#_________________________________________________
# MOG_Element LV System VX 1.3
#_________________________________________________
# By Moghunter
#
http://www.atelier-rgss.com#_________________________________________________
# Adapted to VX by uresk/332211
#_________________________________________________
#
# START CONFIGURATION
#_________________________________________________
Vocab::ForgetSkill = "%s was forgotten!"
module MOG
#Element max level
MAXELLV = 99
# Exp gain mode
# 0 = Experience = Actor level - element level
# 1 = Always wins EL_EXP
# 2 => (level * level)/ 5 - level * 5 + 25 (line 183)
EXP_TYPE = 1
# Exp gain when EXP_TYPE = 1
EL_EXP = 333
# Element names. Must be in the database
Element_Names = ["Fire","Ice","Thunder","Water","Earth","Wind","Light","Darkness"]
# Level up sound
ELE_LVSE = "Magic"
# Level up animation
EL_LVANIME = 63
# Reduce damage based on the elemental level?
EL_RESIST = true
# Resist formula: damage * multiplier
# multiplier = 1/4 + (level+1)/(4*level)
# Change it in the line 200, Damage formula at line 175
# List of skills that should be learnt
LEARN_EL_SKILLS = { "Fire" => { 3 => [60,61]}, #Element name => { element_level => skill id(s)...
"Ice" => { 2 => 40}
}
# List of skills that should be forgotten
FORGET_EL_SKILLS = {"Fire" => { 3 => 59 , 4 => 51}
} #Element name => { element_level => skill id(s)}...
end
#_________________________________________________
#
# END CONFIGURATION
#_________________________________________________
$mogscript = {} if $mogscript == nil
$mogscript["elementlv"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
attr_accessor :element_exp
attr_accessor :element_level
alias mog30_setup setup
def setup(actor_id)
@element_exp = []
@element_level = []
for i in 0...MOG::Element_Names.size
@element_exp[i] = 0
@element_level[i] = 1
end
mog30_setup(actor_id)
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_elementlv(actor, x, y,type)
exp = actor.element_exp[type]
self.contents.font.color = normal_color
back = Cache.picture("ELV_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 77, y - ch , back, src_rect)
meter = Cache.picture("ELV_Meter")
ch = meter.height
cw = meter.width * exp
cw /= 100
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 80, y - ch - 8, meter, src_rect)
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)
pexp = sprintf("%s %", exp)
self.contents.draw_text(x + 161, y - 34, 50, 32, pexp ,1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element_level[type])
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::Element_Names[type])
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, pexp,1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element_level[type])
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::Element_Names[type])
end
end
########################
# Window_Element_Level #
########################
class Window_Element_Level < Window_Base
def initialize(actor)
super(100, 0, 444, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 9999
@actor = actor
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 50, y - 5 , 200, 50, "ELEMENT DATA")
self.contents.draw_text(x + 50, y + 411 , 200, 50, "Press C to Status")
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 51, y - 4 , 200, 50, "ELEMENT DATA")
self.contents.draw_text(x + 51, y + 410 , 200, 50, "Press C to Status")
for i in 0...MOG::Element_Names.size
draw_elementlv(@actor, 40, 70 + (346/MOG::Element_Names.size) * i, i)
end
end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
alias mog30_refresh refresh
def refresh
mog30_refresh
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 200, y + 416 , 250, 50, "Press C to Elemental Data")
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 201, y + 415 , 250, 50, "Press C to Elemental Data")
end
end
################
# Scene_Status #
################
class Scene_Status
alias mog30_main main
def main
@actor = $game_party.members[@actor_index]
@element_window = Window_Element_Level.new(@actor)
@element_window.y = -550
@element_window.visible = false
mog30_main
@element_window.dispose
end
alias mog30_update update
def update
mog30_update
if @element_window.y < 0
@element_window.y += 20
elsif @element_window.y >= 0
@element_window.y = 0
@element_window.contents_opacity = 255
end
if @element_window.visible == true
if Input.trigger?(Input::B) or Input.trigger?(Input::L) or Input.trigger?(Input::R)
for i in 1..30
@element_window.y -= 25
Graphics.update
end
end
end
if Input.trigger?(Input::C) and @element_window.visible == true
Sound.play_decision
@element_window.visible = false
elsif Input.trigger?(Input::C) and @element_window.visible == false
Sound.play_decision
@element_window.visible = true
@element_window.y = -550
end
end
end
################
# Game_Battler #
################
class Game_Battler
include MOG
alias mog30_make_obj_damage_value make_obj_damage_value
def make_obj_damage_value(user, obj)
multiplier = 0; divisor = 0
for id in obj.element_set
if Element_Names.include?($data_system.elements[id]) and user.is_a?(Game_Actor)
index = Element_Names.index($data_system.elements[id])
level = user.element_level[index]
multiplier += (4 + level)/5
divisor += 1
if EXP_TYPE == 0
valor = user.level - level
user.element_exp[index] += 1 + valor
elsif EXP_TYPE == 1
user.element_exp[index] += EL_EXP
elsif EXP_TYPE == 2
user.element_exp[index] += (level ** 2)/ 5 - level * 5 + 25
end
user.element_exp[index] = 100 if level == MAXELLV
elsif Element_Names.include?($data_system.elements[id]) and self.is_a?(Game_Actor) and EL_RESIST == true
index = Element_Names.index($data_system.elements[id])
level = self.element_level[index]
multiplier += 1/4 + ((level+2)/(4*level))
divisor += 1
end
end
obj.base_damage *= multiplier unless multiplier == 0
obj.base_damage /= divisor unless divisor == 0
obj.base_damage = obj.base_damage.round
mog30_make_obj_damage_value(user, obj)
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
# Include MOG module
include MOG
# aliasing definition
alias el_skills_display_action_effects display_action_effects
#--------------------------------------------------------------------------
# * Show Action Results
# target : Target
# obj : Skill or item
#--------------------------------------------------------------------------
def display_action_effects(target, obj = nil)
el_skills_display_action_effects(target, obj = nil)
user = @active_battler
if user.is_a?(Game_Actor)
for index in 0...MOG::Element_Names.size
while user.element_exp[index] > 99 and user.element_level[index] < MOG::MAXELLV
user.element_exp[index] -= 100
user.element_exp[index] = 0 if user.element_exp[index] < 0
user.element_level[index] += 1
check_for_elemental_skills(user,index,user.element_level[index])
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
end
end
end
#--------------------------------------------------------------------------
# * Show Action Results
# user : Actor (active battler)
# index: Element type index
# level: Elemental level
#--------------------------------------------------------------------------
def check_for_elemental_skills(user,index,level)
element = Element_Names[index]
@message_window.clear
#Learn skills
skill_learn = LEARN_EL_SKILLS[element][level] unless LEARN_EL_SKILLS[element].nil?
if skill_learn.is_a?(Array)
for skill_id in skill_learn
user.learn_skill(skill_id)
text = sprintf(Vocab::ObtainSkill, $data_skills[skill_id].name)
@message_window.add_instant_text(text)
wait(40)
end
elsif !skill_learn.nil?
user.learn_skill(skill_learn)
text = sprintf(Vocab::ObtainSkill, $data_skills[skill_learn].name)
@message_window.add_instant_text(text)
wait(40)
end
#Forget skills
skill_forget = FORGET_EL_SKILLS[element][level] unless FORGET_EL_SKILLS[element].nil?
if skill_forget.is_a?(Array)
for skill_id in skill_forget
next if !user.skill_learn?($data_skills[skill_id])
user.forget_skill(skill_id)
text = sprintf(Vocab::ForgetSkill, $data_skills[skill_id].name)
@message_window.add_instant_text(text)
wait(40)
end
elsif !skill_forget.nil?
user.forget_skill(skill_forget)
text = sprintf(Vocab::ForgetSkill, $data_skills[skill_forget].name)
@message_window.add_instant_text(text)
wait(40)
end
end
end