====== Equipar 3 Accesorios ====== ===== Ficha técnica ===== * **Nombre original:** Accessoire en plus * **Nombre del autor:** www.rpg-création.com * **Utilidad:** Permite equipar hasta tres accesorios a un mismo héroe * **Dependencia de otros scripts:** No * **Incompatibilidad:** Desconocida ===== Instalación ===== Crear una nueva clase por encima de "Main" con cualquier nombre y copiad en ella el siguiente código: #==================================== # Accessoire en plus # Script téléchargé sur RPG-création - www.rpg-creation.com #==================================== module XRXS_MP8_Fixed_Valuables EQUIP_KINDS = [1, 2, 3, 4, 4, 4] EQUIP_KIND_NAMES = [] WINDOWS_STRETCH = true STATUS_WINDOW_ARRANGE = true STATUS_WINDOW_EX_EQUIP_ROW_SIZE = 24 STATUS_WINDOW_EX_EQUIP_X = 336 STATUS_WINDOW_EX_EQUIP_Y = 256 end #==================================== # ¡ Game_Actor #==================================== class Game_Actor < Game_Battler #-------------------------------- # ? ?C???N??[?h #-------------------------------- include XRXS_MP8_Fixed_Valuables #-------------------------------- # ? ?ö?J?C???X?^???X?ϐ? #-------------------------------- attr_reader :armor_ids #-------------------------------- # ? ?Z?b?g?A?b?v #-------------------------------- alias xrxs_mp8_setup setup def setup(actor_id) xrxs_mp8_setup(actor_id) @armor_ids = [] # ?g?£?— for i in 4...EQUIP_KINDS.size @armor_ids[i+1] = 0 end end #-------------------------------- # ? ?î–{?r—Í?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_str base_str def base_str n = xrxs_mp8_base_str for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.str_plus : 0 end return n end #-------------------------------- # ? ?î–{?í—p?³?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_dex base_dex def base_dex n = xrxs_mp8_base_dex for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.dex_plus : 0 end return n end #-------------------------------- # ? ?î–{?f??³?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_agi base_agi def base_agi n = xrxs_mp8_base_agi for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.agi_plus : 0 end return n end #-------------------------------- # ? ?î–{–?—Í?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_int base_int def base_int n = xrxs_mp8_base_int for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.int_plus : 0 end return n end #-------------------------------- # ? ?î–{?¨—–h?ä?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_pdef base_pdef def base_pdef n = xrxs_mp8_base_pdef for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.pdef : 0 end return n end #-------------------------------- # ? ?î–{–?–@–h?ä?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_mdef base_mdef def base_mdef n = xrxs_mp8_base_mdef for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.mdef : 0 end return n end #-------------------------------- # ? ?î–{?ñ?ðC³?Ì?æ?¾ #-------------------------------- alias xrxs_mp8_base_eva base_eva def base_eva n = xrxs_mp8_base_eva for i in 4...EQUIP_KINDS.size armor = $data_armors[@armor_ids[i+1]] n += armor != nil ? armor.eva : 0 end return n end #-------------------------------- # ? ???õ?Ì?ύX # equip_type : ???õ?^?C?v # id : ??í or –h?ï ID (0 ?È?ç???õ?ð?) #-------------------------------- alias xrxs_mp8_equip equip def equip(equip_type, id) xrxs_mp8_equip(equip_type, id) if equip_type >= 5 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor_ids[equip_type]], $data_armors[id]) $game_party.gain_armor(@armor_ids[equip_type], 1) @armor_ids[equip_type] = id $game_party.lose_armor(id, 1) end end end end #==================================== # ¡ Window_EquipRight #==================================== class Window_EquipRight < Window_Selectable #-------------------------------- # ? ?C???N??[?h #-------------------------------- include XRXS_MP8_Fixed_Valuables #-------------------------------- # ? ?I?u?W?F?N?g??ú?» # actor : ?A?N?^[ #-------------------------------- if WINDOWS_STRETCH def initialize(actor) super(272, 64, 368, 192) h = (EQUIP_KINDS.size + 1) * 32 self.contents = Bitmap.new(width - 32, h) @actor = actor refresh self.index = 0 end end #-------------------------------- # ? ???t???b?V?? #-------------------------------- alias xrxs_mp8_refresh refresh def refresh xrxs_mp8_refresh @item_max = EQUIP_KINDS.size + 1 for i in 4...EQUIP_KINDS.size @data.push($data_armors[@actor.armor_ids[i+1]]) self.contents.font.color = system_color self.contents.draw_text(5, 32 * (i+1), 92, 32, EQUIP_KIND_NAMES[i-4].to_s) draw_item_name(@data[i+1], 92, 32 * (i+1)) end end end #==================================== # ¡ Window_EquipItem #==================================== class Window_EquipItem < Window_Selectable #-------------------------------- # ? ???õ?í??̐Ý?è #-------------------------------- def equip_type=(et) @equip_type = et refresh end #-------------------------------- # ? ???t???b?V?? #-------------------------------- alias xrxs_mp8_refresh refresh def refresh xrxs_mp8_refresh if @equip_type >= 5 if self.contents != nil self.contents.dispose self.contents = nil end @data = [] armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) type = $data_armors[i].kind + 1 if !@equip_type.to_s.scan(/#{type}/).empty? @data.push($data_armors[i]) end end end @data.push(nil) @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end end end #==================================== # ¡ Window_Status #==================================== class Window_Status < Window_Base #-------------------------------- # ? ?C???N??[?h #-------------------------------- include XRXS_MP8_Fixed_Valuables #-------------------------------- # ?J?X?^?}?C?Y?|?C???gu?X?e[?^?X?æ–?Ì?f?U?C???ð?ύX?·?év #-------------------------------- if STATUS_WINDOW_ARRANGE def refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) self.contents.font.color = system_color self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 112, 96, 32, "Equipement") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 136) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 160) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 184) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 208) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 232) end end #-------------------------------- # ? ???t???b?V?? #-------------------------------- alias xrxs_mp8_refresh refresh def refresh xrxs_mp8_refresh # ?g?£?— for i in 4...EQUIP_KINDS.size armor = $data_armors[@actor.armor_ids[i+1]] draw_item_name($data_armors[@actor.armor_ids[i+1]], STATUS_WINDOW_EX_EQUIP_X, STATUS_WINDOW_EX_EQUIP_Y + STATUS_WINDOW_EX_EQUIP_ROW_SIZE * (i-4)) end end end #==================================== # ¡ Scene_Equip #==================================== class Scene_Equip #-------------------------------- # ? ?C???N??[?h #-------------------------------- include XRXS_MP8_Fixed_Valuables #-------------------------------- # ? ??C???— #-------------------------------- alias xrxs_mp8_main main def main @addition_initialize_done = false xrxs_mp8_main for i in 4...EQUIP_KINDS.size @item_windows[i+2].dispose end end #-------------------------------- # ? ???t???b?V?? #-------------------------------- alias xrxs_mp8_refresh refresh def refresh unless @addition_initialize_done @item_windows = [] @item_window2.equip_type = EQUIP_KINDS[0] @item_window3.equip_type = EQUIP_KINDS[1] @item_window4.equip_type = EQUIP_KINDS[2] @item_window5.equip_type = EQUIP_KINDS[3] for i in 4...EQUIP_KINDS.size @item_windows[i+2] = Window_EquipItem.new(@actor, EQUIP_KINDS[i]) @item_windows[i+2].help_window = @help_window end if WINDOWS_STRETCH @right_window.height = (EQUIP_KINDS.size + 2) * 32 if @left_window.y + @left_window.height == 256 @left_window.height = @right_window.height end y_pos = (@right_window.y + @right_window.height) y_space = 480 - y_pos @item_window1.y = y_pos @item_window2.y = y_pos @item_window3.y = y_pos @item_window4.y = y_pos @item_window5.y = y_pos @item_window1.height = y_space @item_window2.height = y_space @item_window3.height = y_space @item_window4.height = y_space @item_window5.height = y_space for i in 4...EQUIP_KINDS.size @item_windows[i+2].y = y_pos @item_windows[i+2].height = y_space end end @addition_initialize_done = true end for i in 4...EQUIP_KINDS.size @item_windows[i+2].visible = (@right_window.index == i+1) end if @right_window.index >= 5 @item_window = @item_windows[@right_window.index + 1] end xrxs_mp8_refresh end #-------------------------------- # ? ?t??[??XV (?A?C?e???E?B???h?E?ª?A?N?e?B?u?̏ê?) #-------------------------------- alias xrxs_mp8_update_item update_item def update_item xrxs_mp8_update_item if Input.trigger?(Input::C) @item_window1.refresh @item_window2.refresh @item_window3.refresh @item_window4.refresh @item_window5.refresh for i in 4...EQUIP_KINDS.size @item_windows[i+2].refresh end Graphics.frame_reset return end end end