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> MaxHP/MaxMP Offsetting Equipment Script v1.2, Finally ironed out all the bugs
storymasterq
post Apr 23 2008, 08:35 AM
Post #1


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Title: StorymasterQ's MaxHP/MaxMP Offsetting Equipment Script (MOES)
Version: 1.2
Released: 23 April 2008
Author: StorymasterQ

About the script:
By putting appropriate tags in a weapon or armor's Note field, you can offset the MaxHP and MaxMP of anyone who equips it. Offsets can be an absolute amount or the percentage of the base Max. Offsets can be stacked by equipping multiple offsetting equipments. Offset tags of one particular target cannot be stacked in the same equipment (offsetting MaxHP twice in the same equipment will fail, and only the last offset tag will take effect)

Instructions:
CODE
Usage:
In the chosen weapon/armor's Note Field, add a tag like this:
<MaxHP +100!>
| | | |
| | | > ! for set amount, % for percentage
| | > Offset amount. Can be any number, but see notes below
| > + to increase, - to decrease
> MaxHP to offset MaxHP, MaxMP to offset MaxMP
Remember, the tag must be on its own line (nothing before or after)
You can use any number, but MaxHP/MaxHP upper limit is always 9999, while the
lower limit is 1 for MaxHP and 0 for MaxMP. Also, remember that if you set an
equipment that increases your MaxHP/MaxMP (or unequipping one that decreases
it), your current HP or MP will not be affected by the change.

This explanation is included in the script.

Compatibility:
- Will work in conjunction with Multi-Slot Equipment VX script, PROVIDED that this script is put BELOW the Multi-Slot's scripts (all of them).
- Will probably break when used with any custom menu system, since this script tinkers with the size of several windows in the Equip screen.

Script Link:
StorymasterQ's MMOES v1.2

Author's Note:
This is a script posting in response to this request. Version 1.0 of this script still lives in that post. Version 1.1 was deemed too embarassingly lame, therefore it was skipped from publication (but the version history in this link still shows it). To people who has been waiting for this script, sorry I took so long. I did say that I'm notoriously lazy and a master procrastinator. So it's a perfectly acceptable explanation when I say I got a case of the lazies.

EDIT: I never thought that this script would actually be compatible with Multi-Slot. I never tested them together, and only just now I know that it is! Be sure to put this script below all of Multi-Slot's scripts, though.

Cheers,
SQ

This post has been edited by storymasterq: Apr 23 2008, 09:01 AM


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YanXie
post Apr 23 2008, 09:02 AM
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Lol,glad to see you solve the bug yourselves,since I failed to help you find the solution tongue.gif

anyway,good script smile.gif

cheers.puppeto4. smile.gif


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omegazion
post Apr 23 2008, 11:13 PM
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Wow, just what i need. thanks


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semajames
post Apr 25 2008, 03:40 AM
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Great, I'll definatly use this. Thanks.


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DestinMancer
post Apr 27 2008, 11:21 AM
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Do you think you could make this script work with this KGC Script?
[Show/Hide] KGC Script
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Extended Equipment - KGC_EquipExtension ◆ VX ◆
#_/ ◇ Last update : 2008/03/02 ◇
#_/ ◆ Translation by Mr. Anonymous ◆
#_/-----------------------------------------------------------------------------
#_/ This script has two functions equipment-related functions.
#_/ The first function is the ability to create moire '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".
#_/
#_/ * set_actor_equip_type(ActorID, [EquipType])
#_/ Allows you to manually specify an actor's equipment slots. a
#_/ Ex. 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!
#_/
#_/ * change_actor_equipment(ActorID, equipslot_index, ItemID)
#_/ Allows you to change the equipment of a specified actor.
#_/ equipslot_index works by finding the equipment slot number, which is
#_/ different from EQUIP_TYPE. Setting ItemID to 0 will remove the item.
#_/ With the default setup, we see:
#_/ 0=Weapon 1=Shield 2=Headgear 3=Armor 4=Accessory 5=Legs 6=Arms
#_/
#_/ So, for an example:
#_/ change_actor_equipment(1, 3, 15)
#_/ Would change Ralph's armor to Chainmail (By default)
#_/
#_/
#_/=============================================================================
#_/ 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 first four equipment types (Shield, Helmet, Armor, and Accessory) are
# given as 1, 2, 3, 4, respectively. 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.
# Example: EXTRA_EQUIP_KIND = ["Legs", "Arms", "Skill Book"]
EXTRA_EQUIP_KIND = ["Legs", "Arms", "Arcana"]

# ◆ 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.Headgear 2.Armor 3.Accessory 4. "Legs" 5."Arms"
# Note that these can be changed as desired. By default, we've enabled two
# accessory slots at the end, instead of one. If you plan on adding extra
# equip slots, they must be inserted in the brackets [] below.
EQUIP_TYPE = [0, 1, 2, 5, 4, 3, 3, 3, 3, 3, 6]

# ◆ 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. (Not Tested)
VOCAB_EP = "EP"
# VOCAB_EP_A appears above the EP gauge.
VOCAB_EP_A = "EP"
# This toggle allows you to display the EP gauge in the actor status window.
SHOW_STATUS_EP = true

# ◆ Default EP Cost ◆
# Allows you to change the default amount an item costs to equip in EP.
# (When not otherwise specified.)
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

# Maximum EP that can be spent equipping items.
EP_MAX = 50
# Characters begin with this amount of EP.
EP_MIN = 7

# ◆ 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"

# ◆ EP Gauge Colorization ◆
# This allows you to change the color of the guages that appear under the EP
# box. By default, the colors are determined by system colors (the same as
# changing the color of text (\c[n]) in the 'Show Message...' event command).
# The color can also be determined by a numerical expression.
# Example: EP_GAUGE_END_COLOR = Color.new(255, 0, 0) <- This is red.
# 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
end
end

#------------------------------------------------------------------------------#

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

module KGC::EquipExtension
# If the EP system isn't used...
unless USE_EP_SYSTEM
SHOW_STATUS_EP = false
HIDE_ZERO_EP_COST = true
end

# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Unless you know what you're doing, it's best not to alter anything beyond #
# this point, as this only affects the tags used for "Notes" in database. #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Whatever word(s) are after the separator ( | ) in the following lines are
# what are used to determine what is searched for in the "Notes" section.

# 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::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)
#--------------------------------------------------------------------------
def change_actor_equipment(actor_id, index, item_id)
actor = $game_actors[actor_id]
return if actor == nil
actor.change_equip_by_id(index, item_id)
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.split(/[\r\n]+/).each { |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.split(/[\r\n]+/).each { |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
#--------------------------------------------------------------------------
# ● 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)

restore_equip
end
#--------------------------------------------------------------------------
# ○ MaxEP 取得
#--------------------------------------------------------------------------
def maxep
n = Integer(eval(KGC::EquipExtension::EP_CALC_EXP))
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
#--------------------------------------------------------------------------
# ○ 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)
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_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"]
restore_passive_rev if $imported["PassiveSkill"]
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"]
restore_passive_rev if $imported["PassiveSkill"]
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)
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
#--------------------------------------------------------------------------
# ○ 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, WLH * 0, 92, WLH, Vocab::weapon1)
self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
else
self.contents.draw_text(4, WLH * 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

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rp...equip_extension
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_


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storymasterq
post Apr 29 2008, 07:08 AM
Post #6


Level 7
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Group: Member
Posts: 91
Type: Developer
RM Skill: Skilled




QUOTE (DestinMancer @ Apr 28 2008, 01:35 AM) *
Do you think you could make this script work with this KGC Script?


While the script link above still points to version 1.2, I've modified the script to provide rudimentary support to Equipment Extension. Here's the link. Take it, put it above Main but UNDER Equipment Extension. You should now be able to offset MaxHP and MaxMP, while still retaining Equipment Extension's functions, including the EP System.

I'm not gonna release the script officially yet until I'm more than sure about the bugs, so Destin, if you're up to it, could you use MMOES with Equipment Extension and tell me if there are any bugs. I'm not familiar with EE at all, plus I've now expired the trial version of VX I have on my laptop so I couldn't check it at work. If only I can take my home PC anywhere... biggrin.gif

Cheers,
SQ


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