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Posts: 69
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Using GUILLAUME777's Multi-Slot weapon Script in use
CODE
draw_item_name($data_weapons[@actor.weapon_id]
, I know this Pulls up the item name of what's in my main hand. But Guillaume777's script gives me a 2nd hand (not jsut an off hand weapon)
How do I reference that to pull it up please? The armour is just @actor.armor2_id, @actor.armor3_id etc But I can't work out the 2nd weapon won please.
# 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: Guillaume777's Multi-Slot Module #------------------------------------------------------------------------------ # This is the configuration module of the Multi-Slot system. It allows you to # set the default names of your slots, tag your weapons and/or armors for many # types of enhancements and features, and etc. #============================================================================== module G7_MS_MOD
#-------------------------------------------------------------------------- # * Configuration Section #-------------------------------------------------------------------------- #========Set weapon/armor properties ====================================== CURSED_WEAPONS = [] # ids of weapons to be cursed CURSED_ARMORS = [] # ids of armors to be cursed TWO_HANDED_WEAPONS = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,34,35,36,37,38,3 9,40,41,] # ids of 2handed weapons DOUBLE_ATTACK_WEAPONS = [] # ids of double attack weapons NEEDS_OFFHAND = [42,]# ids of weapons requiring an offhand
SWITCH_EQUIP_WEAPONS = [] # ids of weapons switched when equipped[38,36], [43,42] SWITCH_EQUIP_ARMORS = [] # ids of switched armors(same above)[41,40], [42,39] # Use 1 array, first value of array = false item, second value = true item # # First value in the above arrays is displayed in the weapons/armors you can # choose. When the weapon/armor is chosen, the second id value IS the weapon # or armor that you've chosen. Example: Trick someone to equip a cursed bow.
#=========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' # no. of hands in front of HANDS_ELEMENT in 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, 50] # 100 = normal power, 90 = 90% power # Leave empty or put nil inside # if you want the default names. ARMOR_KINDS = [1,2,3,4,5,6,7] # 1 = shield # 2 = helmet # 3 = armor # 4 = acc # 5 = and more : extra slot EXTRA_SLOT_NAMES = ['Gauntlet','Boots','Amulet'] # 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 weapons in # the offhand window ALL_WEAPONS_FOR_SKILLS = true # true = combined pwr of all weaps 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, can't use a shield and a second # weapon at the same time SHIELD_HAND_WIELD = false # true = can use shield hand for 2handed weap. WEAPON_HAND_WIELD = true # true = can use weapon hand for 2handed weap. MULTI_WEAPONS_PENALITY = 0 # percent of atk that will be subtracted if # you use two weapons at the same time.
#============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 # 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 bot- # tom. Useless if you didn't modify the help window # y-coordinate.
STATUS_WINDOW_ARRANGE = true # If true, you get a new status window. STATUS_WINDOW_SPACING = 24 # Space between each item in new status window. EVADE = false # If draw_actor_parameter is configured to # receive parameter number 7 (evade), then it # will show in new status window. # EVADE = true has no effect if STATUS_WINDOW_ARRANGE is false
#================ end of settings =========================================
#-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super RPG.set_new_item_types #fix armor and weapon properties at start of game end #-------------------------------------------------------------------------- # * End of MODULE: Guillaume777's Multi-Slot Module #-------------------------------------------------------------------------- end
#============================================================================ # ** MODULE: RPG Module #---------------------------------------------------------------------------- # This sprite is used as an arrow cursor for the battle screen. This class # is used as a superclass for the Arrow_Enemy and Arrow_Actor classes. #============================================================================ module RPG #-------------------------------------------------------------------------- # * Set New Item Types #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Initialized Item Types # bool : boolean value (true/false) #-------------------------------------------------------------------------- def RPG.initialized_item_types=(bool) @initialized_item_types = bool end
#========================================================================== # ** Armor #-------------------------------------------------------------------------- # Data class for armors, adds new armor types #========================================================================== class Armor attr_accessor :cursed #------------------------------------------------------------------------ # * Set Adv Type #------------------------------------------------------------------------ def set_adv_type pattern = /\((\d+)\)/ if @name.sub!(pattern, '') != nil # Set kind to the number in name of armor @kind = $1.to_i - 1 end end #------------------------------------------------------------------------ # * Set Cursed #------------------------------------------------------------------------ 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 of Armor Class #------------------------------------------------------------------------ end
#========================================================================== # ** Weapon #-------------------------------------------------------------------------- # Data class for weapons, adds new weapon types #========================================================================== class Weapon #------------------------------------------------------------------------ # * Public Instance Variables #------------------------------------------------------------------------ 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 #------------------------------------------------------------------------ # * Set 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 #------------------------------------------------------------------------ # * Set Needs OffHand #------------------------------------------------------------------------ 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 # Search through the elements for elementnb in self.element_set elementname = $data_system.elements[elementnb].downcase # If the weapon has an element for another attack if elementname.delete('0-9') == G7_MS_MOD::HANDS_ELEMENT.downcase # Get the number of attacks elementname = elementname.delete('a-z') if elementname != '' then nb_hands = elementname.to_i # Delete the element self.element_set.delete(elementnb) end end end if nb_hands.is_a?(Integer) == false or nb_hands <= 0 then nb_hands = 1 end @nb_hands = nb_hands end #------------------------------------------------------------------------ # * 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 # Search elements that could add more attacks for elementnb in self.element_set elementname = $data_system.elements[elementnb].downcase # If the weapon has an element for another attack if elementname.delete('0-9') == G7_MS_MOD::MULTI_ATTACK_ELEMENT.downcase # Get the number of attacks elementname = elementname.delete('a-z') if elementname != '' then nb_attacks = elementname.to_i # Delete the element self.element_set.delete(elementnb) end end end if nb_attacks.is_a?(Integer) == false or nb_attacks <= 0 then nb_attacks = 1 end @nb_attacks = nb_attacks end #------------------------------------------------------------------------ # * End of CLASS: Weapon #------------------------------------------------------------------------ end #-------------------------------------------------------------------------- # * End of MODULE: RPG Module #-------------------------------------------------------------------------- end
#============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #==============================================================================
class Game_Actor < Game_Battler include G7_MS_MOD #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :equip_mode # To restore equipment after false equip attr_accessor :equip_type_force # To bypass equip_type attr_accessor :equip_from_menu # To prevent users to unequip cursed items attr_accessor :translucent_texts # To store translucents slots #-------------------------------------------------------------------------- # * Setup (Initializing new Slots) # actor_id : actor ID #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Number of Offhand Required # ignore : ignore #-------------------------------------------------------------------------- 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
#-------------------------------------------------------------------------- # * Change Equipment ( Modified for extra equipment) # equip_type : type of equipment # id : weapon or armor ID (If 0, remove equipment) #-------------------------------------------------------------------------- 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 # If equipped for real else if self.enough_hands?(equip_type,id) != false then # Switch items to be equipped to fool the players id = self.switch_items(equip_type,id) end end # If not enough hands then don't equip if self.enough_hands?(equip_type,id) == false then id = 0 # If cursed and player tried to remove it, do nothing elsif self.equip_from_menu and self.cursed?(equip_type) then id = 0 # If the slot is one of the 5 basic ones elsif equip_type <= 4 # Equip the goold old way g7_ms_game_actor_equip(equip_type, id) else # Equip in the new way 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 are checked and adds translucent # equip_type : type of equipment #-------------------------------------------------------------------------- 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 Items. Switches equipment to fool a player. # equip_type : type of equipment # id : id #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Enough Hands? Returns if there are enough hands to hold a weapon # equip_type : type of equipment # id : ID #-------------------------------------------------------------------------- def enough_hands?(equip_type, id) # Enough Hand = true if you unequip something if id == 0 then return true end # If it's a weapon if equip_type == 0 or equip_type > [self.armor_slots.size ,4].max 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 #-------------------------------------------------------------------------- # * Equip Weapon # index : Index of weapon # id : weapon ID (If 0, remove equipment) #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Equip Armor # index : Index of armor # id : armor ID (If 0, remove equipment) #-------------------------------------------------------------------------- def equip_armor(index, id) self.equip(index+1, id) end #-------------------------------------------------------------------------- # * Equip Extra Items # equip_type : Index of item being equipped # id : ID if either armor or weapon (If 0, remove equipment) #-------------------------------------------------------------------------- def equip_extra(equip_type,id) # If its an extra armor slot if equip_type <= [self.armor_slots.size,4].max 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 # If its a weapon slot else 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
#-------------------------------------------------------------------------- # * Fix Multi-Handed Weapons # equip_keep : ID of weapon to keep #-------------------------------------------------------------------------- def fix_handed_weapons(equip_keep=nil) array_wield_hands = Array.new # Stores the slot of the weapon that # needs 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 # If it finds an empty hand while nb_emp_hands != 0 and nb_hands > 1 # Decrease the counter nb_hands += -1 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 of ( if nhnad == 0 ) end # End of ( 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 of ( for nahand ) end # End of ( if self.weapon ) # If still can't find a slot, remove the weapon if nb_hands > 1 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 # If it finds an empty hand while nb_emp_hands != 0 and nb_hands > 1 # Decrease the counter nb_hands += -1 nb_emp_hands += -1 end # If STILL not enough hands if nb_hands > 1 then # Remove the item the user tried to equip self.equip(equip_keep,0) end end @equip_type_force = save_force # Returns old equip_type_force @equip_from_menu = save_menu # Return old equip_from_menu end #-------------------------------------------------------------------------- # * Cursed Items # equip_type : ID if either armor or weapon #-------------------------------------------------------------------------- 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 # If Armor elsif equip_type <= self.armor_slots.size 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 #-------------------------------------------------------------------------- # * Order Armor IDs for 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 of ( if iaitem != nil ) end # End of ( for i in ) self.armor_ids = armors end #-------------------------------------------------------------------------- # * Change Weapon Slots # array : Array for 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 # Re-equip 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 # array : Array for 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 #-------------------------------------------------------------------------- # * Set new array of weapons, if nil then it removes all weapon # array : Array of weapon IDs #-------------------------------------------------------------------------- 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 # Ensure no weapons are equipped if array[i] == nil then array[i] = 0 end if i == 0 then # If first weapon self.equip(0, array[i]) # Equip weapon else # 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 # array : Array of armor IDs #-------------------------------------------------------------------------- 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 # Ensure no nil values are returned for i in 0...self.armor_slots.size if ids[i] == nil then ids[i] = 0 end end return ids end #-------------------------------------------------------------------------- # * Return @Weapon_ids #-------------------------------------------------------------------------- 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 # Ensure no nil values are returned 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 of slots 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... Set as Constant if temp_array[i] == nil then temp_array[i] = default_names[i] end 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 = [] # Search all armor equipped for id in self.armor_ids next if id.nil? armor = $data_armors[id] # Add the element to set set += (armor != nil ? armor.guard_element_set : []) end return set end #-------------------------------------------------------------------------- # * Return all equipment #-------------------------------------------------------------------------- def equipments # Return array with all equipment equipments = [] self.weapon_ids.each {|id| equipments.push($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 the weapon is valid if weapon != nil and weapon.atk != 0 then for counter in 0...weapon.nb_attacks attacks.push(i) #add attacks end end end # Give one unarmed attack if no weapons on if attacks.size == 0 then attacks[0] = 0 end return Array.new(attacks) end #-------------------------------------------------------------------------- # * 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 #-------------------------------------------------------------------------- # * Get Offensive Animation ID for Normal Attacks #-------------------------------------------------------------------------- def animation1_id # Set animation for current weapon weapon = self.get_weapon_data return weapon != nil ? weapon.animation1_id : 0 end #-------------------------------------------------------------------------- # * Get Target Animation ID for Normal Attacks #-------------------------------------------------------------------------- def animation2_id # Set animation for current weapon weapon = self.get_weapon_data return weapon != nil ? weapon.animation2_id : 0 end #-------------------------------------------------------------------------- # * Get Basic Attack Power # 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 & 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 defined 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 #-------------------------------------------------------------------------- # * Get Normal Attack Element #-------------------------------------------------------------------------- def element_set # Return elemental set of the current weapon weapon = self.get_weapon_data return weapon != nil ? weapon.element_set : [] end #-------------------------------------------------------------------------- # * Get Normal Attack State Change (+) #-------------------------------------------------------------------------- def plus_state_set # Status the weapon can give weapon = self.get_weapon_data return weapon != nil ? weapon.plus_state_set : [] end #-------------------------------------------------------------------------- # * Get Normal Attack State Change (-) #-------------------------------------------------------------------------- def minus_state_set # Status the weapon can remove weapon = self.get_weapon_data return weapon != nil ? weapon.minus_state_set : [] end #-------------------------------------------------------------------------- # * Determine State Guard # state_id : state ID #-------------------------------------------------------------------------- def state_guard?(state_id) # Return state defense of all armor for i in self.armor_ids armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end #-------------------------------------------------------------------------- # * Get Element Revision Value # element_id : element ID #-------------------------------------------------------------------------- alias g7_ms_game_actor_element_rate element_rate def element_rate(element_id) result = g7_ms_game_actor_element_rate(element_id) # Methods calculate bonus of extra weapon and armor 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 #-------------------------------------------------------------------------- # * Get Basic Strength #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Get Basic Dexterity #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Get Basic Agility #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Get Basic Intelligence #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Get Basic Physical Defense #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Get Basic Magic Defense #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Get Basic Evasion Correction #-------------------------------------------------------------------------- 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 the shield slot name with... # $game_actors[numberofactor].shield_name = 'Yourname' @armor_slot_names[0] = text end def helmet_name=(text) @armor_slot_names[1] = text end def armor_name=(text) @armor_slot_names[2] = text end def accessory_name=(text) @armor_slot_names[3] = text end def extra_slot_names=(array) @extra_slot_names = array end def armor_slot_names=(array) # Set a new array of names. @armor_slot_names = array end def weapon_slot_names=(array) # Set a new array of weapon names. @weapon_slot_names = array end #-------------------------------------------------------------------------- # * End of CLASS: Game Actor #-------------------------------------------------------------------------- end
#============================================================================== # ** Game_Actors #------------------------------------------------------------------------------ # This class handles the actor array. Refer to "$game_actors" for each # instance of this class. #==============================================================================
class Game_Actors #-------------------------------------------------------------------------- # * Order Items #-------------------------------------------------------------------------- def order_items for actor in 0...@data.size if @data[actor] != nil and @data[actor] != 0 then # Order armors @data[actor].order_armor_ids end end end #-------------------------------------------------------------------------- # * End of CLASS: Game Actors #-------------------------------------------------------------------------- end
#============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs equipment screen processing. #============================================================================== class Scene_Equip #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- 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 # Accessory nb_old_windows = @item_windows.size for i in nb_old_windows...@actor.armor_slots.max+1 # Add the remaining windows for extra slots @item_windows.push(Window_EquipItem.new(@actor, i) ) @item_windows[i].help_window = @help_window end @item_windows.push(Window_EquipOffHand.new(@actor, 0)) @item_windows[-1].help_window = @help_window # If windows_stretch is true, stretch window if G7_MS_MOD::WINDOWS_STRETCH 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 # Make left window shorter @left_window.height -= 64 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 #-------------------------------------------------------------------------- # * Refresh and make visible the correct right window #-------------------------------------------------------------------------- alias g7_ms_scene_equip_refresh refresh 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 # Ensure current equipment will get properly stored... @actor.equip_mode = 'STORE' # ...and re-equiped @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 # Equip item g7_ms_scene_equip_update_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 # Refresh the shield slot @item_windows[@actor.shield_hand_slot].refresh 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 # index : slot number #-------------------------------------------------------------------------- def index_to_equip_part(index) # Return index of slot in the # array [0, @actor.armor_slots, actor.weapon_slots] # If Armor if index >= @actor.weapon_slots.size return index - (@actor.weapon_slots.size - 1) # If extra weapon elsif index >= 1 # Make it last return index + [@actor.armor_slots.size, 4].max else return 0 end end #-------------------------------------------------------------------------- # Convert index to equip kind # index : slot number #-------------------------------------------------------------------------- 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 armor if index >= @actor.weapon_slots.size set = @actor.armor_slots[i-1] # If weapon else i = i == 0 ? 0 : i - [@actor.armor_slots.size, 4].max set = @actor.weapon_slots[i] end return set != nil ? set : 0 end #-------------------------------------------------------------------------- # * End of CLASS: Scene Equip #-------------------------------------------------------------------------- end
#============================================================================== # ** Window_EquipRight #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # * Item Fix On #-------------------------------------------------------------------------- def item_fix_on # Fix window @fixed_item = @data[self.index] @fixed = true end #-------------------------------------------------------------------------- # * Item Fix Off #-------------------------------------------------------------------------- def item_fix_off #stop fixing window @fixed_item = nil @fixed = false end #-------------------------------------------------------------------------- # * Don't 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 # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate # translucent : draw translucent #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Prevent needless update of item quantities in item window #-------------------------------------------------------------------------- alias g7_ms_window_equipright_item item 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 # actor : actor #-------------------------------------------------------------------------- alias g7_ms_window_equipright_initialize initialize def initialize(actor) # Initialize with a different height g7_ms_window_equipright_initialize(actor) # Total height of right window h = (actor.weapon_slots.size + actor.armor_slots.size) * 32 # Change the height self.contents = Bitmap.new(width - 32, h) refresh end #-------------------------------------------------------------------------- # * Shows the slot names and the name of the items you have equipped #-------------------------------------------------------------------------- def refresh # Replaced 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 # Push the name(s) of the weapon(s) @data.push($data_weapons[@actor.weapon_ids[i]]) end for i in 0...@actor.armor_slots.size # Push the names of the armors @data.push($data_armors[@actor.armor_ids[i]]) end @caption = [] for i in 0...@actor.weapon_slots.size # Push the name(s) of the weapon slots @caption.push(@actor.weapon_slot_names[i]) end for i in 0...@actor.armor_slots.size # Push the names of the armor slots @caption.push(@actor.armor_slot_names[@actor.armor_slots[i]-1]) 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 # Draw the name of the slots self.contents.draw_text(4, 32 * i, 92, 32, @caption[i]) end # Draw the name of the equipment draw_item_name(@data[i], 92, 32 * i, @actor.translucent_texts[i]) end # Support for other script if defined? xrxs_additional_refresh xrxs_additional_refresh end # End Multi-slot equipment script Edit end #-------------------------------------------------------------------------- # * End of CLASS: Window EquipRight #-------------------------------------------------------------------------- end
#============================================================================ # ** Window_EquipOffHand #---------------------------------------------------------------------------- # A new window class that displays an equipped item in the actor's off hand. #============================================================================ 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 = @item_max -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 of CLASS: Window EquipOffHand #-------------------------------------------------------------------------- end
#============================================================================== # ** Window_Selectable #------------------------------------------------------------------------------ # This window class contains cursor movement and scroll functions. #============================================================================== class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # * Scroll Fix On #-------------------------------------------------------------------------- def scroll_fix_on @scroll_fixed = true end #-------------------------------------------------------------------------- # * Scroll Fix Off #-------------------------------------------------------------------------- def scroll_fix_off @scroll_fixed = false update_cursor_rect end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * End of CLASS: Window Selectable #-------------------------------------------------------------------------- end
#============================================================================== # *** Global IF condition # Shows a new status window if Status_window_arrange is true #============================================================================== if G7_MS_MOD::STATUS_WINDOW_ARRANGE #============================================================================ # ** Window_Status #---------------------------------------------------------------------------- # This window displays full status specs on the status screen. #============================================================================ class Window_Status < Window_Base #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- 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 # Activate if you have a draw_actor_paramter method that draws evade draw_actor_parameter(@actor, 96, 432, 7) 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') y = 108 for i in 0...@actor.weapon_slots.size draw_item_name($data_weapons[@actor.weapon_ids[i]], 320 + 16, y) y += G7_MS_MOD::STATUS_WINDOW_SPACING end for i in 0...@actor.armor_slots.size draw_item_name($data_armors[@actor.armor_ids[i]], 320 + 16, y) y += G7_MS_MOD::STATUS_WINDOW_SPACING end # End Multi-slot equipment script Edit end #------------------------------------------------------------------------ # * End of CLASS: Window Status #------------------------------------------------------------------------ end #-------------------------------------------------------------------------- # * End of Global IF condition #-------------------------------------------------------------------------- end
#============================================================================== # ** Scene_Battle (part 4) #------------------------------------------------------------------------------ # This class performs battle screen processing. #==============================================================================
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 is an # extra attack to be made # If no battler parameter if battler== nil then # First do the appropriate action g7_ms_scene_battle_phase4_step6 if @active_battler.is_a?(Game_Enemy) then return end # Increase the number of attacks made @active_battler.attack_count += 1 # If all attacks have been 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 # End of turn, and return attack count to 0 @active_battler.attack_count = 0 else # Return for extra attack @phase4_step = 2 end # If it requres the battle as a parameter else g7_ms_scene_battle_phase4_step6(battler) if battler.is_a?(Game_Enemy) then return end # Increase the number of attacks made battler.attack_count += 1 # If all attacks have been made if battler.attack_count == battler.attacks.size or battler.current_action.kind != 0 or battler.current_action.basic != 0 or judge == true # End of turn, and return attack count to 0 battler.attack_count = 0 else # Add the battler again to the action if @action_battlers.include?(@active_battler) == false then @action_battlers.push(battler) end # Return for extra attack battler.phase = 2 end end end #-------------------------------------------------------------------------- # * End of CLASS: Scene Battle #-------------------------------------------------------------------------- end
#============================================================================== # ** Scene_Load #------------------------------------------------------------------------------ # This class performs load screen processing. #==============================================================================
class Scene_Load < Scene_File #-------------------------------------------------------------------------- # * Fix equiped item if user load saved game #-------------------------------------------------------------------------- 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 of CLASS: Scene Load #-------------------------------------------------------------------------- end
#============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #==============================================================================
class Scene_Title #-------------------------------------------------------------------------- # * Fix items as you open RMXP #-------------------------------------------------------------------------- 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 of CLASS: Scene Title #-------------------------------------------------------------------------- end
#============================================================================== # ** Interpreter (part 3) #------------------------------------------------------------------------------ # This interpreter runs event commands. This class is used within the # Game_System class and the Game_Event class. #==============================================================================
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 Actor when 4 actor = $game_actors[@parameters[1]] if actor != nil case @parameters[2] # If weapon when 3 for i in 0...actor.weapon_ids.size # Compare result |= (actor.weapon_ids[i] == @parameters[3]) end broken = true # If Armor when 4 for i in 0...actor.armor_ids.size # Compare result |= (actor.armor_ids[i] == @parameters[3]) end broken = true end end end # If other conditional branch unless broken # Do the normal condition g7_ms_interpreter_command_111 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 of CLASS: Interpreter #-------------------------------------------------------------------------- end
#============================================================================== # ** MODULE: Kernel #------------------------------------------------------------------------------ # A module defining the methods that can be referred to by all classes. Object # classes are included in this module. #==============================================================================
module Kernel private def Rg(from, to, *step) Rg.new(from, to, *step) end end
#============================================================================== # ** Rg #------------------------------------------------------------------------------ # Class of modified RGSS statements, enhanced with module Kernel. #============================================================================== class Rg #Used to a more effective for ... in ... include Enumerable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(from, to, step = sign(to - from)) @from, @to, @step = from, to, step @to += @step - ((@to - @from) % @step) end #-------------------------------------------------------------------------- # * Each #-------------------------------------------------------------------------- def each x = @from until x == @to yield x x += @step end self end #-------------------------------------------------------------------------- # * Sign #-------------------------------------------------------------------------- def sign(x) case when x > 0 1 when x == 0 0 else -1 end end #-------------------------------------------------------------------------- # * End of CLASS: Rg #-------------------------------------------------------------------------- end
] #where ID is the armors ID in numerical form. # where x is the ACTORS ID (number in the database of rmxp) #and 4,5,6, are the 3 extra armour types I put in via G777's multi slot script. (0,1,2,3 being rmxp's default) If you add 4 extra slots ,
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$game_actors[1].equip_armor(7,01)
Would add a Bronze Shield to the 4th extra slot on actor 1, as an example.
Which means yes, you can add any item to any slot, regardless if it's meant to be there , or if you bothered to do the (5)(6)(7) etc naming convention taught by the script.
The ABOVE SCRIPTS ONLY WORK if you HAVE the item in your INVENTORY. So add the item, via an event, then call the script to equip it.
Weird format above to enable google search to tag relevant terms. Thank you for the help Jens the Magnificent of Zanicuud.
2nd ramblings
Ok armors are KILLING me I think it's sorta the same...
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$game_actors[6].equip_armor(3,47)
or 4,48 - 5,48 etc. But it's not working properly. Player touch event on a tile calling that script, run over it 5 times, nothing. But then it'll equip the armor the next time I run across. Or maybe the 9th... or maybe not at all.. I mean changing NOTHING, and starting the game up is giving me different results.
Sorry about awful camera work but you can just about see actor had some equips in status screen, I run over the areas, 1 changes, repeat process a few times, another changes :S I can't make sense of it. (roughly same weirdness if event is activated by an action button)
Sadly no, I saw your post 6 minutes after edit, now 37, so trying for half an hour. Tried many more combos than this picture shows
Bottom 1 brings up that error, interested me as most of the other thngs I tried were syntax errors.
I also tried your suggested code for armors, eg $game_actors[6].equip_extra(7,49) ( i changed the 7to6,5,and 4 as well to see if any of them worked.) Didn't seem to work. No crashes though.
JUST as anFYi, actor 6 is of a class that has both weapon and armor 49 ticked as equippable.
I appreciate your help on this, thank you.
BONUS QUESTION ::: I have a hit/crits/kill counter script, for battles. But I want to be able add 1 to the count manually via events. EG:-- $game_actors[6].sg_attacks = 1-- sets the counter to 1, how do ADD 1 to it though please? Via call even script outside of battle please?
I've managed to do it via
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if $game_actors[6].sg_attacks != nil $game_actors[6].sg_attacks += 1 else $game_actors[6].sg_attacks = 1 end
Butthat seems a very inelegant solution.
This post has been edited by neiljwd: Sep 30 2012, 01:26 PM
Group: Local Mod
Posts: 916
Type: Scripter
RM Skill: Skilled
Rev Points: 120
Inelegant, right... but if it works, why change it? No, this is really the most simple and effective solution.
Often, elegance is something you can't afford if you need a working script
I'm sorry the previous hint didn't work, but I'm really pleased you managed to figure it out yourself Understanding scripts by directly confronting them is always a good thing and it's the one way to learn scripting... so, good job pal
If you need any other help, just post here.
Jens
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"Thorns are the rose's sweetest essence..." -Jens of Zanicuud