Bienvenue visiteur !
|
Statistiques
Liste des membres
Contact
Mentions légales
155 connectés actuellement
30749359 visiteurs depuis l'ouverture
1786 visiteurs aujourd'hui
Partenaires
Tous nos partenaires
Devenir partenaire
|
kazual -
posté le 15/08/2014 à 14:14:39 (96 messages postés)
| This is a penguin. | Domaine concerné: script peut être ? Logiciel utilisé: RPG MAKER VX ACE Salut !
Bon voilà, j'ai un problème assez simple à première vue, mais dont je n'ai pas la solution !
J'aimerai ajouté des conditions sur l'équipement des armes/armures, je m'explique :
Par exemple, le héros est ambidextre, c'est bien mais c'est un peu abusé (à mon goût) et pas méga réaliste si il se balade avec une énorme hache dans chaque main. Par contre ça serait pas mal si il était avec une épée longue et une dague dans l'autre main (par exemple). Vous me suivez ?
Le truc c'est que de base s'équiper d'une arme n'implique rien sur la deuxième arme équipable ...
D'où ma question, comment on peut faire ça ? Je suis du niveau noob 1.0.5 pour ce qui est du script (tout simplement parce que j'ai une mégaaaa flemme de lire un tuto), donc si y'a une solution qui ne nécessite pas l'utilisation de script ça serait simple ... Mais je suppose qu'il faudra que je m'y mette un jour, du coup c'est peut être l'occasion de s'y mettre ...
Je sais pas, z'en pensez quoi ?
J'espère que ça va pas trop faire doublon ... Mais y'a tellement de post différents que même avec la fonction rechercher j'ai pas trouver de réponse :x
(fouettez moi au pire)
Voilà voilà ...
J'offre des bisous et/ou des chocobons en récompense o/
|
Hate will not heal you. |
Wolfylink -
posté le 15/08/2014 à 15:12:28 (198 messages postés)
| Chose en devenir | Par event ça risque d'être compliqué, puisque là on parle du menu. S'équiper dans le menu, ça se fait pas par event, à moins de construire ton propre menu par events (compliqué).
J'ai une suggestion pour toi : Dans la BDD, pour chaque arme, si elle est petite, Mets 'Little' dans les notes.
Ensuite va dans l'éditeur de scripts.
Cherche le script Scene_Equip et remplace son contenu par ça :
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
| #==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs the equipment screen processing.
#==============================================================================
class Scene_Equip < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
create_help_window
create_status_window
create_command_window
create_slot_window
create_item_window
end
#--------------------------------------------------------------------------
# * Create Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_EquipStatus.new(0, @help_window.height)
@status_window.viewport = @viewport
@status_window.actor = @actor
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
wx = @status_window.width
wy = @help_window.height
ww = Graphics.width - @status_window.width
@command_window = Window_EquipCommand.new(wx, wy, ww)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:optimize, method(:command_optimize))
@command_window.set_handler(:clear, method(:command_clear))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
end
#--------------------------------------------------------------------------
# * Create Slot Window
#--------------------------------------------------------------------------
def create_slot_window
wx = @status_window.width
wy = @command_window.y + @command_window.height
ww = Graphics.width - @status_window.width
@slot_window = Window_EquipSlot.new(wx, wy, ww)
@slot_window.viewport = @viewport
@slot_window.help_window = @help_window
@slot_window.status_window = @status_window
@slot_window.actor = @actor
@slot_window.set_handler(:ok, method(:on_slot_ok))
@slot_window.set_handler(:cancel, method(:on_slot_cancel))
end
#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
def create_item_window
wx = 0
wy = @slot_window.y + @slot_window.height
ww = Graphics.width
wh = Graphics.height - wy
@item_window = Window_EquipItem.new(wx, wy, ww, wh)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.status_window = @status_window
@item_window.actor = @actor
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@slot_window.item_window = @item_window
end
#--------------------------------------------------------------------------
# * [Change Equipment] Command
#--------------------------------------------------------------------------
def command_equip
@slot_window.activate
@slot_window.select(0)
end
#--------------------------------------------------------------------------
# * [Ultimate Equipment] Command
#--------------------------------------------------------------------------
def command_optimize
Sound.play_equip
@actor.optimize_equipments
@status_window.refresh
@slot_window.refresh
@command_window.activate
end
#--------------------------------------------------------------------------
# * [Remove All] Command
#--------------------------------------------------------------------------
def command_clear
Sound.play_equip
@actor.clear_equipments
@status_window.refresh
@slot_window.refresh
@command_window.activate
end
#--------------------------------------------------------------------------
# * Slot [OK]
#--------------------------------------------------------------------------
def on_slot_ok
@item_window.activate
@item_window.select(0)
end
#--------------------------------------------------------------------------
# * Slot [Cancel]
#--------------------------------------------------------------------------
def on_slot_cancel
@slot_window.unselect
@command_window.activate
end
#--------------------------------------------------------------------------
# * Item [OK]
#--------------------------------------------------------------------------
def on_item_ok
item = @item_window.item
if item.is_a?(RPG::Weapon)
if (((/Little/ =~ item.note) == nil) && @actor.dual_wield?)
if ((/Little/ =~ @actor.weapons[(1 - @slot_window.index)].note) == nil)
Sound.play_buzzer
@slot_window.activate
@slot_window.refresh
@item_window.unselect
@item_window.refresh
return
end
end
end
Sound.play_equip
@actor.change_equip(@slot_window.index, @item_window.item)
@slot_window.activate
@slot_window.refresh
@item_window.unselect
@item_window.refresh
end
#--------------------------------------------------------------------------
# * Item [Cancel]
#--------------------------------------------------------------------------
def on_item_cancel
@slot_window.activate
@item_window.unselect
end
#--------------------------------------------------------------------------
# * Change Actors
#--------------------------------------------------------------------------
def on_actor_change
@status_window.actor = @actor
@slot_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end
end
|
Normalement, grâce à ça, tu as ce que tu veux : impossible d'équiper 2 grosses armes.
|
Sauvez les arbres ! Mangez des castors ! |
kazual -
posté le 15/08/2014 à 15:57:34 (96 messages postés)
| This is a penguin. | Alors déjà un grand merci :o
Bon, par contre ça marche ... Presque !
En soit si j'utilise la commande "changer équipement" je ne peux plus équiper deux grosses armes. Mais, lorsque j'utilise la commande optimiser 2 grosses armes s'équipent automatiquement (puisqu'elles tapent plus fort que les petites ...).
Bref, c'est un déjà un gros progrès en soit, donc merci, mais si tu avais un tout petit peu de patience à m'accorder pour m'éclairer sur le problème de l'optimisation je te couvrirai de chocobons o/
|
Hate will not heal you. |
Wolfylink -
posté le 15/08/2014 à 16:19:47 (198 messages postés)
| Chose en devenir | Ah oui. J'avais oublié l'optimisation.
Eh bien : remplace donc le script Game_Actor par celui ci :
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
| #==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It is used within the Game_Actors class
# ($game_actors) and is also referenced from the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :name # Name
attr_accessor :nickname # Nickname
attr_reader :character_name # character graphic filename
attr_reader :character_index # character graphic index
attr_reader :face_name # face graphic filename
attr_reader :face_index # face graphic index
attr_reader :class_id # class ID
attr_reader :level # level
attr_reader :action_input_index # action number being input
attr_reader :last_skill # For cursor memorization: Skill
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
@last_skill = Game_BaseItem.new
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor_id)
@actor_id = actor_id
@name = actor.name
@nickname = actor.nickname
init_graphics
@class_id = actor.class_id
@level = actor.initial_level
@exp = {}
@equips = []
init_exp
init_skills
init_equips(actor.equips)
clear_param_plus
recover_all
end
#--------------------------------------------------------------------------
# * Get Actor Object
#--------------------------------------------------------------------------
def actor
$data_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Initialize Graphics
#--------------------------------------------------------------------------
def init_graphics
@character_name = actor.character_name
@character_index = actor.character_index
@face_name = actor.face_name
@face_index = actor.face_index
end
#--------------------------------------------------------------------------
# * Get Total EXP Required for Rising to Specified Level
#--------------------------------------------------------------------------
def exp_for_level(level)
self.class.exp_for_level(level)
end
#--------------------------------------------------------------------------
# * Initialize EXP
#--------------------------------------------------------------------------
def init_exp
@exp[@class_id] = current_level_exp
end
#--------------------------------------------------------------------------
# * Get Experience
#--------------------------------------------------------------------------
def exp
@exp[@class_id]
end
#--------------------------------------------------------------------------
# * Get Minimum EXP for Current Level
#--------------------------------------------------------------------------
def current_level_exp
exp_for_level(@level)
end
#--------------------------------------------------------------------------
# * Get EXP for Next Level
#--------------------------------------------------------------------------
def next_level_exp
exp_for_level(@level + 1)
end
#--------------------------------------------------------------------------
# * Maximum Level
#--------------------------------------------------------------------------
def max_level
actor.max_level
end
#--------------------------------------------------------------------------
# * Determine Maximum Level
#--------------------------------------------------------------------------
def max_level?
@level >= max_level
end
#--------------------------------------------------------------------------
# * Initialize Skills
#--------------------------------------------------------------------------
def init_skills
@skills = []
self.class.learnings.each do |learning|
learn_skill(learning.skill_id) if learning.level <= @level
end
end
#--------------------------------------------------------------------------
# * Initialize Equipment
# equips: An array of initial equipment
#--------------------------------------------------------------------------
def init_equips(equips)
@equips = Array.new(equip_slots.size) { Game_BaseItem.new }
equips.each_with_index do |item_id, i|
etype_id = index_to_etype_id(i)
slot_id = empty_slot(etype_id)
@equips[slot_id].set_equip(etype_id == 0, item_id) if slot_id
end
refresh
end
#--------------------------------------------------------------------------
# * Convert Index Set by Editor to Equipment Type ID
#--------------------------------------------------------------------------
def index_to_etype_id(index)
index == 1 && dual_wield? ? 0 : index
end
#--------------------------------------------------------------------------
# * Convert from Equipment Type to List of Slot IDs
#--------------------------------------------------------------------------
def slot_list(etype_id)
result = []
equip_slots.each_with_index {|e, i| result.push(i) if e == etype_id }
result
end
#--------------------------------------------------------------------------
# * Convert from Equipment Type to Slot ID (Empty Take Precedence)
#--------------------------------------------------------------------------
def empty_slot(etype_id)
list = slot_list(etype_id)
list.find {|i| @equips[i].is_nil? } || list[0]
end
#--------------------------------------------------------------------------
# * Get Equipment Slot Array
#--------------------------------------------------------------------------
def equip_slots
return [0,0,2,3,4] if dual_wield? # Dual wield
return [0,1,2,3,4] # Normal
end
#--------------------------------------------------------------------------
# * Get Weapon Object Array
#--------------------------------------------------------------------------
def weapons
@equips.select {|item| item.is_weapon? }.collect {|item| item.object }
end
#--------------------------------------------------------------------------
# * Get Armor Object Array
#--------------------------------------------------------------------------
def armors
@equips.select {|item| item.is_armor? }.collect {|item| item.object }
end
#--------------------------------------------------------------------------
# * Get Equipped Item Object Array
#--------------------------------------------------------------------------
def equips
@equips.collect {|item| item.object }
end
#--------------------------------------------------------------------------
# * Determine if Equipment Change Possible
# slot_id: Equipment slot ID
#--------------------------------------------------------------------------
def equip_change_ok?(slot_id)
return false if equip_type_fixed?(equip_slots[slot_id])
return false if equip_type_sealed?(equip_slots[slot_id])
return true
end
#--------------------------------------------------------------------------
# * Change Equipment
# slot_id: Equipment slot ID
# item: Weapon/armor (remove equipment if nil)
#--------------------------------------------------------------------------
def change_equip(slot_id, item)
return unless trade_item_with_party(item, equips[slot_id])
return if item && equip_slots[slot_id] != item.etype_id
@equips[slot_id].object = item
refresh
end
#--------------------------------------------------------------------------
# * Forcibly Change Equipment
# slot_id: Equipment slot ID
# item: Weapon/armor (remove equipment if nil)
#--------------------------------------------------------------------------
def force_change_equip(slot_id, item)
@equips[slot_id].object = item
release_unequippable_items(false)
refresh
end
#--------------------------------------------------------------------------
# * Trade Item with Party
# new_item: Item to get from party
# old_item: Item to give to party
#--------------------------------------------------------------------------
def trade_item_with_party(new_item, old_item)
return false if new_item && !$game_party.has_item?(new_item)
$game_party.gain_item(old_item, 1)
$game_party.lose_item(new_item, 1)
return true
end
#--------------------------------------------------------------------------
# * Change Equipment (Specify with ID)
# slot_id: Equipment slot ID
# item_id: Weapons/armor ID
#--------------------------------------------------------------------------
def change_equip_by_id(slot_id, item_id)
if equip_slots[slot_id] == 0
change_equip(slot_id, $data_weapons[item_id])
else
change_equip(slot_id, $data_armors[item_id])
end
end
#--------------------------------------------------------------------------
# * Discard Equipment
# item: Weapon/armor to discard
#--------------------------------------------------------------------------
def discard_equip(item)
slot_id = equips.index(item)
@equips[slot_id].object = nil if slot_id
end
#--------------------------------------------------------------------------
# * Remove Equipment that Cannot Be Equipped
# item_gain: Return removed equipment to party.
#--------------------------------------------------------------------------
def release_unequippable_items(item_gain = true)
loop do
last_equips = equips.dup
@equips.each_with_index do |item, i|
if !equippable?(item.object) || item.object.etype_id != equip_slots[i]
trade_item_with_party(nil, item.object) if item_gain
item.object = nil
end
end
return if equips == last_equips
end
end
#--------------------------------------------------------------------------
# * Remove All Equipment
#--------------------------------------------------------------------------
def clear_equipments
equip_slots.size.times do |i|
change_equip(i, nil) if equip_change_ok?(i)
end
end
#--------------------------------------------------------------------------
# * Ultimate Equipment
#--------------------------------------------------------------------------
def optimize_equipments
clear_equipments
equip_slots.size.times do |i|
next if !equip_change_ok?(i)
items = $game_party.equip_items.select do |item|
item.etype_id == equip_slots[i] &&
equippable?(item) && item.performance >= 0 &&
!(i == 1 && (/Little/ =~ weapons[0].note) == nil && (/Little/ =~ item.note) == nil)
end
change_equip(i, items.max_by {|item| item.performance })
end
end
#--------------------------------------------------------------------------
# * Determine if Skill-Required Weapon Is Equipped
#--------------------------------------------------------------------------
def skill_wtype_ok?(skill)
wtype_id1 = skill.required_wtype_id1
wtype_id2 = skill.required_wtype_id2
return true if wtype_id1 == 0 && wtype_id2 == 0
return true if wtype_id1 > 0 && wtype_equipped?(wtype_id1)
return true if wtype_id2 > 0 && wtype_equipped?(wtype_id2)
return false
end
#--------------------------------------------------------------------------
# * Determine if Specific Type of Weapon Is Equipped
#--------------------------------------------------------------------------
def wtype_equipped?(wtype_id)
weapons.any? {|weapon| weapon.wtype_id == wtype_id }
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
release_unequippable_items
super
end
#--------------------------------------------------------------------------
# * Determine if Actor or Not
#--------------------------------------------------------------------------
def actor?
return true
end
#--------------------------------------------------------------------------
# * Get Allied Units
#--------------------------------------------------------------------------
def friends_unit
$game_party
end
#--------------------------------------------------------------------------
# * Get Enemy Units
#--------------------------------------------------------------------------
def opponents_unit
$game_troop
end
#--------------------------------------------------------------------------
# * Get Actor ID
#--------------------------------------------------------------------------
def id
@actor_id
end
#--------------------------------------------------------------------------
# * Get Index
#--------------------------------------------------------------------------
def index
$game_party.members.index(self)
end
#--------------------------------------------------------------------------
# * Determine Battle Members
#--------------------------------------------------------------------------
def battle_member?
$game_party.battle_members.include?(self)
end
#--------------------------------------------------------------------------
# * Get Class Object
#--------------------------------------------------------------------------
def class
$data_classes[@class_id]
end
#--------------------------------------------------------------------------
# * Get Skill Object Array
#--------------------------------------------------------------------------
def skills
(@skills | added_skills).sort.collect {|id| $data_skills[id] }
end
#--------------------------------------------------------------------------
# * Get Array of Currently Usable Skills
#--------------------------------------------------------------------------
def usable_skills
skills.select {|skill| usable?(skill) }
end
#--------------------------------------------------------------------------
# * Get Array of All Objects Retaining Features
#--------------------------------------------------------------------------
def feature_objects
super + [actor] + [self.class] + equips.compact
end
#--------------------------------------------------------------------------
# * Get Attack Element
#--------------------------------------------------------------------------
def atk_elements
set = super
set |= [1] if weapons.compact.empty? # Unarmed: Physical element
return set
end
#--------------------------------------------------------------------------
# * Get Maximum Value of Parameter
#--------------------------------------------------------------------------
def param_max(param_id)
return 9999 if param_id == 0 # MHP
return super
end
#--------------------------------------------------------------------------
# * Get Base Value of Parameter
#--------------------------------------------------------------------------
def param_base(param_id)
self.class.params[param_id, @level]
end
#--------------------------------------------------------------------------
# * Get Added Value of Parameter
#--------------------------------------------------------------------------
def param_plus(param_id)
equips.compact.inject(super) {|r, item| r += item.params[param_id] }
end
#--------------------------------------------------------------------------
# * Get Normal Attack Animation ID
#--------------------------------------------------------------------------
def atk_animation_id1
if dual_wield?
return weapons[0].animation_id if weapons[0]
return weapons[1] ? 0 : 1
else
return weapons[0] ? weapons[0].animation_id : 1
end
end
#--------------------------------------------------------------------------
# * Get Animation ID of Normal Attack (Dual Wield: Weapon 2)
#--------------------------------------------------------------------------
def atk_animation_id2
if dual_wield?
return weapons[1] ? weapons[1].animation_id : 0
else
return 0
end
end
#--------------------------------------------------------------------------
# * Change Experience
# show : Level up display flag
#--------------------------------------------------------------------------
def change_exp(exp, show)
@exp[@class_id] = [exp, 0].max
last_level = @level
last_skills = skills
level_up while !max_level? && self.exp >= next_level_exp
level_down while self.exp < current_level_exp
display_level_up(skills - last_skills) if show && @level > last_level
refresh
end
#--------------------------------------------------------------------------
# * Get Experience
#--------------------------------------------------------------------------
def exp
@exp[@class_id]
end
#--------------------------------------------------------------------------
# * Level Up
#--------------------------------------------------------------------------
def level_up
@level += 1
self.class.learnings.each do |learning|
learn_skill(learning.skill_id) if learning.level == @level
end
end
#--------------------------------------------------------------------------
# * Level Down
#--------------------------------------------------------------------------
def level_down
@level -= 1
end
#--------------------------------------------------------------------------
# * Show Level Up Message
# new_skills : Array of newly learned skills
#--------------------------------------------------------------------------
def display_level_up(new_skills)
$game_message.new_page
$game_message.add(sprintf(Vocab::LevelUp, @name, Vocab::level, @level))
new_skills.each do |skill|
$game_message.add(sprintf(Vocab::ObtainSkill, skill.name))
end
end
#--------------------------------------------------------------------------
# * Get EXP (Account for Experience Rate)
#--------------------------------------------------------------------------
def gain_exp(exp)
change_exp(self.exp + (exp * final_exp_rate).to_i, true)
end
#--------------------------------------------------------------------------
# * Calculate Final EXP Rate
#--------------------------------------------------------------------------
def final_exp_rate
exr * (battle_member? ? 1 : reserve_members_exp_rate)
end
#--------------------------------------------------------------------------
# * Get EXP Rate for Reserve Members
#--------------------------------------------------------------------------
def reserve_members_exp_rate
$data_system.opt_extra_exp ? 1 : 0
end
#--------------------------------------------------------------------------
# * Change Level
# show : Level up display flag
#--------------------------------------------------------------------------
def change_level(level, show)
level = [[level, max_level].min, 1].max
change_exp(exp_for_level(level), show)
end
#--------------------------------------------------------------------------
# * Learn Skill
#--------------------------------------------------------------------------
def learn_skill(skill_id)
unless skill_learn?($data_skills[skill_id])
@skills.push(skill_id)
@skills.sort!
end
end
#--------------------------------------------------------------------------
# * Forget Skill
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Skill Is Already Learned
#--------------------------------------------------------------------------
def skill_learn?(skill)
skill.is_a?(RPG::Skill) && @skills.include?(skill.id)
end
#--------------------------------------------------------------------------
# * Get Description
#--------------------------------------------------------------------------
def description
actor.description
end
#--------------------------------------------------------------------------
# * Change Class
# keep_exp: Keep EXP
#--------------------------------------------------------------------------
def change_class(class_id, keep_exp = false)
@exp[class_id] = exp if keep_exp
@class_id = class_id
change_exp(@exp[@class_id] || 0, false)
refresh
end
#--------------------------------------------------------------------------
# * Change Graphics
#--------------------------------------------------------------------------
def set_graphic(character_name, character_index, face_name, face_index)
@character_name = character_name
@character_index = character_index
@face_name = face_name
@face_index = face_index
end
#--------------------------------------------------------------------------
# * Use Sprites?
#--------------------------------------------------------------------------
def use_sprite?
return false
end
#--------------------------------------------------------------------------
# * Execute Damage Effect
#--------------------------------------------------------------------------
def perform_damage_effect
$game_troop.screen.start_shake(5, 5, 10)
@sprite_effect_type = :blink
Sound.play_actor_damage
end
#--------------------------------------------------------------------------
# * Execute Collapse Effect
#--------------------------------------------------------------------------
def perform_collapse_effect
if $game_party.in_battle
@sprite_effect_type = :collapse
Sound.play_actor_collapse
end
end
#--------------------------------------------------------------------------
# * Create Action Candidate List for Auto Battle
#--------------------------------------------------------------------------
def make_action_list
list = []
list.push(Game_Action.new(self).set_attack.evaluate)
usable_skills.each do |skill|
list.push(Game_Action.new(self).set_skill(skill.id).evaluate)
end
list
end
#--------------------------------------------------------------------------
# * Create Action During Auto Battle
#--------------------------------------------------------------------------
def make_auto_battle_actions
@actions.size.times do |i|
@actions[i] = make_action_list.max_by {|action| action.value }
end
end
#--------------------------------------------------------------------------
# * Create Action During Confusion
#--------------------------------------------------------------------------
def make_confusion_actions
@actions.size.times do |i|
@actions[i].set_confusion
end
end
#--------------------------------------------------------------------------
# * Create Battle Action
#--------------------------------------------------------------------------
def make_actions
super
if auto_battle?
make_auto_battle_actions
elsif confusion?
make_confusion_actions
end
end
#--------------------------------------------------------------------------
# * Processing Performed When Player Takes 1 Step
#--------------------------------------------------------------------------
def on_player_walk
@result.clear
check_floor_effect
if $game_player.normal_walk?
turn_end_on_map
states.each {|state| update_state_steps(state) }
show_added_states
show_removed_states
end
end
#--------------------------------------------------------------------------
# * Update Step Count for State
#--------------------------------------------------------------------------
def update_state_steps(state)
if state.remove_by_walking
@state_steps[state.id] -= 1 if @state_steps[state.id] > 0
remove_state(state.id) if @state_steps[state.id] == 0
end
end
#--------------------------------------------------------------------------
# * Show Added State
#--------------------------------------------------------------------------
def show_added_states
@result.added_state_objects.each do |state|
$game_message.add(name + state.message1) unless state.message1.empty?
end
end
#--------------------------------------------------------------------------
# * Show Removed State
#--------------------------------------------------------------------------
def show_removed_states
@result.removed_state_objects.each do |state|
$game_message.add(name + state.message4) unless state.message4.empty?
end
end
#--------------------------------------------------------------------------
# * Number of Steps Regarded as One Turn in Battle
#--------------------------------------------------------------------------
def steps_for_turn
return 20
end
#--------------------------------------------------------------------------
# * End of Turn Processing on Map Screen
#--------------------------------------------------------------------------
def turn_end_on_map
if $game_party.steps % steps_for_turn == 0
on_turn_end
perform_map_damage_effect if @result.hp_damage > 0
end
end
#--------------------------------------------------------------------------
# * Determine Floor Effect
#--------------------------------------------------------------------------
def check_floor_effect
execute_floor_damage if $game_player.on_damage_floor?
end
#--------------------------------------------------------------------------
# * Floor Damage Processing
#--------------------------------------------------------------------------
def execute_floor_damage
damage = (basic_floor_damage * fdr).to_i
self.hp -= [damage, max_floor_damage].min
perform_map_damage_effect if damage > 0
end
#--------------------------------------------------------------------------
# * Get Base Value for Floor Damage
#--------------------------------------------------------------------------
def basic_floor_damage
return 10
end
#--------------------------------------------------------------------------
# * Get Maximum Value for Floor Damage
#--------------------------------------------------------------------------
def max_floor_damage
$data_system.opt_floor_death ? hp : [hp - 1, 0].max
end
#--------------------------------------------------------------------------
# * Execute Damage Effect on Map
#--------------------------------------------------------------------------
def perform_map_damage_effect
$game_map.screen.start_flash_for_damage
end
#--------------------------------------------------------------------------
# * Clear Actions
#--------------------------------------------------------------------------
def clear_actions
super
@action_input_index = 0
end
#--------------------------------------------------------------------------
# * Get Action Being Input
#--------------------------------------------------------------------------
def input
@actions[@action_input_index]
end
#--------------------------------------------------------------------------
# * To Next Command Input
#--------------------------------------------------------------------------
def next_command
return false if @action_input_index >= @actions.size - 1
@action_input_index += 1
return true
end
#--------------------------------------------------------------------------
# * To Previous Command Input
#--------------------------------------------------------------------------
def prior_command
return false if @action_input_index <= 0
@action_input_index -= 1
return true
end
end
|
EDIT : Par contre je réalise que j'ai pas géré quelque chose.
Techniquement tu peux toi même équiper par event quelqu'un avec 2 grosses armes. Faut y faire gaffe !
|
Sauvez les arbres ! Mangez des castors ! |
kazual -
posté le 15/08/2014 à 17:10:06 (96 messages postés)
| This is a penguin. | Oui mais par event c'est pas génant en soit, suffit que je fasse attention, ce qui compte c'est que le joueur lui ne puisse pas le faire :o
Bon du coup ça m'a forcé à lire un minimum de script (ben oui j'aime bien comprendre ce que je fais quand même >.>) ... C'est pas si méchant que ça, ça va me rappeler quand j'ai fait mes débuts en C++ j'ai l'impression ... Bref j'm'y mettrai c'est promis, histoire de pas trop poser des questions avec des solutions simples ^_^
Merci beaucoup Wolfylink !
|
Hate will not heal you. |
Wolfylink -
posté le 15/08/2014 à 18:44:27 (198 messages postés)
| Chose en devenir | No problem ^^
De toute façon ça me permet de m'entraîner.
|
Sauvez les arbres ! Mangez des castors ! | Index du forum > Entraide > [RPG MAKER VX ACE] Condition/contrainte d'équipement
|
|
|