Equipment Requirement Script - Mysticphoenix -  04-23-2014
 
 
Author : Ayene 
Website : http://forums.rpgmakerweb.com/index.php?/topic/512-equipment-requirements-xp/ 
 
Introduction 
สคริปนี้จะทำให้เรากำหนด Requirement ของอาวุธ/ชุดเกราะได้ ว่าจะสวมใส่ได้เมื่อเลเวลเท่าไร, STR เท่าไร, INT เท่าไร, DEX เท่าไร, AGI เท่าไร, Level เท่าไร, ไปจนถึงกำหนดว่าต้องมีสกิลอะไรด้วย (สกิล Axe Mastery, Bow Mastery) นอกจากนั้น ระบบยังสามารถแสดงความต้องการได้ว่า stat ใดต่ำไป หรือต้องการ skill ใด ได้อีกด้วย 
 
วิธีใช้ 
การตั้งค่านั้นง่ายมาก เพียงใส่โค้ดที่มีรูปแบบดังต่อไปนี้ไว้ที่ส่วนการตั้งค่าของสคริป 
 
WEAPON [weapon ID] = [lv, maxhp, maxsp, str, dex, agi, int, [skill_id, skill_id, ...]] 
 
ตัวอย่าง 
ถ้าอยากให้ อาวุธหมายเลข 2 สวมใส่ได้ที่ level 6 และต้องมี Max HP 120 เป็นอย่างต่ำ, STR 40 เป็นอย่างต่ำ, INT 70 เป็นอย่างต่ำ ก็ใส่โค้ดดังนี้ 
WEAPON [2] = [6, 120, 0, 40, 0, 0, 70, []] 
 
ต่อไปเป็นตัวอย่างชุดเกราะ ถ้าอยากให้ เกราะหมายเลข 3 สวมใส่ได้เมื่อมี DEX 70 และต้องการ skill หมายเลข 10 และ 15 ก็ใส่โค้ดดังนี้ 
 
ARMOR [3] = [0, 0, 0, 0, 70, 0, 0, [10, 15]] 
 
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::<img src='http://forums.rpgmakerweb.com/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='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 
เวอร์ชัน VX ก็มีนะ http://www.rpgmakervx.net/index.php?showtopic=54164
 
 
 
 |