Inscrit le : 04/05/2011 Messages : 225
| Sujet: [VX.Ace] Equipement Skill System Jeu 8 Aoû 2013 - 23:43 | |
| Equipement Skill System Auteur: Fomar0153 Ce script permet de définir des compétences lorsqu'on s'équipe d'armes et d'armures (avec la possibilité d'apprendre la compétence de façon permanente si vous utilisez un système AP). Par exemple, une épée possède la compétence "Lame Flamme", si un personnage s'en équipe, il pourra utiliser cette compétence. Screen: Script autonome: - Code:
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=begin Equipment Skills System Script by Fomar0153 Version 1.1 ---------------------- Notes ---------------------- Requires an AP System if you want characters to learn skills pernamently. If using my Custom Equipment Slots script then make sure this script is above the Equipment Slots Script and make sure you have the compatability patch. Allows learning of skills by equipment with the option to learn skills pernamently. ---------------------- Instructions ---------------------- Set Learn_Skills to false if you want the skills to only be temporary. If you can learn skills then you need to set up AP for each skill you put on an item. In the notes section put: AP:n where n is the ap required to learn pernamently. Then follow the instructions below about how to add skills to weapons and armor. ---------------------- Change Log ---------------------- 1.0 -> 1.1 Fixed a bug which caused skills learnt from armour to not display they were learnt. ---------------------- Known bugs ---------------------- None =end module Equipment_Skills # If set to false then characters will not # learn the skills pernamently and you will # not need an ap system Learn_Skills = true Weapons = [] # Add weapon skills in this format # Weapons[weapon_id] = [skillid1, skillid2] Weapons[1] = [8] Armors = [] # Add weapon skills in this format # Armors[armor_id] = [skillid1, skillid2] Armors[3] = [9] def self.get_ap_cost(skill_id) t = $data_skills[skill_id].note if t.include?("AP:") ap = /AP:(\d+)/.match(t) ap = ap[0].split(":") return ap[1].to_i end return 999 end end class Game_Actor < Game_Battler attr_reader :ap #-------------------------------------------------------------------------- # ● Aliases setup #-------------------------------------------------------------------------- alias eqskills_setup setup def setup(actor_id) eqskills_setup(actor_id) if Equipment_Skills::Learn_Skills @ap = [] end end #-------------------------------------------------------------------------- # ● Rewrites change_equip #-------------------------------------------------------------------------- def change_equip(slot_id, item) return unless trade_item_with_party(item, equips[slot_id]) if equips[slot_id].is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[equips[slot_id].id] == nil for skill in Equipment_Skills::Weapons[equips[slot_id].id] if Equipment_Skills::Learn_Skills if @ap[skill] == nil @ap[skill] = 0 end unless @ap[skill] >= Equipment_Skills.get_ap_cost(skill) forget_skill(skill) end else forget_skill(skill) end end end end if equips[slot_id].is_a?(RPG::Armor) unless Equipment_Skills::Armors[equips[slot_id].id] == nil for skill in Equipment_Skills::Armors[equips[slot_id].id] if Equipment_Skills::Learn_Skills if @ap[skill] == nil @ap[skill] = 0 end unless @ap[skill] >= Equipment_Skills.get_ap_cost(skill) forget_skill(skill) end else forget_skill(skill) end end end end return if item && equip_slots[slot_id] != item.etype_id @equips[slot_id].object = item refresh end #-------------------------------------------------------------------------- # ● New Method or Rewrites gain_ap #-------------------------------------------------------------------------- def gain_ap(ap) if Equipment_Skills::Learn_Skills for item in self.equips if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil for skill in Equipment_Skills::Weapons[item.id] if @ap[skill] == nil @ap[skill] = 0 end last_ap = @ap[skill] @ap[skill] += ap if last_ap < Equipment_Skills.get_ap_cost(skill) and Equipment_Skills.get_ap_cost(skill) <= @ap[skill] SceneManager.scene.add_message(actor.name + " learns " + $data_skills[skill].name + ".") end end end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil for skill in Equipment_Skills::Armors[item.id] if @ap[skill] == nil @ap[skill] = 0 end last_ap = @ap[skill] @ap[skill] += ap if last_ap < Equipment_Skills.get_ap_cost(skill) and Equipment_Skills.get_ap_cost(skill) <= @ap[skill] SceneManager.scene.add_message(actor.name + " learns " + $data_skills[skill].name + ".") end end end end end end end #-------------------------------------------------------------------------- # ● Aliases refresh #-------------------------------------------------------------------------- alias eqskills_refresh refresh def refresh eqskills_refresh for item in self.equips if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil for skill in Equipment_Skills::Weapons[item.id] learn_skill(skill) end end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil for skill in Equipment_Skills::Armors[item.id] learn_skill(skill) end end end end # relearn any class skills you may have forgotten self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level <= @level end end end class Window_EquipItem < Window_ItemList #-------------------------------------------------------------------------- # ● Rewrites col_max #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # ● Aliases update_help #-------------------------------------------------------------------------- alias eqskills_update_help update_help def update_help eqskills_update_help if @actor && @status_window @status_window.refresh(item) end end end class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # ● Rewrites create_item_window #-------------------------------------------------------------------------- alias eqskills_create_item_window create_item_window def create_item_window wx = @status_window.width # Edited line if you need to merge wy = @slot_window.y + @slot_window.height ww = @slot_window.width # Edited line if you need to merge wh = Graphics.height - wy @item_window = Window_EquipItem.new(wx, wy, ww, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.status_window = @status_window @item_window.actor = @actor @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @slot_window.item_window = @item_window end end class Window_EquipStatus < Window_Base #-------------------------------------------------------------------------- # ● Rewrites window_height #-------------------------------------------------------------------------- def window_height Graphics.height - (2 * line_height + standard_padding * 2)#fitting_height(visible_line_number) end #-------------------------------------------------------------------------- # ● Aliases refresh #-------------------------------------------------------------------------- alias eqskills_refresh refresh def refresh(item = nil) eqskills_refresh contents.clear draw_actor_name(@actor, 4, 0) if @actor 6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) } unless item == nil if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil skills = Equipment_Skills::Weapons[item.id] end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil skills = Equipment_Skills::Armors[item.id] end end unless skills == nil change_color(normal_color) draw_text(4, 168, width, line_height, "Equipment Skills") change_color(system_color) i = 1 for skill in skills draw_text(4, 168 + 24 * i, width, line_height, $data_skills[skill].name) if Equipment_Skills::Learn_Skills and @actor.ap[skill] == nil @actor.ap[skill] = 0 end i = i + 1 if Equipment_Skills::Learn_Skills draw_current_and_max_values(4, 168 + 24 * i, width - 50, [@actor.ap[skill],Equipment_Skills.get_ap_cost(skill)].min, Equipment_Skills.get_ap_cost(skill), system_color, system_color) i = i + 1 end end end end end end class Window_EquipSlot < Window_Selectable #-------------------------------------------------------------------------- # ● Aliases update #-------------------------------------------------------------------------- alias eqskills_update update def update eqskills_update @status_window.refresh(self.item) if self.active == true end end class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● New method add_text #-------------------------------------------------------------------------- def add_message(text) $game_message.add('\.' + text) end end Script en lien avec le script "Unique Classes": - Code:
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=begin Equipment Skills System Script by Fomar0153 Version 1.1 ---------------------- Notes ---------------------- Requires an AP System if you want characters to learn skills pernamently. If using my Custom Equipment Slots script then make sure this script is above the Equipment Slots Script and make sure you have the compatability patch. Allows learning of skills by equipment with the option to learn skills pernamently. ---------------------- Instructions ---------------------- Set Learn_Skills to false if you want the skills to only be temporary. If you can learn skills then you need to set up AP for each skill you put on an item. In the notes section put: AP:n where n is the ap required to learn pernamently. Then follow the instructions below about how to add skills to weapons and armor. ---------------------- Change Log ---------------------- 1.0 -> 1.1 Fixed a bug which caused skills learnt from armour to not display they were learnt. ---------------------- Known bugs ---------------------- None =end module Equipment_Skills # If set to false then characters will not # learn the skills pernamently and you will # not need an ap system Learn_Skills = true Weapons = [] # Add weapon skills in this format # Weapons[weapon_id] = [skillid1, skillid2] Weapons[1] = [8] Armors = [] # Add weapon skills in this format # Armors[armor_id] = [skillid1, skillid2] Armors[3] = [9] def self.get_ap_cost(skill_id) t = $data_skills[skill_id].note if t.include?("AP:") ap = /AP:(\d+)/.match(t) ap = ap[0].split(":") return ap[1].to_i end return 999 end end class Game_Actor < Game_Battler attr_reader :ap #-------------------------------------------------------------------------- # ● Aliases setup #-------------------------------------------------------------------------- alias eqskills_setup setup def setup(actor_id) eqskills_setup(actor_id) if Equipment_Skills::Learn_Skills @ap = [] end end #-------------------------------------------------------------------------- # ● Rewrites change_equip #-------------------------------------------------------------------------- def change_equip(slot_id, item) return unless trade_item_with_party(item, equips[slot_id]) if equips[slot_id].is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[equips[slot_id].id] == nil for skill in Equipment_Skills::Weapons[equips[slot_id].id] if Equipment_Skills::Learn_Skills if @ap[skill] == nil @ap[skill] = 0 end unless @ap[skill] >= Equipment_Skills.get_ap_cost(skill) forget_skill(skill) end else forget_skill(skill) end end end end if equips[slot_id].is_a?(RPG::Armor) unless Equipment_Skills::Armors[equips[slot_id].id] == nil for skill in Equipment_Skills::Armors[equips[slot_id].id] if Equipment_Skills::Learn_Skills if @ap[skill] == nil @ap[skill] = 0 end unless @ap[skill] >= Equipment_Skills.get_ap_cost(skill) forget_skill(skill) end else forget_skill(skill) end end end end return if item && equip_slots[slot_id] != item.etype_id @equips[slot_id].object = item refresh end #-------------------------------------------------------------------------- # ● New Method or Rewrites gain_ap #-------------------------------------------------------------------------- def gain_ap(ap) if Equipment_Skills::Learn_Skills for item in self.equips if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil for skill in Equipment_Skills::Weapons[item.id] if @ap[skill] == nil @ap[skill] = 0 end last_ap = @ap[skill] @ap[skill] += ap if last_ap < Equipment_Skills.get_ap_cost(skill) and Equipment_Skills.get_ap_cost(skill) <= @ap[skill] SceneManager.scene.add_message(actor.name + " learns " + $data_skills[skill].name + ".") end end end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil for skill in Equipment_Skills::Armors[item.id] if @ap[skill] == nil @ap[skill] = 0 end last_ap = @ap[skill] @ap[skill] += ap if last_ap < Equipment_Skills.get_ap_cost(skill) and Equipment_Skills.get_ap_cost(skill) <= @ap[skill] SceneManager.scene.add_message(actor.name + " learns " + $data_skills[skill].name + ".") end end end end end end end #-------------------------------------------------------------------------- # ● Aliases refresh #-------------------------------------------------------------------------- alias eqskills_refresh refresh def refresh eqskills_refresh for item in self.equips if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil for skill in Equipment_Skills::Weapons[item.id] learn_skill(skill) end end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil for skill in Equipment_Skills::Armors[item.id] learn_skill(skill) end end end end # relearn any class skills you may have forgotten self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level <= @level end end end class Window_EquipItem < Window_ItemList #-------------------------------------------------------------------------- # ● Rewrites col_max #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # ● Aliases update_help #-------------------------------------------------------------------------- alias eqskills_update_help update_help def update_help eqskills_update_help if @actor && @status_window @status_window.refresh(item) end end end class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # ● Rewrites create_item_window #-------------------------------------------------------------------------- alias eqskills_create_item_window create_item_window def create_item_window wx = @status_window.width # Edited line if you need to merge wy = @slot_window.y + @slot_window.height ww = @slot_window.width # Edited line if you need to merge wh = Graphics.height - wy @item_window = Window_EquipItem.new(wx, wy, ww, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.status_window = @status_window @item_window.actor = @actor @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @slot_window.item_window = @item_window end end class Window_EquipStatus < Window_Base #-------------------------------------------------------------------------- # ● Rewrites window_height #-------------------------------------------------------------------------- def window_height Graphics.height - (2 * line_height + standard_padding * 2)#fitting_height(visible_line_number) end #-------------------------------------------------------------------------- # ● Aliases refresh #-------------------------------------------------------------------------- alias eqskills_refresh refresh def refresh(item = nil) eqskills_refresh contents.clear draw_actor_name(@actor, 4, 0) if @actor 6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) } unless item == nil if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil skills = Equipment_Skills::Weapons[item.id] end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil skills = Equipment_Skills::Armors[item.id] end end unless skills == nil change_color(normal_color) draw_text(4, 168, width, line_height, "Equipment Skills") change_color(system_color) i = 1 for skill in skills draw_text(4, 168 + 24 * i, width, line_height, $data_skills[skill].name) if Equipment_Skills::Learn_Skills and @actor.ap[skill] == nil @actor.ap[skill] = 0 end i = i + 1 if Equipment_Skills::Learn_Skills draw_current_and_max_values(4, 168 + 24 * i, width - 50, [@actor.ap[skill],Equipment_Skills.get_ap_cost(skill)].min, Equipment_Skills.get_ap_cost(skill), system_color, system_color) i = i + 1 end end end end end end class Window_EquipSlot < Window_Selectable #-------------------------------------------------------------------------- # ● Aliases update #-------------------------------------------------------------------------- alias eqskills_update update def update eqskills_update @status_window.refresh(self.item) if self.active == true end end class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● New method add_text #-------------------------------------------------------------------------- def add_message(text) $game_message.add('\.' + text) end end |
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Age : 30 Inscrit le : 22/12/2011 Messages : 1600
| Sujet: Re: [VX.Ace] Equipement Skill System Mer 14 Aoû 2013 - 11:36 | |
| Tiens ? Personne n'avait remarqué que le sujet est dans la mauvaise section ? x) Je déplace. |
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