I'm using KFC_EquipLearnSkill script, but for whatever reason I can't get it to actually give me any skills. I'm more familiar with the VX version of the script where you set up variables via weapon and skill notes, but I have not a clue how to get the XP one to function. Here is the script:
script XP
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ スキル習得装備 - KGC_EquipLearnSkill ◆
#_/ ◇ Last update : 2008/09/06 ◇
#_/----------------------------------------------------------------------------
#_/ スキルを習得する装備品を作成します。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ カスタマイズ項目 ★
#==============================================================================
module KGC
# ◆習得スキルID省略時、判定に使用する能力値
# 0:腕力+ 1:器用さ+ 2:素早さ+ 3:魔力+
ELS_SKILL_ID_PARAM = 0
# ◆APのデフォルト値
# 所持APを指定しなかったエネミーのAP。
ELS_AP_DEFAULT = 1
# ◆装備しただけでは習得しない
# true にすると、APが溜まるまでスキルを使用できない。
ELS_NEED_AP_FULL = false
# ◆スキル習得に必要なAP
# 配列の添字がスキルIDと対応。
# (指定しなかったスキルは、APを溜めても習得不可能)
ELS_NEED_AP = []
ELS_NEED_AP[32] = 70
ELS_NEED_AP[1] = 1
# ↑<例>ID:32 のスキル習得に必要なAPを 70 に設定
# ◆APビューア(獲得AP一覧)を使用
ELS_USE_AP_VIEWER = true
# ◆マスター(完全習得)したスキルのAP欄
ELS_MASTER_SKILL = "- MASTER -"
# ◆獲得APが 0 のスキルもAPビューアに表示
ELS_SHOW_AP0_SKILL = false
# ◆除外武器配列
# 配列の添字がアクターIDと対応。
# 習得装備から除外する武器IDを配列に格納。
ELS_EXCLUDE_WEAPONS = []
# ELS_EXCLUDE_WEAPONS[1] = [50, 70]
# ↑<例>アルシェスは、武器ID 50 と 70 のスキルを習得できない。
# ◆除外防具配列
# 指定方法は↑と同じ。
ELS_EXCLUDE_ARMORS = []
# ◆除外スキル配列
# 配列の添字がアクターIDと対応。
# 装備では習得不可能にするスキルIDを配列に格納。
ELS_EXCLUDE_SKILLS = []
# ELS_EXCLUDE_SKILLS[1] = [30]
# ↑<例>アルシェスは、スキルID 30 を装備品で習得することはできない。
end
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$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
if $game_special_elements == nil
$game_special_elements = {}
$data_system = load_data("Data/System.rxdata")
end
# スキル習得装備属性
$game_special_elements["equip_skill"] = /スキル(?:習|修)得装備(\d+)?(AP[+])?/i
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#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# ● 名前取得
#--------------------------------------------------------------------------
alias name_KGC_EquipLearnSkill name unless $@
def name
return name_KGC_EquipLearnSkill.gsub(/\[.*\]/) {""}
end
#--------------------------------------------------------------------------
# ● オリジナル名取得
#--------------------------------------------------------------------------
def original_name
return @name
end
#--------------------------------------------------------------------------
# ● 所持AP取得
#--------------------------------------------------------------------------
def has_ap
return (original_name =~ /\[AP\s*(\d+)\]/i) ? $1.to_i : KGC::ELS_AP_DEFAULT
end
end
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#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● AP 取得
# id : スキルID
#--------------------------------------------------------------------------
def ap(id)
@ap = [] if @ap == nil
@ap[id] = 0 if @ap[id] == nil
return @ap[id]
end
#--------------------------------------------------------------------------
# ● AP 加算
# id : スキルID
# value : 加算量
#--------------------------------------------------------------------------
def add_ap(id, value)
@ap = [] if @ap == nil
@ap[id] = 0 if @ap[id] == nil
@ap[id] += value
end
#--------------------------------------------------------------------------
# ● 習得スキル取得
#--------------------------------------------------------------------------
alias skills_KGC_EquipLearnSkill skills
def skills
# 全習得スキルを返す
return (skills_KGC_EquipLearnSkill | get_equip_learn_skills).sort
end
#--------------------------------------------------------------------------
# ● 習得済みスキルのみを取得
#--------------------------------------------------------------------------
if method_defined?(:learned_skills) && !defined?(LEARNED_SKILLS_KGC_ELS)
alias learned_skills_KGC_EquipLearnSkill learned_skills
else
LEARNED_SKILLS_KGC_ELS = true
end
def learned_skills
# 習得済みスキルを取得
return_skills = nil
if defined?(LEARNED_SKILLS_KGC_ELS)
return_skills = @skills
else
return_skills = learned_skills_KGC_EquipLearnSkill
end
# AP蓄積済みスキルを追加
return (return_skills | get_full_ap_skills).sort
end
#--------------------------------------------------------------------------
# ● AP蓄積済みのスキルを取得
#--------------------------------------------------------------------------
def get_full_ap_skills
return_skills = []
(1...$data_skills.size).each { |i|
if ap_full?(i)
return_skills << i
end
}
return return_skills
end
#--------------------------------------------------------------------------
# ● 装備品習得スキル取得
#--------------------------------------------------------------------------
def get_equip_learn_skills(all = false)
return_skills = []
# 装備品を取得
weapons = self.equip_weapon_list
armors = self.equip_armor_list
# 装備品から習得スキルを取得
return_skills |=
get_equipment_skills(weapons, all) | get_equipment_skills(armors, all)
# AP蓄積済みスキルを追加
return (return_skills | get_full_ap_skills).sort
end
#--------------------------------------------------------------------------
# ● AP蓄積済み判定
#--------------------------------------------------------------------------
def ap_full?(skill_id)
return KGC::ELS_NEED_AP[skill_id] != nil &&
self.ap(skill_id) >= KGC::ELS_NEED_AP[skill_id]
end
unless $imported["EquipExtension"]
#--------------------------------------------------------------------------
# ● 武器リスト取得
#--------------------------------------------------------------------------
def equip_weapon_list
return [$data_weapons[@weapon_id]]
end
#--------------------------------------------------------------------------
# ● 防具リスト取得
#--------------------------------------------------------------------------
def equip_armor_list
armors = []
(1...5).each { |i|
armors << $data_armors[eval("@armor#{i}_id")]
}
return armors.compact
end
end
#--------------------------------------------------------------------------
# ● 装備品の習得スキル取得
# equipments : 判定装備リスト
#--------------------------------------------------------------------------
def get_equipment_skills(equipments, all = false)
return_skills = []
equipments.each { |equipment|
if els_can_learn?(equipment)
case equipment
when RPG::Weapon
elements = equipment.element_set
when RPG::Armor
elements = equipment.guard_element_set
end
# 習得スキルを判定
elements.each { |element|
if $game_special_elements["equip_skill"] =~
$data_system.elements[element]
els_id = ($1 == nil ? get_equip_skill_id(equipment) : $1.to_i)
if KGC::ELS_EXCLUDE_SKILLS[self.id] == nil ||
!KGC::ELS_EXCLUDE_SKILLS[self.id].include?(els_id)
if !all && KGC::ELS_NEED_AP_FULL
if KGC::ELS_NEED_AP[els_id] == nil || ap_full?(els_id)
return_skills << els_id
end
else
return_skills << els_id
end
end
end
}
end
}
return return_skills
end
#--------------------------------------------------------------------------
# ● 装備品の習得スキルID取得
# equipment : 判定装備
#--------------------------------------------------------------------------
def get_equip_skill_id(equipment)
case KGC::ELS_SKILL_ID_PARAM
when 0
els_id = equipment.str_plus
when 1
els_id = equipment.dex_plus
when 2
els_id = equipment.agi_plus
when 3
els_id = equipment.int_plus
end
return els_id
end
private :get_equip_skill_id
#--------------------------------------------------------------------------
# ● 習得可否判定
# equipment : 判定装備
#--------------------------------------------------------------------------
def els_can_learn?(equipment)
case equipment
when RPG::Weapon
if KGC::ELS_EXCLUDE_WEAPONS[self.id] == nil ||
!KGC::ELS_EXCLUDE_WEAPONS[self.id].include?(equipment.id)
return true
end
when RPG::Armor
if KGC::ELS_EXCLUDE_ARMORS[self.id] == nil ||
!KGC::ELS_EXCLUDE_ARMORS[self.id].include?(equipment.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● スキルの使用可能判定
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
return super
end
#--------------------------------------------------------------------------
# ● スキルの習得済み判定
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_learn?(skill_id)
return skills.include?(skill_id)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
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#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 所持AP取得
#--------------------------------------------------------------------------
def has_ap
return $data_enemies[@enemy_id].has_ap
end
end
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#==============================================================================
# ■ Window_StatusAP
#------------------------------------------------------------------------------
# ステータス画面でAP情報を表示するウィンドウです。
#==============================================================================
if KGC::ELS_USE_AP_VIEWER
class Window_StatusAP < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor : アクター
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
self.back_opacity = 224
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
count = 0
(1...$data_skills.size).each { |i|
if show_skill?(i)
count += 1
end
}
self.contents = Bitmap.new(608, 32 * count + 32)
# AP情報描画
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 256, 32, "スキル", 1)
self.contents.draw_text(256, 0, 160, 32, "取得AP/必要AP")
return if KGC::ELS_NEED_AP.size == 0
y = 32
(1...$data_skills.size).each { |i|
unless show_skill?(i)
next
end
skill = $data_skills[i]
self.contents.font.color = normal_color
icon = RPG::Cache.icon(skill.icon_name)
self.contents.blt(4, y + 4, icon, icon.rect)
self.contents.draw_text(32, y, 224, 32, skill.name)
if @actor.ap(i) < KGC::ELS_NEED_AP[i]
self.contents.font.color = normal_color
self.contents.draw_text(256, y, 160, 32,
sprintf("%6d/%6d", @actor.ap(i), KGC::ELS_NEED_AP[i]))
else
self.contents.font.color = text_color(6)
self.contents.draw_text(256, y, 160, 32, KGC::ELS_MASTER_SKILL)
end
y += 32
}
end
#--------------------------------------------------------------------------
# ● スキルを表示するか判定
#--------------------------------------------------------------------------
def show_skill?(skill_id)
result = KGC::ELS_NEED_AP[skill_id] != nil
if !KGC::ELS_SHOW_AP0_SKILL && result
result &= @actor.ap(skill_id) > 0
end
return result
end
end
end
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#==============================================================================
# ■ Scene_Status
#==============================================================================
if KGC::ELS_USE_AP_VIEWER
class Scene_Status
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
alias initialize_KGC_EquipLearnSkill initialize
def initialize(actor_index = 0, equip_index = 0)
initialize_KGC_EquipLearnSkill(actor_index, equip_index)
@view_ap = false
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias main_KGC_EquipLearnSkill main
def main
# アクターを取得
@actor = $game_party.actors[@actor_index]
# APビューアを作成
@ap_window = Window_StatusAP.new(@actor)
@ap_window.z = 2000
@ap_window.visible = false
main_KGC_EquipLearnSkill
@ap_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_EquipLearnSkill update
def update
@ap_window.update
# A ボタンが押された場合
if Input.trigger?(Input::A)
# カーソル SE を演奏
$game_system.se_play($data_system.cursor_se)
# ウィンドウ切り替え
Graphics.freeze
@view_ap = !@view_ap
@ap_window.visible = @ap_window.active = @view_ap
Graphics.transition
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C) && $imported["StatusAlter"]
@view_ap = false
@ap_window.visible = @ap_window.active = false
end
if @ap_window.active
# スクロール最大位置を計算
scroll_max = [@ap_window.contents.height - (@ap_window.height - 32), 0].max
if Input.repeat?(Input::UP)
@ap_window.oy = [@ap_window.oy - 32, 0].max
elsif Input.repeat?(Input::DOWN)
@ap_window.oy = [@ap_window.oy + 32, scroll_max].min
elsif Input.repeat?(Input::L)
@ap_window.oy = [@ap_window.oy - (@ap_window.height - 32), 0].max
elsif Input.repeat?(Input::R)
@ap_window.oy = [@ap_window.oy + (@ap_window.height - 32), scroll_max].min
end
end
update_KGC_EquipLearnSkill
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
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#==============================================================================
# ■ Scene_Battle (分割定義 2)
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● アフターバトルフェーズ開始
#--------------------------------------------------------------------------
alias start_phase5_KGC_EquipLearnSkill start_phase5
def start_phase5
start_phase5_KGC_EquipLearnSkill
# AP獲得処理(経験値を獲得できない場合は無視)
actors = $game_party.actors.find_all { |actor|
actor.exist? && !actor.cant_get_exp?
}
@got_ap = 0
$game_troop.enemies.each { |enemy|
unless enemy.hidden
@got_ap += enemy.has_ap
end
}
actors.each { |actor|
skills = actor.get_equip_learn_skills(true)
skills.each { |i|
actor.add_ap(i, @got_ap)
}
}
end
end
#_/ ◆ スキル習得装備 - KGC_EquipLearnSkill ◆
#_/ ◇ Last update : 2008/09/06 ◇
#_/----------------------------------------------------------------------------
#_/ スキルを習得する装備品を作成します。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ カスタマイズ項目 ★
#==============================================================================
module KGC
# ◆習得スキルID省略時、判定に使用する能力値
# 0:腕力+ 1:器用さ+ 2:素早さ+ 3:魔力+
ELS_SKILL_ID_PARAM = 0
# ◆APのデフォルト値
# 所持APを指定しなかったエネミーのAP。
ELS_AP_DEFAULT = 1
# ◆装備しただけでは習得しない
# true にすると、APが溜まるまでスキルを使用できない。
ELS_NEED_AP_FULL = false
# ◆スキル習得に必要なAP
# 配列の添字がスキルIDと対応。
# (指定しなかったスキルは、APを溜めても習得不可能)
ELS_NEED_AP = []
ELS_NEED_AP[32] = 70
ELS_NEED_AP[1] = 1
# ↑<例>ID:32 のスキル習得に必要なAPを 70 に設定
# ◆APビューア(獲得AP一覧)を使用
ELS_USE_AP_VIEWER = true
# ◆マスター(完全習得)したスキルのAP欄
ELS_MASTER_SKILL = "- MASTER -"
# ◆獲得APが 0 のスキルもAPビューアに表示
ELS_SHOW_AP0_SKILL = false
# ◆除外武器配列
# 配列の添字がアクターIDと対応。
# 習得装備から除外する武器IDを配列に格納。
ELS_EXCLUDE_WEAPONS = []
# ELS_EXCLUDE_WEAPONS[1] = [50, 70]
# ↑<例>アルシェスは、武器ID 50 と 70 のスキルを習得できない。
# ◆除外防具配列
# 指定方法は↑と同じ。
ELS_EXCLUDE_ARMORS = []
# ◆除外スキル配列
# 配列の添字がアクターIDと対応。
# 装備では習得不可能にするスキルIDを配列に格納。
ELS_EXCLUDE_SKILLS = []
# ELS_EXCLUDE_SKILLS[1] = [30]
# ↑<例>アルシェスは、スキルID 30 を装備品で習得することはできない。
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
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$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
if $game_special_elements == nil
$game_special_elements = {}
$data_system = load_data("Data/System.rxdata")
end
# スキル習得装備属性
$game_special_elements["equip_skill"] = /スキル(?:習|修)得装備(\d+)?(AP[+])?/i
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#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# ● 名前取得
#--------------------------------------------------------------------------
alias name_KGC_EquipLearnSkill name unless $@
def name
return name_KGC_EquipLearnSkill.gsub(/\[.*\]/) {""}
end
#--------------------------------------------------------------------------
# ● オリジナル名取得
#--------------------------------------------------------------------------
def original_name
return @name
end
#--------------------------------------------------------------------------
# ● 所持AP取得
#--------------------------------------------------------------------------
def has_ap
return (original_name =~ /\[AP\s*(\d+)\]/i) ? $1.to_i : KGC::ELS_AP_DEFAULT
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
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#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● AP 取得
# id : スキルID
#--------------------------------------------------------------------------
def ap(id)
@ap = [] if @ap == nil
@ap[id] = 0 if @ap[id] == nil
return @ap[id]
end
#--------------------------------------------------------------------------
# ● AP 加算
# id : スキルID
# value : 加算量
#--------------------------------------------------------------------------
def add_ap(id, value)
@ap = [] if @ap == nil
@ap[id] = 0 if @ap[id] == nil
@ap[id] += value
end
#--------------------------------------------------------------------------
# ● 習得スキル取得
#--------------------------------------------------------------------------
alias skills_KGC_EquipLearnSkill skills
def skills
# 全習得スキルを返す
return (skills_KGC_EquipLearnSkill | get_equip_learn_skills).sort
end
#--------------------------------------------------------------------------
# ● 習得済みスキルのみを取得
#--------------------------------------------------------------------------
if method_defined?(:learned_skills) && !defined?(LEARNED_SKILLS_KGC_ELS)
alias learned_skills_KGC_EquipLearnSkill learned_skills
else
LEARNED_SKILLS_KGC_ELS = true
end
def learned_skills
# 習得済みスキルを取得
return_skills = nil
if defined?(LEARNED_SKILLS_KGC_ELS)
return_skills = @skills
else
return_skills = learned_skills_KGC_EquipLearnSkill
end
# AP蓄積済みスキルを追加
return (return_skills | get_full_ap_skills).sort
end
#--------------------------------------------------------------------------
# ● AP蓄積済みのスキルを取得
#--------------------------------------------------------------------------
def get_full_ap_skills
return_skills = []
(1...$data_skills.size).each { |i|
if ap_full?(i)
return_skills << i
end
}
return return_skills
end
#--------------------------------------------------------------------------
# ● 装備品習得スキル取得
#--------------------------------------------------------------------------
def get_equip_learn_skills(all = false)
return_skills = []
# 装備品を取得
weapons = self.equip_weapon_list
armors = self.equip_armor_list
# 装備品から習得スキルを取得
return_skills |=
get_equipment_skills(weapons, all) | get_equipment_skills(armors, all)
# AP蓄積済みスキルを追加
return (return_skills | get_full_ap_skills).sort
end
#--------------------------------------------------------------------------
# ● AP蓄積済み判定
#--------------------------------------------------------------------------
def ap_full?(skill_id)
return KGC::ELS_NEED_AP[skill_id] != nil &&
self.ap(skill_id) >= KGC::ELS_NEED_AP[skill_id]
end
unless $imported["EquipExtension"]
#--------------------------------------------------------------------------
# ● 武器リスト取得
#--------------------------------------------------------------------------
def equip_weapon_list
return [$data_weapons[@weapon_id]]
end
#--------------------------------------------------------------------------
# ● 防具リスト取得
#--------------------------------------------------------------------------
def equip_armor_list
armors = []
(1...5).each { |i|
armors << $data_armors[eval("@armor#{i}_id")]
}
return armors.compact
end
end
#--------------------------------------------------------------------------
# ● 装備品の習得スキル取得
# equipments : 判定装備リスト
#--------------------------------------------------------------------------
def get_equipment_skills(equipments, all = false)
return_skills = []
equipments.each { |equipment|
if els_can_learn?(equipment)
case equipment
when RPG::Weapon
elements = equipment.element_set
when RPG::Armor
elements = equipment.guard_element_set
end
# 習得スキルを判定
elements.each { |element|
if $game_special_elements["equip_skill"] =~
$data_system.elements[element]
els_id = ($1 == nil ? get_equip_skill_id(equipment) : $1.to_i)
if KGC::ELS_EXCLUDE_SKILLS[self.id] == nil ||
!KGC::ELS_EXCLUDE_SKILLS[self.id].include?(els_id)
if !all && KGC::ELS_NEED_AP_FULL
if KGC::ELS_NEED_AP[els_id] == nil || ap_full?(els_id)
return_skills << els_id
end
else
return_skills << els_id
end
end
end
}
end
}
return return_skills
end
#--------------------------------------------------------------------------
# ● 装備品の習得スキルID取得
# equipment : 判定装備
#--------------------------------------------------------------------------
def get_equip_skill_id(equipment)
case KGC::ELS_SKILL_ID_PARAM
when 0
els_id = equipment.str_plus
when 1
els_id = equipment.dex_plus
when 2
els_id = equipment.agi_plus
when 3
els_id = equipment.int_plus
end
return els_id
end
private :get_equip_skill_id
#--------------------------------------------------------------------------
# ● 習得可否判定
# equipment : 判定装備
#--------------------------------------------------------------------------
def els_can_learn?(equipment)
case equipment
when RPG::Weapon
if KGC::ELS_EXCLUDE_WEAPONS[self.id] == nil ||
!KGC::ELS_EXCLUDE_WEAPONS[self.id].include?(equipment.id)
return true
end
when RPG::Armor
if KGC::ELS_EXCLUDE_ARMORS[self.id] == nil ||
!KGC::ELS_EXCLUDE_ARMORS[self.id].include?(equipment.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● スキルの使用可能判定
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
return super
end
#--------------------------------------------------------------------------
# ● スキルの習得済み判定
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_learn?(skill_id)
return skills.include?(skill_id)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 所持AP取得
#--------------------------------------------------------------------------
def has_ap
return $data_enemies[@enemy_id].has_ap
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_StatusAP
#------------------------------------------------------------------------------
# ステータス画面でAP情報を表示するウィンドウです。
#==============================================================================
if KGC::ELS_USE_AP_VIEWER
class Window_StatusAP < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor : アクター
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
self.back_opacity = 224
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
count = 0
(1...$data_skills.size).each { |i|
if show_skill?(i)
count += 1
end
}
self.contents = Bitmap.new(608, 32 * count + 32)
# AP情報描画
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 256, 32, "スキル", 1)
self.contents.draw_text(256, 0, 160, 32, "取得AP/必要AP")
return if KGC::ELS_NEED_AP.size == 0
y = 32
(1...$data_skills.size).each { |i|
unless show_skill?(i)
next
end
skill = $data_skills[i]
self.contents.font.color = normal_color
icon = RPG::Cache.icon(skill.icon_name)
self.contents.blt(4, y + 4, icon, icon.rect)
self.contents.draw_text(32, y, 224, 32, skill.name)
if @actor.ap(i) < KGC::ELS_NEED_AP[i]
self.contents.font.color = normal_color
self.contents.draw_text(256, y, 160, 32,
sprintf("%6d/%6d", @actor.ap(i), KGC::ELS_NEED_AP[i]))
else
self.contents.font.color = text_color(6)
self.contents.draw_text(256, y, 160, 32, KGC::ELS_MASTER_SKILL)
end
y += 32
}
end
#--------------------------------------------------------------------------
# ● スキルを表示するか判定
#--------------------------------------------------------------------------
def show_skill?(skill_id)
result = KGC::ELS_NEED_AP[skill_id] != nil
if !KGC::ELS_SHOW_AP0_SKILL && result
result &= @actor.ap(skill_id) > 0
end
return result
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Status
#==============================================================================
if KGC::ELS_USE_AP_VIEWER
class Scene_Status
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
alias initialize_KGC_EquipLearnSkill initialize
def initialize(actor_index = 0, equip_index = 0)
initialize_KGC_EquipLearnSkill(actor_index, equip_index)
@view_ap = false
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias main_KGC_EquipLearnSkill main
def main
# アクターを取得
@actor = $game_party.actors[@actor_index]
# APビューアを作成
@ap_window = Window_StatusAP.new(@actor)
@ap_window.z = 2000
@ap_window.visible = false
main_KGC_EquipLearnSkill
@ap_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_EquipLearnSkill update
def update
@ap_window.update
# A ボタンが押された場合
if Input.trigger?(Input::A)
# カーソル SE を演奏
$game_system.se_play($data_system.cursor_se)
# ウィンドウ切り替え
Graphics.freeze
@view_ap = !@view_ap
@ap_window.visible = @ap_window.active = @view_ap
Graphics.transition
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C) && $imported["StatusAlter"]
@view_ap = false
@ap_window.visible = @ap_window.active = false
end
if @ap_window.active
# スクロール最大位置を計算
scroll_max = [@ap_window.contents.height - (@ap_window.height - 32), 0].max
if Input.repeat?(Input::UP)
@ap_window.oy = [@ap_window.oy - 32, 0].max
elsif Input.repeat?(Input::DOWN)
@ap_window.oy = [@ap_window.oy + 32, scroll_max].min
elsif Input.repeat?(Input::L)
@ap_window.oy = [@ap_window.oy - (@ap_window.height - 32), 0].max
elsif Input.repeat?(Input::R)
@ap_window.oy = [@ap_window.oy + (@ap_window.height - 32), scroll_max].min
end
end
update_KGC_EquipLearnSkill
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle (分割定義 2)
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● アフターバトルフェーズ開始
#--------------------------------------------------------------------------
alias start_phase5_KGC_EquipLearnSkill start_phase5
def start_phase5
start_phase5_KGC_EquipLearnSkill
# AP獲得処理(経験値を獲得できない場合は無視)
actors = $game_party.actors.find_all { |actor|
actor.exist? && !actor.cant_get_exp?
}
@got_ap = 0
$game_troop.enemies.each { |enemy|
unless enemy.hidden
@got_ap += enemy.has_ap
end
}
actors.each { |actor|
skills = actor.get_equip_learn_skills(true)
skills.each { |i|
actor.add_ap(i, @got_ap)
}
}
end
end
So I would assume after killing one enemy, I would gain 1 AP, which would grant me the [1] skill (which for example is cure). Unfortunately, after killing an enemy, I don't receive any AP nor get any skills. Can anyone help me get this thing working?
Here is VX version of the script for reference:
script VX
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Equipment Skills System - KGC_EquipLearnSkill ◆ VX ◆
#_/ ◇ Last Update: 2008/02/10 ◇
#_/ ◆ Translation by Mr. Anonymous ◆
#_/ ◆ KGC Site: ◆
#_/ ◆ http://ytomy.sakura.ne.jp/ ◆
#_/ ◆ Translator's Blog: ◆
#_/ ◆ http://mraprojects.wordpress.com ◆
#_/-----------------------------------------------------------------------------
#_/ This script allows you to assign skills that can be "learned" by equipping
#_/ designated equipment. Everytime the party defeats an enemy, they recieve
#_/ TP (Training Points) that go toward mastering a skill. Once a skill is
#_/ mastered (with the default setting of NEED_FULL_AP = true), that skill is
#_/ learned. This system is much like the one in Final Fantasy Tactics Advance.
#_/=============================================================================
#_/ ◆ Instructions For Usage ◆
#_/ To make use of these functions, you must insert the desired tag into the
#_/ "Notes" box located in the specified section of the database.
#_/ <learnskill> is for equipment, <needTP> is for Skills, and <TP> for enemies.
#_/ For example, you want the Club to supply the Dual Attack skill and be
#_/ mastered at 20 TP. You would locate the Club in the weapons tab of the
#_/ database and insert <learnskill 1>. Then, you'd locate Dual Attack in
#_/ the Skills tab of the database and insert <needTP 20>. Simple, effective.
#_/
#_/ Key: n = Number
#_/ SkillID = The ID number of the desired skill in the skills database
#_/ Amount = The desired amount of TP.
#_/
#_/ <learnskill SkillID>
#_/ Assigns the given skill to the designated equipment for the actor to use.
#_/
#_/ <needTP Amount>
#_/ Assigns a specified amount of TP the actor must aquire in order to master
#_/ the skill.
#_/ <TP Amount>
#_/ Assigns a specified amount of TP earned from defeating the enemy.
#_/
#_/
#_/ ◆ Script Commands ◆
#_/ These commands are used in "Script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ * gain_actor_ap(ActorID, AP Amount, show)
#_/ Allows you to give an actor a specified amount of AP.
#_/ "Show" is a toggle. If set to true, if the skill is mastered, it will
#_/ display the "Skill Mastered" screen. (Ex. gain_actor_ap (1, 50, true))
#_/
#_/ * change_actor_ap(ActorID, SkillID, AP Amount)
#_/ Allows you to modify the amount of AP a specified skill has.
#_/ (Ex. change_actor_ap (1, 3, 100)
#_/
#_/ * call_ap_viewer(index: ActorID)
#_/ This calls the AP Viewer screen. If you exclude (index:), the first
#_/ actor in the index is automatically called.
#_/ Note: To use this properly, Ex. call_ap_viewer(index: 2) would pull up
#_/ the AP Viewer screen for the second actor.
#_/
#_/ [Further, please see "Equipment Exclusion" and "Skills Exclusion" located]
#_/ [near the bottom of the Customize block for more control. ]
#_/
#_/=============================================================================
#_/ Installation: Install above KCG_SkillCPSystem, if you use that script.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module KGC
module EquipLearnSkill
# Note: To avoid confusion with the KCG_DistributeParameter script, I use TP
# (Training Point) as the default abbreviation. KGC uses AP.
# ◆ AP Name ◆
# This allows you to change the abbreviation of AP.
VOCAB_AP = "TP"
# ◆ AP Default Value ◆
# This allows you to change the default value of AP gained by an enemy when
# not manually specified using the <TP n> tag.
DEFAULT_AP = 1
# ◆ Skill Use Mastery ◆
# This toggle allows you to change whether a skill is usable when AP hasn't
# been maxed out.
# true = Skill cannot be used until the skill has been mastered.
# false = Skills are usable regardless of AP amount, however, when the item
# that provides that skill is unequipped, the skill is removed.
NEED_FULL_AP = true
# ◆ AP Result Screen Aquisition Display ◆
# The allows you to change the AP aquired message for battle results.
# %s : aquired AP amount
VOCAB_RESULT_OBTAIN_AP = "Aquired %s #{VOCAB_AP}!"
# ◆ Display message when skill is mastered on results screen
# (beginning of message).
# %s : Actor Name
VOCAB_RESULT_MASTER_SKILL = "%s"
# ◆ Display message when skill mastered on results screen.
# (ending of message)
# %s : Name of mastered skill
VOCAB_RESULT_MASTER_SKILL_NAME = "Learned %s!"
# ◆ Command Menu ◆
# This toggle adds the "AP Viewer" (Training Skills) selection to the main
# command menu.
USE_MENU_AP_VIEWER_COMMAND = false
# ◆ Text of the Equip Skills selection on the main command window.
# Could also be written: VOCAB_MENU_AP_VIEWER = "#{VOCAB_AP} Skills"
VOCAB_MENU_AP_VIEWER = "View TP"
# ◆ AP Viewer Screen ◆
# Mastered AP skills column display.
VOCAB_MASTER_SKILL = " - MASTER - "
# This toggle shows/hides skills that have 0 AP.
# This also evidently affects the skill's usability, though untested.
# true = show
# false = Hide
SHOW_ZERO_AP_SKILL = true
# This toggle allows you to hide the name of a skill if the skill has 0 AP.
# true = mask the skill name
# false = unmask the skill name
MASK_ZERO_AP_SKILL_NAME = true
# This allows you to change the text of a 0 AP masked skill.
# (When MASK_ZERO_AP_SKILL_NAME = true)
ZERO_AP_NAME_MASK = "Unavailable"
# This toggle allows you to mask the text displayed in the "Help" (topmost)
# window of a skill that has 0 AP.
# true = mask the skill's help text
# false = display the text normally
HIDE_ZERO_AP_SKILL_HELP = true
# This allows you to change the text displayed in the "Help" (topmost) window
# of a skill that has 0 AP. (When HIDE_ZERO_AP_SKILL_HELP = true)
ZERO_AP_SKILL_HELP = "This skill is unavailable."
# ◆ Equipment Exclusion ◆
# The following lines make it possible for a specified actor to not gain
# skills granted by certain Weapons and Armors.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_WEAPONS = [] # Weapons
EXCLUDE_ARMORS = [] # Armor
# Example:
# ActorID:1 WeaponID:50 and 70
# EXCLUDE_WEAPONS[1] = [50, 70]
# Ralph cannot aquire the skills given by the weapon of WeaponID 50 and 70.
# ◆ Skills Exclusion ◆
# The following line makes it possible for a specified actor to not gain
# certain skills provided by any equipment that may normally grant them.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_SKILLS = []
# Example:
# ActorID:1 SkillID:30
# EXCLUDE_SKILLS[1] = [30]
# Ralph cannot aquire the skill in SkillID 30 granted by any equipped goods.
# ◆ Call AP Viewer from the Skills Window ◆
# This allows you to change what key/button is pressed on the skills window
# to shift to the AP Viewer window.
# When set to nil, this is disabled. ( CALL_EQUIPSKILLKEY = Input::nil )
# Note: Currently this only works with KGC_CategorizeSkill
# I'll revise this later so you may do so without that script.
# I also need to add a couple more methods to this anyhow.
CALL_APVIEWERKEY = Input::Z
# ◆ Call Skills Window from the AP Viewer ◆
# This allows you to change what key/button is pressed on the AP Viewer
# to shift to the skills window.
# When set to nil, this is disabled. ( CALL_SKILLSKEY = Input::nil )
CALL_SKILLSKEY = Input::Y
end
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.
$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
module KGC::EquipLearnSkill
# Regular expressions Defined
module Regexp
# Base Item Module
module BaseItem
# Learn Skill tag string
LEARN_SKILL = /<(?:LEARN_SKILL|learnskill)[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i
end
# Base Skill Module
module Skill
# Need AP tag string
NEED_AP = /<(?:NEED_AP|needTP)[ ]*(\d+)>/i
end
# Base Enemy Module
module Enemy
# AP given tag string
AP = /<TP[ ]*(\d+)>/i
end
end
end
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# ○ AP の獲得
# actor_id : アクター ID
# ap : 獲得 AP
# show : マスター表示フラグ
#--------------------------------------------------------------------------
def gain_actor_ap(actor_id, ap, show = false)
$game_actors[actor_id].gain_ap(ap, show)
end
#--------------------------------------------------------------------------
# ○ AP の変更
# actor_id : アクター ID
# skill_id : スキル ID
# ap : AP
#--------------------------------------------------------------------------
def change_actor_ap(actor_id, skill_id, ap)
skill = $data_skills[skill_id]
return if skill == nil
$game_actors[actor_id].change_ap(skill, ap)
end
#--------------------------------------------------------------------------
# ○ AP ビューアの呼び出し
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
def call_ap_viewer(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :ap_viewer
$game_temp.next_scene_actor_index = actor_index
end
end
class Game_Interpreter
include KGC::Commands
end
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
# 戦闘終了メッセージ
ObtainAP = KGC::EquipLearnSkill::VOCAB_RESULT_OBTAIN_AP
ResultFullAPSkill = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL
ResultFullAPSkillName = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL_NAME
# AP
def self.ap
return KGC::EquipLearnSkill::VOCAB_AP
end
# マスターしたスキル
def self.full_ap_skill
return KGC::EquipLearnSkill::VOCAB_MASTER_SKILL
end
# AP ビューア
def self.ap_viewer
return KGC::EquipLearnSkill::VOCAB_MENU_AP_VIEWER
end
end
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__learn_skills = []
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::BaseItem::LEARN_SKILL # スキル習得
$1.scan(/\d+/).each { |num|
skill_id = num.to_i
# 存在するスキルならリストに加える
@__learn_skills << skill_id if $data_skills[skill_id] != nil
}
end
}
end
#--------------------------------------------------------------------------
# ○ 習得するスキル ID の配列
#--------------------------------------------------------------------------
def learn_skills
create_equip_learn_skill_cache if @__learn_skills == nil
return @__learn_skills
end
end
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ○ クラス変数
#--------------------------------------------------------------------------
@@__masked_name =
KGC::EquipLearnSkill::ZERO_AP_NAME_MASK # マスク名
@@__expand_masked_name = false # マスク名拡張表示フラグ
if @@__expand_masked_name != nil
@@__expand_masked_name = (@@__masked_name.scan(/./).size == 1)
end
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__need_ap = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Skill::NEED_AP # 必要 AP
@__need_ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ マスク名
#--------------------------------------------------------------------------
def masked_name
if KGC::EquipLearnSkill::MASK_ZERO_AP_SKILL_NAME
if @@__expand_masked_name
# マスク名を拡張して表示
return @@__masked_name * self.name.scan(/./).size
else
return @@__masked_name
end
else
return self.name
end
end
#--------------------------------------------------------------------------
# ○ 習得に必要な AP
#--------------------------------------------------------------------------
def need_ap
create_equip_learn_skill_cache if @__need_ap == nil
return @__need_ap
end
end
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__ap = KGC::EquipLearnSkill::DEFAULT_AP
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Enemy::AP # 所持 AP
@__ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ 所持 AP
#--------------------------------------------------------------------------
def ap
create_equip_learn_skill_cache if @__ap == nil
return @__ap
end
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
unless $imported["CustomMenuCommand"]
class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :next_scene_actor_index # 次のシーンのアクターインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_EquipLearnSkill initialize
def initialize
initialize_KGC_EquipLearnSkill
@next_scene_actor_index = 0
end
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● セットアップ
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias setup_KGC_EquipLearnSkill setup
def setup(actor_id)
setup_KGC_EquipLearnSkill(actor_id)
@skill_ap = []
end
#--------------------------------------------------------------------------
# ○ 指定スキルの AP 取得
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_ap(skill_id)
@skill_ap = [] if @skill_ap == nil
return (@skill_ap[skill_id] != nil ? @skill_ap[skill_id] : 0)
end
#--------------------------------------------------------------------------
# ○ AP 変更
# skill : スキル
# ap : 新しい AP
#--------------------------------------------------------------------------
def change_ap(skill, ap)
@skill_ap = [] if @skill_ap == nil
@skill_ap[skill.id] = [[ap, skill.need_ap].min, 0].max
end
#--------------------------------------------------------------------------
# ○ マスターしたスキルの表示
# new_skills : 新しくマスターしたスキルの配列
#--------------------------------------------------------------------------
def display_full_ap_skills(new_skills)
$game_message.new_page
text = sprintf(Vocab::ResultFullAPSkill, name)
$game_message.texts.push(text)
new_skills.each { |skill|
text = sprintf(Vocab::ResultFullAPSkillName, skill.name)
$game_message.texts.push(text)
}
end
#--------------------------------------------------------------------------
# ○ AP 獲得
# ap : AP の増加量
# show : マスタースキル表示フラグ
#--------------------------------------------------------------------------
def gain_ap(ap, show)
last_full_ap_skills = full_ap_skills
# 装備品により習得しているスキルに AP を加算
equipment_skills(true).each { |skill|
change_ap(skill, skill_ap(skill.id) + ap)
}
# マスターしたスキルを表示
if show && last_full_ap_skills != full_ap_skills
display_full_ap_skills(full_ap_skills - last_full_ap_skills)
end
end
#--------------------------------------------------------------------------
# ● スキルオブジェクトの配列取得
#--------------------------------------------------------------------------
alias skills_KGC_EquipLearnSkill skills
def skills
result = skills_KGC_EquipLearnSkill
# 装備品と AP 蓄積済みのスキルを追加
additional_skills = equipment_skills | full_ap_skills
return (result | additional_skills).sort! { |a, b| a.id <=> b.id }
end
#--------------------------------------------------------------------------
# ○ 装備品の習得スキル取得
# all : 使用不可能なスキルも含める
#--------------------------------------------------------------------------
def equipment_skills(all = false)
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # 除外装備なら無視
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # 除外スキルなら無視
if !all && KGC::EquipLearnSkill::NEED_FULL_AP # 要蓄積の場合
next unless ap_full?(skill) # 未達成なら無視
end
result << skill
}
}
return result
end
#--------------------------------------------------------------------------
# ○ スキル習得装備除外判定
# item : 判定装備
#--------------------------------------------------------------------------
def exclude_learnable_equipment?(item)
case item
when RPG::Weapon # 武器
# 除外武器に含まれている場合
if KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id].include?(item.id)
return true
end
when RPG::Armor # 防具
# 除外防具に含まれている場合
if KGC::EquipLearnSkill::EXCLUDE_ARMORS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_ARMORS[id].include?(item.id)
return true
end
else # 装備品以外
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ 装備品による習得スキル除外判定
# skill : スキル
#--------------------------------------------------------------------------
def exclude_equipment_skill?(skill)
# 自身が除外されている場合
if KGC::EquipLearnSkill::EXCLUDE_SKILLS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_SKILLS[id].include?(skill.id)
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ AP 蓄積済みのスキルを取得
#--------------------------------------------------------------------------
def full_ap_skills
result = []
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
result << skill if ap_full?(skill) && !exclude_equipment_skill?(skill)
}
return result
end
#--------------------------------------------------------------------------
# ○ AP 蓄積可能なスキルを取得
#--------------------------------------------------------------------------
def can_gain_ap_skills
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # 除外装備なら無視
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # 除外スキルなら無視
result << skill
}
}
return (result - full_ap_skills) # マスターしたものを除く
end
#--------------------------------------------------------------------------
# ○ AP 蓄積済み判定
# skill : スキル
#--------------------------------------------------------------------------
def ap_full?(skill)
return false if skill == nil # スキルが存在しない
return false if skill.need_ap == 0 # 必要 AP が 0
return false if @skills.include?(skill.id) # 習得済み
return (skill_ap(skill.id) >= skill.need_ap)
end
#--------------------------------------------------------------------------
# ● スキルの使用可能判定
# skill : スキル
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return super
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ○ AP の取得
#--------------------------------------------------------------------------
def ap
return enemy.ap
end
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ○ AP の合計計算
#--------------------------------------------------------------------------
def ap_total
ap = 0
for enemy in dead_members
ap += enemy.ap unless enemy.hidden
end
return ap
end
end
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ○ コマンドをリフレッシュ
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = [self.height, row_max * WLH + 32].max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ○ コマンドを挿入
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ○ コマンドを削除
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end
#==============================================================================
# □ Window_APViewer
#------------------------------------------------------------------------------
# AP ビューアでスキルを表示するウィンドウです。
#==============================================================================
class Window_APViewer < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@can_gain_ap_skills = []
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ○ スキルの取得
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
@data = []
@can_gain_ap_skills = @actor.can_gain_ap_skills
equipment_skills = @actor.equipment_skills(true)
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
next if skill.need_ap == 0
unless KGC::EquipLearnSkill::SHOW_ZERO_AP_SKILL
# AP が 0 、かつ装備品で習得していないものは無視
if @actor.skill_ap(skill.id) == 0 && !equipment_skills.include?(skill)
next
end
end
@data.push(skill)
}
@item_max = @data.size
create_contents
@item_max.times { |i| draw_item(i) }
end
#--------------------------------------------------------------------------
# ○ 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
if @actor.ap_full?(skill) || @actor.skill_learn?(skill)
# マスター
text = Vocab.full_ap_skill
else
# AP 蓄積中
text = sprintf("%s %4d/%4d",
Vocab.ap, @actor.skill_ap(skill.id), skill.need_ap)
end
# AP を描画
self.contents.font.color = normal_color
self.contents.draw_text(rect, text, 2)
end
end
#--------------------------------------------------------------------------
# ○ スキルを有効状態で表示するかどうか
# skill : スキル
#--------------------------------------------------------------------------
def enable?(skill)
return true if @actor.skill_learn?(skill) # 習得済み
return true if @actor.ap_full?(skill) # マスター
return true if @can_gain_ap_skills.include?(skill) # AP 蓄積可能
return false
end
#--------------------------------------------------------------------------
# ○ スキルをマスクなしで表示するかどうか
# skill : スキル
#--------------------------------------------------------------------------
def no_mask?(skill)
return true if @actor.skill_learn?(skill) # 習得済み
return true if @actor.skill_ap(skill.id) > 0 # AP が 1 以上
return true if @can_gain_ap_skills.include?(skill) # AP 蓄積可能
return false
end
#--------------------------------------------------------------------------
# ● アイテム名の描画
# item : アイテム (スキル、武器、防具でも可)
# x : 描画先 X 座標
# y : 描画先 Y 座標
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true)
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH,
no_mask?(item) ? item.name : item.masked_name)
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
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if KGC::EquipLearnSkill::HIDE_ZERO_AP_SKILL_HELP && !no_mask?(skill)
@help_window.set_text(KGC::EquipLearnSkill::ZERO_AP_SKILL_HELP)
else
@help_window.set_text(skill == nil ? "" : skill.description)
end
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 画面切り替えの実行
#--------------------------------------------------------------------------
alias update_scene_change_KGC_EquipLearnSkill update_scene_change
def update_scene_change
return if $game_player.moving? # プレイヤーの移動中?
if $game_temp.next_scene == :ap_viewer
call_ap_viewer
return
end
update_scene_change_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ○ AP ビューアへの切り替え
#--------------------------------------------------------------------------
def call_ap_viewer
$game_temp.next_scene = nil
$scene = Scene_APViewer.new($game_temp.next_scene_actor_index,
0, Scene_APViewer::HOST_MAP)
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
if KGC::EquipLearnSkill::USE_MENU_AP_VIEWER_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_EquipLearnSkill create_command_window
def create_command_window
create_command_window_KGC_EquipLearnSkill
return if $imported["CustomMenuCommand"]
@__command_ap_viewer_index = @command_window.add_command(Vocab.ap_viewer)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_EquipLearnSkill update_command_selection
def update_command_selection
call_ap_viewer_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_ap_viewer_index # AP ビューア
call_ap_viewer_flag = true
end
end
# AP ビューアに移行
if call_ap_viewer_flag
if $game_party.members.size == 0
Sound.play_buzzer
return
end
Sound.play_decision
start_actor_selection
return
end
update_command_selection_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ● アクター選択の更新
#--------------------------------------------------------------------------
alias update_actor_selection_KGC_EquipLearnSkill update_actor_selection
def update_actor_selection
if Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when @__command_ap_viewer_index # AP ビューア
$scene = Scene_APViewer.new(@status_window.index,
@__command_ap_viewer_index, Scene_APViewer::HOST_MENU)
return
end
end
update_actor_selection_KGC_EquipLearnSkill
end
end
#==============================================================================
# □ Scene_APViewer
#------------------------------------------------------------------------------
# AP ビューアの処理を行うクラスです。
#==============================================================================
class Scene_APViewer < Scene_Base
HOST_MENU = 0
HOST_MAP = 1
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor_index : アクターインデックス
# menu_index : コマンドのカーソル初期位置
# host_scene : 呼び出し元 (0..メニュー 1..マップ)
#--------------------------------------------------------------------------
def initialize(actor_index = 0, menu_index = 0, host_scene = HOST_MENU)
@actor_index = actor_index
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
if $imported["HelpExtension"]
@help_window.row_max = KGC::HelpExtension::ROW_MAX
end
@status_window = Window_SkillStatus.new(0, @help_window.height, @actor)
dy = @help_window.height + @status_window.height
@skill_window = Window_APViewer.new(0, dy,
Graphics.width, Graphics.height - dy, @actor)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
@status_window.dispose
@skill_window.dispose
end
#--------------------------------------------------------------------------
# ○ 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# ○ 次のアクターの画面に切り替え
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ○ 前のアクターの画面に切り替え
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@skill_window.update
@status_window.update
if @skill_window.active
update_skill_selection
end
end
#--------------------------------------------------------------------------
# ○ スキル選択の更新
#--------------------------------------------------------------------------
def update_skill_selection
if Input.trigger?(Input::
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif KGC::EquipLearnSkill::CALL_SKILLSKEY != nil &&
Input.trigger?(KGC::EquipLearnSkill::CALL_SKILLSKEY)
Sound.play_decision
$scene = Scene_Skill.new(@actor_index)
end
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_EquipLearnSkill wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
wait_for_message_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ● 獲得した経験値とお金の表示
#--------------------------------------------------------------------------
alias display_exp_and_gold_KGC_EquipLearnSkill display_exp_and_gold
def display_exp_and_gold
@ignore_wait_for_message = true
display_exp_and_gold_KGC_EquipLearnSkill
display_ap
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
alias display_level_up_KGC_EquipLearnSkill display_level_up
def display_level_up
display_level_up_KGC_EquipLearnSkill
display_master_equipment_skill
end
#--------------------------------------------------------------------------
# ○ 獲得 AP の表示
#--------------------------------------------------------------------------
def display_ap
ap = $game_troop.ap_total
if ap > 0
text = sprintf(Vocab::ObtainAP, ap)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# ○ マスターしたスキルの表示
#--------------------------------------------------------------------------
def display_master_equipment_skill
ap = $game_troop.ap_total
$game_party.existing_members.each { |actor|
last_skills = actor.skills
actor.gain_ap(ap, true)
}
wait_for_message
end
end
#==============================================================================
# ■ Scene_Skill
#==============================================================================
# Added by Mr. Anonymous
#==============================================================================
if $imported["CategorizeSkill"]
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# Update Actor
#--------------------------------------------------------------------------
alias update_category_selection_KGC_EquipLearnSkill update_category_selection
def update_category_selection
if KGC::EquipLearnSkill::CALL_APVIEWERKEY != nil &&
Input.trigger?(KGC::EquipLearnSkill::CALL_APVIEWERKEY)
Sound.play_decision
$scene = Scene_APViewer.new(@actor_index)
end
update_category_selection_KGC_EquipLearnSkill
end
end
end
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rp...equip_extension
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Equipment Skills System - KGC_EquipLearnSkill ◆ VX ◆
#_/ ◇ Last Update: 2008/02/10 ◇
#_/ ◆ Translation by Mr. Anonymous ◆
#_/ ◆ KGC Site: ◆
#_/ ◆ http://ytomy.sakura.ne.jp/ ◆
#_/ ◆ Translator's Blog: ◆
#_/ ◆ http://mraprojects.wordpress.com ◆
#_/-----------------------------------------------------------------------------
#_/ This script allows you to assign skills that can be "learned" by equipping
#_/ designated equipment. Everytime the party defeats an enemy, they recieve
#_/ TP (Training Points) that go toward mastering a skill. Once a skill is
#_/ mastered (with the default setting of NEED_FULL_AP = true), that skill is
#_/ learned. This system is much like the one in Final Fantasy Tactics Advance.
#_/=============================================================================
#_/ ◆ Instructions For Usage ◆
#_/ To make use of these functions, you must insert the desired tag into the
#_/ "Notes" box located in the specified section of the database.
#_/ <learnskill> is for equipment, <needTP> is for Skills, and <TP> for enemies.
#_/ For example, you want the Club to supply the Dual Attack skill and be
#_/ mastered at 20 TP. You would locate the Club in the weapons tab of the
#_/ database and insert <learnskill 1>. Then, you'd locate Dual Attack in
#_/ the Skills tab of the database and insert <needTP 20>. Simple, effective.
#_/
#_/ Key: n = Number
#_/ SkillID = The ID number of the desired skill in the skills database
#_/ Amount = The desired amount of TP.
#_/
#_/ <learnskill SkillID>
#_/ Assigns the given skill to the designated equipment for the actor to use.
#_/
#_/ <needTP Amount>
#_/ Assigns a specified amount of TP the actor must aquire in order to master
#_/ the skill.
#_/ <TP Amount>
#_/ Assigns a specified amount of TP earned from defeating the enemy.
#_/
#_/
#_/ ◆ Script Commands ◆
#_/ These commands are used in "Script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ * gain_actor_ap(ActorID, AP Amount, show)
#_/ Allows you to give an actor a specified amount of AP.
#_/ "Show" is a toggle. If set to true, if the skill is mastered, it will
#_/ display the "Skill Mastered" screen. (Ex. gain_actor_ap (1, 50, true))
#_/
#_/ * change_actor_ap(ActorID, SkillID, AP Amount)
#_/ Allows you to modify the amount of AP a specified skill has.
#_/ (Ex. change_actor_ap (1, 3, 100)
#_/
#_/ * call_ap_viewer(index: ActorID)
#_/ This calls the AP Viewer screen. If you exclude (index:), the first
#_/ actor in the index is automatically called.
#_/ Note: To use this properly, Ex. call_ap_viewer(index: 2) would pull up
#_/ the AP Viewer screen for the second actor.
#_/
#_/ [Further, please see "Equipment Exclusion" and "Skills Exclusion" located]
#_/ [near the bottom of the Customize block for more control. ]
#_/
#_/=============================================================================
#_/ Installation: Install above KCG_SkillCPSystem, if you use that script.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module KGC
module EquipLearnSkill
# Note: To avoid confusion with the KCG_DistributeParameter script, I use TP
# (Training Point) as the default abbreviation. KGC uses AP.
# ◆ AP Name ◆
# This allows you to change the abbreviation of AP.
VOCAB_AP = "TP"
# ◆ AP Default Value ◆
# This allows you to change the default value of AP gained by an enemy when
# not manually specified using the <TP n> tag.
DEFAULT_AP = 1
# ◆ Skill Use Mastery ◆
# This toggle allows you to change whether a skill is usable when AP hasn't
# been maxed out.
# true = Skill cannot be used until the skill has been mastered.
# false = Skills are usable regardless of AP amount, however, when the item
# that provides that skill is unequipped, the skill is removed.
NEED_FULL_AP = true
# ◆ AP Result Screen Aquisition Display ◆
# The allows you to change the AP aquired message for battle results.
# %s : aquired AP amount
VOCAB_RESULT_OBTAIN_AP = "Aquired %s #{VOCAB_AP}!"
# ◆ Display message when skill is mastered on results screen
# (beginning of message).
# %s : Actor Name
VOCAB_RESULT_MASTER_SKILL = "%s"
# ◆ Display message when skill mastered on results screen.
# (ending of message)
# %s : Name of mastered skill
VOCAB_RESULT_MASTER_SKILL_NAME = "Learned %s!"
# ◆ Command Menu ◆
# This toggle adds the "AP Viewer" (Training Skills) selection to the main
# command menu.
USE_MENU_AP_VIEWER_COMMAND = false
# ◆ Text of the Equip Skills selection on the main command window.
# Could also be written: VOCAB_MENU_AP_VIEWER = "#{VOCAB_AP} Skills"
VOCAB_MENU_AP_VIEWER = "View TP"
# ◆ AP Viewer Screen ◆
# Mastered AP skills column display.
VOCAB_MASTER_SKILL = " - MASTER - "
# This toggle shows/hides skills that have 0 AP.
# This also evidently affects the skill's usability, though untested.
# true = show
# false = Hide
SHOW_ZERO_AP_SKILL = true
# This toggle allows you to hide the name of a skill if the skill has 0 AP.
# true = mask the skill name
# false = unmask the skill name
MASK_ZERO_AP_SKILL_NAME = true
# This allows you to change the text of a 0 AP masked skill.
# (When MASK_ZERO_AP_SKILL_NAME = true)
ZERO_AP_NAME_MASK = "Unavailable"
# This toggle allows you to mask the text displayed in the "Help" (topmost)
# window of a skill that has 0 AP.
# true = mask the skill's help text
# false = display the text normally
HIDE_ZERO_AP_SKILL_HELP = true
# This allows you to change the text displayed in the "Help" (topmost) window
# of a skill that has 0 AP. (When HIDE_ZERO_AP_SKILL_HELP = true)
ZERO_AP_SKILL_HELP = "This skill is unavailable."
# ◆ Equipment Exclusion ◆
# The following lines make it possible for a specified actor to not gain
# skills granted by certain Weapons and Armors.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_WEAPONS = [] # Weapons
EXCLUDE_ARMORS = [] # Armor
# Example:
# ActorID:1 WeaponID:50 and 70
# EXCLUDE_WEAPONS[1] = [50, 70]
# Ralph cannot aquire the skills given by the weapon of WeaponID 50 and 70.
# ◆ Skills Exclusion ◆
# The following line makes it possible for a specified actor to not gain
# certain skills provided by any equipment that may normally grant them.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_SKILLS = []
# Example:
# ActorID:1 SkillID:30
# EXCLUDE_SKILLS[1] = [30]
# Ralph cannot aquire the skill in SkillID 30 granted by any equipped goods.
# ◆ Call AP Viewer from the Skills Window ◆
# This allows you to change what key/button is pressed on the skills window
# to shift to the AP Viewer window.
# When set to nil, this is disabled. ( CALL_EQUIPSKILLKEY = Input::nil )
# Note: Currently this only works with KGC_CategorizeSkill
# I'll revise this later so you may do so without that script.
# I also need to add a couple more methods to this anyhow.
CALL_APVIEWERKEY = Input::Z
# ◆ Call Skills Window from the AP Viewer ◆
# This allows you to change what key/button is pressed on the AP Viewer
# to shift to the skills window.
# When set to nil, this is disabled. ( CALL_SKILLSKEY = Input::nil )
CALL_SKILLSKEY = Input::Y
end
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.
$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
module KGC::EquipLearnSkill
# Regular expressions Defined
module Regexp
# Base Item Module
module BaseItem
# Learn Skill tag string
LEARN_SKILL = /<(?:LEARN_SKILL|learnskill)[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i
end
# Base Skill Module
module Skill
# Need AP tag string
NEED_AP = /<(?:NEED_AP|needTP)[ ]*(\d+)>/i
end
# Base Enemy Module
module Enemy
# AP given tag string
AP = /<TP[ ]*(\d+)>/i
end
end
end
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# ○ AP の獲得
# actor_id : アクター ID
# ap : 獲得 AP
# show : マスター表示フラグ
#--------------------------------------------------------------------------
def gain_actor_ap(actor_id, ap, show = false)
$game_actors[actor_id].gain_ap(ap, show)
end
#--------------------------------------------------------------------------
# ○ AP の変更
# actor_id : アクター ID
# skill_id : スキル ID
# ap : AP
#--------------------------------------------------------------------------
def change_actor_ap(actor_id, skill_id, ap)
skill = $data_skills[skill_id]
return if skill == nil
$game_actors[actor_id].change_ap(skill, ap)
end
#--------------------------------------------------------------------------
# ○ AP ビューアの呼び出し
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
def call_ap_viewer(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :ap_viewer
$game_temp.next_scene_actor_index = actor_index
end
end
class Game_Interpreter
include KGC::Commands
end
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
# 戦闘終了メッセージ
ObtainAP = KGC::EquipLearnSkill::VOCAB_RESULT_OBTAIN_AP
ResultFullAPSkill = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL
ResultFullAPSkillName = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL_NAME
# AP
def self.ap
return KGC::EquipLearnSkill::VOCAB_AP
end
# マスターしたスキル
def self.full_ap_skill
return KGC::EquipLearnSkill::VOCAB_MASTER_SKILL
end
# AP ビューア
def self.ap_viewer
return KGC::EquipLearnSkill::VOCAB_MENU_AP_VIEWER
end
end
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__learn_skills = []
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::BaseItem::LEARN_SKILL # スキル習得
$1.scan(/\d+/).each { |num|
skill_id = num.to_i
# 存在するスキルならリストに加える
@__learn_skills << skill_id if $data_skills[skill_id] != nil
}
end
}
end
#--------------------------------------------------------------------------
# ○ 習得するスキル ID の配列
#--------------------------------------------------------------------------
def learn_skills
create_equip_learn_skill_cache if @__learn_skills == nil
return @__learn_skills
end
end
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ○ クラス変数
#--------------------------------------------------------------------------
@@__masked_name =
KGC::EquipLearnSkill::ZERO_AP_NAME_MASK # マスク名
@@__expand_masked_name = false # マスク名拡張表示フラグ
if @@__expand_masked_name != nil
@@__expand_masked_name = (@@__masked_name.scan(/./).size == 1)
end
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__need_ap = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Skill::NEED_AP # 必要 AP
@__need_ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ マスク名
#--------------------------------------------------------------------------
def masked_name
if KGC::EquipLearnSkill::MASK_ZERO_AP_SKILL_NAME
if @@__expand_masked_name
# マスク名を拡張して表示
return @@__masked_name * self.name.scan(/./).size
else
return @@__masked_name
end
else
return self.name
end
end
#--------------------------------------------------------------------------
# ○ 習得に必要な AP
#--------------------------------------------------------------------------
def need_ap
create_equip_learn_skill_cache if @__need_ap == nil
return @__need_ap
end
end
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__ap = KGC::EquipLearnSkill::DEFAULT_AP
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Enemy::AP # 所持 AP
@__ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ 所持 AP
#--------------------------------------------------------------------------
def ap
create_equip_learn_skill_cache if @__ap == nil
return @__ap
end
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
unless $imported["CustomMenuCommand"]
class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :next_scene_actor_index # 次のシーンのアクターインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_EquipLearnSkill initialize
def initialize
initialize_KGC_EquipLearnSkill
@next_scene_actor_index = 0
end
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● セットアップ
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias setup_KGC_EquipLearnSkill setup
def setup(actor_id)
setup_KGC_EquipLearnSkill(actor_id)
@skill_ap = []
end
#--------------------------------------------------------------------------
# ○ 指定スキルの AP 取得
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_ap(skill_id)
@skill_ap = [] if @skill_ap == nil
return (@skill_ap[skill_id] != nil ? @skill_ap[skill_id] : 0)
end
#--------------------------------------------------------------------------
# ○ AP 変更
# skill : スキル
# ap : 新しい AP
#--------------------------------------------------------------------------
def change_ap(skill, ap)
@skill_ap = [] if @skill_ap == nil
@skill_ap[skill.id] = [[ap, skill.need_ap].min, 0].max
end
#--------------------------------------------------------------------------
# ○ マスターしたスキルの表示
# new_skills : 新しくマスターしたスキルの配列
#--------------------------------------------------------------------------
def display_full_ap_skills(new_skills)
$game_message.new_page
text = sprintf(Vocab::ResultFullAPSkill, name)
$game_message.texts.push(text)
new_skills.each { |skill|
text = sprintf(Vocab::ResultFullAPSkillName, skill.name)
$game_message.texts.push(text)
}
end
#--------------------------------------------------------------------------
# ○ AP 獲得
# ap : AP の増加量
# show : マスタースキル表示フラグ
#--------------------------------------------------------------------------
def gain_ap(ap, show)
last_full_ap_skills = full_ap_skills
# 装備品により習得しているスキルに AP を加算
equipment_skills(true).each { |skill|
change_ap(skill, skill_ap(skill.id) + ap)
}
# マスターしたスキルを表示
if show && last_full_ap_skills != full_ap_skills
display_full_ap_skills(full_ap_skills - last_full_ap_skills)
end
end
#--------------------------------------------------------------------------
# ● スキルオブジェクトの配列取得
#--------------------------------------------------------------------------
alias skills_KGC_EquipLearnSkill skills
def skills
result = skills_KGC_EquipLearnSkill
# 装備品と AP 蓄積済みのスキルを追加
additional_skills = equipment_skills | full_ap_skills
return (result | additional_skills).sort! { |a, b| a.id <=> b.id }
end
#--------------------------------------------------------------------------
# ○ 装備品の習得スキル取得
# all : 使用不可能なスキルも含める
#--------------------------------------------------------------------------
def equipment_skills(all = false)
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # 除外装備なら無視
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # 除外スキルなら無視
if !all && KGC::EquipLearnSkill::NEED_FULL_AP # 要蓄積の場合
next unless ap_full?(skill) # 未達成なら無視
end
result << skill
}
}
return result
end
#--------------------------------------------------------------------------
# ○ スキル習得装備除外判定
# item : 判定装備
#--------------------------------------------------------------------------
def exclude_learnable_equipment?(item)
case item
when RPG::Weapon # 武器
# 除外武器に含まれている場合
if KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id].include?(item.id)
return true
end
when RPG::Armor # 防具
# 除外防具に含まれている場合
if KGC::EquipLearnSkill::EXCLUDE_ARMORS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_ARMORS[id].include?(item.id)
return true
end
else # 装備品以外
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ 装備品による習得スキル除外判定
# skill : スキル
#--------------------------------------------------------------------------
def exclude_equipment_skill?(skill)
# 自身が除外されている場合
if KGC::EquipLearnSkill::EXCLUDE_SKILLS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_SKILLS[id].include?(skill.id)
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ AP 蓄積済みのスキルを取得
#--------------------------------------------------------------------------
def full_ap_skills
result = []
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
result << skill if ap_full?(skill) && !exclude_equipment_skill?(skill)
}
return result
end
#--------------------------------------------------------------------------
# ○ AP 蓄積可能なスキルを取得
#--------------------------------------------------------------------------
def can_gain_ap_skills
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # 除外装備なら無視
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # 除外スキルなら無視
result << skill
}
}
return (result - full_ap_skills) # マスターしたものを除く
end
#--------------------------------------------------------------------------
# ○ AP 蓄積済み判定
# skill : スキル
#--------------------------------------------------------------------------
def ap_full?(skill)
return false if skill == nil # スキルが存在しない
return false if skill.need_ap == 0 # 必要 AP が 0
return false if @skills.include?(skill.id) # 習得済み
return (skill_ap(skill.id) >= skill.need_ap)
end
#--------------------------------------------------------------------------
# ● スキルの使用可能判定
# skill : スキル
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return super
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ○ AP の取得
#--------------------------------------------------------------------------
def ap
return enemy.ap
end
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ○ AP の合計計算
#--------------------------------------------------------------------------
def ap_total
ap = 0
for enemy in dead_members
ap += enemy.ap unless enemy.hidden
end
return ap
end
end
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ○ コマンドをリフレッシュ
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = [self.height, row_max * WLH + 32].max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ○ コマンドを挿入
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ○ コマンドを削除
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end
#==============================================================================
# □ Window_APViewer
#------------------------------------------------------------------------------
# AP ビューアでスキルを表示するウィンドウです。
#==============================================================================
class Window_APViewer < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@can_gain_ap_skills = []
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ○ スキルの取得
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
@data = []
@can_gain_ap_skills = @actor.can_gain_ap_skills
equipment_skills = @actor.equipment_skills(true)
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
next if skill.need_ap == 0
unless KGC::EquipLearnSkill::SHOW_ZERO_AP_SKILL
# AP が 0 、かつ装備品で習得していないものは無視
if @actor.skill_ap(skill.id) == 0 && !equipment_skills.include?(skill)
next
end
end
@data.push(skill)
}
@item_max = @data.size
create_contents
@item_max.times { |i| draw_item(i) }
end
#--------------------------------------------------------------------------
# ○ 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
if @actor.ap_full?(skill) || @actor.skill_learn?(skill)
# マスター
text = Vocab.full_ap_skill
else
# AP 蓄積中
text = sprintf("%s %4d/%4d",
Vocab.ap, @actor.skill_ap(skill.id), skill.need_ap)
end
# AP を描画
self.contents.font.color = normal_color
self.contents.draw_text(rect, text, 2)
end
end
#--------------------------------------------------------------------------
# ○ スキルを有効状態で表示するかどうか
# skill : スキル
#--------------------------------------------------------------------------
def enable?(skill)
return true if @actor.skill_learn?(skill) # 習得済み
return true if @actor.ap_full?(skill) # マスター
return true if @can_gain_ap_skills.include?(skill) # AP 蓄積可能
return false
end
#--------------------------------------------------------------------------
# ○ スキルをマスクなしで表示するかどうか
# skill : スキル
#--------------------------------------------------------------------------
def no_mask?(skill)
return true if @actor.skill_learn?(skill) # 習得済み
return true if @actor.skill_ap(skill.id) > 0 # AP が 1 以上
return true if @can_gain_ap_skills.include?(skill) # AP 蓄積可能
return false
end
#--------------------------------------------------------------------------
# ● アイテム名の描画
# item : アイテム (スキル、武器、防具でも可)
# x : 描画先 X 座標
# y : 描画先 Y 座標
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true)
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH,
no_mask?(item) ? item.name : item.masked_name)
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
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if KGC::EquipLearnSkill::HIDE_ZERO_AP_SKILL_HELP && !no_mask?(skill)
@help_window.set_text(KGC::EquipLearnSkill::ZERO_AP_SKILL_HELP)
else
@help_window.set_text(skill == nil ? "" : skill.description)
end
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 画面切り替えの実行
#--------------------------------------------------------------------------
alias update_scene_change_KGC_EquipLearnSkill update_scene_change
def update_scene_change
return if $game_player.moving? # プレイヤーの移動中?
if $game_temp.next_scene == :ap_viewer
call_ap_viewer
return
end
update_scene_change_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ○ AP ビューアへの切り替え
#--------------------------------------------------------------------------
def call_ap_viewer
$game_temp.next_scene = nil
$scene = Scene_APViewer.new($game_temp.next_scene_actor_index,
0, Scene_APViewer::HOST_MAP)
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
if KGC::EquipLearnSkill::USE_MENU_AP_VIEWER_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_EquipLearnSkill create_command_window
def create_command_window
create_command_window_KGC_EquipLearnSkill
return if $imported["CustomMenuCommand"]
@__command_ap_viewer_index = @command_window.add_command(Vocab.ap_viewer)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_EquipLearnSkill update_command_selection
def update_command_selection
call_ap_viewer_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_ap_viewer_index # AP ビューア
call_ap_viewer_flag = true
end
end
# AP ビューアに移行
if call_ap_viewer_flag
if $game_party.members.size == 0
Sound.play_buzzer
return
end
Sound.play_decision
start_actor_selection
return
end
update_command_selection_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ● アクター選択の更新
#--------------------------------------------------------------------------
alias update_actor_selection_KGC_EquipLearnSkill update_actor_selection
def update_actor_selection
if Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when @__command_ap_viewer_index # AP ビューア
$scene = Scene_APViewer.new(@status_window.index,
@__command_ap_viewer_index, Scene_APViewer::HOST_MENU)
return
end
end
update_actor_selection_KGC_EquipLearnSkill
end
end
#==============================================================================
# □ Scene_APViewer
#------------------------------------------------------------------------------
# AP ビューアの処理を行うクラスです。
#==============================================================================
class Scene_APViewer < Scene_Base
HOST_MENU = 0
HOST_MAP = 1
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor_index : アクターインデックス
# menu_index : コマンドのカーソル初期位置
# host_scene : 呼び出し元 (0..メニュー 1..マップ)
#--------------------------------------------------------------------------
def initialize(actor_index = 0, menu_index = 0, host_scene = HOST_MENU)
@actor_index = actor_index
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
if $imported["HelpExtension"]
@help_window.row_max = KGC::HelpExtension::ROW_MAX
end
@status_window = Window_SkillStatus.new(0, @help_window.height, @actor)
dy = @help_window.height + @status_window.height
@skill_window = Window_APViewer.new(0, dy,
Graphics.width, Graphics.height - dy, @actor)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
@status_window.dispose
@skill_window.dispose
end
#--------------------------------------------------------------------------
# ○ 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# ○ 次のアクターの画面に切り替え
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ○ 前のアクターの画面に切り替え
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@skill_window.update
@status_window.update
if @skill_window.active
update_skill_selection
end
end
#--------------------------------------------------------------------------
# ○ スキル選択の更新
#--------------------------------------------------------------------------
def update_skill_selection
if Input.trigger?(Input::
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif KGC::EquipLearnSkill::CALL_SKILLSKEY != nil &&
Input.trigger?(KGC::EquipLearnSkill::CALL_SKILLSKEY)
Sound.play_decision
$scene = Scene_Skill.new(@actor_index)
end
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_EquipLearnSkill wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
wait_for_message_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ● 獲得した経験値とお金の表示
#--------------------------------------------------------------------------
alias display_exp_and_gold_KGC_EquipLearnSkill display_exp_and_gold
def display_exp_and_gold
@ignore_wait_for_message = true
display_exp_and_gold_KGC_EquipLearnSkill
display_ap
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
alias display_level_up_KGC_EquipLearnSkill display_level_up
def display_level_up
display_level_up_KGC_EquipLearnSkill
display_master_equipment_skill
end
#--------------------------------------------------------------------------
# ○ 獲得 AP の表示
#--------------------------------------------------------------------------
def display_ap
ap = $game_troop.ap_total
if ap > 0
text = sprintf(Vocab::ObtainAP, ap)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# ○ マスターしたスキルの表示
#--------------------------------------------------------------------------
def display_master_equipment_skill
ap = $game_troop.ap_total
$game_party.existing_members.each { |actor|
last_skills = actor.skills
actor.gain_ap(ap, true)
}
wait_for_message
end
end
#==============================================================================
# ■ Scene_Skill
#==============================================================================
# Added by Mr. Anonymous
#==============================================================================
if $imported["CategorizeSkill"]
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# Update Actor
#--------------------------------------------------------------------------
alias update_category_selection_KGC_EquipLearnSkill update_category_selection
def update_category_selection
if KGC::EquipLearnSkill::CALL_APVIEWERKEY != nil &&
Input.trigger?(KGC::EquipLearnSkill::CALL_APVIEWERKEY)
Sound.play_decision
$scene = Scene_APViewer.new(@actor_index)
end
update_category_selection_KGC_EquipLearnSkill
end
end
end
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rp...equip_extension
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
Thanks for the help!
Extra Bonus Question: Is there any scripts that function more like the VX version of this script, where I can individually assign skills to weapons, rather than just general 'AP -> skills'?