XP 스크립트

Source Thread:  http://save-point.org/thread-4195.html

  Guillaume777씨의 장비확장 스크립트를 위한 최강장비 장착 스크립트입니다.  스크립트를 끼워넣은 뒤 장비창에서 X나 Y버튼(또는 거기에 대응하는 키)을 눌러보시길.  최강장비 선정기준은 Scene_Equip 처음의 상수부분을 편집해서 변경할 수 있습니다.

#==============================================================================
# ** Auto Equip Optimizer for Guillaume777's MultiSlots
#    Original version by RPG Advocate
#------------------------------------------------------------------------------
#    Edit by DerVVulfman
#    version 1.0
#    06-19-2012
#    RPGMaker XP
#==============================================================================


#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------  
  WEAPON_ATK_WEIGHT = 1.0
  WEAPON_PDF_WEIGHT = 0.0
  WEAPON_MDF_WEIGHT = 0.0
  WEAPON_STR_WEIGHT = 0.0
  WEAPON_DEX_WEIGHT = 0.0
  WEAPON_AGI_WEIGHT = 0.0
  WEAPON_INT_WEIGHT = 0.0
  ARMOR_EVA_WEIGHT  = 0.0
  ARMOR_PDF_WEIGHT  = 0.75
  ARMOR_MDF_WEIGHT  = 0.25
  ARMOR_STR_WEIGHT  = 0.0
  ARMOR_DEX_WEIGHT  = 0.0
  ARMOR_AGI_WEIGHT  = 0.0
  ARMOR_INT_WEIGHT  = 0.0
  NO_ACCESSORY_OPTIMIZATION = false  
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------  
  alias aeo_update_right update_right
  def update_right
    # Perform the original call
    aeo_update_right
    # If X button was pressed
    if Input.trigger?(Input::X)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # optimize 
      optimize(@right_window.index)
      # Refresh windows
      @left_window.refresh
      @right_window.refresh
      for i in 0..@actor.armor_slots.max+1
        @item_windows[i].refresh
      end
      return
    end
    # If Y button was pressed
    if Input.trigger?(Input::Y)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      for i in 0..@actor.armor_slots.max+1
        optimize(i)
      end
      @left_window.refresh
      @right_window.refresh
      for i in 0..@actor.armor_slots.max+1
        @item_windows[i].refresh
      end
      return
    end
  end  
  #--------------------------------------------------------------------------
  # * Optimize Equipment
  #     slot : equipment slot
  #--------------------------------------------------------------------------  
  def optimize(slot)
    old_slot = slot
    slot = index_to_equip_kind(old_slot)
    # IF WEAPON SLOT.....
    if slot == 0
      # SORT through Weapons
      for w_slot in 0...@actor.weapon_slots.size
        # Only if the equipment menu slot is the matching weapon hand slot
        if old_slot == w_slot
          w_id = @actor.weapon_ids[w_slot]
          # Cannot be cursed if unequipped
          unless w_id == 0
            object = $data_weapons[w_id]
            return if object.cursed
          end
          optimal = object.id
          eval_current = 0.00
          if w_id != 0
            eval_current = calc_weapon_stats(object)
          else
            optimal = 0
          end
          @actor.equip_weapon(w_slot,0)
          flag = false
          zero_flag = true
          for weapon in $data_weapons
            if !flag
              flag = true
              next
            end
            # Cannot proceed w/ 2nd slot if first is two-handed
            unless @actor.weapon_ids[0].nil?
              unless $data_weapons[@actor.weapon_ids[0]].nil?
                if w_slot != 0 && $data_weapons[@actor.weapon_ids[0]].nb_hands > 1
                  next
                end
              end
            end
            eval_new = 0.00
            eval_new = calc_weapon_stats(weapon)
            zero_flag = false if eval_new > 0
            if @actor.equippable?(weapon) && 
              $game_party.weapon_number(weapon.id) > 0 && eval_new > eval_current
              eval_current = eval_new
              optimal = weapon.id
            end
          end
          optimal = 0 if zero_flag
          @actor.equip_weapon(w_slot, optimal)
          # If two-handed weapon (can't be if unarmed)
          unless object.nil?
            @actor.equip(1, 0) if object.nb_hands > 1
          end
        end
      end
    end
    # IF ARMOR SLOT.....
    if slot >= 1
      # Prevent accessories if no accesory switch is on
      return if NO_ACCESSORY_OPTIMIZATION && slot > 3
      # Obtain eval_current Object 
      for a_slot in 0..@actor.armor_slots.size-1
        slot_place = old_slot - @actor.weapon_slots.size
        if slot_place == a_slot
          id = @actor.armor_ids[a_slot]
          id = 0 if id.nil?
          object = $data_armors[id]
          # Do not proceed if cursed item
          unless object.nil?
            return if object.cursed
          end
          # Set Unequipped flag
          not_equipped = false
          # If shield slot
          if a_slot == 0
            # Skip Shield slot if two-handed equipped...
            for w_slot in 0...@actor.weapon_slots.size
              w_id = @actor.weapon_ids[w_slot]
              w_id = 0 if w_id.nil?
              w_object = $data_weapons[w_id]
              unless w_object.nil?
                return if w_object.nb_hands > 1
              end
            end
          end
          # Set optimal start
          if object.nil?
            optimal = 0
            not_equipped = true
          else
            if object.id == 0
              optimal = 0
              not_equipped = true
            else
              optimal = object.id
            end
          end
          # Calculate eval_current armor stats
          eval_current = 0.00
          if not_equipped == false
            eval_current = calc_armor_stats(object)
          end
          # Set Flag
          flag = false
          # Sort through Armor Database
          for armor in $data_armors
            if !flag
              flag = true
              next
            end
            # Skip for invalid slots
            next if armor.kind != slot-1
            # Calculate
            eval_new = 0.00
            eval_new = calc_armor_stats(armor)
            # If Armor Equippable by Actor and valid and above eval_current level
            if @actor.equippable?(armor) && 
              $game_party.armor_number(armor.id) > 0 && eval_new > eval_current
              # Set new eval_current level stat and ID
              eval_current = eval_new
              optimal = armor.id
            end
          end
          @actor.equip_armor(a_slot, optimal)        
        end
      end
    end  
  end
  #--------------------------------------------------------------------------
  # * Calculate Weapon Stats
  #     object : weapon evaluated
  #--------------------------------------------------------------------------  
  def calc_weapon_stats(object)
    eval_new = 0.00
    eval_new += object.atk      * WEAPON_ATK_WEIGHT
    eval_new += object.pdef     * WEAPON_PDF_WEIGHT
    eval_new += object.mdef     * WEAPON_MDF_WEIGHT
    eval_new += object.str_plus * WEAPON_STR_WEIGHT
    eval_new += object.dex_plus * WEAPON_DEX_WEIGHT
    eval_new += object.agi_plus * WEAPON_AGI_WEIGHT
    eval_new += object.int_plus * WEAPON_INT_WEIGHT
    return eval_new
  end
  #--------------------------------------------------------------------------
  # * Calculate Armor Stats
  #     object : armor evaluated
  #--------------------------------------------------------------------------  
  def calc_armor_stats(object)
    eval_new = 0.00
    eval_new += object.eva      * ARMOR_EVA_WEIGHT
    eval_new += object.pdef     * ARMOR_PDF_WEIGHT
    eval_new += object.mdef     * ARMOR_MDF_WEIGHT
    eval_new += object.str_plus * ARMOR_STR_WEIGHT
    eval_new += object.dex_plus * ARMOR_DEX_WEIGHT
    eval_new += object.agi_plus * ARMOR_AGI_WEIGHT
    eval_new += object.int_plus * ARMOR_INT_WEIGHT
    return eval_new
  end
end





List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6153
961 오디오 Audio Module Rewrite mciSendString 1.1 by DerVVulfman Alkaid 2012.09.18 1367
» 장비 Auto Equipment Optimization for Guillaume777's Multi Slot Script by DerVVulfman Alkaid 2012.09.09 1497
959 영상 avi 동영상 실행 스크립트 9 백호 2009.02.21 2279
958 영상 AVI 동영상 파일 지원가능하게 하는 스크립트 5 아방스 2007.11.09 2070
957 전투 Battle Report 1.6 by Raziel@rmxp.org 1 file 백호 2009.02.22 1672
956 상태/속성 BattleStatus Modification 1.1 for RTAB by DerVVulfman@rmxp.org 2 file 백호 2009.02.22 1788
955 영상 berka's Video Script II Reloaded 1.2 2 Alkaid 2010.10.08 1400
954 그래픽 Bitmap update 2.0 by Linkin_T 1 백호 2009.02.22 985
953 스킬 Blacksmith System 2.0 by ForeverZer0 4 Alkaid 2011.09.07 1768
952 전투 Blizz-ABS 1.95 27 아방스 2008.03.05 4028
951 기타 Boat Script 백호 2009.02.21 729
950 기타 Book Event v2 by Bruth 5 백호 2009.02.22 1694
949 메뉴 Breath Of Fire 스타일의 메뉴 3 file 백호 2009.02.21 2343
948 맵/타일 Call Map Event by DerVVulfman Alkaid 2011.12.21 1861
947 아이템 Categorized Items Menu 1.3 by albertfish 1 file Alkaid 2010.09.09 1795
946 오디오 CG, 음악 감상 스크립트 [한글화] 11 file 백호 2009.02.21 2403
945 기타 CG그림 감상 스크립트 file 백호 2009.02.21 1735
944 기타 CG모드 도입 스크립트 file 백호 2009.02.21 1383
943 기타 Chaos Project Debug System 1.06b by Blizzard file Alkaid 2010.09.07 1367
942 저장 Chaos Project Save Layout 1.4 by Fantasist, Blizzard file Alkaid 2010.10.08 1558
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 52 Next
/ 52