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





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