false : Do not use generic gauge image
  ENABLE_GENERIC_GAUGE = true
  # ◆ EP Gauge Settings
  #  Gauge graphics must be placed in the .\Graphics\System
  GAUGE_IMAGE  = "GaugeEP"  # Gauge Image Filename
  GAUGE_OFFSET = [-23, -2]  # Position Offset [x, y]
  GAUGE_LENGTH = -4        # Length Correction
  GAUGE_SLOPE  = 30        # Gauge slant in degrees (-89 ~ 89)

  end
end

#=============================================================================#
#                          ★ End Customization ★                              #
#=============================================================================#

#=================================================#
#                    IMPORT                      #
#=================================================#

$imported = {} if $imported == nil
$imported["EquipExtension"] = true

#=================================================#

module KGC::EquipExtension
  # Unless the EP system is used...
  unless USE_EP_SYSTEM
    SHOW_STATUS_EP = false
    HIDE_ZERO_EP_COST = true
  end

#==============================================================================
# □ KGC::EquipExtension::Regexp
#==============================================================================
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#                          Note Field Tag Strings                            #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Whatever word(s) are after the separator ( | ) in the following lines are
#  what are used to determine what is searched for in the "Note" section of
#  an item or armor.

  #  Regular expressions defined
  module Regexp
    # Base Item Module
    module BaseItem
      #  EP Tag String
      EP_COST = /<EP\s*(\d+)>/i
      #  Item Type Tag String
      # Special note: I cannot get this tag to work right. If anyone knows how
      # this works or if it's bugged, please let me know.
      EQUIP_TYPE = /<(?:EQUIP_TYPE|equiptype)\s*(\d+(?:\s*,\s*\d+)*)>/
    end

    #  Base Armor Module
    module Armor
      #  Armor Type Tag String
      EQUIP_KIND = /<(?:EQUIP_KIND|equipkind)\s*(.+)>/i
    end
   
  end
end

#=================================================#

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC
module Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ アクターの装備を修復
  #--------------------------------------------------------------------------
  def restore_equip
    (1...$data_actors.size).each { |i|
      actor = $game_actors[i]
      actor.restore_equip
    }
  end
  #--------------------------------------------------------------------------
  # ○ アクターの装備タイプを設定
  #    actor_id  : アクター ID
  #    equip_type : 装備タイプ
  #--------------------------------------------------------------------------
  def set_actor_equip_type(actor_id, equip_type = nil)
    actor = $game_actors[actor_id]
    return if actor == nil
    actor.equip_type = equip_type
  end
  #--------------------------------------------------------------------------
  # ○ アクターの MaxEP 補正値の取得
  #    actor_id    : アクター ID
  #    variable_id : 取得した値を代入する変数の ID
  #--------------------------------------------------------------------------
  def get_actor_own_ep(actor_id, variable_id = 0)
    value = $game_actors[actor_id].maxep_plus
    $game_variables[variable_id] = value if variable_id > 0
    return value
  end
  #--------------------------------------------------------------------------
  # ○ アクターの MaxEP 補正値の変更
  #    actor_id : アクター ID
  #    value    : MaxEP 補正値
  #--------------------------------------------------------------------------
  def set_actor_own_ep(actor_id, value)
    $game_actors[actor_id].maxep_plus = value
  end
  #--------------------------------------------------------------------------
  # ○ アクターの MaxEP 補正値の増加
  #    actor_id : アクター ID
  #    value    : 増加量
  #--------------------------------------------------------------------------
  def gain_actor_ep(actor_id, value)
    $game_actors[actor_id].maxep_plus += value
  end
  #--------------------------------------------------------------------------
  # ○ アクターの装備を変更
  #    actor_id  : アクター ID
  #    index      : 装備部位 (0~)
  #    item_id    : 武器 or 防具 ID (0 で解除)
  #    force_gain : 未所持なら取得 (true or false)
  #--------------------------------------------------------------------------
  def change_actor_equipment(actor_id, index, item_id, force_gain = false)
    actor = $game_actors[actor_id]
    return if actor == nil

    item = (index == 0 ? $data_weapons[item_id] : $data_armors[item_id])
    if actor.two_swords_style && index == 1
      item = $data_weapons[item_id]
    end
    if force_gain && $game_party.item_number(item) == 0
      $game_party.gain_item(item, 1)
    end
    actor.change_equip_by_id(index, item_id)
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Vocab
#==============================================================================

module Vocab
  # EP
  def self.ep
    return KGC::EquipExtension::VOCAB_EP
  end

  # EP (略)
  def self.ep_a
    return KGC::EquipExtension::VOCAB_EP_A
  end

  # 拡張防具欄
  def self.extra_armor(index)
    return KGC::EquipExtension::EXTRA_EQUIP_KIND[index]
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  #--------------------------------------------------------------------------
  # ○ 装備拡張のキャッシュを作成
  #--------------------------------------------------------------------------
  def create_equip_extension_cache
    @__ep_cost = KGC::EquipExtension::DEFAULT_EP_COST
    @__equip_type = []

    self.note.each_line { |line|
      case line
      when KGC::EquipExtension::Regexp::BaseItem::EP_COST
        # 消費 EP
        @__ep_cost = $1.to_i
      when KGC::EquipExtension::Regexp::BaseItem::EQUIP_TYPE
        # 装備タイプ
        @__equip_type = []
        $1.scan(/\d+/) { |num|
          @__equip_type << num.to_i
        }
      end
    }

    # EP 制を使用しない場合は消費 EP = 0
    @__ep_cost = 0 unless KGC::EquipExtension::USE_EP_SYSTEM
  end
  #--------------------------------------------------------------------------
  # ○ 消費 EP
  #--------------------------------------------------------------------------
  def ep_cost
    create_equip_extension_cache if @__ep_cost == nil
    return @__ep_cost
  end
  #--------------------------------------------------------------------------
  # ○ 装備タイプ
  #--------------------------------------------------------------------------
  def equip_type
    create_equip_extension_cache if @__equip_type == nil
    return @__equip_type
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ RPG::Armor
#==============================================================================

class RPG::Armor < RPG::BaseItem
  #--------------------------------------------------------------------------
  # ○ 装備拡張のキャッシュを作成
  #--------------------------------------------------------------------------
  def create_equip_extension_cache
    super
    @__kind = -1

    self.note.each_line { |line|
      if line =~ KGC::EquipExtension::Regexp::Armor::EQUIP_KIND
        # 装備種別
        e_index = KGC::EquipExtension::EXTRA_EQUIP_KIND.index($1)
        next if e_index == nil
        @__kind = e_index + 4
      end
    }
  end

unless $@
  #--------------------------------------------------------------------------
  # ○ 種別
  #--------------------------------------------------------------------------
  alias kind_KGC_EquipExtension kind
  def kind
    create_equip_extension_cache if @__kind == nil
    return (@__kind == -1 ? kind_KGC_EquipExtension : @__kind)
  end
end

end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_writer  :equip_type              # 装備タイプ
  attr_writer  :maxep_plus              # MaxEP 補正値
  #--------------------------------------------------------------------------
  # ● セットアップ
  #    actor_id : アクター ID
  #--------------------------------------------------------------------------
  alias setup_KGC_EquipExtension setup
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @extra_armor_id = []

    setup_KGC_EquipExtension(actor_id)

    @__last_equip_type = nil
    restore_equip
  end
  #--------------------------------------------------------------------------
  # ○ MaxEP 取得
  #--------------------------------------------------------------------------
  def maxep
    calc_exp = KGC::EquipExtension::PERSONAL_EP_CALC_EXP[self.id]
    if calc_exp == nil
      calc_exp = KGC::EquipExtension::EP_CALC_EXP
    end
    n = Integer(eval(calc_exp)) + maxep_plus
    return [[n, ep_limit].min, KGC::EquipExtension::EP_MIN].max
  end
  #--------------------------------------------------------------------------
  # ○ EP 取得
  #--------------------------------------------------------------------------
  def ep
    n = 0
    equips.compact.each { |item| n += item.ep_cost }
    return [maxep - n, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ EP 上限取得
  #--------------------------------------------------------------------------
  def ep_limit
    return KGC::EquipExtension::EP_MAX
  end
  #--------------------------------------------------------------------------
  # ○ MaxEP 補正値取得
  #--------------------------------------------------------------------------
  def maxep_plus
    @maxep_plus = 0 if @maxep_plus == nil
    return @maxep_plus
  end
  #--------------------------------------------------------------------------
  # ○ 防具欄の取得
  #--------------------------------------------------------------------------
  def equip_type
    if @equip_type.is_a?(Array)
      return @equip_type
    else
      return KGC::EquipExtension::EQUIP_TYPE
    end
  end
  #--------------------------------------------------------------------------
  # ○ 防具欄の数
  #--------------------------------------------------------------------------
  def armor_number
    return equip_type.size
  end
  #--------------------------------------------------------------------------
  # ○ 拡張防具欄の数
  #--------------------------------------------------------------------------
  def extra_armor_number
    return [armor_number - 4, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ 防具 ID リストの取得
  #--------------------------------------------------------------------------
  def extra_armor_id
    @extra_armor_id = [] if @extra_armor_id == nil
    return @extra_armor_id
  end
  #--------------------------------------------------------------------------
  # ● 防具オブジェクトの配列取得
  #--------------------------------------------------------------------------
  alias armors_KGC_EquipExtension armors
  def armors
    result = armors_KGC_EquipExtension

    # 5番目以降の防具を追加
    extra_armor_number.times { |i|
      armor_id = extra_armor_id[i]
      result << (armor_id == nil ? nil : $data_armors[armor_id])
    }
    return result
  end
  #--------------------------------------------------------------------------
  # ● 装備の変更 (オブジェクトで指定)
  #    equip_type : 装備部位
  #    item      : 武器 or 防具 (nil なら装備解除)
  #    test      : テストフラグ (戦闘テスト、または装備画面での一時装備)
  #--------------------------------------------------------------------------
  alias change_equip_KGC_EquipExtension change_equip
  def change_equip(equip_type, item, test = false)
    n = (item != nil ? $game_party.item_number(item) : 0)

    change_equip_KGC_EquipExtension(equip_type, item, test)

    # 拡張防具欄がある場合のみ
    if extra_armor_number > 0 && (item == nil || n > 0)
      item_id = item == nil ? 0 : item.id
      case equip_type
      when 5..armor_number  # 拡張防具欄
        @extra_armor_id = [] if @extra_armor_id == nil
        @extra_armor_id[equip_type - 5] = item_id
      end
    end

    restore_battle_skill if $imported["SkillCPSystem"]
  end
  #--------------------------------------------------------------------------
  # ● 装備の破棄
  #    item : 破棄する武器 or 防具
  #    武器/防具の増減で「装備品も含める」のとき使用する。
  #--------------------------------------------------------------------------
  alias discard_equip_KGC_EquipExtension discard_equip
  def discard_equip(item)
    last_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]

    discard_equip_KGC_EquipExtension(item)

    curr_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
    return unless item.is_a?(RPG::Armor)  # 防具でない
    return if last_armors != curr_armors  # 既に破棄された

    # 拡張防具欄を検索
    extra_armor_number.times { |i|
      if extra_armor_id[i] == item.id
        @extra_armor_id[i] = 0
        break
      end
    }

    restore_battle_skill if $imported["SkillCPSystem"]
  end
  #--------------------------------------------------------------------------
  # ● 職業 ID の変更
  #    class_id : 新しい職業 ID
  #--------------------------------------------------------------------------
  alias class_id_equal_KGC_EquipExtension class_id=
  def class_id=(class_id)
    class_id_equal_KGC_EquipExtension(class_id)

    return if extra_armor_number == 0  # 拡張防具欄がない

    # 装備できない拡張防具を外す
    for i in 5..armor_number
      change_equip(i, nil) unless equippable?(equips[i])
    end
  end
  #--------------------------------------------------------------------------
  # ○ EP 条件クリア判定
  #    equip_type : 装備部位
  #    item      : 武器 or 防具
  #--------------------------------------------------------------------------
  def ep_condition_clear?(equip_type, item)
    return true if item == nil  # nil は解除なので OK

    curr_item = equips[equip_type]
    offset = (curr_item != nil ? curr_item.ep_cost : 0)
    return false if self.ep < (item.ep_cost - offset)  # EP 不足

    return true
  end
  #--------------------------------------------------------------------------
  # ○ 装備を修復
  #--------------------------------------------------------------------------
  def restore_equip
    return if @__last_equip_type == equip_type

    # 以前の装備品・パラメータを退避
    last_equips = equips
    last_hp = self.hp
    last_mp = self.mp
    if $imported["SkillCPSystem"]
      last_battle_skill_ids = battle_skill_ids.clone
    end

    # 全装備解除
    last_equips.each_index { |i| change_equip(i, nil) }

    # 装備品・パラメータを復元
    last_equips.compact.each { |item| equip_legal_slot(item) }
    self.hp = last_hp
    self.mp = last_mp
    if $imported["SkillCPSystem"]
      last_battle_skill_ids.each_with_index { |s, i| set_battle_skill(i, s) }
    end
    @__last_equip_type = equip_type.clone
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ○ 装備品を正しい箇所にセット
  #    item : 武器 or 防具
  #--------------------------------------------------------------------------
  def equip_legal_slot(item)
    if item.is_a?(RPG::Weapon)
      if @weapon_id == 0
        # 武器 1
        change_equip(0, item)
      elsif two_swords_style && @armor1_id == 0
        # 武器 2 (二刀流の場合)
        change_equip(1, item)
      end
    elsif item.is_a?(RPG::Armor)
      if !two_swords_style && item.kind == equip_type[0] && @armor1_id == 0
        # 先頭の防具 (二刀流でない場合)
        change_equip(1, item)
      else
        # 装備箇所リストを作成
        list = [-1, @armor2_id, @armor3_id, @armor4_id]
        list += extra_armor_id
        # 正しい、かつ空いている箇所にセット
        equip_type.each_with_index { |kind, i|
          if kind == item.kind && list[i] == 0
            change_equip(i + 1, item)
            break
          end
        }
      end
    end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ EP の文字色を取得
  #    actor : アクター
  #--------------------------------------------------------------------------
  def ep_color(actor)
    return knockout_color if actor.maxep > 0 && actor.ep == 0
    return normal_color
  end
  #--------------------------------------------------------------------------
  # ○ EP ゲージの色 1 の取得
  #--------------------------------------------------------------------------
  def ep_gauge_color1
    color = KGC::EquipExtension::EP_GAUGE_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ EP ゲージの色 2 の取得
  #--------------------------------------------------------------------------
  def ep_gauge_color2
    color = KGC::EquipExtension::EP_GAUGE_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ EP の描画
  #    actor : アクター
  #    x    : 描画先 X 座標
  #    y    : 描画先 Y 座標
  #    width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_ep(actor, x, y, width = 120)
    draw_actor_ep_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, Vocab::ep_a)
    self.contents.font.color = ep_color(actor)
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 40, y, 40, WLH, actor.ep, 2)
    else
      self.contents.draw_text(xr - 90, y, 40, WLH, actor.ep, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
      self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxep, 2)
    end
    self.contents.font.color = normal_color
  end
  #--------------------------------------------------------------------------
  # ○ EP ゲージの描画
  #    actor : アクター
  #    x    : 描画先 X 座標
  #    y    : 描画先 Y 座標
  #    width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_ep_gauge(actor, x, y, width = 120)
    if KGC::EquipExtension::ENABLE_GENERIC_GAUGE && $imported["GenericGauge"]
      # 汎用ゲージ
      draw_gauge(KGC::EquipExtension::GAUGE_IMAGE,
        x, y, width, actor.ep, [actor.maxep, 1].max,
        KGC::EquipExtension::GAUGE_OFFSET,
        KGC::EquipExtension::GAUGE_LENGTH,
        KGC::EquipExtension::GAUGE_SLOPE)
    else
      # デフォルトゲージ
      gw = width * actor.ep / [actor.maxep, 1].max
      gc1 = ep_gauge_color1
      gc2 = ep_gauge_color2
      self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
      self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    end
  end
  #--------------------------------------------------------------------------
  # ○ 消費 EP の描画
  #    item    : 武器 or 防具
  #    rect    : 描画する領域
  #    enabled : 許可状態
  #--------------------------------------------------------------------------
  def draw_equipment_ep_cost(item, rect, enabled = true)
    return if item == nil
    # 消費 EP 0 を表示しない場合
    return if KGC::EquipExtension::HIDE_ZERO_EP_COST && item.ep_cost == 0

    color = KGC::EquipExtension::EP_COST_COLOR
    self.contents.font.color = (color.is_a?(Integer) ?
      text_color(color) : color)
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, item.ep_cost, 2)
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Equip
#==============================================================================

class Window_Equip < Window_Selectable
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = @actor.equips.clone
    @item_max = [@data.size, @actor.armor_number + 1].min
    create_contents

    # 装備箇所を描画
    self.contents.font.color = system_color
    if @actor.two_swords_style
      self.contents.draw_text(4,      0, 92, WLH, Vocab::weapon1)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
    else
      self.contents.draw_text(4,      0, 92, WLH, Vocab::weapon)
      name = armor_slot_name(@actor.equip_type[0])
      self.contents.draw_text(4, WLH * 1, 92, WLH, name)
    end
    for i in 1...@actor.armor_number
      name = armor_slot_name(@actor.equip_type[i])
      self.contents.draw_text(4, WLH * (i + 1), 92, WLH, name)
    end

    # 装備品を描画
    rect = Rect.new(92, 0, self.width - 128, WLH)
    @item_max.times { |i|
      rect.y = WLH * i
      draw_item_name(@data[i], rect.x, rect.y)
      draw_equipment_ep_cost(@data[i], rect)
    }
  end
  #--------------------------------------------------------------------------
  # ○ 防具欄の名称を取得
  #    kind : 種別
  #--------------------------------------------------------------------------
  def armor_slot_name(kind)
    case kind
    when 0..3
      return eval("Vocab.armor#{kind + 1}")
    else
      return Vocab.extra_armor(kind - 4)
    end
  end

unless $imported["ExtendedEquipScene"]
  #--------------------------------------------------------------------------
  # ● カーソルを 1 ページ後ろに移動
  #--------------------------------------------------------------------------
  def cursor_pagedown
    return if Input.repeat?(Input::R)
    super
  end
  #--------------------------------------------------------------------------
  # ● カーソルを 1 ページ前に移動
  #--------------------------------------------------------------------------
  def cursor_pageup
    return if Input.repeat?(Input::L)
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    return unless self.active

    if Input.repeat?(Input::RIGHT)
      cursor_pagedown
    elsif Input.repeat?(Input::LEFT)
      cursor_pageup
    end
  end
end

end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_EquipItem
#==============================================================================

class Window_EquipItem < Window_Item
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @item_enabled = []
    super
    @data.each { |item| @item_enabled << enable?(item) }
  end
  #--------------------------------------------------------------------------
  # ● アイテムをリストに含めるかどうか
  #    item : アイテム
  #--------------------------------------------------------------------------
  def include?(item)
    return true if item == nil
    if @equip_type == 0
      return false unless item.is_a?(RPG::Weapon)
    else
      return false unless item.is_a?(RPG::Armor)
      return false unless item.kind == @equip_type - 1
    end
    return @actor.equippable?(item)
  end
  #--------------------------------------------------------------------------
  # ● アイテムを許可状態で表示するかどうか
  #    item : アイテム
  #--------------------------------------------------------------------------
  def enable?(item)
    return false unless @actor.equippable?(item)                      # 装備不可
    return false unless @actor.ep_condition_clear?(@equip_type, item)  # EP 不足

    return true
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #    index : 項目番号
  #--------------------------------------------------------------------------
  def draw_item(index)
    super(index)   
    rect = item_rect(index)
    item = @data[index]

    # 個数表示分の幅を削る
    cw = self.contents.text_size(sprintf(":%2d", 0)).width
    rect.width -= cw + 4
    draw_equipment_ep_cost(item, rect, enable?(item))
  end
  #--------------------------------------------------------------------------
  # ○ 簡易リフレッシュ
  #    equip_type : 装備部位
  #--------------------------------------------------------------------------
  def simple_refresh(equip_type)
    # 一時的に装備部位を変更
    last_equip_type = @equip_type
    @equip_type = equip_type

    @data.each_with_index { |item, i|
      # 許可状態が変化した項目のみ再描画
      if enable?(item) != @item_enabled[i]
        draw_item(i)
        @item_enabled[i] = enable?(item)
      end
    }
    # 装備部位を戻す
    @equip_type = last_equip_type
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_EquipStatus
#==============================================================================

class Window_EquipStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  alias refresh_KGC_EquipExtension refresh
  def refresh
    refresh_KGC_EquipExtension

    draw_actor_ep(@actor, 120, 0, 56) if KGC::EquipExtension::USE_EP_SYSTEM
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Status
#==============================================================================

class Window_Status < Window_Base

if KGC::EquipExtension::SHOW_STATUS_EP
  #--------------------------------------------------------------------------
  # ● 基本情報の描画
  #    x : 描画先 X 座標
  #    y : 描画先 Y 座標
  #--------------------------------------------------------------------------
  alias draw_basic_info_KGC_EquipExtension draw_basic_info
  def draw_basic_info(x, y)
    draw_basic_info_KGC_EquipExtension(x, y)

    draw_actor_ep(@actor, x + 160, y + WLH * 4)
  end
end

  #--------------------------------------------------------------------------
  # ● 装備品の描画
  #    x : 描画先 X 座標
  #    y : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, Vocab::equip)

    item_number = [@actor.equips.size, @actor.armor_number + 1].min
    item_number.times { |i|
      draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
    }
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_ShopStatus
#==============================================================================

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● アクターの現装備と能力値変化の描画
  #    actor : アクター
  #    x    : 描画先 X 座標
  #    y    : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_actor_parameter_change(actor, x, y)
    return if @item.is_a?(RPG::Item)
    enabled = actor.equippable?(@item)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(x, y, 200, WLH, actor.name)
    if @item.is_a?(RPG::Weapon)
      item1 = weaker_weapon(actor)
    elsif actor.two_swords_style and @item.kind == 0
      item1 = nil
    else
      index = actor.equip_type.index(@item.kind)
      item1 = (index != nil ? actor.equips[1 + index] : nil)
    end
    if enabled
      if @item.is_a?(RPG::Weapon)
        atk1 = item1 == nil ? 0 : item1.atk
        atk2 = @item == nil ? 0 : @item.atk
        change = atk2 - atk1
      else
        def1 = item1 == nil ? 0 : item1.def
        def2 = @item == nil ? 0 : @item.def
        change = def2 - def1
      end
      self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
    end
    draw_item_name(item1, x, y + WLH, enabled)
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Equip
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # ● 定数
  #--------------------------------------------------------------------------
  EQUIP_TYPE_MAX = KGC::EquipExtension::EXTRA_EQUIP_KIND.size + 5
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    actor_index : アクターインデックス
  #    equip_index : 装備インデックス
  #--------------------------------------------------------------------------
  alias initialize_KGC_EquipExtension initialize
  def initialize(actor_index = 0, equip_index = 0)
    initialize_KGC_EquipExtension(actor_index, equip_index)

    unit = ($imported["LargeParty"] ?
      $game_party.all_members : $game_party.members)
    actor = unit[actor_index]
    @equip_index = [@equip_index, actor.armor_number].min
  end
  #--------------------------------------------------------------------------
  # ● アイテムウィンドウの作成
  #--------------------------------------------------------------------------
  alias create_item_windows_KGC_EquipExtension create_item_windows
  def create_item_windows
    create_item_windows_KGC_EquipExtension

    kind = equip_kind(@equip_index)
    EQUIP_TYPE_MAX.times { |i|
      @item_windows[i].visible = (kind == i)
    }
  end
  #--------------------------------------------------------------------------
  # ● アイテムウィンドウの更新
  #--------------------------------------------------------------------------
  def update_item_windows
    kind = equip_kind(@equip_window.index)
    for i in 0...EQUIP_TYPE_MAX
      @item_windows[i].visible = (kind == i)
      @item_windows[i].update
    end
    @item_window = @item_windows[kind]
    @item_window.simple_refresh(@equip_window.index)
  end
  #--------------------------------------------------------------------------
  # ○ 装備欄の種別を取得
  #    index : 装備欄インデックス
  #--------------------------------------------------------------------------
  def equip_kind(index)
    if index == 0
      return 0
    else
      return @actor.equip_type[index - 1] + 1
    end
  end

unless $imported["ExtendedEquipScene"]
  #--------------------------------------------------------------------------
  # ● ステータスウィンドウの更新
  #--------------------------------------------------------------------------
  def update_status_window
    if @equip_window.active
      @status_window.set_new_parameters(nil, nil, nil, nil)
    elsif @item_window.active
      temp_actor = Marshal.load(Marshal.dump(@actor))
      temp_actor.change_equip(@equip_window.index, @item_window.item, true)
      new_atk = temp_actor.atk
      new_def = temp_actor.def
      new_spi = temp_actor.spi
      new_agi = temp_actor.agi
      @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
    end
    @status_window.update
  end
end

  #--------------------------------------------------------------------------
  # ● アイテム選択の更新
  #--------------------------------------------------------------------------
  alias update_item_selection_KGC_EquipExtension update_item_selection
  def update_item_selection
    if Input.trigger?(Input::C)
      # 装備不可能な場合
      index = @equip_window.index
      item = @item_window.item
      unless item == nil ||
          (@actor.equippable?(item) && @actor.ep_condition_clear?(index, item))
        Sound.play_buzzer
        return
      end
    end

    update_item_selection_KGC_EquipExtension
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ● セーブデータの読み込み
  #    file : 読み込み用ファイルオブジェクト (オープン済み)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_EquipExtension read_save_data
  def read_save_data(file)
    read_save_data_KGC_EquipExtension(file)

    KGC::Commands.restore_equip
    Graphics.frame_reset
  end
end

~Doku


Oh muchas gracias por el aporte Ópalo Contento me servirá si algún día decido volver al VX.

Se me hace interesante el script, y mas con eso de los puntos.

Saludos.

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