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ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ - Printable Version

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ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ - motley - 09-24-2016

ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ
ที่ผมหาเจอลิงค์ตายหมดละ ใครมีบ้างครับรบกวนด้วย


RE: ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ - anime13master - 09-24-2016

ใช้ XP รึเปล่าครับ ถ้า XP ผมน่าจะพอเขียนให้ได้ไม่ยาก


RE: ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ - motley - 09-24-2016

(09-24-2016, 10:31 AM)anime13master Wrote: ใช้ XP รึเปล่าครับ ถ้า XP ผมน่าจะพอเขียนให้ได้ไม่ยาก

XP ครับผม รบกวนด้วยนะครับ คุ้นๆว่าเคยเห็นสคริปต์นี้เเต่พอจะหาดันหาไม่เจอซะงั้น 555


RE: ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ - anime13master - 09-24-2016

เจออันนิมา เอาไปลองก่อนครับ
Code:
#==============================================================================
# ** Eladia's Battle Equipment Menu v. 1.2    (04-11-2007)
#    by DerVVulfman
#
#    Based on "While Fighting Equipment" version 1.00
#    by 'an unknown Japanese scripter'
#    original code found at a RMXP Wiki site by Landarma
#
#    Additional code:
#    Modified version of XRXS's Window Module and edited code exerpts used in
#    order to multi-platform with other battlesystems.
#
#------------------------------------------------------------------------------
#
# ORIGINAL INTRODUCTION (Translated from Japanese:
#
# This system allows the battler to change their designated equipment while in
# combat. It adds an equipment script, and places the equipment command into
# your actor command window.
#
# This system uses a default equipment menu and hasn't modified the display.
# It is a blank slate for you to modify.
#
# In other words, modifying the equipment windows will be the next step in
# your project. It has been left for you to work that problem out.
#
# It is merely a rewrite of Scene_Equip's system...
#
# Furthermore, the battlesystem's Item or Skill window is now the window that
# will hold/display the equipment you can use or remove.
#
# The modification of the window design is the basic technology of RGSS, which
# must be learned before you attempt to perform any edits.
#
# Basic Equipment scripts in use:
# * Window_EquipLeft
# * Window_EquipRight
# * Window_EquipItem
#
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# Greetings!
#
# This script, like you must know by now, allows you to change your equipment
# while in combat. Originally designed for the default battle system, it has
# now been modified to permit it's use in a number of battlesystems.
#
# Unlike its predecessor, no modifiecation to Custom Battlesystems's def main
# is necessary to insert the 'Equip' command. Through the use of XRSX's won-
# derful Command Window Add-on, the option has been added by 'ALIAS'ing it to
# the battlesystem. In fact, the only def in the entire Scene_Battle that had
# to be re-written (and not aliased) is 'update_phase3', which is primarily a
# universal def that allows the equipment menu to be turned on.
#
# The Equipment menu, when used, appears like the default menu system, with
# the exception of not seeing the possible changes in your stats until you
# activly change your equipment. The original Japanese version didn't even
# have the left 'stat' window. I will leave it to you to modify the appearance
# or behavior of this window.
#
# NOTE: The equipment menu is set to full opacity so as to hide battlers and
# certain forms of AT bar sprites in certain battlesystems. The 'Z-Depth' was
# increased by '700' in order to accomplish this. Without this, the appearance
# of various forms of sprites could distract or obscure the menu.
#
#------------------------------------------------------------------------------
#
# INSTRUCTIONS:
#
# This script is about as plug & play as they come. Unless some form of con-
# flict occurs, you merely paste this script below your Custom Battle System
# for it to work, or just paste it above 'MAIN' if you are using the default
# battle system.
#
# It aliases nearly every statement necessary for it to work, other than the
# 'def update_phase3' as stated earlier, so you want it below your custom bat-
# tlesystem.
#
#------------------------------------------------------------------------------
#
# REGARDING XRXS's #65 BATTLESYSTEM:
#
# Both this, and XRXS's script adds an additional command into the actor com-
# mand window. XRXS's system adds the "ESCAPE" command, and this one adds the
# "EQUIP" command. Normally, you would paste this script below the any custom
# battlesystem, but this would leave the 'EQUIP' option to be shown below the
# 'ESCAPE' option. This script can be placed 'ABOVE' XRXS's system to reverse
# this and have 'ESCAPE' be the bottommost option.
#
#------------------------------------------------------------------------------
#
# REGARDING LAURA'S ESCAPE BAR REMOVAL SCRIPTS (RTAB & DBS):
# This system is compatible with said system. Both IT and this system uses
# a modified version of XRXS's Window Module, and the placement of the scripts
# influences the options position. If this script is placed 'BELOW' Laura's
# script, then the 'Equip' option will be below the 'Escape' option... and
# visa versa.
#
#------------------------------------------------------------------------------
#
# COMPATABILITY:
#
# Originally, this system was designed for the 'default' battlesystem. It is
# now able to support the following systems:
#
# Agility Based Battle - Syvkal (an XRXS edit)
# The default system - Yoji Ojima / Enterbrain, Inc.
# ParaDog's CTB v 2.58 - ParaDog
# RTAB    - Cogwheel
# SoulRage    - Blizzard
# XRXS #65 & 65a addon - by XRXS
#
# Currently incompatible with the Action Cost CBS by Fomar0153, yet...
#
# Currently not compatible with Trickster's Conditional CTB, or his Active
# Timer Battle system. It would probably need a SDK 2.0 makeover.
#
#==============================================================================

# Command Window size controls
$command_height = 160 # Sets how many options are visible (nil auto-resizes)
$command_y_pos = 160 # Sets the height position (160 is default, nil is auto)

# Disable/Enable slot control (1 allows, 0 disallows)
# Syntax = actor.id => [weapon, shield, armor, helmet, accessory ], ...
$ebem_slot    = { 1 => [ 1, 0, 1, 1, 1],
7 => [ 0, 1, 1, 1, 1],
8 => [ 1, 0, 0, 0, 0] }

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Add Equip
#--------------------------------------------------------------------------
alias ebem_sp1 start_phase1
def start_phase1
# Original Call
ebem_sp1
# Get index of Equip Command
@equip_actor_command_index = @actor_command_window.height / 32 - 1
# Add the Equip Command
@actor_command_window.add_command($data_system.words.equip)
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# Allow for RTAB system
if $r_detected
if victory? and @command_a
command_delete
@command.push(@active_actor)
return
end
end
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
# If skill window is enabled
elsif @skill_window != nil
update_phase3_skill_select
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
# If equip window is enabled
elsif @right_window != nil
update_phase3_equip_select
# If actor command window is enabled
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
alias ebem_up3bc update_phase3_basic_command
def update_phase3_basic_command
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by actor command window cursor position
case @actor_command_window.index
when @equip_actor_command_index # Equip
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Start equip selection
start_equip_select
end
end
# Original Call
ebem_up3bc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : equip selection)
#--------------------------------------------------------------------------
def update_phase3_equip_select
ebem_array = []
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end    
# Enable equip window
@right_window.visible = true
# Update Equip selection Windows
@right_window.update
if @right_window.index != @now_right_window
@now_right_window =@right_window.index
if @equip_item_window.index == -1
@equip_item_window.index = 0
@equip_item_window.refresh
@equip_item_window.index = -1
end
end
# Update windows
@equip_item_window.update
equip_item_window_select
# If equip_item window is active: call update_phase3_equip_i_select
if @equip_item_window.active
update_phase3_equip_i_select
return
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End equip selection
end_equip_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If equipment is fixed
if battler.equip_fix?(@right_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Obtain equipment slot information for actor (if any)
ebem_array = $ebem_slot[battler.id] if $ebem_slot.include?(battler.id)
# If equipment cannot be changed
if ebem_array[@right_window.index] == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@right_window.active = false
@equip_item_window.active = true
@equip_item_window.index = 0
@now_right_window = -1
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when equipment item window is active)
#--------------------------------------------------------------------------
def update_phase3_equip_i_select
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)    
@now_item_window = -1
# Activate right window
@right_window.active = true
@equip_item_window.active = false
@equip_item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the equip window
item = @equip_item_window.item
# change battler equipment
battler.equip(@right_window.index, item == nil ? 0 : item.id)
# Activate right window
@right_window.active = true
@equip_item_window.active = false
@equip_item_window.index = -1
# Remake left window with new stats
@left_window.refresh
# Remake right window and item window contents
@right_window.refresh
@equip_item_window.refresh
return
end
end
#--------------------------------------------------------------------------
# * Start Equipment Selection
#--------------------------------------------------------------------------
def start_equip_select
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end
# Hide Battlestatus Window
@status_window.visible = false
# Toggle the help window's transparency
@help_trans = @help_window.back_opacity
@help_window.back_opacity = 255
# Make windows
@left_window = Window_EquipLeft.new(battler)
@right_window = Window_EquipRight.new(battler)
@item_window1 = Window_EquipItem.new(battler, 0)
@item_window2 = Window_EquipItem.new(battler, 1)
@item_window3 = Window_EquipItem.new(battler, 2)
@item_window4 = Window_EquipItem.new(battler, 3)
@item_window5 = Window_EquipItem.new(battler, 4)
# Set new Z-Depth of windows
@left_window.z += 700
@right_window.z += 700
@item_window1.z += 700
@item_window2.z += 700
@item_window3.z += 700
@item_window4.z += 700
@item_window5.z += 700
# Associate help window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@now_right_window = -1
@right_window.index = 0
equip_item_window_select
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Equipment Selection
#--------------------------------------------------------------------------
def end_equip_select
# Reset z-depth of windows
@left_window.z -= 700
@right_window.z -= 700
@item_window1.z -= 700
@item_window2.z -= 700
@item_window3.z -= 700
@item_window4.z -= 700
@item_window5.z -= 700
# Return the help window's opacity
@help_window.back_opacity = @help_trans
# Dispose of windows
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@right_window= nil
@item_window1= nil
@item_window2= nil
@item_window3= nil
@item_window4= nil
@item_window5= nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Return Battlestatus Window
@status_window.visible = true
end
#--------------------------------------------------------------------------
# * Refresh Equipment Selection
#--------------------------------------------------------------------------
def equip_item_window_select
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end    
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Set current item window to @item_window
case @right_window.index
when 0
@equip_item_window = @item_window1
when 1
@equip_item_window = @item_window2
when 2
@equip_item_window = @item_window3
when 3
@equip_item_window = @item_window4
when 4
@equip_item_window = @item_window5
end
end
#--------------------------------------------------------------------------
# * Action Wait Decision
#--------------------------------------------------------------------------
def anime_wait_return
if $r_detected
if (@action_battlers.empty? or @anime_wait == false) and
not $game_system.battle_interpreter.running?
# If enemy arrow is enabled
if @enemy_arrow != nil
return [@active - 2, 0].min == 0
# If actor arrow is enabled
elsif @actor_arrow != nil
return [@active - 2, 0].min == 0
# If skill window is enabled
elsif @skill_window != nil
return [@active - 3, 0].min == 0
# If item window is enabled
elsif @item_window != nil
return [@active - 3, 0].min == 0
# If equipment window is enabled
# -- I used the same setting that pauses the actor command window -- Posted Image
elsif @right_window != nil
return [@active - 1, 0].min == 0
# If actor command window is enabled
elsif @actor_command_window.active
return [@active - 1, 0].min == 0
else
return true
end
else
return false
end
end
end
end


#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias equ_init initialize
def initialize
equ_init
# Determine if RTAB system in use
if @real_zoom != nil
$r_detected = true
end
end
end


#==============================================================================
# --- XRXS.Command Window Add-On Module ---
#==============================================================================
module XRXS_Window_Command
#--------------------------------------------------------------------------
# * Add Command
#    command : command text string being added
#--------------------------------------------------------------------------
def add_command(command)
#
# Creates an empty @disabled array when first called.
#
@disabled = [] if @disabled.nil?
if @commands.size != @disabled.size
for i in 0...@commands.size
@disabled[i] = false
end
end
#
# Add Command
#
@commands.push(command)
@disabled.push(false)
@item_max = @commands.size
# Position the command window
if $command_y_pos == nil
self.y -= 32
else
self.y = $command_y_pos
end
# Set the command window height
if $command_height == nil
self.height += 32
else
self.height = $command_height
end
self.contents.dispose
self.contents = nil
self.contents = Bitmap.new(self.width - 32, @item_max * 32)
refresh
for i in 0...@commands.size
if @disabled[i]
disable_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Disable Item
#    index : item number
#--------------------------------------------------------------------------
def disable_item(index)
@disabled = [] if @disabled.nil?
@disabled[index] = true
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Enable Item
#    index : item number
#--------------------------------------------------------------------------
def enable_item(index)
@disabled = [] if @disabled.nil?
@disabled[index] = false
draw_item(index, normal_color)
end
end
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ** Include
#--------------------------------------------------------------------------
include XRXS_Window_Command
#--------------------------------------------------------------------------
# * Disable Item
#    index : item number
#--------------------------------------------------------------------------
def disable_item(index)
super
end
end
#==============================================================================
# --- Edited Copy of Include for SoulRage script ---
#==============================================================================
class Window_Command_Enhanced < Window_Selectable
#--------------------------------------------------------------------------
# ** Include
#--------------------------------------------------------------------------
include XRXS_Window_Command
#--------------------------------------------------------------------------
# * Disable Item
#    index : item number
#--------------------------------------------------------------------------
def disable_item(index)
super
end
end



RE: ตามหาสคริปต์เปลี่ยนอุปกรณ์ในฉากต่อสู้ครับ - motley - 09-24-2016

ได้เเล้วครับ ขอบคุณมากๆครับ