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총기사용시 재장전을 전투에 구현하고 싶어서 연구해보았습니다.

by 메카패치 posted Aug 16, 2017
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 스크립트는 전혀 다룰줄 몰라서 다른분의 스크립트를 챁아보아도 적당한것이 보이지 않아

내구도를 탄약대신 사용해보자 하는 생각이 들어서 츠키히메 님의 인스턴스아이템이랑 무기내구도 스크립트를 다져다 붙여서

글록(15/15)란 아이템을 만들었습니다.뒤에 붙은 15는 실은 무기내구도입니다. 전투중 한번 사용할때마다 1씩 줄어들어서 0이되면 원래는 부서진 아이템으로

바뀌게 되는데 이러게 바뀐 글록(재장전)에 재장전을 구현하기 위해 커먼이벤트로 9미리 탄창이라는 아이템을 하나 사용해서 다시 글록(15/15)로 바꾸는데까지는 성공했습니다.문제는 위의 내구도스크립트인데 무기가 깨지면 자동으로 장비를 해제하고 없앤다음에 부서진무기를 인벤에 하나 추가하게 되어있습니다.

이부분을 자동으로 장착이 되게 혹은 장착되어있던 글록(0/15)가 그냥 글록(재장전)이 되게 할수는 없을까 해서 질문을 드립니다.

#===============================================================================

# Script: Basic Instance Weapon Durability Ver. 1.07

# Author: Selchar

# Credit: Tsukihime

# Required: Tsukihime's Item Instance

#===============================================================================

=begin

이 스크립트는 무기에 대한 내구도를 구현한다.With each use for an attack or

skill, a weapon's durability wil decrease by the amount you specify in the

customization area.  You can that by how much as well via a notetag for skills.

Only weapons with the <use durability> notetag will use this script's function.

#-------------------------------------------------------------------------------

# Weapon Notetag

#-------------------------------------------------------------------------------

<set durability>

Sets up the weapon to use durability.  See Default Setting down beow.


<max durability: x>

Where x is the starting durability of a weapon, defaults to the setting beow.


<broken weapon change: x>

Where x is the id of the new "weapon" you obtain when the one you are using

breaks.  Like say you wanted a "broken sword" instead of a "Sword 0/100".  This

only works if Destroy_Broken_Weapon down below is set to false.


<skill durability mod x: y>

Where x is the id of the skill who's durability cost you wish to modify and

y is by how much you wish to modify it by.  y can be either a positive or

a negative number.  Weapon Durability can not be "repaired" through this.

#-------------------------------------------------------------------------------

# Skill Notetag

#-------------------------------------------------------------------------------

<durability cost: x>

Where x is how much of a weapon's durability is used, defaults to the constant

Default_Durability_Cost that you set below, default value is 1


=end

module TH_Instance

  module Weapon

    #Set this for weapon durability designation for when the max durability

    #notetag is not present.

    Default_Durability = 100

    

    #Set this to what you want the default cost for successfully using skills

    #while equipped with a durability enabled equip to be.

    Default_Durability_Cost = 1

    

    #When a weapon is destroyed, this determines what will happen to it.  If

    #true, then it disappears from your inventory completely.  If it's false,

    #then either you keep the 0 durability version, or it changes to a new

    #"weapon" that you choose through the broken weapon notetag.

    Destroy_Broken_Weapon = false

    

    #This determines default Behavior of equips, and the behavior of the

    #<set durability> tag which is always the opposite.

    Durability_Setting = false

    

    #Format of durability suffix

    Dur_Suf = ' (%s/%s)'

  end

end

#===============================================================================

# Rest of the script

#===============================================================================

$imported = {} if $imported.nil?

$imported[:Sel_Weapon_Durability] = true

unless $imported["TH_InstanceItems"]

  msgbox("Tsukihime's Instance not detected, exiting")

  exit

end


class Game_Battler < Game_BattlerBase

#===============================================================================

# On Successful Damage

#===============================================================================

  alias :process_weapon_durability_mdv :make_damage_value

  def make_damage_value(user, item)

    process_weapon_durability_mdv(user, item)

    user.process_weapon_durability(item) if user.actor? && @result.hit?

  end

#===============================================================================

# Weapon Durability Methods in Game_Battler

#===============================================================================

  def process_weapon_durability(item)

    return unless item.is_a?(RPG::Skill)

    weapons.each do |i|

      next unless can_process_weapon_durability(i, item)

      process_individual_weapon_durability(i, item)

    end

  end

  

  def can_process_weapon_durability(weapon, skill)

    return false unless weapon

    return false unless weapon.use_durability

    return true

  end

  

  def process_individual_weapon_durability(weapon, skill)

    weapon.durability -= weapon_durability_cost(weapon, skill)

    weapon.durability = 0 if weapon.durability < 0

    weapon.refresh_name

    weapon.refresh_price

    weapon.break_by_durability(self) if weapon.durability.zero?

  end

  

  def weapon_durability_cost(weapon, skill)

    cost = skill.weapon_durability_cost

    cost += weapon.skill_durability_mod(skill.id)

    cost = 0 if cost < 0 #Make sure no negatives

    return cost

  end

end

#===============================================================================

# Can't equip if weapon uses durability and has none left.

#===============================================================================

class Game_Actor < Game_Battler

  alias :zero_durability_wep_equip :equippable?

  def equippable?(item)

    return zero_durability_wep_equip(item) if item.is_a?(RPG::EquipItem) && item.is_template?

    return false if item.is_a?(RPG::Weapon) && item.use_durability && item.durability.zero?

    return zero_durability_wep_equip(item)

  end

end

#===============================================================================

# Extend log_window

#===============================================================================

class Scene_Battle < Scene_Base

  attr_accessor :log_window

end

#===============================================================================

# Weapon Methods

#===============================================================================

class RPG::Weapon

  attr_accessor :durability

  attr_accessor :use_durability

  

  def repair

    @durability = max_durability

    refresh_name

    refresh_price

  end

  

  def can_repair?

    @durability < max_durability

  end

  

  def repair_price

    @durability.zero? ? @non_durability_price : (@non_durability_price - @price)

  end

  

  def broken_weapon_text(actor)

    message = "%s's %s broke!" % [actor.name, @non_durability_name]

    SceneManager.scene.log_window.add_text(message)

  end

  

  def break_by_durability(actor)

    actor.equips.each_index do |i|

      if actor.equips[i] == self

        actor.change_equip(i, nil)

        if TH_Instance::Weapon::Destroy_Broken_Weapon

          $game_party.gain_item(self, -1)

        else

          if broken_weapon_change

            $game_party.gain_item(self, -1)

            broke_version = InstanceManager.get_instance($data_weapons[broken_weapon_change])

            $game_party.gain_item(broke_version, 1) 

          end

        end

        broken_weapon_text(actor)

        break

      end

    end

  end

#===============================================================================

# Renaming/Price Adjusting

#===============================================================================

  def durability_suffix

    return TH_Instance::Weapon::Dur_Suf % [@durability, @max_durability]

  end

  def apply_durability_suffix(name)

    name += durability_suffix

  end

  

  alias :sel_durability_make_name :make_name

  def make_name(name)

    name = sel_durability_make_name(name)

    @non_durability_name = name

    name = apply_durability_suffix(name) if use_durability

    name

  end

  

  def apply_durability_price(price)

    if @durability.zero? && !@non_durability_price.zero?

      price = 2

    else

      price = (price * (@durability.to_f/max_durability)).to_i

    end

    price

  end

  

  alias :sel_durability_make_price :make_price

  def make_price(price)

    price = sel_durability_make_price(price)

    @non_durability_price = price

    price = apply_durability_price(price) if use_durability

    price

  end

#===============================================================================

# Weapon Notetag

#===============================================================================

  def use_durability

    if @use_durability.nil?

      default = TH_Instance::Weapon::Durability_Setting

      @note =~ /<set[-_ ]?durability>/i ? @use_durability = !default : @use_durability = default

    end

    @use_durability

  end

  

  def max_durability

    @note =~ /<max[-_ ]?durability:\s*(.*)\s*>/i ? @max_durability = $1.to_i : @max_durability = TH_Instance::Weapon::Default_Durability if @max_durability.nil?

    @max_durability

  end

  

  def broken_weapon_change

    @note =~ /<broken[-_ ]?weapon[-_ ]?change:\s*(.*)\s*>/i ? @broken_weapon_change = $1.to_i : @broken_weapon_change = false if @broken_weapon_change.nil?

    @broken_weapon_change

  end

  

  def skill_durability_mod(skill_id)

    if @skill_durability_mod.nil?

      @skill_durability_mod = []

      $data_skills.each do |i|

        next unless i

        if @note =~ /<skill[-_ ]?durability[-_ ]?mod[-_ ]?#{i.id.to_s}:\s*(.*)\s*>/i

          @skill_durability_mod[i.id] = $1.to_i

        else

          @skill_durability_mod[i.id] = 0

        end

      end

    end

    @skill_durability_mod[skill_id]

  end

end

#===============================================================================

# Skill Notetag

#===============================================================================

class RPG::Skill

  def weapon_durability_cost

    @note =~ /<durability[-_ ]?cost:\s*(.*)\s*>/i ? @durability_cost = $1.to_i : @durability_cost = TH_Instance::Weapon::Default_Durability_Cost if @durability_cost.nil?

    @durability_cost

  end

end

#===============================================================================

# Instance Manager: setup_instance

#===============================================================================

module InstanceManager

  class << self

    alias :instance_weapon_durability_setup :setup_weapon_instance

  end

  

  def self.setup_weapon_instance(obj)

    instance_weapon_durability_setup(obj)

    obj.repair if obj.use_durability

  end

end

#===============================================================================

# End of File

#===============================================================================

 

 

 

 

 

 

 

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