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ayuda:rgss:biblioteca:3accesorios

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
ayuda/rgss/biblioteca/3accesorios.txt · Última modificación: 2019/09/23 04:01 por 127.0.0.1

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