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Posts posted by makgyver
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lo script si incolla tutto in una riga e non va..come faccio?
Strano ke si incolli tutto in una riga. Riprova a copia-incollare e vedrai ke funziona xke se resta in una riga x forza non va.
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Bene ho uppato un nuovo aggiornamento, il menù è quasi completo, ovviamente ci saranno forse dei bug che cercherò di sistemare al più presto.
@perulegend: Nel rar c'è un file txt per te con alcune indicazioni.
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e se ti dico che il windowskin nn si vede?
senti,facciamo così:tu dm hai detto che posti la versione aggiornata senza questo problema,giusto?
i me la scarco,ci passo gli script aggiornati,ok?
ok!! la uppo con un esempio di windowskin ke si vede ti dico già ke la classe è Window_Message ti commento le righe ke aggiungo così tu poi applichi lo stesso sistema per tutte le altre classi ke vuoi ok??
EDIT: A domani Ciao!!!!!
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si beh...questo l'avevo capito...
cmq lascia stare gli update e aggiungi quell'ultimo codice che ti ho detto sia ke esista e non esista l'update
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ok! e faccio così per tutte la classi,giusto?
Non tutte!! solo quelle in cui ti serve la windowskin dietro!! le mie classi sia quelle tra == che quelle con (*) non le devi toccare sennò ti ritrovi con errori grafici brutti da vedere.
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dopo o prima degli end?
prima dell'ultimo end della classe
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ok,dm
p.s. in che senso aggiornata? vuoi dire che tutto 'sto casino è risolto del windowskin e party è risolto?
allora si che sei un mito...ti dovrebbero fare una statua (virtuale;ti sfido a mettere del marmo in internet XD)
Beh la storia delle windowskin no non è messa a posto quella del party si o meglio con il mio party funziona. La variabile $ID_PG_NA esiste ha dei valori ke si possono modificare.
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ma è pieno di update...
EDIT:funziona?! se un mito...
ti assicuro che in window_command nn c'è update...
allora fai così se non c'è metti questo codice alla fine delle classi senza update:
alias dispose_old dispose def dispose self.windowskin = nil dispose_old end
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ma è pieno di update...
Beh non devi modificarli tutti xke sennò fai un casino. Cioè se per esempio vuoi ke i messaggi vengano fuori con lo sfondo tipico di rpgmaker vai su window_message e in initialize metti self.windowskin = RPG::Cache.windowskin("01-Blue01") poi nell'update di quella classe alla fine metti self.windowskin = nil così il windowskin si applica solo alla finestra dei messaggi. Spero di essere stato chiaro. Cmq domani uppo la versione aggiornata del menu dove manckerà solo il menu impostazioni!!
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annn è solo per i "window_..."!!! ecco perchè nn c'era!
...scusa ma per il titolo? (perdona se sono domande stupide,ma io di script nn so niente,0)
Devi modificare la classe Window_Command e mettere quelle 2 righe di codice ke ti dicev prima. Questa cosa cmq non sono sicuro funzioni xke non l'ho mai fatti sto andando a istinto. Non preocc x e domande xò io non sono un super esperto xke sono iscritto da meno di un mese quindi...
EDIT: Il metodo funziona l'ho appena testato!! puoi fare come ti ho detto!!
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quindi io nei vari script trovo la scritta update ed il codice lo metto sotto il suo end?
scusate il doppio post;nn avevo visto la risposta precedente...
scusa tanto...ma dove lo trovo "update in mezzo agli script,nn tutti cel'hanno!
e ripeto:come faccio a far funzionare le impostazioni?
Per le impostazioni devi aspettare ke creo lo script non può fuzionare per ora. Poi per quanto riguarda il windowskin se non c'è un update (strano xke sulle classi Window_... ci sono sempre) lo metti alla fine della funzione main occhio ke alcune classi non c'entrano niente con la visualizzazione io mi limito a dirti di quelle classi ke cominciano per window per capirci.
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per end intedi l'end di fine script?
l'end che chiude la funzione update.
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ok allora,se ho capito bene:metto nelle classi di script in cui voglio la windowskin metto quel codice; mentre e nelle classi in cui nn la voglio trovo una lista con dentro ".dispose" e li cambio con "self.windowskin=nil"; mentre per il party poi vado nella classe mod parametri (nn so cosa sia mettila in inglese che io rpg maker nn cel'ho tradotto) ed appena trovo 2 frasi che iniziano per "$" trovo la mfrase che si chiama "$ID_PG_NA" e metto i numeri dei personaggi che nn voglio ci siano per il momento,ok grazie!
p.s. le rune intendi come il videogioco "Suikoden" in cui ci sono le rune che danno poteri?
altro p.s. quindi per far funzionare le opzioni...?
la cosa per la windowskin nn va... la frase io l'ho messa ma me la da come errore...
in inglese che classe sarebbe "mod parametri"? non c'è niente neanche che gli assomigli nella lista degli script...
allora non devi modificare i .dispose era solo per farti capire dove mettere quella riga di codice devi aggiungerla sotto, prima dell'end. e la frase $ID_PG_NA la devi agiungere xke non c'è. Mod parametri è una classe che trovi appena sotto degli ===== nella finestra di script.
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ok,grazie mille
p.s. mi potresti rispiegare come mettere e togliere la windowskin? per favore passaggio per passaggio che io sn impeditissimo cn 'ste robe XD
ehm...picolissimo problema;nel cambio party i personaggi ci sono già tutti,come faccio a toglierli?
Allora prima ti dico per il cambio party: prima di tutto metti nel party iniziale solo quelli con cui vuoi partire poi (sempre se non esiste già) metti sulla classe Mod parametri appena sotto a dove ci sonole 2 variabilike iniziano per $ una variabile che di chiama $ID_PG_NA = [id1,id2,id3...] e al posto di id1, id2, id3... metti gli id dei persnaggi ke per il momento non poi mettere nel party.
Poi quando vuoi sbloccarli basta ke fai $ID_PG_NA.delete(id) dove al posto di id metti l'id del persnaggio ke ora può fare parte del party.
Per la windowskin ti dico qualcosa ma senza sapere se funziona: allora vai sulle classi in cui ti serve una windowskin ke non sia nulla e metti:
self.windowskin = RPG::Cache.windowskin(windowskin_name)
dove windowskin_name è il nome della windowskin ke vuoi poi all'interno dell'update di quella classe dove ci sono tutti quei .dispose metti self.windowskin = nil così la togli fai questa cosa in ogni classe in cui la vuoi e in teoria dovrebbe apparire.
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Ecco i nomi li puoi scaricare dal link qui sotto (ci sono 2 copie per ogni nome xke il nome in grigio si visualizza quando il PG ha lo status normale, quello rosso quando invece ha qualche alterazione).
DONWLOAD : http://rapidshare.com/files/138506673/nomi.rar.html
PS: Metti il contenuto della cartella su ../Picture/pg/
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beh le rune e tutto ciò ke ti è oscuro sono parti ke ci sono nel mio gioco quindi le puoi togliere se vuoi o modificarle a tuo piacimento. Il fatto ke si blocca è xke il menu è in fase di costruzione e quindi alcune opzioni sono li provvisorie e dovranno essere fatte. Infatti ora mi sto occupando di tutto ciò ke riguarda le entità (ke sarebbero come gli eoni in FFX pr capirci). Le rune sarebbero segli oggetti particolari ke userò per far apprendere particolari abilità o per alzare i parametri dei PG. Ora provvedo subito a darti i nomi.
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no,ho copiato anche gli script con il (*)
P.S.come faccio a mettere i nomi dei MIEI eroi? perchè ciè scritto "Aragorn"...
si può mettere una windowskin o per scegliere le cose si va alla ceca?
beh per lasciare la mia grafica io la windowskin l'ho tolta altrimenti si sovrappone alla grafica stessa. in teoria ci dovrebbe essere la possibilità di abilitarla da una parte e toglierla da altre xò non saprei dirti... Per quanto riguarda i nomi, sono immagini xke i nomi del mio gioco saranno fissi quindi io creerò i nomi come immagini e poi li stamperò a video. Se vuoi mantenere la stessa grafica e i nomi li hai fissi volendo te li posso creare io e te li mando poi. Altrimenti puoi solamente scrivere il nome dell'eroe senza utilizzare le immagini. (cmq aragorn l'ho fatto così per prova x far vedere la grafica)...
PS: per le windowskin potresti fare così, quando sei nel menu la togli self.windowskin = nil poi quando la vuoi abilitare fai self.windowskin = RPG::Cache.windowskin(nome)
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ora si;riprovo
a me il font pice molto;è lo sfondo che nn mi ispira;secondo me ci stava meglio uno sfondo nero
P.S.ho messo nel mio progetto script e le icone;ma mi da continuamente errori ed ora non legge più i messaggi...
e non compare il nome dei personaggi...
Beh xke devi modificare anke tutte le classi ke sulla mia demo sono precedute da (*) se nel tuo progetto non hai fatto nessun altra modifica a livello di script fai prima a copiarti direttamente tutto lo script nel tuo progetto e vedrai ke funziona.
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bello,ma...se io volessi metterlo nel menù?
Se vuoi metterlo nel menu devi aggiungere un comando alla command_window dove ci sono la lista di s1=, s2= ecc aggiungi alla fine o nel mezzo un s8 = "Bestiario" per esempio e poi fai così: Vai in Scene_Menu e cerchi tra le prime righe quella dove è scritto @command_window = Window_Command.new(160,[..])
tra parentesi quadre c'è la lista delle sN e dove vuoi aggiungi la tua s8.
Poi più giù cerchi dove c'è un "case" che sceglie le varie opzioni. e aggiungi un when con l'id della posizione di s8 nell'array che hai passato a Window_Command
e metti $scene = Scene_MonsterBook.new
Se hai problemi chiedi pure al massimo ti scrivo proprio il codice.
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non si vedono le scritte...come faccio a vederle?
Hai messo i font che ci sono nel rar in C:/windows/fonts/ ??
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In teoria è lo status del personaggio ke va in veleno e quindi camminando perde energia per quello lampeggia.
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DESCRIZIONE
Oltre alle aggiunte definite nella versione uppata da mizard vedi qui sono stati aggiunti effetti delle armi, attacchi multipli e flessibilità per quanto riguarda gli slot aggiuntivi!!!!
Spero vi possa servire. Gli altri commenti all'interno del codice sono in inglese purtroppo.
AUTORE
Guillaume777. Con traduzione mia delle istruzioni che troverete nella parte alta della classe.
SCREEN
Beh non sono differenti rispetto a quelli delle versioni precedenti quindi vi rimando a quelli uppati da mizard vedi qui
SCRIPT
Aggiungete questo codice in una classe sopra il main
#============================================================================== # Multi-slot equipment script #------------------------------------------------------------------------------ # Guillaume777 # 6.2.1 # 2006/02/14 #============================================================================== # # ITALIANO #Per cambiare gli slot dei PG: # -$game_actors[i].weapon_slots = [0,0] # -$game_actors[i].armor_slots = [2,3,4,5,6,7] #Per poter equipaggiare un arma in un nuovo slot: # -Aggiungere (n) nel suo nome dove n è il numero dello slot corrispondente #Per rendere un arma a 2 mani: # -Aggiungere il suo id in TWO_HANDED_WEAPONS = [] # oppure aggiungere "2handed" nel suo nome #Per rendere un arma multi attacco: # -Se solo doppio attacco aggiungere il suo id in DOUBLE_ATTACK_WEAPONS = [] # -Se 2 o più attacchi aggiungere al nome dell'arma natkc dove la n deve essere # sostituita con il numero di attachi ke l'arma permette di effettuare #Per rendere un arma/scudo maledetta (con effetto maledizione): # -Aggiungere il suo id in CURSED_WEAPONS o CURSED_ARMORS # oppure nel nome aggiungere "cursed" #Per far si ke un arma occupi entrambe le mani: # -Aggiungere il suo id in NEEDS_OFFHAND oppure aggiungere al nome # "needs_offhand" # ENGLISH #To change slots of character # $game_actors[1].weapon_slots = [0,0] # $game_actors[1].armor_slots = [2,3,4,5,6,7] #To make armor equipable in new slot : # Add (5) in its name, where 5 is its slot number #To make 2handed weapons : # Add an element called 2handed to a weapon # or, adds its id in TWO_HANDED_WEAPONS = [] # or, adds (2handed) in its name #To make a weapon double attack # Add an element called 2attacks to a weapon # or, adds its id in DOUBLE_ATTACK_WEAPONS = [] # or, adds (2atks) in its name #To make a weapon/armor cursed # Adds its id in CURSED_WEAPONS or CURSED_ARMORS, or # put (cursed) in its name #To make a weapon require an offhand instead of any weapon # Adds its id in NEEDS_OFFHAND or # Adds (needs_offhand) in its name module G7_MS_MOD #you set the default names,slots, etc here #========Set weapon/armor properties ========================================== CURSED_WEAPONS = [] #ids of weapons to be cursed CURSED_ARMORS = [] #ids of armors to be cursed TWO_HANDED_WEAPONS = [] #ids of 2handed weapons DOUBLE_ATTACK_WEAPONS = [] #ids of double attack weapons NEEDS_OFFHAND = [] SWITCH_EQUIP_WEAPONS = [] SWITCH_EQUIP_ARMORS = [] # use 1 array, first value of array = false item, second value = true item #=========Set weapon/armor properties with element tagging and name edit======= CURSED_STRING = 'cursed' # put (cursed) in item name for it to be cursed HANDS_ELEMENT = 'handed' #nb of hands in front of HANDS_ELEMENT in the database HANDS_STRING = 'handed' # name of string in item name like (2handed) MULTI_ATTACK_ELEMENT = 'attacks' #name of element to tag to multi attacks like # (2attacks) MULTI_ATTACK_STRING = 'atks' #string in item name, like (3atks) NEEDS_OFFHAND_STRING = 'needs_offhand' #string in item name if the weapon #needs an offhand like (needs_offhand) #=====Set character slots properties ========================================== WEAPON_KINDS = [0,0] #number of weapons, 0 = weapon WEAPON_KIND_NAMES = ['R-Hand', 'L-Hand'] #custom name of extra weapon slots, WEAPON_KIND_POWERS = [100, 100] # 100 = normal power, 90 = 90% power, etc #leave empty or put nil inside if you want default name ARMOR_KINDS = [1,2,3,4,5,6,7,8,9,10] # 1 = shield # 2 = helmet # 3 = armor # 4 = acc # 5 = and more : extra slot EXTRA_SLOT_NAMES = ['Gauntlets','Boots','Belt','Greaves','Underwear','Pauldrons'] #think to add: better name for shoulderpads and underwear...ankle guards(???), collar(???) armor gloves(w/e its called, its what the wraithguard is...) #Name of the extra slots in equip window #You need as many words as there are '5' or more in armor_kinds #The first order of the slots names reflect the order of the 5 in armor_kinds #Put (5) or more to in the armor name to have it assigned to the extra slot #=============Set multi-weapon behavior======================================= IGNORE_OFFHAND = false #ignore off_hand support TWOHANDED_IN_OFFHAND = true #if false don't show two handed weapon in offhand #window ALL_WEAPONS_FOR_SKILLS = true #true = combined power of all weapons for skills #false = only power of first weapon SHIELD_HAND_SLOT = 1 #slot number to be used for shield hand WEAPON_SHIELD_SHARE = true #if true, dont use shield and second weap at same time SHIELD_HAND_WIELD = true#true = allow to use shield hand for two handed weapon WEAPON_HAND_WIELD = true #true = allow to use weapon hand for two handed weapon MULTI_WEAPONS_PENALITY = 0 #percent of atk #that will be substracted if you use two weap #============Set appearance properties ======================================== FONT_NAME ="Arial" #font to use CURSED_COLOR = Color.new(255, 50, 50) #color of cursed equiped items SHOW_REMOVE = false #show empty in offhand window WINDOWS_STRETCH = true #true : equip_right stretch to adjust to nb of slots MAX_SHOW_SLOTS = 6 #maximum number of slots in 1 screen in equip right window #Useless if windows_stretch = false HELP_AT_BOTTOM = false #if true : will leave place for help window at bottom #useless if you didn't mofidy the help window y coordinate STATUS_WINDOW_ARRANGE = true #if true : you get a new status window. EVADE = false # if draw_actor_parameter is configured to receive parameter 7 #( evade ), then it will show in new status window # EVADE = true has no effect if STATUS_WINDOW_ARRANGE is false #================ end of settings ============================================= def initialize super RPG.set_new_item_types #fix armor and weapon properties at start of game end end #end module module RPG def RPG.set_new_item_types if @initialized_item_types then return end for armor in $data_armors #for each armor unless armor == nil #if armor armor.set_adv_type #set new type armor.set_cursed #set if item is cursed or not end end for weapon in $data_weapons #for each armor unless weapon == nil #if armor weapon.set_needs_offhand #set if it needs an offhand or not weapon.set_nb_hands #set the number of hands to wield it weapon.set_nb_attacks #set the number of attacks it can do weapon.set_cursed #set if item is cursed or not end end @initialized_item_types = true end def RPG.initialized_item_types=(bool) @initialized_item_types = bool end #-------------------------------------------------------------------------- # New armor type = number in name of armor #-------------------------------------------------------------------------- class Armor attr_accessor :cursed def set_adv_type pattern = /\((\d+)\)/ if @name.sub!(pattern, '') != nil @kind = $1.to_i - 1 #set kind to number in name of armor end end def set_cursed pattern = '('+G7_MS_MOD::CURSED_STRING+')' if @name.sub!(pattern, '') != nil then cursed = true end if G7_MS_MOD::CURSED_ARMORS.include?(@id) then cursed = true end @cursed = cursed end end #end armor class Weapon attr_accessor :needs_offhand #does it need an offhand weapon attr_accessor :nb_hands #numbers of hands it requires attr_accessor :nb_attacks #number of attacks it can do attr_accessor :cursed #true if item is cursed def set_cursed pattern = '('+G7_MS_MOD::CURSED_STRING+')' if @name.sub!(pattern, '') != nil then cursed = true end if G7_MS_MOD::CURSED_WEAPONS.include?(@id) then cursed = true end @cursed = cursed end def set_needs_offhand pattern = '('+G7_MS_MOD::NEEDS_OFFHAND_STRING+')' if @name.sub!(pattern, '') != nil then @needs_offhand = true elsif G7_MS_MOD::NEEDS_OFFHAND.include?(self.id) then @needs_offhand = true elsif @needs_offhand== nil then @needs_offhand = false end end #-------------------------------------------------------------------------- # Returns number of hands needed for weapons #-------------------------------------------------------------------------- def set_nb_hands if G7_MS_MOD::TWO_HANDED_WEAPONS.include?(self.id) then nb_hands = 2 end pattern = /\((\d+)#{G7_MS_MOD::HANDS_STRING}\)/ if @name.sub!(pattern, '') != nil nb_hands = $1.downcase.delete('a-z') nb_hands = $1.to_i end for elementnb in self.element_set #search element elementname = $data_system.elements[elementnb].downcase if elementname.delete('0-9') == G7_MS_MOD::HANDS_ELEMENT.downcase #if weapons has element for another attack elementname = elementname.delete('a-z') #get the nb of attacks if elementname != '' then nb_hands = elementname.to_i self.element_set.delete(elementnb) #delete the element end end end if nb_hands.is_a?(Integer) == false or nb_hands <= 0 then nb_hands = 1 end @nb_hands = nb_hands end #end nb_hands #-------------------------------------------------------------------------- # Returns the number of attack the weapon can do #-------------------------------------------------------------------------- def set_nb_attacks if G7_MS_MOD::DOUBLE_ATTACK_WEAPONS.include?(self.id) then nb_attacks = 2 else nb_attacks = 1 end pattern = /\((\d+)#{G7_MS_MOD::MULTI_ATTACK_STRING}\)/ if @name.sub!(pattern, '') != nil nb_attacks = $1.downcase.delete('a-z') nb_attacks = $1.to_i end for elementnb in self.element_set #search element that could #add more attacks elementname = $data_system.elements[elementnb].downcase if elementname.delete('0-9') == G7_MS_MOD::MULTI_ATTACK_ELEMENT.downcase #if weapons has element for another attack elementname = elementname.delete('a-z') #get the nb of attacks if elementname != '' then nb_attacks = elementname.to_i self.element_set.delete(elementnb) #delete the element end end end if nb_attacks.is_a?(Integer) == false or nb_attacks <= 0 then nb_attacks = 1 end @nb_attacks = nb_attacks end #end nb_attack end #end weapon end #end module class Game_Actor < Game_Battler include G7_MS_MOD attr_accessor :equip_mode #used to restore equipment after false equip attr_accessor :equip_type_force #used to bypass equip_type attr_accessor :equip_from_menu #used to prevent the user to unequip cursed items attr_accessor :translucent_texts #used to store translucents slots #-------------------------------------------------------------------------- # Init the new slots #-------------------------------------------------------------------------- alias g7_ms_game_actor_setup setup def setup(actor_id) g7_ms_game_actor_setup(actor_id) #setup normaly self.order_armor_ids end def nb_offhand_required(ignore=nil) nb_offhand = 0 nb_need_offhand = 0 for i in 0...self.weapon_slots.size if i != ignore then weapon = self.weapon_ids[i] if weapon == 0 then nb_offhand += 1 elsif $data_weapons[weapon].needs_offhand then nb_need_offhand += 1 else nb_offhand += 1 end end end return (nb_need_offhand - nb_offhand) end #============================================================================== # Modify how equipment is equiped so that extra items can be equipped #============================================================================== alias g7_ms_game_actor_equip equip def equip(equip_type, id) if @equip_type_force != nil then equip_type = @equip_type_force end #equip_type_force is used to bypass the #equip_type argument if self.equip_mode == 'STORE' then #store equipment for it to be restored after checking what the stats would self.equip_mode = nil @stored_armors = self.armor_ids.dup @stored_weapons = self.weapon_ids.dup saved_mode = 'STORE' elsif self.equip_mode == 'RESTORE' #restore equipment after preview of new equipment on stats self.equip_mode = nil self.restore(equip_type) return else #if equipping for real if self.enough_hands?(equip_type,id) != false then id = self.switch_items(equip_type,id) #switch item to be equiped to #fool players end end if self.enough_hands?(equip_type,id) == false then #if not enough hands id = 0 #then don't equip elsif self.equip_from_menu and self.cursed?(equip_type) then id = 0 #if cursed and player tried to remove it, do nothing elsif equip_type <= 4 #if the slot is one of the 5 basic one g7_ms_game_actor_equip(equip_type, id) #equip the good old way else equip_extra(equip_type,id) #equip in the new way end #fix in case there are no enough empty hands for all the equipped weapons if id != 0 then self.fix_handed_weapons(equip_type) end #this ensure that the next equiping will restore the original equipment if saved_mode == 'STORE' then self.equip_mode = 'RESTORE' end end #============================================================================== # Restore equipment once the stats got checked and adds translucent #============================================================================== def restore(equip_type) if self.translucent_texts == nil then self.translucent_texts = Array.new end self.equip_from_menu = false if equip_type != 0 and @stored_weapons[0] != self.weapon_ids[0] self.translucent_texts[0] = true end for i in 1...@stored_weapons.size if i+[self.armor_slots.size,4].max != equip_type and @stored_weapons[i] != self.weapon_ids[i] then self.translucent_texts[i] = true end end for i in 0...@stored_armors.size if i+1 != equip_type and @stored_armors[i] != self.armor_ids[i] then self.translucent_texts[self.weapon_slots.size + i] = true end end @equip_type_force = nil copy = self.translucent_texts.dup self.weapon_ids = @stored_weapons self.armor_ids = @stored_armors self.translucent_texts = copy end #============================================================================== # Switch the id of an item to be equiped with another id to trick player #============================================================================== def switch_items(equip_type,id) if self.cursed?(equip_type) == false then if equip_type == 0 or equip_type > [self.armor_slots.size,4].max for i in 0...SWITCH_EQUIP_WEAPONS.size if SWITCH_EQUIP_WEAPONS[i][0] == id then $game_party.lose_weapon(SWITCH_EQUIP_WEAPONS[i][0], 1) $game_party.gain_weapon(SWITCH_EQUIP_WEAPONS[i][1], 1) id = SWITCH_EQUIP_WEAPONS[i][1] end end else for i in 0...SWITCH_EQUIP_ARMORS.size if SWITCH_EQUIP_ARMORS[i][0] == id then $game_party.lose_armor(SWITCH_EQUIP_ARMORS[i][0], 1) $game_party.gain_armor(SWITCH_EQUIP_ARMORS[i][1], 1) id = SWITCH_EQUIP_ARMORS[i][1] end end end end return id end #============================================================================== # Returns if there are enough hands to hold weapon #============================================================================== def enough_hands?(equip_type, id) if id == 0 then return true end # enough hand = true if you remove something if equip_type == 0 or equip_type > [self.armor_slots.size ,4].max #if weapon nb = $data_weapons[id].nb_hands elsif self.weapon_shield_share and self.armor_slots[equip_type-1] == self.shield_hand_slot nb = 1 else return true #return true if not shield or weapon end nb_s = 0 #nb shield slots if self.shield_hand_wield then for i in 0...self.armor_slots.size if self.armor_slots[i] == self.shield_hand_slot if self.weapon_shield_share != true then nb_s += 1 end if self.cursed?(i+1) then nb += 1 end end end end if self.weapon_hand_wield if self.cursed?(0) then #penalities if can't remove first weapon nb = nb + $data_weapons[self.weapon_ids[0]].nb_hands end for i in 1...self.weapon_slots.size #penalities if cant remove weapon if self.cursed?(self.armor_slots.size + i) nb = nb + $data_weapons[self.weapon_ids[i]].nb_hands end end end if nb == 1 then #if it only takes 1 hand to hold return true elsif nb > nb_s+1 and self.weapon_hand_wield != true return false elsif nb > self.weapon_slots.size+ nb_s and self.weapon_hand_wield return false elsif self.shield_hand_wield != true and self.weapon_hand_wield != true return false else return true end end def equip_weapon(index,id) if index == 0 then self.equip(0, id) else self.equip([self.armor_slots.size, 4].max + index, id) end end def equip_armor(index, id) self.equip(index+1, armor) end #============================================================================== # Equip extra items #============================================================================== def equip_extra(equip_type,id) if equip_type <= [self.armor_slots.size,4].max # if its extra armor slot if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[self.armor_ids[equip_type-1]], $data_armors[id]) $game_party.gain_armor(self.armor_ids[equip_type-1], 1) self.armor_ids[equip_type-1] = id $game_party.lose_armor(id, 1) end else #if its weapon slot if id == 0 or $game_party.weapon_number(id) > 0 equip_type = equip_type - [self.armor_slots.size, 4].max weapon = self.weapon_ids[equip_type] if weapon != nil then $game_party.gain_weapon(weapon, 1) end self.weapon_ids[equip_type] = id $game_party.lose_weapon(id, 1) end end end #============================================================================== # This fix multi handed weapons #============================================================================== def fix_handed_weapons(equip_keep=nil) #parameter for weapon to keep array_wield_hands = Array.new #stores slot of weapon that need empty hands nb_emp_hands = 0 #store nb of empty hands penalities = 0 #stores extra hand required save_force = @equip_type_force save_menu = @equip_from_menu @equip_from_menu = false @equip_type_force = nil if self.shield_hand_wield for narmor in 0...self.armor_slots.size if self.armor_slots[narmor] == self.shield_hand_slot if self.weapon_shield_share == true then penalities += 1 end if self.armor_ids[narmor] == 0 then nb_emp_hands += 1 #stores empty shield hand end end end end for nweapon in 0...self.weapon_slots.size if self.weapon_ids[nweapon] == 0 if self.weapon_hand_wield then nb_emp_hands += 1 end else array_wield_hands.push(nweapon) #stores the hand to wield weapon end end for nweapon in Rg(array_wield_hands.size-1, 0, -1) if self.weapon_ids[array_wield_hands[nweapon]] != 0 then nb_hands = $data_weapons[self.weapon_ids[array_wield_hands[nweapon]]].nb_hands nb_hands += penalities penalities = 0 save_hands = nb_hands end while nb_emp_hands != 0 and nb_hands > 1 #if it finds empty hand nb_hands += -1 #decrease counter nb_emp_hands += -1 end #if shield needs to be removed for empty hand if self.shield_hand_wield then for namor in 0...self.armor_slots.size if nb_hands > 1 and self.armor_ids[namor] != 0 and self.armor_slots[namor] == self.shield_hand_slot and namor+1 != equip_keep and self.cursed?(namor+1) == false then nb_hands += -1 self.equip(namor+1,0) end end end #if it must remove weapons to make room for empty hands if self.weapon_hand_wield == true then for nhand in Rg(self.weapon_slots.size-1, 0, -1) if nb_hands > 1 and self.weapon_ids[nhand] != 0 if nhand == 0 then if equip_keep != 0 and self.cursed?(0) == false then n = nb_emp_hands nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands n = nb_emp_hands - n self.equip(0,0) end else if nhand+[self.armor_slots.size,4].max != equip_keep and self.cursed?(nhand+[self.armor_slots.size,4].max) == false then if nhand < array_wield_hands[nweapon] then nb_emp_hands += 1 else nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands end self.equip([self.armor_slots.size,4].max+nhand, 0) end end #end if nhnad ==0 end #end if nb_hands != 1 while nb_emp_hands != 0 and nb_hands > 1 #if it finds empty hand nb_hands += -1 #decrease counter nb_emp_hands += -1 end end #end for nahand end #end if self.weapon if nb_hands > 1 #if still can't find a slot, remove the weapon if array_wield_hands[nweapon] == 0 and self.cursed?(0) == false then nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands self.equip(0, 0) elsif self.cursed?(array_wield_hands[nweapon]+[self.armor_slots.size,4].max) == false and array_wield_hands[nweapon] != 0 then nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands self.equip(array_wield_hands[nweapon]+[self.armor_slots.size,4].max,0) end end while nb_emp_hands != 0 and nb_hands > 1 #if it finds empty hand nb_hands += -1 #decrease counter nb_emp_hands += -1 end if nb_hands > 1 then #if STILL not enough hands self.equip(equip_keep,0) # remove the item the user tried to equip end end #loop @equip_type_force = save_force #returns old equip_type_force @equip_from_menu = save_menu #return old equip_from_menu end #============================================================================== # Return true if there is a cursed item at that position #============================================================================== def cursed?(equip_type) if equip_type == 0 weapon_id = self.weapon_ids[0] if weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end elsif equip_type <= self.armor_slots.size #if armor armor_id = self.armor_ids[equip_type - 1] if armor_id != 0 and $data_armors[armor_id].cursed then return true end else weapon_id = self.weapon_ids[equip_type - [self.armor_slots.size, 4].max] if weapon_id != nil and weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end end return false end #============================================================================== # Remove all cursed items #============================================================================== def remove_curse self.equip_type_force = nil for i in 0...(self.weapon_slots.size + self.armor_slots.size) if self.cursed?(i) then self.equip(i,0) end end end #-------------------------------------------------------------------------- # It orders armor_ids to fit slots #-------------------------------------------------------------------------- def order_armor_ids equipment_array = Array.new for i in 0...self.armor_ids.size if self.armor_ids[i] != nil and self.armor_ids[i] != 0 kind = $data_armors[self.armor_ids[i]].kind if equipment_array[kind] == nil then equipment_array[kind] = Array.new end equipment_array[kind].push(self.armor_ids[i]) #array in which 0 = array for shield, 1 = array for helmet, #2 = array for armor and 3 = array for accessory, etc end end self.armor_ids = nil #remove all armors armors = Array.new for i in 0...self.armor_slots.size aitem = nil if equipment_array[(self.armor_slots[i])-1] == nil then equipment_array[(self.armor_slots[i])-1] = Array.new end while aitem == nil and equipment_array[(self.armor_slots[i])-1].size != 0 aitem = equipment_array[(self.armor_slots[i])-1].delete_at(0) if aitem == 0 then aitem = nil end end if aitem != nil then armors.push(aitem) #adds armor else armors.push(0) #adds empty end #end if iaitem != nil end #end for i in self.armor_ids = armors end #============================================================================== # Change weapon slots #============================================================================== def weapon_slots=(array) #change slots of weapons if array == nil then array = WEAPON_KINDS end #use default slots weapon_array = Array.new(self.weapon_ids) #save weapons self.weapon_ids = nil @weapon_slots = Array.new(array) #new slots self.weapon_ids = weapon_array #reequip items i = self.weapon_ids.size while self.nb_offhand_required > 1 if self.weapon_ids[i] != nil and self.weapon_ids[i] != 0 then self.equip_weapon(i,0) end i = i-1 end end #============================================================================== # Change armor slots #============================================================================== def armor_slots=(array) # change slots of armor if array == nil then array = ARMOR_KINDS end #returns to default if nothing equipment_array = Array.new for i in 0...[array.max, self.armor_slots.max].max+1 if equipment_array[i] == nil then equipment_array[i] = Array.new end end for i in 0...self.armor_ids.size if self.armor_ids[i] != nil and self.armor_ids[i] != 0 then kind = $data_armors[self.armor_ids[i]].kind + 1 equipment_array[kind].push(self.armor_ids[i]) #array in which 0 = array for shield, 1 = array for helmet, #2 = array for armor and 3 = array for accessory, etc end end for kind in 0...[array.max, self.armor_slots.max].max+1 if array.include?(kind) and self.armor_slots.include?(kind) then nb_i_new = 0 nb_i_old = 0 for i in 0...self.armor_slots.size if self.armor_slots[i] == kind then nb_i_old += 1 end end for i in 0...array.size if array[i] == kind then nb_i_new += 1 end end for i in nb_i_new...nb_i_old for k in 0...equipment_array[kind].size index = equipment_array[kind].index(0) if index != nil then equipment_array[kind].delete_at(index) end end end end end self.armor_ids = nil #remove items @armor_slots = array #new array for i in 0...self.armor_slots.size aitem = nil kind = self.armor_slots[i] if equipment_array[kind].size != 0 aitem = equipment_array[kind].delete_at(0) self.equip(i+ 1,aitem) #adds armor else self.equip(i+ 1,0) end end end #end def #-------------------------------------------------------------------------- # Set new array of weapons, if nil then it removes all weapon #-------------------------------------------------------------------------- def weapon_ids=(array) #be careful @item_type_force needs to be nil ! if array == nil then self.equip(0, 0) #remove first weapon for i in 1...self.weapon_ids.size self.equip(i + [self.armor_slots.size,4].max, 0 ) #remove all weapons end return end self.weapon_ids = nil for i in 0...self.weapon_slots.size if array[i] == nil then array[i] = 0 end #ensure no nil are equiped if i == 0 then #if first weapon self.equip(0, array[i]) #equip weapon else #if extra weapons self.equip(i + [self.armor_slots.size, 4].max, array[i]) end end end #-------------------------------------------------------------------------- # Set new array of armors in ordered fashion #-------------------------------------------------------------------------- def armor_ids=(array) if array == nil then for i in 0...self.armor_slots.size self.equip(i + 1, 0) #remove all armors end return end self.armor_ids = nil #remove all armors for i in 0...self.armor_slots.size self.equip(i+ 1, array[i]) #adds armor end end #-------------------------------------------------------------------------- # Return @armor_ids #-------------------------------------------------------------------------- def armor_ids #returns ids with all armor, also store 4 armor unless self.is_a?(Game_Actor) return [] end if @armor_ids == nil then @armor_ids = Array.new(self.armor_slots.size) end ids = @armor_ids ids[0] = @armor1_id ids[1] = @armor2_id ids[2] = @armor3_id ids[3] = @armor4_id for i in 0...self.armor_slots.size #ensure no nil values are returned if ids[i] == nil then ids[i] = 0 end end return ids end def weapon_ids #returns ids with all weapon, also store first weapon unless self.is_a?(Game_Actor) return [] end if @weapon_ids == nil then @weapon_ids = Array.new(self.weapon_slots.size) end ids = @weapon_ids ids[0] = @weapon_id for i in 0...self.weapon_slots.size if ids[i] == nil then ids[i] = 0 end end return ids end #-------------------------------------------------------------------------- # Returns names of armor #-------------------------------------------------------------------------- def armor_slot_names #return custom words for slots, or default ones if @armor_slot_names == nil then @armor_slot_names = Array.new end temp_array = Array.new(@armor_slot_names) default_names = [$data_system.words.armor1,$data_system.words.armor2,$data_system.words.armor3,$data_system.words.armor4, self.extra_slot_names].flatten #default names of slots for i in 0...default_names.size if temp_array[i] == nil then temp_array[i] = default_names[i] end #if not #custom then set as default if temp_array[i] == nil then temp_array[i] = $data_system.words.armor4 end end return temp_array end #-------------------------------------------------------------------------- # Returns names of weapons #-------------------------------------------------------------------------- def weapon_slot_names #return custom words for weapon slots, of default ones if @weapon_slot_names != nil then temp_array = Array.new(@weapon_slot_names) #use the custom values else temp_array = Array.new(self.weapon_slots.size) #use default values end default_names = WEAPON_KIND_NAMES #default names of slots for i in 0...self.weapon_slots.size if temp_array[i] == nil then temp_array[i] = default_names[i] end #set as constant if temp_array[i] == nil then temp_array[i] = $data_system.words.weapon end #if constant array is empty then use default one end return temp_array end #-------------------------------------------------------------------------- # Return all element of all equipped armor #-------------------------------------------------------------------------- def guard_element_set #return array with guard_element_set of all equipped armor set = [] for id in self.armor_ids #seach all armor equipped next if id.nil? armor = $data_armors[id] set += (armor != nil ? armor.guard_element_set : []) #add the element to set end return set end #-------------------------------------------------------------------------- # Return all element of all equipped armor #-------------------------------------------------------------------------- def guard_element_set #return array with guard_element_set of all equipped armor set = [] for id in self.armor_ids #seach all armor equipped next if id.nil? armor = $data_armors[id] set += (armor != nil ? armor.guard_element_set : []) #add the element to set end return set end #-------------------------------------------------------------------------- # Return all equipment #-------------------------------------------------------------------------- def equipments #return array with all equipment equipments = [] self.weapon_ids.each {|id| equipments.push($data_weapons[id])} self.armor_ids.each {|id| equipments.push($data_armors[id])} return equipments end #-------------------------------------------------------------------------- # Return if item is equiped #-------------------------------------------------------------------------- def equiped?(item) #return if item is equipped, works with both armor and weapon case item when RPG::Weapon return self.weapon_ids.include?(item.id) when RPG::Armor return self.armor_ids.include?(item.id) else return false end end #============================================================================== # Return list of weapons to use for attacks #============================================================================== def attacks #this return an array with the list of all attacks of a character #this takes in consideration extra weapon + number of attacks of #each weapon attacks = Array.new for i in 0...self.weapon_ids.size weapon = $data_weapons[self.weapon_ids[i]] if weapon != nil and weapon.atk != 0 then #if weapon is valid for counter in 0...weapon.nb_attacks attacks.push(i) #add attacks end end end if attacks.size == 0 then attacks[0] = 0 end #give 1 unarmed attack if no weapons on return Array.new(attacks) end #end nb_attacks #-------------------------------------------------------------------------- # Get the weapon to be used in attack #-------------------------------------------------------------------------- def get_weapon_data #this returns the weapon to use for the attack. weaponid = self.weapon_ids[self.attacks[self.attack_count]] weapon = $data_weapons[weaponid] return weapon end def animation1_id #set animation for current weapon weapon = self.get_weapon_data return weapon != nil ? weapon.animation1_id : 0 end def animation2_id #set animation for current weapon weapon = self.get_weapon_data return weapon != nil ? weapon.animation2_id : 0 end #-------------------------------------------------------------------------- # Get the atk to be used in attack ( or shown in menu screen ) #-------------------------------------------------------------------------- def base_atk multiplier = nil if $game_temp.in_battle and (self.current_action.kind == 0 or self.all_weapons_for_skills? != true) #if in battle and doing a normal attack only use one weapon's attack power weapon = self.get_weapon_data n = weapon != nil ? weapon.atk : 0 #multiplier of hand as definied in self.weapon_slot_powers if weapon != nil and weapon.nb_hands == 1 then multiplier = self.weapon_slot_powers[self.attacks[self.attack_count]] end if multiplier == nil then multiplier = 100 end n = n * (multiplier/100.0) else #use cumulative attack power of all weapons if in status screen or #if using skill and all_weapons_for_skills == true n = 0 for i in 0...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] atk = weapon != nil ? weapon.atk : 0 if weapon != nil and weapon.nb_hands == 1 then multiplier = self.weapon_slot_powers[i] else multiplier = nil end if multiplier == nil then multiplier = 100 end atk = atk * (multiplier/100.0) n += atk end end nb_weap = 0 for i in 0...self.weapon_slots.size if self.weapon_ids[i] != nil and self.weapon_ids[i] != 0 nb_weap = nb_weap + 1 end end #penality if more than 1 weapon penality = self.multi_weapons_penality != nil ? self.multi_weapons_penality : 0 penality = penality /100.0 if nb_weap > 1 then n = n * ( 1 - penality ) end return n end def element_set #return elemental set of the current weapon weapon = self.get_weapon_data return weapon != nil ? weapon.element_set : [] end def plus_state_set #status the weapon can give weapon = self.get_weapon_data return weapon != nil ? weapon.plus_state_set : [] end def minus_state_set #status the weapon can remove weapon = self.get_weapon_data return weapon != nil ? weapon.minus_state_set : [] end #-------------------------------------------------------------------------- # Return state defense of all armor #-------------------------------------------------------------------------- def state_guard?(state_id) #------------------------------------------------------------------------------ #Begin Multi-slot equipment script Edit #------------------------------------------------------------------------------ for i in self.armor_ids #------------------------------------------------------------------------------ #End Multi-slot equipment script Edit #------------------------------------------------------------------------------ armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end #============================================================================== # Methods calculate bonus of extra weapon and armor #============================================================================== alias g7_ms_game_actor_element_rate element_rate def element_rate(element_id) result = g7_ms_game_actor_element_rate(element_id) if self.armor_slots.size > 4 for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] if armor != nil and armor.guard_element_set.include?(element_id) result /= 2 end end end return result end alias g7_ms_game_actor_base_str base_str def base_str n = g7_ms_game_actor_base_str for i in 1...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] n += weapon != nil ? weapon.str_plus : 0 end for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.str_plus : 0 end return n end alias g7_ms_game_actor_base_dex base_dex def base_dex n = g7_ms_game_actor_base_dex for i in 1...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] n += weapon != nil ? weapon.dex_plus : 0 end for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.dex_plus : 0 end return n end alias g7_ms_game_actor_base_agi base_agi def base_agi n = g7_ms_game_actor_base_agi for i in 1...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] n += weapon != nil ? weapon.agi_plus : 0 end for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.agi_plus : 0 end return n end alias g7_ms_game_actor_base_int base_int def base_int n = g7_ms_game_actor_base_int for i in 1...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] n += weapon != nil ? weapon.int_plus : 0 end for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.int_plus : 0 end return n end alias g7_ms_game_actor_base_pdef base_pdef def base_pdef n = g7_ms_game_actor_base_pdef for i in 1...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] n += weapon != nil ? weapon.pdef : 0 end for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.pdef : 0 end return n end alias g7_ms_game_actor_base_mdef base_mdef def base_mdef n = g7_ms_game_actor_base_mdef for i in 1...self.weapon_slots.size weapon = $data_weapons[self.weapon_ids[i]] n += weapon != nil ? weapon.mdef : 0 end for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.mdef : 0 end return n end alias g7_ms_game_actor_base_eva base_eva def base_eva n = g7_ms_game_actor_base_eva for i in 4...self.armor_slots.size armor = $data_armors[self.armor_ids[i]] n += armor != nil ? armor.eva : 0 end return n end #-------------------------------------------------------------------------- # Reset all slot data to default one #-------------------------------------------------------------------------- def reset_all_slots self.armor_slots = nil self.weapon_slots = nil self.armor_slot_names = nil self.weapon_slot_names = nil self.extra_slot_names = nil self.weapon_slot_powers = nil self.shield_hand_wield = nil self.weapon_hand_wield = nil self.shield_hand_slot = nil self.weapon_shield_share = nil self.multi_weapons_penality = nil self.ignore_offhand = nil self.all_weapons_for_skills = nil end #-------------------------------------------------------------------------- # Returns behavior of items on character #-------------------------------------------------------------------------- def weapon_shield_share return @weapon_shield_share != nil ? @weapon_shield_share : WEAPON_SHIELD_SHARE end def weapon_slots return @weapon_slots != nil ? @weapon_slots : WEAPON_KINDS end def armor_slots return @armor_slots != nil ? @armor_slots : ARMOR_KINDS end def shield_hand_wield return @shield_hand_wield != nil ? @shield_hand_wield : SHIELD_HAND_WIELD end def multi_weapons_penality return @multi_weapons_penality != nil ? @multi_weapons_penality : MULTI_WEAPONS_PENALITY end def weapon_slot_powers return @weapon_slot_powers != nil ? @weapon_slot_powers : WEAPON_KIND_POWERS end def weapon_hand_wield return @weapon_hand_wield != nil ? @weapon_hand_wield : WEAPON_HAND_WIELD end def shield_hand_slot return @shield_hand_slot != nil ? @shield_hand_slot : SHIELD_HAND_SLOT end def extra_slot_names return @extra_slot_names != nil ? @extra_slot_names : EXTRA_SLOT_NAMES end def ignore_offhand? return @ignore_offhand != nil ? @ignore_offhand : IGNORE_OFFHAND end def attack_count #returns number of attacks already made return @attack_count != nil ? @attack_count : 0 end def all_weapons_for_skills? return @all_weapons_for_skills != nil ? @all_weapons_for_skills : ALL_WEAPONS_FOR_SKILLS end #-------------------------------------------------------------------------- # Change behavior of items on character #-------------------------------------------------------------------------- def multi_weapons_penality=(value) @multi_weapons_penality = value end def weapon_slot_powers=(value) @weapon_slot_powers = value end def weapon_shield_share=(bool) @weapon_shield_share = bool end def shield_hand_slot=(int) @shield_hand_slot = int end def shield_hand_wield=(bool) @shield_hand_wield = bool end def weapon_hand_wield=(bool) @weapon_hand_wield = bool end def ignore_offhand=(bool) @ignore_offhand = bool end def all_weapons_for_skills=(bool) @all_weapons_for_skills = bool end def attack_count=(value) #set number of attacks already made @attack_count = value end #-------------------------------------------------------------------------- # Change names for your slots #-------------------------------------------------------------------------- def shield_name=(text) #set shield slot name with $game_actors[numberofactor].shield_name = 'Yourname' @armor_slot_names[0] = text end def helmet_name=(text) @armor_slot_names[1] = text end def armor_name=(text) @armor_slot_names[2] = text end def accessory_name=(text) @armor_slot_names[3] = text end def extra_slot_names=(array) @extra_slot_names = array end def armor_slot_names=(array) #set a new array of names. @armor_slot_names = array end def weapon_slot_names=(array) #set a new array of weapon names. @weapon_slot_names = array end end #end class game actor class Game_Actors def order_items for actor in 0...@data.size if @data[actor] != nil and @data[actor] != 0 then @data[actor].order_armor_ids #order armors end end end end class Scene_Equip #============================================================================== # Closes extra windows #============================================================================== alias g7_ms_scene_equip_main main def main @additional_initialize_done = false g7_ms_scene_equip_main for i in 5...@item_windows.size @item_windows[i].dispose unless @item_windows[i].nil? end end #============================================================================== # Initialize the extra right windows #============================================================================== def g7_ms_scene_equip_additional_initialize unless @additional_initialize_done @item_windows = [] @item_windows[0] = @item_window1 #weapon @item_windows[1] = @item_window2 #shield @item_windows[2] = @item_window3 #helmet @item_windows[3] = @item_window4 #armor @item_windows[4] = @item_window5 #acc nb_old_windows = @item_windows.size for i in nb_old_windows...@actor.armor_slots.max+1 @item_windows.push(Window_EquipItem.new(@actor, i) ) #add the remaining #windows for extra slots @item_windows[i].help_window = @help_window end @item_windows.push(Window_EquipOffHand.new(@actor, 0)) @item_windows[-1].help_window = @help_window if G7_MS_MOD::WINDOWS_STRETCH #if windows_stretch is true, stretch window h = (@actor.weapon_slots.size + @actor.armor_slots.size + 1) * 32 h2 = (G7_MS_MOD::MAX_SHOW_SLOTS+1) * 32 h = [h, h2].min @right_window.height = h if @right_window.index > @actor.weapon_slots.size + @actor.armor_slots.size - 1 @right_window.index = @actor.weapon_slots.size + @actor.armor_slots.size - 1 end if @left_window.y + @left_window.height == 256 @left_window.height = @right_window.height elsif G7_MS_MOD::HELP_AT_BOTTOM == true and @left_window.height == 416 then @left_window.height -= 64 #make left window shorter end y_pos = (@right_window.y + @right_window.height) y_space = 480 - y_pos #if help at bottom, reduce bottom item window size if G7_MS_MOD::HELP_AT_BOTTOM == true then y_space -= 64 end for item_window in @item_windows next if item_window.nil? item_window.y = y_pos item_window.height = y_space end end @additional_initialize_done = true end end alias g7_ms_scene_equip_refresh refresh #============================================================================== # Refresh and make visible the correct right window #============================================================================== def refresh #this part is used to refresh the equipped item at the right window g7_ms_scene_equip_additional_initialize @actor.translucent_texts.fill(false) @actor.equip_type_force = index_to_equip_part(@right_window.index) @right_window.item_fix_on @right_window.scroll_fix_on save = @right_window.index @right_window.index = index_to_equip_kind(@right_window.index) if @right_window.index == 0 and @actor.ignore_offhand? != true then if @actor.nb_offhand_required(save) > 0 then @right_window.index = @item_windows.size-1 end end @actor.equip_from_menu = true @actor.equip_mode = 'STORE' #ensure current equipment will get properly stored # and reequiped @item_window = @item_windows[@right_window.index] @item_windows[@right_window.index].visible = true for i in 0...@item_windows.size if i != @right_window.index then @item_windows[i].visible = false end end #equip and remove item g7_ms_scene_equip_refresh @actor.equip_from_menu = false @actor.equip_mode = nil @actor.equip_type_force = nil @right_window.index = save @right_window.scroll_fix_off @right_window.item_fix_off if @item_window.index != @old_index @right_window.refresh end @old_index = @item_window.index end #============================================================================== # Convert the right_window.index to equip_type #============================================================================== alias g7_ms_scene_equip_update_item update_item def update_item #this changes the @right_window.index to the correct value #to take account of extra slots @actor.equip_type_force = index_to_equip_part(@right_window.index) @right_window.item_fix_on @right_window.scroll_fix_on save = @right_window.index @right_window.index = index_to_equip_kind(@right_window.index) @actor.equip_from_menu = true g7_ms_scene_equip_update_item #equip item @actor.equip_from_menu = false @actor.equip_type_force = nil # if not in item_window screen if @item_window.index == -1 #if shield-weapon can modify each other if @actor.shield_hand_wield == true and if @right_window.index == @actor.shield_hand_slot then @item_windows[0].refresh @item_windows[-1].refresh elsif @right_window.index == 0 @item_windows[@actor.shield_hand_slot].refresh #refresh shield slot end end if @right_window.index == 0 and @actor.ignore_offhand? != true then if @item_window == @item_windows[-1] then @item_windows[0].refresh elsif @item_window == @item_windows[0] then @item_windows[-1].refresh end end end @right_window.index = save @right_window.scroll_fix_off @right_window.item_fix_off @actor.equip_type_force = nil end #============================================================================== # Convert index to equip part #============================================================================== def index_to_equip_part(index) #return index of slot in the array [0, @actor.armor_slots, actor.weapon_slots] if index >= @actor.weapon_slots.size #if armor return index - (@actor.weapon_slots.size - 1) elsif index >= 1 #if extra weapon return index + [@actor.armor_slots.size, 4].max #make it last else return 0 end end #============================================================================== # Convert index to equip kind #============================================================================== def index_to_equip_kind(index) #return index of slot in either actor.weapon_slots or actor.armor_slots i = index_to_equip_part(index) if index >= @actor.weapon_slots.size #if armor set = @actor.armor_slots[i-1] else #if weapon i = i == 0 ? 0 : i - [@actor.armor_slots.size, 4].max set = @actor.weapon_slots[i] end return set != nil ? set : 0 end end #end scene_equip #============================================================================== # Window_EquipRight #============================================================================== class Window_EquipRight < Window_Selectable def item_fix_on #fix window @fixed_item = @data[self.index] @fixed = true end def item_fix_off #stop fixing window @fixed_item = nil @fixed = false end #============================================================================== # Dont scroll right window if you press L or R #============================================================================== def update if Input.repeat?(Input::R) or Input.repeat?(Input::L) then return else super end end #============================================================================== # Draws equipped items with support of translucent and cursed items #============================================================================== def draw_item_name(item, x, y, translucent = false) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) if item.cursed self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = G7_MS_MOD::CURSED_COLOR elsif translucent self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 128) self.contents.font.color = disabled_color else self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color end self.contents.draw_text(x + 28, y, 212, 32, item.name) end alias g7_ms_window_equipright_item item #============================================================================== # Prevent needless update of item quantities in item window #============================================================================== def item #this ensures that the number of items doesn't get updated if you move #cursor in item window return @fixed_item if @fixed return g7_ms_window_equipright_item end #============================================================================== # Change the height of right windows to fit the slots #============================================================================== alias g7_ms_window_equipright_initialize initialize def initialize(actor) #init with a different height g7_ms_window_equipright_initialize(actor) h = (actor.weapon_slots.size + actor.armor_slots.size) * 32 #total height #of right window self.contents = Bitmap.new(width - 32, h) #change the height refresh end #============================================================================== # Shows the slot names and the name of the items you have equipped #============================================================================== def refresh #remplaced method to show caption of all items and slot self.contents.clear @data = [] #------------------------------------------------------------------------------ #Begin Multi-slot equipment script Edit #------------------------------------------------------------------------------ self.contents.font.name = G7_MS_MOD::FONT_NAME for i in 0...@actor.weapon_slots.size @data.push($data_weapons[@actor.weapon_ids[i]]) #push name of weapon end for i in 0...@actor.armor_slots.size @data.push($data_armors[@actor.armor_ids[i]]) #push name of armor end @caption = [] for i in 0...@actor.weapon_slots.size @caption.push(@actor.weapon_slot_names[i]) #push name of weapon slots end for i in 0...@actor.armor_slots.size @caption.push(@actor.armor_slot_names[@actor.armor_slots[i]-1]) #push name of armor slot end @item_max = @data.size if @actor.translucent_texts == nil then @actor.translucent_texts = Array.new end for i in 0...@data.size if @caption[i] != nil self.contents.font.color = system_color self.contents.draw_text(4, 32 * i, 92, 32, @caption[i]) #draw name of slots end draw_item_name(@data[i], 92, 32 * i, @actor.translucent_texts[i]) #draw name of equipment end #support for other script if defined? xrxs_additional_refresh xrxs_additional_refresh end #------------------------------------------------------------------------------ # End Multi-slot equipment script Edit #------------------------------------------------------------------------------ end end #============================================================================== # New class to show equipitem in offhand #============================================================================== class Window_EquipOffHand < Window_EquipItem def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) weapon = $data_weapons[i] if weapon.needs_offhand == false if G7_MS_MOD::TWOHANDED_IN_OFFHAND != false and weapon.nb_hands <= 1 then @data.push(weapon) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = G7_MS_MOD::FONT_NAME #self.contents.font.size = 24 for i in 0...@item_max-1 draw_item(i) end if G7_MS_MOD::SHOW_REMOVE then i += 1 x = 4 + i % @column_max * (288 + 32) y = i / @column_max * 32 self.contents.draw_text(x+4, y, 100, 32, '[Remove]') end end end class Window_Selectable < Window_Base def scroll_fix_on @scroll_fixed = true end def scroll_fix_off @scroll_fixed = false update_cursor_rect end #============================================================================== # Prevents unwanted scrolling #============================================================================== alias g7_ms_update_cursor_rect update_cursor_rect def update_cursor_rect #This prevents the windows from scrolling if scroll is fixed #This was added to ensure that if there are few slots, the right equip #screen doesn't scroll needlessly return if @scroll_fixed g7_ms_update_cursor_rect end #============================================================================== # Shows a new status window if Status_window_arrange is true #============================================================================== if G7_MS_MOD::STATUS_WINDOW_ARRANGE class Window_Status < Window_Base def refresh #------------------------------------------------------------------------------ #Begin Multi-slot equipment script Edit #------------------------------------------------------------------------------ self.contents.font.name = G7_MS_MOD::FONT_NAME #------------------------------------------------------------------------------ # End Multi-slot equipment script Edit #------------------------------------------------------------------------------ self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) #------------------------------------------------------------------------------ #Begin Multi-slot equipment script Edit #------------------------------------------------------------------------------ if G7_MS_MOD::EVADE draw_actor_parameter(@actor, 96, 432, 7) # activate if you have a draw_actor_paramter method that draw evade end self.contents.font.color = system_color self.contents.draw_text(320, 16, 80, 32, 'EXP') self.contents.draw_text(320, 48, 80, 32, 'NEXT') self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 16, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 80, 96, 32, 'Equipment') for i in 0...@actor.weapon_slots.size draw_item_name($data_weapons[@actor.weapon_ids[i]], 320 + 16, 80 + 24 * (i+1)) end for i in 0...@actor.armor_slots.size draw_item_name($data_armors[@actor.armor_ids[i]], 320 + 16, 200 + 24 * (i - 4 + @actor.weapon_slots.size)) end #------------------------------------------------------------------------------ # End Multi-slot equipment script Edit #------------------------------------------------------------------------------ end end end end class Scene_Battle #============================================================================== # Go to phase4 step2 for attack if attack_count < attacks.size #============================================================================== alias g7_ms_scene_battle_phase4_step6 update_phase4_step6 def update_phase4_step6(battler=nil) #This methods make the battler return to phase4 step2 if there #an extra attack to be made if battler== nil then #if no parameters g7_ms_scene_battle_phase4_step6 #first do the appropriate action if @active_battler.is_a?(Game_Enemy) then return end @active_battler.attack_count += 1 #increase the number of attack made if @active_battler.attack_count == @active_battler.attacks.size or @active_battler.current_action.kind != 0 or @active_battler.current_action.basic != 0 or judge == true#if all attacks are made @active_battler.attack_count = 0 else @phase4_step = 2 #return for extra attack end else #if it requires the battler as a parameters g7_ms_scene_battle_phase4_step6(battler) if battler.is_a?(Game_Enemy) then return end battler.attack_count += 1 #increase the number of attack made if battler.attack_count == battler.attacks.size or battler.current_action.kind != 0 or battler.current_action.basic != 0 or judge == true#if all attacks are made battler.attack_count = 0 #end of turn and return attack count to 0 else if @action_battlers.include?(@active_battler) == false then @action_battlers.push(battler) end #add the battler again to the action battler.phase = 2 #returns for extra attack end end end #end def end #end class #-------------------------------------------------------------------------- # Fix equiped item if user load saved game #-------------------------------------------------------------------------- class Scene_Load < Scene_File alias g7_ms_scene_load_read_save_data read_save_data def read_save_data(file) g7_ms_scene_load_read_save_data(file) $game_actors.order_items #order armor when you load a saved game in #case it is an old game end end #-------------------------------------------------------------------------- # Fix items as you open RMXP #-------------------------------------------------------------------------- class Scene_Title alias g7_ms_scene_title_main main def main RPG.initialized_item_types = false g7_ms_scene_title_main RPG.set_new_item_types end end class Interpreter #============================================================================== # *Conditional Branch to make it work when comparing extra items #============================================================================== alias g7_ms_interpreter_command_111 command_111 def command_111 result = false broken = false case @parameters[0] when 4 # when Actor actor = $game_actors[@parameters[1]] if actor != nil case @parameters[2] when 3 # if weapon for i in 0...actor.weapon_ids.size result |= (actor.weapon_ids[i] == @parameters[3]) #compare end broken = true when 4 # if armor for i in 0...actor.armor_ids.size result |= (actor.armor_ids[i] == @parameters[3]) #compare end broken = true end end end unless broken # if other conditional branch g7_ms_interpreter_command_111 #do the normal condition return end @branch[@list[@index].indent] = result if @branch[@list[@index].indent] == true @branch.delete(@list[@index].indent) return true end return command_skip end end module Kernel private def Rg(from, to, *step) Rg.new(from, to, *step) end end class Rg #Used to a more effective for ... in ... include Enumerable def initialize(from, to, step = sign(to - from)) @from, @to, @step = from, to, step @to += @step - ((@to - @from) % @step) end def each x = @from until x == @to yield x x += @step end self end def sign(x) case when x > 0 1 when x == 0 0 else -1 end end endBUG o CONFLITTI
Per ora ho visto ke da problemi quando si preme ESC (B) per uscire dall'equip se si ha anke lo script Advanced Equip. Conflitto che io ho risolto ma che esce xò dal topic qiundi se volete informazioni sulla risoluzione postate qui che vi dico.
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sullo stesso posto dove era il vecchio link. L'ho sovrascritto!!