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Nome Script: Equipment Requirements

Versione: 1.2

Autore/i: Ayene

 

Informazioni:

Lo script permette di impostare i requisiti per armi e armature. Per esempio, equipaggiare un eroe con ascia a due mani sarebbe possibile solo dopo aver raggiunto un determinato livello o se dispone di statistiche adeguate. Inoltre ha aggiunto un opzione che permette di richiedere determinate abilità.

 

Features:

- Semplice da configurare

- Finestra che mostra se le statistiche sono troppo basse e quali competenze sono necessarie

- Viene mostrata l'abilità che può essere attivata e disattivata

 

Istruzioni:

Per utilizzare lo script è sufficiente configurare i requisiti di seguito (separatamente per ogni arma e armatura), secondo questo codice:

WEAPON [weapon ID] = [lv, maxhp, maxsp, str, dex, agi, int, [skill_id, skill_id, ...]]
Esempio:

Se si vuole equipaggiare un personaggio con un'arma dal 2° al 6° livello, a condizione che abbia max 120 HP, 40 forza, 70 intelligenza, guardate come riferimento questo codice:

 

WEAPON [2] = [6, 120, 0, 40, 0, 0, 70, []]
Successivamente, per equipaggiare un armatura ID 3, che "richiede" l'agilità e le impostazioni degli ID 10 e 40, fate in questo modo:

ARMOR [3] = [0, 0, 0, 0, 70, 0, 0, [10, 40]]
Script:

#===================================================================
# Equipment Requirements [XP]
# by Ayene
# 26.03.2010 ver 1.2
# www.ultimateam.pl
#===================================================================
# Opis:
# The script allows you to set requirements for weapon and armor.
# For instance, outfitting a hero with two-handed axe would be possible
# only after reaching a specific level or having adequate statistics.
# Also added an option that allows to require certain skills.
#
# Instruction:
# To use the script simply configure requirements below (separately for each
# weapon and armor), according to the formula:
#
# WEAPON [weapon ID] = [lv, maxhp, maxsp, str, dex, agi, int, [skill_id, skill_id, ...]]
#
# For example:
# If you want a character to equip a weapon ID 2 at level 6, provided that
# it has 120 max HP, 40 strength, 70 intelligence,
# type in configuration below:
# WEAPON [2] = [6, 120, 0, 40, 0, 0, 70, []]
# Next, to equip an armor ID 3, which "requires" adequate agility
# and knowledge of the skill ID 10 and 40, type:
# ARMOR [3] = [0, 0, 0, 0, 70, 0, 0, [10, 40]]
#
#===================================================================
# CONFIGURATION
module AYENE
  module EQUIP_REQ
   WEAPON = []
   ARMOR = []
# ~~~~~~~~~~~~~~~~~BRONIE~~~~~~~~~~~~~~~~
  # WEAPON [weapon ID] = [lv, maxhp, maxsp, str, dex, agi, int, [skill_id, skill_id, ...]]
  WEAPON[1] = [2, 10, 10, 10, 10, 10, 10, [4]] 
  WEAPON[3] = [3, 500, 20, 0, 0, 0, 0, []]
# ~~~~~~~~~~~~~~~~PANCERZE~~~~~~~~~~~~~~~~
  # ARMOR [armor ID] = [lv, maxhp, maxsp, str, dex, agi, int, [skill_id, skill_id, ...]]
  ARMOR[2] = [1, 300, 0, 0, 0, 0, 0, []]
  ARMOR[3] = [3, 400, 0, 0, 0, 0, 0, []]
	   
  ACC_TEXT = "Your stats are too low to equip this item."
  PARAM_NAMES = ["Level", "Max HP", "Max SP", "Strength", "Dexterity", "Agility", "Intelligence", "Skills:"] 
  SHOW_SKILL_REQ = true  # Show which skill is needed?
  WLH = 32  # Line Height in Requirements Window
  end
end
#===================================================================
# Game_Actor
#===================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Determine if Item can be Equiped (Actor's Parameters)
  #	  stat   : stats
  #--------------------------------------------------------------------------
  def equip_allowed?(stat)
	    return true if stat[0] <= level && stat[1] <= base_maxhp &&
				  stat[2] <= base_maxsp && stat[3] <= base_str &&
				  stat[4] <= base_dex && stat[5] <= base_agi &&
				  stat[6] <= base_int && equip_skill_allowed?(stat)
	    return false
  end
  #--------------------------------------------------------------------------
  # * Determine if Item can be Equiped (Actor's Skills )
  #	  stat   : stats
  #--------------------------------------------------------------------------
  def equip_skill_allowed?(stat)	   
	    return true if stat[7].empty?
	    stat[7].each{|skill_id|
		  return false if !skill_learn?(skill_id)	  
	    }
	    return true
  end
end
#===================================================================
# Window_Help
#===================================================================
class Window_EquipReq < Window_Base
  include AYENE::EQUIP_REQ
  #--------------------------------------------------------------------------
  # * Object Initialization
  #	  item	  : item
  #	  data	  : parameters (array)
  #	  actor    : actor
  #	  skill    : skill
  #--------------------------------------------------------------------------
  def initialize(item, data, actor, skill)	 
	    if skill.empty? or !SHOW_SKILL_REQ
		  height = (data.size+1) / 2 * WLH + WLH + 32
	    else
		  height = (data.size+1) / 2 * WLH + WLH + 32 + WLH * [skill.size, 7].min
	    end	  
	    super(100, 200 - height/2, 460, height)
	    self.contents = Bitmap.new(width - 32, height - 32)
	    self.z = 1000
	    self.opacity = 255
	    self.contents.font.color = crisis_color
	    self.contents.draw_text(4, 0, self.width - 40, WLH, ACC_TEXT, 1)
	    x = 10
	    y = WLH
	    data.each_with_index{|array, i|
		  self.contents.font.color = system_color
		  self.contents.draw_text(x+i%2*240, y+i/2*WLH, 200, WLH, PARAM_NAMES[array[0]].to_s, 0)		 
		  self.contents.font.color = normal_color
		  self.contents.draw_text(x+120+i%2*240, y+i/2*WLH, 40, WLH, array[1].to_s, 2)
	    }
	    if !skill.empty? and SHOW_SKILL_REQ
		  size = (data.size+1)/2*WLH
		  self.contents.font.color = system_color
		  self.contents.draw_text(x, y+size, 200, WLH, PARAM_NAMES[7].to_s, 0) 
		  self.contents.font.color = normal_color
		  skill.each_with_index{|id, i|  
			    self.contents.draw_text(x+140, y+size+WLH*i, 200, WLH, "- #{$data_skills[id].name}", 0)		
		  }
	    end
  end
end
#===================================================================
# Scene_Equip
#===================================================================
class Scene_Equip
  include AYENE::EQUIP_REQ
  #--------------------------------------------------------------------------
  # * Aliased Definitions
  #--------------------------------------------------------------------------
  alias ayene_item_stats_sceq_update update
  alias ayene_item_stats_sceq_update_item update_item
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update   
	    @req_window != nil ? update_spec_selection : ayene_item_stats_sceq_update
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
	    @stat = nil
	    item = @item_window.item
	    case item
	    when RPG::Weapon
		  @stat = WEAPON[item.id]
	    else
		  @stat = ARMOR[item.id]
	    end
	    unless @stat == nil 
		  if Input.trigger?(Input::C) && [email protected]_allowed?(@stat)
			    $game_system.se_play($data_system.buzzer_se)	 
			    @item_window.active = false
			    show_spec_window 
			    return
		  end
	    end
	    ayene_item_stats_sceq_update_item
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when requirements window is active)
  #--------------------------------------------------------------------------
  def update_spec_selection
	    @frame < 100 ? @frame += 1 : @frame = 0
	    if @frame == 100 or Input.trigger?(Input::C) or Input.trigger?(Input::
		  @req_window.dispose
		  @req_window = nil	  
		  @item_window.active = true	 
	    end
  end
  #--------------------------------------------------------------------------
  # * Show Requirements Window
  #--------------------------------------------------------------------------
  def show_spec_window
	    @frame = 0
	    data = []
	    @stat.each_with_index {|value, type|
		  data.push([type, value]) if value > 0 if type < 7 
	    }	  
	    data.sort!{|a,b| a[0] <=> b[0]}
	    skill = @stat[7]
	    @req_window = Window_EquipReq.new(@item, data, @actor, skill)	
  end
end
#===================================================================
# Game_Interpreter
#===================================================================
class Interpreter
  include AYENE::EQUIP_REQ
  #--------------------------------------------------------------------------
  # * Aliased Definitions
  #--------------------------------------------------------------------------
  alias aye_command_315 command_315
  alias aye_command_316 command_316
  alias aye_command_317 command_317
  alias aye_command_318 command_318
  #--------------------------------------------------------------------------
  # * Change EXP
  #--------------------------------------------------------------------------
  def command_315
	    aye_command_315
	    iterate_actor(@parameters[0]) do |actor|
		  check_change_equip(actor) 
	    end 
  end
  #--------------------------------------------------------------------------
  # * Change Level
  #--------------------------------------------------------------------------
  def command_316
	    aye_command_316
	    iterate_actor(@parameters[0]) do |actor|
		  check_change_equip(actor) 
	    end
  end 
  #--------------------------------------------------------------------------
  # * Change Parameters
  #--------------------------------------------------------------------------
  def command_317
	    aye_command_317
	    iterate_actor(@parameters[0]) do |actor|
		  check_change_equip(actor) 
	    end
  end
  #--------------------------------------------------------------------------
  # * Change Skills
  #--------------------------------------------------------------------------
  def command_318
	    aye_command_318
	    iterate_actor(@parameters[0]) do |actor|
		  check_change_equip(actor) 
	    end
  end
  #--------------------------------------------------------------------------
  # * Check Equipment
  #	  actor	 : actor
  #--------------------------------------------------------------------------
  def check_change_equip(actor) 
	    for i in 0..4
		  case i
		  when 0
			    item = $data_weapons[actor.weapon_id]
			    stat = WEAPON[item.id]
		  when 1
			    item = $data_armors[actor.armor1_id]
			    stat = ARMOR[item.id]
		  when 2
			    item = $data_armors[actor.armor2_id]
			    stat = ARMOR[item.id]
		  when 3
			    item = $data_armors[actor.armor3_id]
			    stat = ARMOR[item.id]
		  when 4
			    item = $data_armors[actor.armor4_id]
			    stat = ARMOR[item.id]
		  end
		  actor.equip(i, 0) if !stat.nil? && !actor.equip_allowed?(stat)		 
	    end
  end
end

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end #-------------------------------------------------------------------------- # * New method: screen_x #-------------------------------------------------------------------------- def screen_x setup_x end #-------------------------------------------------------------------------- # * New method: screen_y #-------------------------------------------------------------------------- def screen_y setup_y end #-------------------------------------------------------------------------- # * New method: setup_x #-------------------------------------------------------------------------- def setup_x case VE_BATTLE_FORMATION when :front then position = get_frontal_x when :side then position = get_sideview_x when :iso then position = get_isometric_x when :custom then position = $game_custom_positions[index + 1][:x] end position + VE_POSITION_ADJUST[:x] end #-------------------------------------------------------------------------- # * New method: setup_y #-------------------------------------------------------------------------- def setup_y case VE_BATTLE_FORMATION when :front then position = get_frontal_y when :side then position = get_sideview_y when :iso then position = get_isometric_y when :custom then position = $game_custom_positions[index + 1][:y] end position + VE_POSITION_ADJUST[:y] end #-------------------------------------------------------------------------- # * New method: get_frontal_x #-------------------------------------------------------------------------- def get_frontal_x if VE_BATTLE_CENTRALIZE size = $game_party.battle_members.size position = (index + 1) * Graphics.width / (size + 1) else size = $game_party.max_battle_members position = index * Graphics.width / size + 64 end position end #-------------------------------------------------------------------------- # * New method: get_frontal_y #-------------------------------------------------------------------------- def get_frontal_y Graphics.height - 16 end #-------------------------------------------------------------------------- # * New method: get_sideview_x #-------------------------------------------------------------------------- def get_sideview_x if VE_BATTLE_CENTRALIZE size = $game_party.max_battle_members x = dist[:x] / 8 position = -index * (index * x - x * size) + Graphics.width - 160 else position = index * dist[:x] + Graphics.width - 192 end position end #-------------------------------------------------------------------------- # * New method: get_sideview_y #-------------------------------------------------------------------------- def get_sideview_y if VE_BATTLE_CENTRALIZE size = $game_party.battle_members.size height = Graphics.height position = (index - size) * dist[:y] + size * dist[:y] / 2 + height - 160 else position = index * dist[:y] + Graphics.height - 192 end position end #-------------------------------------------------------------------------- # * New method: get_isometric_x #-------------------------------------------------------------------------- def get_isometric_x if VE_BATTLE_CENTRALIZE position = -index * (index * dist[:x] - 32) + Graphics.width - 160 else position = index * dist[:x] + Graphics.width - 192 end position end #-------------------------------------------------------------------------- # * New method: get_isometric_y #-------------------------------------------------------------------------- def get_isometric_y if VE_BATTLE_CENTRALIZE position = index * (dist[:y] - index * 6) + Graphics.height - 160 else position = Graphics.height - 96 - index * dist[:y] end position end #-------------------------------------------------------------------------- # * New method: dist #-------------------------------------------------------------------------- def dist VE_DISTANCE_ADJUST endend#==============================================================================# ** Game_Enemy#------------------------------------------------------------------------------# This class handles enemy characters. It's used within the Game_Troop class# ($game_troop).#==============================================================================class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * New method: atk_animation_id1 #-------------------------------------------------------------------------- def atk_animation_id1 enemy.note =~ /<ATTACK ANIM(?:ATION): (d+)>/i ? $1.to_i : 1 end #-------------------------------------------------------------------------- # * New method: atk_animation_id2 #-------------------------------------------------------------------------- def atk_animation_id2 return 0 endend#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------# An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#==============================================================================class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_actor_battlers :comment_call def comment_call change_battler_name change_battler_hue change_position comment_call_ve_actor_battlers end #-------------------------------------------------------------------------- # * New method: change_battler_name #-------------------------------------------------------------------------- def change_battler_name note.scan(/<BATTLER NAME (d+): ([^><]*)>/i) do |id, name| $game_actors[id.to_i].battler_name = name end end #-------------------------------------------------------------------------- # * New method: change_battler_hue #-------------------------------------------------------------------------- def change_battler_hue note.scan(/<BATTLER HUE (d+): (d+)>/i) do |id, hue| $game_actors[id.to_i].battler_hue = hue end end #-------------------------------------------------------------------------- # * New method: change_position #-------------------------------------------------------------------------- def change_position regexp = /<BATTLER POSITION (d+): (d+) *, *(d+)>/i note.scan(regexp) do |i, x, y| $game_custom_positions[i.to_i][:x] = x.to_i $game_custom_positions[i.to_i][:y] = y.to_i end endend#==============================================================================# ** Spriteset_Battle#------------------------------------------------------------------------------# This class brings together battle screen sprites. It's used within the# Scene_Battle class.#==============================================================================class Spriteset_Battle #-------------------------------------------------------------------------- # * Overwrite method: create_actors #-------------------------------------------------------------------------- def create_actors @actor_sprites = $game_party.battle_members.reverse.collect do |actor| Sprite_Battler.new(@viewport1, actor) end @actors_party = $game_party.battle_members.dup end #-------------------------------------------------------------------------- # * Overwrite method: update_actors #-------------------------------------------------------------------------- def update_actors update_party if $game_party.battle_members != @actors_party @actor_sprites.each {|sprite| sprite.update } end #-------------------------------------------------------------------------- # * New method: update_party #-------------------------------------------------------------------------- def update_party @actor_sprites.each_index do |i| next if $game_party.battle_members.include?(@actor_sprites[i].battler) @actor_sprites[i].dispose @actor_sprites[i] = nil end $game_party.battle_members.collect do |actor| next if @actors_party.include?(actor) @actor_sprites.push(Sprite_Battler.new(@viewport1, actor)) end @actor_sprites.compact! @actors_party = $game_party.battle_members.dup $game_party.battle_members.each do |actor| old_position = [actor.screen_x, actor.screen_y] actor.setup_position if old_position != [actor.screen_x, actor.screen_y] sprite(actor).start_effect(:appear) end end endend#==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------# This class performs battle screen processing.#==============================================================================class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Overwrite method: show_attack_animation #-------------------------------------------------------------------------- def show_attack_animation(targets) show_normal_animation(targets, @subject.atk_animation_id1, false) show_normal_animation(targets, @subject.atk_animation_id2, true) endend
    • By Ally
      Nome Script: Equipment Requirements
      Versione: 1.2
      Autore/i: Fomar0153
       
      Informazioni:
      Consente di definire i requisiti per Armi e Armature, ed è possibile utilizzare sia il loro livello o una delle loro statistiche.
       
      Istruzioni:
      Inserite lo script sotto Material.
      Istruzioni all'interno dello script.
       
      Script:
       
       
      =beginEquipment Requirementsby Fomar0153Version 1.2----------------------Notes----------------------Adds a level requirement to equipment.----------------------Instructions----------------------Notetag the weapons/armors like so:<levelreq x><mhpreq x><mmpreq x><atkreq x><defreq x><matreq x><mdfreq x><agireq x><lukreq x><switchreq x><wepreq x><armreq x>----------------------Change Log----------------------1.0 -> 1.1 Added stat requirements Changed script name from Equipment Level Requirements to just Equipment Requirements1.1 -> 1.2 Added switch and other equipment requirements----------------------Known bugs----------------------None=endclass Game_BattlerBase #-------------------------------------------------------------------------- # ● If set to true then it compares the requirement with the actor's base # stat rather than their current. #-------------------------------------------------------------------------- EQUIPREQ_USE_BASE_STAT = true #-------------------------------------------------------------------------- # ● Check the requirements #-------------------------------------------------------------------------- alias level_equippable? equippable? def equippable?(item) return false unless item.is_a?(RPG::EquipItem) return false if @level < item.levelreq return false if reqstat(0) < item.mhpreq return false if reqstat(1) < item.mmpreq return false if reqstat(2) < item.atkreq return false if reqstat(3) < item.defreq return false if reqstat(4) < item.matreq return false if reqstat(5) < item.mdfreq return false if reqstat(6) < item.agireq return false if reqstat(7) < item.lukreq if item.switchreq > 0 return false unless $game_switches[item.switchreq] end if item.wepreq > 0 e = [] for equip in @equips if equip.is_weapon? e.push(equip.object.id) end end return false unless e.include?(item.wepreq) unless equip.object.nil? end if item.armreq > 0 e = [] for equip in @equips if equip.is_armor? e.push(equip.object.id) unless equip.object.nil? end end return false unless e.include?(item.armreq) end return level_equippable?(item) end #-------------------------------------------------------------------------- # ● New Method #-------------------------------------------------------------------------- def reqstat(id) if EQUIPREQ_USE_BASE_STAT return param_base(id) else return param(id) end endendmodule RPG #-------------------------------------------------------------------------- # ● Equip Item is inherited by both Weapon and Armor #-------------------------------------------------------------------------- class EquipItem def levelreq if self.note =~ /<levelreq (.*)>/i return $1.to_i else return 0 end end def mhpreq if self.note =~ /<mhpreq (.*)>/i return $1.to_i else return 0 end end def mmpreq if self.note =~ /<mmpreq (.*)>/i return $1.to_i else return 0 end end def atkreq if self.note =~ /<atkreq (.*)>/i return $1.to_i else return 0 end end def defreq if self.note =~ /<defreq (.*)>/i return $1.to_i else return 0 end end def matreq if self.note =~ /<matreq (.*)>/i return $1.to_i else return 0 end end def mdfreq if self.note =~ /<mdfreq (.*)>/i return $1.to_i else return 0 end end def agireq if self.note =~ /<agireq (.*)>/i return $1.to_i else return 0 end end def lukreq if self.note =~ /<lukreq (.*)>/i return $1.to_i else return 0 end end def switchreq if self.note =~ /<switchreq (.*)>/i return $1.to_i else return 0 end end def wepreq if self.note =~ /<wepreq (.*)>/i return $1.to_i else return 0 end end def armreq if self.note =~ /<armreq (.*)>/i return $1.to_i else return 0 end end endend
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