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Poprzedni temat «» Następny temat
Zamknięty przez: Ayene
Pią 20 Sie, 2010 20:07
Skrypt z lv.
Autor Wiadomość
PoczątkującyVX 




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RPG Maker VX

Dołączył: 13 Sie 2010
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Wysłany: Pią 20 Sie, 2010 17:29
Skrypt z lv.
Jest skrypt , który daję takie coś , że trzeba wbić np. 5 lvl , żeby założyć broń jakąś ? Help please . xD
 
 
RATI 




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RPG Maker VX

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Skąd: Lubin
Wysłany: Pią 20 Sie, 2010 17:59
Wprawdzie nie testowałem ale z instrukcji wynika, że da się nie tylko od danego poziomu, a także od innych statystyk czy zmiennych ;)

Łapaj:

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PoczątkującyVX 




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RPG Maker VX

Dołączył: 13 Sie 2010
Posty: 57
Wysłany: Pią 20 Sie, 2010 18:31
Hmm jak tu ustawić , żeby był lvl dla broni bo w bazie danych , bronie tego nie ma jak mi pomożesz dam pomógł :-P
 
 
cj2 




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RPG Maker VXAce

Ranga RM:
1 gra

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Wysłany: Pią 20 Sie, 2010 18:43
Na forum to było poszukaj :-D i daj linka :-P

Edit:

http://www.ultimateam.pl/viewtopic.php?t=2626
________________________
Porady dla twórców gier
Nie ma śniegu, a zgubiłem normalny avatar :I
 
 
RATI 




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RPG Maker VX

Pomógł: 16 razy
Dołączył: 12 Cze 2010
Posty: 72
Skąd: Lubin
Wysłany: Pią 20 Sie, 2010 19:37
Jajco, podałeś link do tematu ze starszym skryptem, którego nigdzie nie mogę znaleźć ;)

Nie testowałem tego co podałem ale z instrukcji wynika, że trzeba w oknie notatek danego przedmiotu wpisać:

Spoiler:

<require above: stat x>



Gdzie stat to jedna ze statystyk: Level, MaxHP, MaxMP, ATK, DEF, SPI, RES, DEX, AGI, HIT, EVA, CRI, ODDS
a x to poziom

Przynajmniej tak mi się wydaję ;p jak się nie uda to jutro może potestuję jak znajdę chwilę
________________________
https://www.facebook.com/...122840511098876 - dołącz do grupy gry Magiczna Wieża[VX] na fb i śledź na bieżąco postęp prac nad projektem :P
 
 
PoczątkującyVX 




Preferowany:
RPG Maker VX

Dołączył: 13 Sie 2010
Posty: 57
Wysłany: Pią 20 Sie, 2010 19:48
rati to jak doac lvl w tym skrypcie .
 
 
Agumon 




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Wysłany: Pią 20 Sie, 2010 19:57
Tu masz skrypt:
Spoiler:


#===============================================================================
#
# Yanfly Engine RD - Extra Equipment Options ReDONE
# Last Date Updated: 2009.06.14
# Level: Normal, Hard
#
# This is a rewrite of my former Extra Equipment Options script so if you have
# that one, discard it and use this one. This script provides equipment more
# flexibility and options.
#
# BONUS STATS
# By default, VX gave equipment a maximum stat increase of 500. For those who
# love insanely huge numbers or has a game that provides insanely huge numbers,
# equipment creation becomes a problem. The script allows you to bypass the
# maximum increase and also allows you to give equipment stat boosts to MaxHP,
# MaxMP, Hit, Eva, Cri, and Odds, which weren't originally available.
#
# TRAITS
# Some equipment traits were limited to just weapons or armours. Some weren't
# even available at all. Equipment traits will allow you give weapons and armour
# more traits than what was originally available for them such as autobattling
# and auto-states.
#
# REQUIREMENTS
# If you don't want equipment to be worn immediately right away, you can set
# certain requirements on them to be met first before allowing actors to wear
# them. Should at any time the actor fall below the requirements, the pieces
# of unwearable equipment will be purged.
#
# CURSED ITEMS
# Some items can now curse equipment slots. If a piece of equipment is cursed,
# the player cannot unequip it until the actor is purified or an event manually
# changes the equipment worn.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.06 - Improved efficiency when checking equipment purging.
# o 2009.06.02 - Added percentile increase.
# o 2009.06.01 - Started version 2.0 and finished.
# o 2009.04.26 - Temporarily removed buggy features.
# o 2009.04.23 - Started on script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# The following tags go into your weapon and armour's noteboxes.
#
# <bonus stat +x>
# This will raise the stat by x value. If "+" then x will increase. If "-"
# then x will decrease. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds. This also lets you surpass the default 500
# value limit when using x.

# <bonus stat +x%>
# This will raise the stat by x percent. If "+" then x will increase. If "-"
# then x will decrease. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds. <bonus atk +5%> will raise atk by 5%.
#
# <trait x>
# This will allow you to give your actors specific traits when equipping a piece
# of equipment. Add more of the tag to have more traits. Traits are as follows:
# auto battle => Makes the actor automatically fight in battle
# super guard => Gives the actor more damage reduction when guarding
# pharmacology => Items used by the actor give double effect
# fast attack => Actor attacks faster in battle
# dual attack => Actor attacks twice in battle
# prevent cri => Actor cannot suffer critical hits
# half mp cost => Actor consumes half mp when casting skills
# double exp => Actor gains double exp in battle
# auto hp rec => Actor regenerates HP in battle
#
# <auto state x> or <auto state x,x>
# This will automatically place state x on your actors when that piece of
# equipment is worn. To make a piece of equipment have more than one auto state,
# place more of the autostate tags or use the x,x tag.
#
# <require more stat x>
# This will cause the piece of equipment to require more than x amount of stat
# before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds.
#
# <require less stat x>
# This will cause the piece of equipment to require less than x amount of stat
# before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds.
#
# <require switch x> or <require switch x,x>
# This will cause the piece of equipment to requires the switches x to be on
# before it can be worn. To require multiple switches, add more tags or use the
# x,x tag instead.
#
# <cursed item>
# When the actor equips this item, the equipment slot will become cursed until
# the item is unequipped through an event or a purifying item is used on the
# actor. Once purified, the cursed equipment will still be on the actor, still
# provide stat bonuses, but can be finally unequipped. Note that actors only
# become cursed when the player equips the item. If the item is equipped via
# event, it will not be cursed. You can also force curse a slot by using the
# following event script: $game_actors[1].set_cursed_slot(0)
#
# <purify item>
# NOTE: This is for usable items only. This will completely uncurse the target
# ally and any cursed equipment previously on the before-cursed ally can now be
# unequipped. Cursed equipment stat bonuses still remain. For those who would
# like to event script purification, it's $game_actors[1].purify_curses
#
#===============================================================================
#
# Compatibility
# - Works With: KGC's EquipExtension, ExtendedEquipScene
# - Alias: Game_Battler: states, stats=, item_effect, item_test
# - Alias: Game_Actor: base_stats, HECO, level_up, level_down, traits
# - Alias: Game_Actor: change_equip
# - Alias: Game_Interpreter: command_121
# - Alias: Scene_Equip: update, update_equip_selection, update_item_selection
#
#===============================================================================

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

module YE
module EQUIP

# Set this option to true if you want unequippable items to be purged
# each time after a change in levels, stats, or switches.
PURGE_UNEQUIPPABLE_ITEMS = true

# This determines whether or not equipment will purge in battle. I highly
# recommend that you don't enable this.
ALLOW_PURGE_IN_BATTLE = false

# This pops up a window to alert the player that a cursed item has been
# equipped on the actor. Also, you may adjust other settings here, too.
CURSED_WINDOW = true
CURSED_SOUND = RPG::SE.new("Down", 80, 150)
CURSED_WIDTH = 360
CURSED_WIN_Y = 180
CURSED_MESSAGE = "%s equips a cursed item!"

end # EQUIP
end # YE

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

module YE
module REGEXP
module EQUIP

if $imported["LimitBreak"]
HECOLIMIT = KGC::LimitBreak::ACTOR_PARAMETER_LIMIT
else
HECOLIMIT = 999
end
BONUS_PARAM = /^<(?:BONUS|bonus)[ ]*(.*)[ ]([\+\-]\d+)>/i
BONUS_PARAMP = /^<(?:BONUS|bonus)[ ]*(.*)[ ]([\+\-]\d+)([%%])>/i

REQUIRE_MORE = /^<(?:REQUIRE_MORE|require more)[ ]*(.*)[ ](\d+)>/i
REQUIRE_LESS = /^<(?:REQUIRE_LESS|require less)[ ]*(.*)[ ](\d+)>/i
REQUIRE_SWITCH = /^<(?:REQUIRE_SWITCH|require switch)[ ]*(\d+(?:\s*,\s*\d+)*)>/i

AUTO_STATE = /<(?:AUTO_STATE|auto state|autostate)[ ]*(\d+(?:\s*,\s*\d+)*)>/i

AUTO_BATTLE = /^<(?:TRAIT|trait|bonus trait)[ ](?:AUTO_BATTLE|auto battle)>/i
SUPER_GUARD = /^<(?:TRAIT|trait|bonus trait)[ ](?:SUPER_GUARD|super guard)>/i
ITEM_BOOST = /^<(?:TRAIT|trait|bonus trait)[ ](?:PHARMACOLOGY|item boost)>/i
FAST_ATTACK = /^<(?:TRAIT|trait|bonus trait)[ ](?:FAST_ATTACK|fast attack)>/i
DUAL_ATTACK = /^<(?:TRAIT|trait|bonus trait)[ ](?:DUAL_ATTACK|dual attack)>/i
PREVENT_CRI = /^<(?:TRAIT|trait|bonus trait)[ ](?:PREVENT_CRI|prevent cri)>/i
HALF_MP_COST = /^<(?:TRAIT|trait|bonus trait)[ ](?:HALF_MP_COST|half mp cost)>/i
DOUBLE_EXP = /^<(?:TRAIT|trait|bonus trait)[ ](?:DOUBLE_EXP|double exp)>/i
AUTO_HP_REC = /^<(?:TRAIT|trait|bonus trait)[ ](?:AUTO_HP_REC|auto_hp_rec)>/i

CURSED_ITEM = /^<(?:CURSED_ITEM|cursed item|cursed)>/i
PURIFY_ITEM = /^<(?:PURIFY_ITEM|purify item|purify)>/i

end
end
end

#===============================================================================
# RPG::BaseItem
#===============================================================================

class RPG::BaseItem

#--------------------------------------------------------------------------
# Yanfly_Cache_BaseItem_EEO
#--------------------------------------------------------------------------
def yanfly_cache_baseitem_eeo
@requirements = false
@bonus_param = { :maxhp => 0, :maxmp => 0, :atk => 0, :def => 0, :spi => 0,
:agi => 0, :hit => 0, :eva => 0, :cri => 0, :odds => 0 }
@bonus_paramp = { :maxhp => 100, :maxmp => 100, :atk => 100, :def => 100,
:spi => 100, :agi => 100, :hit => 100, :eva => 100, :cri => 100, :odds => 100 }
@require_more = { :maxhp => 0, :maxmp => 0, :atk => 0, :def => 0, :spi => 0,
:agi => 0, :hit => 0, :eva => 0, :cri => 0, :odds => 0, :level => 0, :switch => false }
@require_less = { :maxhp => 0, :maxmp => 0, :atk => 0, :def => 0, :spi => 0,
:agi => 0, :hit => 0, :eva => 0, :cri => 0, :odds => 0, :level => 0, :switch => false }
@bonus_trait = []; @require_switch = []; @auto_state = []; @cursed = false
@purify = false

self.note.split(/[\r\n]+/).each { |line|
case line
when YE::REGEXP::EQUIP::BONUS_PARAM
case $1.to_s
when "maxhp","MAXHP"; @bonus_param[:maxhp] += $2.to_i
when "maxmp","MAXMP"; @bonus_param[:maxmp] += $2.to_i
when "atk","ATK"; @bonus_param[:atk] += $2.to_i
when "def","DEF"; @bonus_param[:def] += $2.to_i
when "spi","SPI"; @bonus_param[:spi] += $2.to_i
when "agi","AGI"; @bonus_param[:agi] += $2.to_i
when "hit","HIT"; @bonus_param[:hit] += $2.to_i
when "eva","EVA"; @bonus_param[:eva] += $2.to_i
when "cri","CRI"; @bonus_param[:cri] += $2.to_i
when "odds","ODDS"; @bonus_param[:odds] += $2.to_i
end
when YE::REGEXP::EQUIP::BONUS_PARAMP
case $1.to_s
when "maxhp","MAXHP"; @bonus_paramp[:maxhp] += $2.to_i
when "maxmp","MAXMP"; @bonus_paramp[:maxmp] += $2.to_i
when "atk","ATK"; @bonus_paramp[:atk] += $2.to_i
when "def","DEF"; @bonus_paramp[:def] += $2.to_i
when "spi","SPI"; @bonus_paramp[:spi] += $2.to_i
when "agi","AGI"; @bonus_paramp[:agi] += $2.to_i
when "hit","HIT"; @bonus_paramp[:hit] += $2.to_i
when "eva","EVA"; @bonus_paramp[:eva] += $2.to_i
when "cri","CRI"; @bonus_paramp[:cri] += $2.to_i
when "odds","ODDS"; @bonus_paramp[:odds] += $2.to_i
end

when YE::REGEXP::EQUIP::AUTO_BATTLE
@bonus_trait.push("auto battle")
when YE::REGEXP::EQUIP::SUPER_GUARD
@bonus_trait.push("super guard")
when YE::REGEXP::EQUIP::ITEM_BOOST
@bonus_trait.push("item boost")
when YE::REGEXP::EQUIP::FAST_ATTACK
@bonus_trait.push("fast attack")
when YE::REGEXP::EQUIP::DUAL_ATTACK
@bonus_trait.push("dual attack")
when YE::REGEXP::EQUIP::PREVENT_CRI
@bonus_trait.push("prevent cri")
when YE::REGEXP::EQUIP::HALF_MP_COST
@bonus_trait.push("half mp cost")
when YE::REGEXP::EQUIP::DOUBLE_EXP
@bonus_trait.push("double exp")
when YE::REGEXP::EQUIP::AUTO_HP_REC
@bonus_trait.push("auto hp rec")

when YE::REGEXP::EQUIP::REQUIRE_MORE
@requirements = true
@require_more[:switch] = true
case $1.to_s
when "level","LEVEL"; @require_more[:level] = $2.to_i
when "maxhp","MAXHP"; @require_more[:maxhp] = $2.to_i
when "maxmp","MAXMP"; @require_more[:maxmp] = $2.to_i
when "atk","ATK"; @require_more[:atk] = $2.to_i
when "def","DEF"; @require_more[:def] = $2.to_i
when "spi","SPI"; @require_more[:spi] = $2.to_i
when "agi","AGI"; @require_more[:agi] = $2.to_i
when "hit","HIT"; @require_more[:hit] = $2.to_i
when "eva","EVA"; @require_more[:eva] = $2.to_i
when "cri","CRI"; @require_more[:cri] = $2.to_i
when "odds","ODDS"; @require_more[:odds] = $2.to_i
end
when YE::REGEXP::EQUIP::REQUIRE_LESS
@requirements = true
@require_less[:switch] = true
case $1.to_s
when "level","LEVEL"; @require_less[:level] = $2.to_i
when "maxhp","MAXHP"; @require_less[:maxhp] = $2.to_i
when "maxmp","MAXMP"; @require_less[:maxmp] = $2.to_i
when "atk","ATK"; @require_less[:atk] = $2.to_i
when "def","DEF"; @require_less[:def] = $2.to_i
when "spi","SPI"; @require_less[:spi] = $2.to_i
when "agi","AGI"; @require_less[:agi] = $2.to_i
when "hit","HIT"; @require_less[:hit] = $2.to_i
when "eva","EVA"; @require_less[:eva] = $2.to_i
when "cri","CRI"; @require_less[:cri] = $2.to_i
when "odds","ODDS"; @require_less[:odds] = $2.to_i
end
when YE::REGEXP::EQUIP::REQUIRE_SWITCH
$1.scan(/\d+/).each { |num|
if num.to_i > 0
@require_switch.push(num.to_i)
end }
when YE::REGEXP::EQUIP::AUTO_STATE
$1.scan(/\d+/).each { |num|
if num.to_i > 0
@auto_state.push(num.to_i)
end }
when YE::REGEXP::EQUIP::CURSED_ITEM
@cursed = true
when YE::REGEXP::EQUIP::PURIFY_ITEM
@purify = true
end
}
end

#--------------------------------------------------------------------------
# Definitions
#--------------------------------------------------------------------------
def bonus_param
yanfly_cache_baseitem_eeo if @bonus_param == nil
return @bonus_param
end
def bonus_paramp
yanfly_cache_baseitem_eeo if @bonus_paramp == nil
return @bonus_paramp
end
def bonus_trait
yanfly_cache_baseitem_eeo if @bonus_trait == nil
return @bonus_trait
end
def requirements
yanfly_cache_baseitem_eeo if @requirements == nil
return @requirements
end
def require_more
yanfly_cache_baseitem_eeo if @require_more == nil
return @require_more
end
def require_less
yanfly_cache_baseitem_eeo if @require_less == nil
return @require_less
end
def require_switch
yanfly_cache_baseitem_eeo if @require_switch == nil
return @require_switch
end
def auto_state
yanfly_cache_baseitem_eeo if @auto_state == nil
return @auto_state
end
def cursed
yanfly_cache_baseitem_eeo if @cursed == nil
return @cursed
end
def purify
yanfly_cache_baseitem_eeo if @purify == nil
return @purify
end

end # RPG::BaseItem

#===============================================================================
# Game Battler
#===============================================================================

class Game_Battler

#--------------------------------------------------------------------------
# alias states
#--------------------------------------------------------------------------
alias states_eeo states unless $@
def states
result = states_eeo
if self.actor?
for state_id in self.equipment_auto_states
unless result.include?($data_states[state_id])
result.push($data_states[state_id])
end
end
end
result.sort! { |a, b| b.priority <=> a.priority }
return result
end

#--------------------------------------------------------------------------
# alias remove_state
#--------------------------------------------------------------------------
alias remove_state_eeo remove_state unless $@
def remove_state(state_id)
return if self.actor? and self.equipment_auto_states.include?(state_id)
remove_state_eeo(state_id)
end

#--------------------------------------------------------------------------
# overwrite state?
#--------------------------------------------------------------------------
def state?(state_id)
return states.include?($data_states[state_id])
end

#--------------------------------------------------------------------------
# alias maxhp=
#--------------------------------------------------------------------------
alias maxhpset_eeo maxhp= unless $@
def maxhp=(newvalue)
maxhpset_eeo(newvalue)
self.purge_unequippables if self.actor?
end

#--------------------------------------------------------------------------
# alias maxmp=
#--------------------------------------------------------------------------
alias maxmpset_eeo maxmp= unless $@
def maxmp=(newvalue)
maxmpset_eeo(newvalue)
self.purge_unequippables if self.actor?
end

#--------------------------------------------------------------------------
# alias atk=
#--------------------------------------------------------------------------
alias atkset_eeo atk= unless $@
def atk=(newvalue)
atkset_eeo(newvalue)
self.purge_unequippables if self.actor?
end

#--------------------------------------------------------------------------
# alias def=
#--------------------------------------------------------------------------
alias defset_eeo def= unless $@
def def=(newvalue)
defset_eeo(newvalue)
self.purge_unequippables if self.actor?
end

#--------------------------------------------------------------------------
# alias spi=
#--------------------------------------------------------------------------
alias spiset_eeo spi= unless $@
def spi=(newvalue)
spiset_eeo(newvalue)
self.purge_unequippables if self.actor?
end

#--------------------------------------------------------------------------
# alias agi=
#--------------------------------------------------------------------------
alias agiset_eeo agi= unless $@
def agi=(newvalue)
agiset_eeo(newvalue)
self.purge_unequippables if self.actor?
end

#--------------------------------------------------------------------------
# alias item_effect
#--------------------------------------------------------------------------
alias item_effect_eeo item_effect unless $@
def item_effect(user, item)
clear_action_results
if item.purify and self.actor?
self.purify_curses
end
item_effect_eeo(user, item)
end

#--------------------------------------------------------------------------
# alias item_test
#--------------------------------------------------------------------------
alias item_test_eeo item_test unless $@
def item_test(user, item)
return true if item.purify and self.actor?
return item_test_eeo(user, item)
end

end

#===============================================================================
# Game Actor
#===============================================================================

class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# alias base maxhp
#--------------------------------------------------------------------------
alias base_maxhp_eeo base_maxhp unless $@
def base_maxhp
n = base_maxhp_eeo
equips.compact.each { |item|
n += item.bonus_param[:maxhp]
n *= item.bonus_paramp[:maxhp] / 100.0
}
return Integer(n)
end

#--------------------------------------------------------------------------
# alias base maxmp
#--------------------------------------------------------------------------
alias base_maxmp_eeo base_maxmp unless $@
def base_maxmp
n = base_maxmp_eeo
equips.compact.each { |item|
n += item.bonus_param[:maxmp]
n *= item.bonus_paramp[:maxmp] / 100.0
}
return Integer(n)
end

#--------------------------------------------------------------------------
# alias base atk
#--------------------------------------------------------------------------
alias base_atk_eeo base_atk unless $@
def base_atk
n = base_atk_eeo
equips.compact.each { |item|
n += item.bonus_param[:atk]
n *= item.bonus_paramp[:atk] / 100.0
}
return Integer(n)
end

#--------------------------------------------------------------------------
# alias base def
#--------------------------------------------------------------------------
alias base_def_eeo base_def unless $@
def base_def
n = base_def_eeo
equips.compact.each { |item|
n += item.bonus_param[:def]
n *= item.bonus_paramp[:def] / 100.0
}
return Integer(n)
end

#--------------------------------------------------------------------------
# alias base spi
#--------------------------------------------------------------------------
alias base_spi_eeo base_spi unless $@
def base_spi
n = base_spi_eeo
equips.compact.each { |item|
n += item.bonus_param[:spi]
n *= item.bonus_paramp[:spi] / 100.0
}
return Integer(n)
end

#--------------------------------------------------------------------------
# alias base agi
#--------------------------------------------------------------------------
alias base_agi_eeo base_agi unless $@
def base_agi
n = base_agi_eeo
equips.compact.each { |item|
n += item.bonus_param[:agi]
n *= item.bonus_paramp[:agi] / 100.0
}
return Integer(n)
end

#--------------------------------------------------------------------------
# alias hit
#--------------------------------------------------------------------------
alias hit_eeo hit unless $@
def hit
n = hit_eeo
equips.compact.each { |item|
n += item.bonus_param[:hit]
n *= item.bonus_paramp[:hit] / 100.0
}
limit = YE::REGEXP::EQUIP::HECOLIMIT
n = [[Integer(n), 0].max, limit].min
return n
end

#--------------------------------------------------------------------------
# alias eva
#--------------------------------------------------------------------------
alias eva_eeo eva unless $@
def eva
n = eva_eeo
equips.compact.each { |item|
n += item.bonus_param[:eva]
n *= item.bonus_paramp[:eva] / 100.0
}
limit = YE::REGEXP::EQUIP::HECOLIMIT
n = [[Integer(n), 0].max, limit].min
return n
end

#--------------------------------------------------------------------------
# alias cri
#--------------------------------------------------------------------------
alias cri_eeo cri unless $@
def cri
n = cri_eeo
equips.compact.each { |item|
n += item.bonus_param[:cri]
n *= item.bonus_paramp[:cri] / 100.0
}
limit = YE::REGEXP::EQUIP::HECOLIMIT
n = [[Integer(n), 0].max, limit].min
return n
end

#--------------------------------------------------------------------------
# alias odds
#--------------------------------------------------------------------------
alias odds_eeo odds unless $@
def odds
n = odds_eeo
equips.compact.each { |item|
n += item.bonus_param[:odds]
n *= item.bonus_paramp[:odds] / 100.0
}
limit = YE::REGEXP::EQUIP::HECOLIMIT
n = [[Integer(n), 0].max, limit].min
return n
end

#--------------------------------------------------------------------------
# alias level_up
#--------------------------------------------------------------------------
alias level_up_eeo level_up unless $@
def level_up
level_up_eeo
purge_unequippables
end

#--------------------------------------------------------------------------
# alias level_down
#--------------------------------------------------------------------------
alias level_down_eeo level_down unless $@
def level_down
level_down_eeo
purge_unequippables
end

#--------------------------------------------------------------------------
# alias auto_battle
#--------------------------------------------------------------------------
alias auto_battle_eeo auto_battle unless $@
def auto_battle
for item in equips.compact
return true if item.bonus_trait.include?("auto battle")
end
return auto_battle_eeo
end

#--------------------------------------------------------------------------
# alias super_guard
#--------------------------------------------------------------------------
alias super_guard_eeo super_guard unless $@
def super_guard
for item in equips.compact
return true if item.bonus_trait.include?("super guard")
end
return super_guard_eeo
end

#--------------------------------------------------------------------------
# alias pharmacology
#--------------------------------------------------------------------------
alias pharmacology_eeo pharmacology unless $@
def pharmacology
for item in equips.compact
return true if item.bonus_trait.include?("item boost")
end
return pharmacology_eeo
end

#--------------------------------------------------------------------------
# alias fast_attack
#--------------------------------------------------------------------------
alias fast_attack_eeo fast_attack unless $@
def fast_attack
for item in equips.compact
return true if item.bonus_trait.include?("fast attack")
end
return fast_attack_eeo
end

#--------------------------------------------------------------------------
# alias dual_attack
#--------------------------------------------------------------------------
alias dual_attack_eeo dual_attack unless $@
def dual_attack
for item in equips.compact
return true if item.bonus_trait.include?("dual attack")
end
return dual_attack_eeo
end

#--------------------------------------------------------------------------
# alias prevent_critical
#--------------------------------------------------------------------------
alias prevent_critical_eeo prevent_critical unless $@
def prevent_critical
for item in equips.compact
return true if item.bonus_trait.include?("prevent cri")
end
return prevent_critical_eeo
end

#--------------------------------------------------------------------------
# alias half_mp_cost
#--------------------------------------------------------------------------
alias half_mp_cost_eeo half_mp_cost unless $@
def half_mp_cost
for item in equips.compact
return true if item.bonus_trait.include?("half mp cost")
end
return half_mp_cost_eeo
end

#--------------------------------------------------------------------------
# alias double_exp_gain
#--------------------------------------------------------------------------
alias double_exp_gain_eeo double_exp_gain unless $@
def double_exp_gain
for item in equips.compact
return true if item.bonus_trait.include?("double exp")
end
return double_exp_gain_eeo
end

#--------------------------------------------------------------------------
# alias auto_hp_recover
#--------------------------------------------------------------------------
alias auto_hp_recover_eeo auto_hp_recover unless $@
def auto_hp_recover
for item in equips.compact
return true if item.bonus_trait.include?("auto hp rec")
end
return auto_hp_recover_eeo
end

#--------------------------------------------------------------------------
# alias equippable?
#--------------------------------------------------------------------------
alias equippable_eeo equippable? unless $@
def equippable?(item)
if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor)
return false unless meet_requirements(item)
end
return equippable_eeo(item)
end

#--------------------------------------------------------------------------
# meet_requirements
#--------------------------------------------------------------------------
def meet_requirements(item)
return true unless item.requirements
for switch_id in item.require_switch
return false unless $game_switches[switch_id]
end
if item.require_more[:switch] = true
return false if self.level <= item.require_more[:level]
return false if self.maxhp <= item.require_more[:maxhp]
return false if self.maxmp <= item.require_more[:maxmp]
return false if self.atk <= item.require_more[:atk]
return false if self.def <= item.require_more[:def]
return false if self.spi <= item.require_more[:spi]
return false if self.agi <= item.require_more[:agi]
return false if self.hit <= item.require_more[:hit]
return false if self.eva <= item.require_more[:eva]
return false if self.odds <= item.require_more[:odds]
end
#---
if item.require_less[:switch] = true
return false if self.level >= item.require_less[:level] and
item.require_less[:level] != 0
return false if self.maxhp >= item.require_less[:maxhp] and
item.require_less[:maxhp] != 0
return false if self.maxmp >= item.require_less[:maxmp] and
item.require_less[:maxmp] != 0
return false if self.atk >= item.require_less[:atk] and
item.require_less[:atk] != 0
return false if self.def >= item.require_less[:def] and
item.require_less[:def] != 0
return false if self.spi >= item.require_less[:spi] and
item.require_less[:spi] != 0
return false if self.agi >= item.require_less[:agi] and
item.require_less[:agi] != 0
return false if self.hit >= item.require_less[:hit] and
item.require_less[:hit] != 0
return false if self.eva >= item.require_less[:eva] and
item.require_less[:eva] != 0
return false if self.cri >= item.require_less[:cri] and
item.require_less[:cri] != 0
return false if self.odds >= item.require_less[:odds] and
item.require_less[:odds] != 0
end
#---
return true
end

#--------------------------------------------------------------------------
# purge_unequippables
#--------------------------------------------------------------------------
def purge_unequippables(test = false)
return unless YE::EQUIP::PURGE_UNEQUIPPABLE_ITEMS
return if $game_temp.in_battle and !YE::EQUIP::ALLOW_PURGE_IN_BATTLE
@purge_on = true
for i in 0..4
change_equip(i, nil, test) unless equippable?(equips[i])
end
if $imported["EquipExtension"]
return if extra_armor_number == 0
for i in 5..armor_number
change_equip(i, nil, test) unless equippable?(equips[i])
end
end
@purge_on = nil
end

#--------------------------------------------------------------------------
# alias change_equip
#--------------------------------------------------------------------------
alias change_equip_eeo change_equip unless $@
def change_equip(equip_type, item, test = false)
change_equip_eeo(equip_type, item, test)
if $imported["ExtendedEquipScene"] or $imported["SceneEquipReDux"]
purge_unequippables(test) if @purge_on != true and !test
else
purge_unequippables(test) if @purge_on != true and !test
end
end

#--------------------------------------------------------------------------
# equipment_auto_states
#--------------------------------------------------------------------------
def equipment_auto_states
result = []
if $game_temp.in_battle
for item in equips.compact
for state_id in item.auto_state
result.push(state_id)
end
end
else
for item in equips.compact
for state_id in item.auto_state
result.push(state_id) unless $data_states[state_id].battle_only
end
end
end
return result.uniq
end

#--------------------------------------------------------------------------
# cursed_slot
#--------------------------------------------------------------------------
def cursed_slot?(slot)
@cursed_slot = {} if @cursed_slot == nil
@cursed_slot[slot] = false if @cursed_slot[slot] == nil
return @cursed_slot[slot]
end

#--------------------------------------------------------------------------
# set_cursed_slot
#--------------------------------------------------------------------------
def set_cursed_slot(slot, curse = true)
@cursed_slot = {} if @cursed_slot == nil
@cursed_slot[slot] = curse
end

#--------------------------------------------------------------------------
# purify_curses
#--------------------------------------------------------------------------
def purify_curses
@cursed_slot = {}
end

end # Game_Actor

#===============================================================================
# Scene_Equip
#===============================================================================

class Scene_Equip < Scene_Base

#--------------------------------------------------------------------------
# alias update
#--------------------------------------------------------------------------
alias update_equip_eeo update unless $@
def update
if @cursed_window != nil
update_cursed_window
else
update_equip_eeo
end
end

#--------------------------------------------------------------------------
# alias update_equip_selection
#--------------------------------------------------------------------------
alias update_equip_selection_eeo update_equip_selection unless $@
def update_equip_selection
if Input.trigger?(Input::C) and cursed_slot?
Sound.play_buzzer
return
elsif Input.trigger?(Input::A) and cursed_slot?
Sound.play_buzzer
return
end
update_equip_selection_eeo
end

#--------------------------------------------------------------------------
# alias update_item_selection
#--------------------------------------------------------------------------
alias update_item_selection_eeo update_item_selection unless $@
def update_item_selection
if Input.trigger?(Input::C)
if @item_window.item != nil and @item_window.item.cursed
@actor.set_cursed_slot(@equip_window.index)
create_cursed_window
end
end
update_item_selection_eeo
end

#--------------------------------------------------------------------------
# update_cursed_window
#--------------------------------------------------------------------------
def update_cursed_window
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
@cursed_window.dispose
@cursed_window = nil
end
end

#--------------------------------------------------------------------------
# cursed_slot?
#--------------------------------------------------------------------------
def cursed_slot?
if @equip_window.item == nil
@actor.set_cursed_slot(@equip_window.index, false)
end
if @actor.cursed_slot?(@equip_window.index)
if @equip_window.item.cursed
return true
else
@actor.set_cursed_slot(@equip_window.index, false)
end
end
return false
end

#--------------------------------------------------------------------------
# create_cursed_window
#--------------------------------------------------------------------------
def create_cursed_window
return unless YE::EQUIP::CURSED_WINDOW
dx = (544 - YE::EQUIP::CURSED_WIDTH) / 2
dy = YE::EQUIP::CURSED_WIN_Y
dw = YE::EQUIP::CURSED_WIDTH
text = sprintf(YE::EQUIP::CURSED_MESSAGE, @actor.name)
@cursed_window = Window_Base.new(dx, dy, dw, 56)
@cursed_window.back_opacity = 255
@cursed_window.contents.draw_text(4, 0, dw-40, 24, text, 1)
YE::EQUIP::CURSED_SOUND.play if YE::EQUIP::CURSED_SOUND != nil
end

end # Scene_Equip

#===============================================================================
#
# END OF FILE
#
#===============================================================================



A tu wpisujesz w notatkę przedmiotu:
Kod:
<require more level X>

Gdzie X to lvl od którego można założyć broń.
________________________
Pomogłem? Daj ""
Piszę poprawnie po polsku

 
 
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RPG Maker VX

Dołączył: 13 Sie 2010
Posty: 57
Wysłany: Pią 20 Sie, 2010 20:05
Thx masz pomógł .
 
 
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