Equipment Requirements XP - Neoz Kaho - 07-04-2012
Equipment Requirements XP
สคริปต์เขียนโดย : Ayene
ลิงค์ต้นฉบับ : http://forums.rpgmakerweb.com/index.php?/topic/512-equipment-requirements-xp
รายละเอียด :
อยากกำหนดไหมว่าของนี้มันเทพจนต้องบังคับว่าต้องสถานะแบบนี้ๆ ถึงจะใส่ได้ อยากจำกัดไหมครับว่าของประเภทนี้มีเกณฑ์ขั้นต่ำ ถ้าไม่เข้าข่ายแบบนี้อดใส่ จะได้ไม่เกิดปัญหาเอาของเทพยัดให้ตัวเลเวลต่ำแล้วมันเทพเกินไป สคริปต์นี้ช่วยคุณได้!!
สกรีนช๊อต :
วิธีการใช้งาน :
เวลาใช้งานให้กำหนดค่าของสคริปต์ตามนี้ครับ
Code: WEAPON [weapon ID] = [lv, maxhp, maxsp, str, dex, agi, int, [skill_id, skill_id, ...]]
ให้ใส่ไปเลยว่าเอาค่าเท่าไหร่บ้างในวงเล็บ แต่อาจจะไม่ชัดเจนเท่าไหร่ ดูตัวอย่างกันดีกว่า
สมมติว่าบังคับให้อาวุธ ID ที่ 2 ใส่ได้ตอนเลเวล 6 เท่านั้น และต้องมี Max HP 120 Strength 40 Int 70 ก็ใส่แบบนี้
Code: WEAPON [2] = [6, 120, 0, 40, 0, 0, 70, []]
ลองอีกอันคราวนี้เป็นเกราะบ้าง ต้องการสกิล ID 10 และ 40 ก็ใส่ไปว่า
Code: ARMOR [3] = [0, 0, 0, 0, 70, 0, 0, [10, 40]]
เท่านี้ก็บังคับล่ะว่าเกราะ ID3 นี้ต้องใช้สกิลนี้ได้ถึงจะสวมได้
โค๊ดสคริปต์
Code: #===================================================================
# 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::B)
@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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