Inscrit le: 08 Mar 2007, 01:00 Messages: 20 Points d'aide: 0/60
Créations :
Voir ses créations
|
A la suite : - Code: Tout sélectionner
#-------------------------------------------------------------------------- # * Change Equipment # equip_type : type of equipment # id : weapon or armor ID (If 0, remove equipment) #-------------------------------------------------------------------------- def equip(equip_type, id, item = RPG::Armor) case equip_type when 0 # Arme ou bouclier # Si rien n'est équipé if @weapon_id == 0 # Si on équipe une arme if item.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 self.weapon_type = $data_weapons[id] @weapon_id = id $game_party.lose_weapon(id, 1) end # Si on équipe un bouclier elsif item.is_a?(RPG::Armor) if id == 0 or $game_party.weapon_number(id) > 0 self.weapon_type = $data_armors[id] @weapon_id = id $game_party.lose_armor(id, 1) end end end # Si on déséquipe l'arme ou l'armure if item == nil # Si une arme est équipée if self.weapon_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) @weapon_id = id end # Sinon si un bouclier est équipé elsif self.weapon_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@weapon_id, 1) @weapon_id = id end end #Sinon si on équipe une arme elsif item.is_a?(RPG::Weapon) # Si une arme est équipée if self.weapon_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) self.weapon_type = $data_weapons[id] @weapon_id = id $game_party.lose_weapon(id, 1) end # Sinon si un bouclier est équipé elsif self.weapon_type.is_a?(RPG::Armor) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_armor(@weapon_id, 1) self.weapon_type = $data_weapons[id] @weapon_id = id $game_party.lose_weapon(id, 1) end end # Sinon si on équipe un bouclier elsif item.is_a?(RPG::Armor) # Si un bouclier est équipé if self.weapon_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@weapon_id, 1) self.weapon_type = $data_armors[id] @weapon_id = id $game_party.lose_armor(id, 1) end # Sinon si une arme est équipée elsif self.weapon_type.is_a?(RPG::Weapon) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) self.weapon_type = $data_armors[id] @weapon_id = id $game_party.lose_armor(id, 1) end end end when 1 # Bouclier et arme # Si rien n'est équipé if @armor1_id == 0 # Si on équipe une arme if item.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 self.armor_type = $data_weapons[id] @armor1_id = id $game_party.lose_weapon(id, 1) end # Sinon si on équipe un bouclier elsif item.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 self.armor_type = $data_armors[id] @armor1_id = id $game_party.lose_armor(id, 1) end end end # Si on déséquipe if item == nil # Si une arme est équipée if self.armor_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@armor1_id, 1) @armor1_id = id end # Sinon si un bouclier est équipé elsif self.armor_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@armor1_id, 1) @armor1_id = id end end # Sinon si on équipe une arme elsif item.is_a?(RPG::Weapon) # Si une arme est équipée if self.armor_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@armor1_id, 1) self.armor_type = $data_weapons[id] @armor1_id = id $game_party.lose_weapon(id, 1) end # Sinon si un bouclier est équipé elsif self.armor_type.is_a?(RPG::Armor) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_armor(@armor1_id, 1) self.armor_type = $data_weapons[id] @armor1_id = id $game_party.lose_weapon(id, 1) end end # Sinon si on équipe un bouclier elsif item.is_a?(RPG::Armor) # Si un bouclier est équipé if self.armor_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@armor1_id, 1) self.armor_type = $data_armors[id] @armor1_id = id $game_party.lose_armor(id, 1) end # Sinon si une arme est équipée elsif self.armor_type.is_a?(RPG::Weapon) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_weapon(@armor1_id, 1) self.armor_type = $data_armors[id] @armor1_id = id $game_party.lose_armor(id, 1) end end end when 2 # Head if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor2_id], $data_armors[id]) $game_party.gain_armor(@armor2_id, 1) @armor2_id = id $game_party.lose_armor(id, 1) end when 3 # Body if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor3_id], $data_armors[id]) $game_party.gain_armor(@armor3_id, 1) @armor3_id = id $game_party.lose_armor(id, 1) end when 4 # Accessory if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor4_id], $data_armors[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end # ------------------------------------- def base_str if $game_temp.god_mode return 999 end #took out the armor1 addition to the base_str n = $data_actors[@actor_id].parameters[2, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@weapon_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_dex if $game_temp.god_mode return 999 end n = $data_actors[@actor_id].parameters[3, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@weapon_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_agi if $game_temp.god_mode return 999 end n = $data_actors[@actor_id].parameters[4, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@weapon_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_int if $game_temp.god_mode return 999 end n = $data_actors[@actor_id].parameters[5, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@weapon_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 return [[n, 1].max, 999].min end # ------------------------------------- def base_atk if $game_temp.god_mode return 9999999 end n = 0 unless self.weapon_type.is_a?(RPG::Armor) weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.atk : 0 end unless self.armor_type.is_a?(RPG::Armor) weapon2 = $data_weapons[@armor1_id] n += weapon2 != nil ? weapon2.atk : 0 end return n end # ------------------------------------- def base_pdef if $game_temp.god_mode return 999999 end if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@weapon_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon != nil ? weapon.pdef : 0 pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 end # ------------------------------------- def base_mdef if $game_temp.god_mode return 999999 end if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@weapon_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon != nil ? weapon.mdef : 0 mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 end end
#============================================================================== # ** Window_Command #------------------------------------------------------------------------------ # This window deals with general command choices. #==============================================================================
class Window_Command #-------------------------------------------------------------------------- # * Enable Item # index : item number #-------------------------------------------------------------------------- def enable_item(index) draw_item(index, normal_color) end end
#============================================================================== # ** Window_EquipRight #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #==============================================================================
class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) if @actor.weapon_type.is_a?(RPG::Weapon) @data[0] = $data_weapons[@actor.weapon_id] elsif @actor.weapon_type.is_a?(RPG::Armor) @data[0] = $data_armors[@actor.weapon_id] end if @actor.armor_type.is_a?(RPG::Weapon) @data[1] = $data_weapons[@actor.armor1_id] elsif @actor.armor_type.is_a?(RPG::Armor) @data[1] = $data_armors[@actor.armor1_id] end @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.draw_text(4, 32 * 0, 92, 32, "Main droite") self.contents.draw_text(4, 32 * 1, 92, 32, "Main gauche") self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2) self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3) self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4) draw_item_name(@data[0], 92, 32 * 0) draw_item_name(@data[1], 92, 32 * 1) draw_item_name(@data[2], 92, 32 * 2) draw_item_name(@data[3], 92, 32 * 3) draw_item_name(@data[4], 92, 32 * 4) end end
|
|