VX 스크립트

장비에 보너스 스텟을 부여하거나

장비하면 자동으로 특정 상태가 된다거나(무조건 공격, 자동 가속 등등)

장비하는데 필요한 조건을 부여하거나

저주받은 장비를 만들 수 있습니다.

 

#===============================================================================
#
# Yanfly Engine RD - Extra Equipment Options ReDONE
# Last Date Updated: 2009.06.14
# Level: Normal, Hard
#
# This is a rewrite of my former Extra Equipment Options script so if you have
# that one, discard it and use this one. This script provides equipment more
# flexibility and options.
#
# BONUS STATS
# By default, VX gave equipment a maximum stat increase of 500. For those who
# love insanely huge numbers or has a game that provides insanely huge numbers,
# equipment creation becomes a problem. The script allows you to bypass the
# maximum increase and also allows you to give equipment stat boosts to MaxHP,
# MaxMP, Hit, Eva, Cri, and Odds, which weren't originally available.
#
# TRAITS
# Some equipment traits were limited to just weapons or armours. Some weren't
# even available at all. Equipment traits will allow you give weapons and armour
# more traits than what was originally available for them such as autobattling
# and auto-states.
#
# REQUIREMENTS
# If you don't want equipment to be worn immediately right away, you can set
# certain requirements on them to be met first before allowing actors to wear
# them. Should at any time the actor fall below the requirements, the pieces
# of unwearable equipment will be purged.
#
# CURSED ITEMS
# Some items can now curse equipment slots. If a piece of equipment is cursed,
# the player cannot unequip it until the actor is purified or an event manually
# changes the equipment worn.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.06 - Improved efficiency when checking equipment purging.
# o 2009.06.02 - Added percentile increase.
# o 2009.06.01 - Started version 2.0 and finished.
# o 2009.04.26 - Temporarily removed buggy features.
# o 2009.04.23 - Started on script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# The following tags go into your weapon and armour's noteboxes.
#
# <bonus stat +x>
# This will raise the stat by x value. If "+" then x will increase. If "-"
# then x will decrease. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds. This also lets you surpass the default 500
# value limit when using x.

# <bonus stat +x%>
# This will raise the stat by x percent. If "+" then x will increase. If "-"
# then x will decrease. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds. <bonus atk +5%> will raise atk by 5%.
#
# <trait x>
# This will allow you to give your actors specific traits when equipping a piece
# of equipment. Add more of the tag to have more traits. Traits are as follows:
#    auto battle => Makes the actor automatically fight in battle
#    super guard => Gives the actor more damage reduction when guarding
#   pharmacology => Items used by the actor give double effect
#    fast attack => Actor attacks faster in battle
#    dual attack => Actor attacks twice in battle
#    prevent cri => Actor cannot suffer critical hits
#   half mp cost => Actor consumes half mp when casting skills
#     double exp => Actor gains double exp in battle
#    auto hp rec => Actor regenerates HP in battle
#
# <auto state x> or <auto state x,x>
# This will automatically place state x on your actors when that piece of
# equipment is worn. To make a piece of equipment have more than one auto state,
# place more of the autostate tags or use the x,x tag.
#
# <require more stat x>
# This will cause the piece of equipment to require more than x amount of stat
# before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds.
#
# <require less stat x>
# This will cause the piece of equipment to require less than x amount of stat
# before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def,
# spi, agi, hit, eva, cri, or odds.
#
# <require switch x> or <require switch x,x>
# This will cause the piece of equipment to requires the switches x to be on
# before it can be worn. To require multiple switches, add more tags or use the
# x,x tag instead.
#
# <cursed item>
# When the actor equips this item, the equipment slot will become cursed until
# the item is unequipped through an event or a purifying item is used on the
# actor. Once purified, the cursed equipment will still be on the actor, still
# provide stat bonuses, but can be finally unequipped. Note that actors only
# become cursed when the player equips the item. If the item is equipped via
# event, it will not be cursed. You can also force curse a slot by using the
# following event script: $game_actors[1].set_cursed_slot(0)
#
# <purify item>
# NOTE: This is for usable items only. This will completely uncurse the target
# ally and any cursed equipment previously on the before-cursed ally can now be
# unequipped. Cursed equipment stat bonuses still remain. For those who would
# like to event script purification, it's $game_actors[1].purify_curses
#
#===============================================================================
#
# Compatibility
# - Works With: KGC's EquipExtension, ExtendedEquipScene
# - Alias: Game_Battler: states, stats=, item_effect, item_test
# - Alias: Game_Actor: base_stats, HECO, level_up, level_down, traits
# - Alias: Game_Actor: change_equip
# - Alias: Game_Interpreter: command_121
# - Alias: Scene_Equip: update, update_equip_selection, update_item_selection
#
#===============================================================================

$imported = {} if $imported == nil
$imported["ExtraEquipmentOptions"] = true

module YE
  module EQUIP
     
    # Set this option to true if you want unequippable items to be purged
    # each time after a change in levels, stats, or switches.
    PURGE_UNEQUIPPABLE_ITEMS = true
   
    # This determines whether or not equipment will purge in battle. I highly
    # recommend that you don't enable this.
    ALLOW_PURGE_IN_BATTLE = false
   
    # This pops up a window to alert the player that a cursed item has been
    # equipped on the actor. Also, you may adjust other settings here, too.
    CURSED_WINDOW  = true
    CURSED_SOUND   = RPG::SE.new("Down", 80, 150)
    CURSED_WIDTH   = 360
    CURSED_WIN_Y   = 180
    CURSED_MESSAGE = "%s equips a cursed item!"
     
  end # EQUIP
end # YE

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

module YE
  module REGEXP
    module EQUIP
     
      if $imported["LimitBreak"]
        HECOLIMIT = KGC::LimitBreak::ACTOR_PARAMETER_LIMIT
      else
        HECOLIMIT = 999
      end
      BONUS_PARAM  = /^<(?:BONUS|bonus)[ ]*(.*)[ ]([+-]d+)>/i
      BONUS_PARAMP = /^<(?:BONUS|bonus)[ ]*(.*)[ ]([+-]d+)([%%])>/i
     
      REQUIRE_MORE = /^<(?:REQUIRE_MORE|require more)[ ]*(.*)[ ](d+)>/i
      REQUIRE_LESS = /^<(?:REQUIRE_LESS|require less)[ ]*(.*)[ ](d+)>/i
      REQUIRE_SWITCH = /^<(?:REQUIRE_SWITCH|require switch)[ ]*(d+(?:s*,s*d+)*)>/i
     
      AUTO_STATE   = /<(?:AUTO_STATE|auto state|autostate)[ ]*(d+(?:s*,s*d+)*)>/i
     
      AUTO_BATTLE  = /^<(?:TRAIT|trait|bonus trait)[ ](?:AUTO_BATTLE|auto battle)>/i
      SUPER_GUARD  = /^<(?:TRAIT|trait|bonus trait)[ ](?:SUPER_GUARD|super guard)>/i
      ITEM_BOOST   = /^<(?:TRAIT|trait|bonus trait)[ ](?:PHARMACOLOGY|item boost)>/i
      FAST_ATTACK  = /^<(?:TRAIT|trait|bonus trait)[ ](?:FAST_ATTACK|fast attack)>/i
      DUAL_ATTACK  = /^<(?:TRAIT|trait|bonus trait)[ ](?:DUAL_ATTACK|dual attack)>/i
      PREVENT_CRI  = /^<(?:TRAIT|trait|bonus trait)[ ](?:PREVENT_CRI|prevent cri)>/i
      HALF_MP_COST = /^<(?:TRAIT|trait|bonus trait)[ ](?:HALF_MP_COST|half mp cost)>/i
      DOUBLE_EXP   = /^<(?:TRAIT|trait|bonus trait)[ ](?:DOUBLE_EXP|double exp)>/i
      AUTO_HP_REC  = /^<(?:TRAIT|trait|bonus trait)[ ](?:AUTO_HP_REC|auto_hp_rec)>/i
     
      CURSED_ITEM  = /^<(?:CURSED_ITEM|cursed item|cursed)>/i
      PURIFY_ITEM  = /^<(?:PURIFY_ITEM|purify item|purify)>/i
     
    end
  end
end

#===============================================================================
# RPG::BaseItem
#===============================================================================

class RPG::BaseItem

  #--------------------------------------------------------------------------
  # Yanfly_Cache_BaseItem_EEO
  #--------------------------------------------------------------------------
  def yanfly_cache_baseitem_eeo
    @requirements = false
    @bonus_param = { :maxhp => 0, :maxmp => 0, :atk => 0, :def => 0, :spi => 0,
      :agi => 0, :hit => 0, :eva => 0, :cri => 0, :odds => 0 }
    @bonus_paramp = { :maxhp => 100, :maxmp => 100, :atk => 100, :def => 100,
    :spi => 100, :agi => 100, :hit => 100, :eva => 100, :cri => 100, :odds => 100 }
    @require_more = { :maxhp => 0, :maxmp => 0, :atk => 0, :def => 0, :spi => 0,
      :agi => 0, :hit => 0, :eva => 0, :cri => 0, :odds => 0, :level => 0, :switch => false }
    @require_less = { :maxhp => 0, :maxmp => 0, :atk => 0, :def => 0, :spi => 0,
      :agi => 0, :hit => 0, :eva => 0, :cri => 0, :odds => 0, :level => 0, :switch => false }
    @bonus_trait = []; @require_switch = []; @auto_state = []; @cursed = false
    @purify = false
   
    self.note.split(/[rn]+/).each { |line|
      case line
      when YE::REGEXP::EQUIP::BONUS_PARAM
        case $1.to_s
        when "maxhp","MAXHP"; @bonus_param[:maxhp] += $2.to_i
        when "maxmp","MAXMP"; @bonus_param[:maxmp] += $2.to_i
        when "atk","ATK";     @bonus_param[:atk]   += $2.to_i
        when "def","DEF";     @bonus_param[:def]   += $2.to_i
        when "spi","SPI";     @bonus_param[:spi]   += $2.to_i
        when "agi","AGI";     @bonus_param[:agi]   += $2.to_i
        when "hit","HIT";     @bonus_param[:hit]   += $2.to_i
        when "eva","EVA";     @bonus_param[:eva]   += $2.to_i
        when "cri","CRI";     @bonus_param[:cri]   += $2.to_i
        when "odds","ODDS";   @bonus_param[:odds]  += $2.to_i
        end
      when YE::REGEXP::EQUIP::BONUS_PARAMP
        case $1.to_s
        when "maxhp","MAXHP"; @bonus_paramp[:maxhp] += $2.to_i
        when "maxmp","MAXMP"; @bonus_paramp[:maxmp] += $2.to_i
        when "atk","ATK";     @bonus_paramp[:atk]   += $2.to_i
        when "def","DEF";     @bonus_paramp[:def]   += $2.to_i
        when "spi","SPI";     @bonus_paramp[:spi]   += $2.to_i
        when "agi","AGI";     @bonus_paramp[:agi]   += $2.to_i
        when "hit","HIT";     @bonus_paramp[:hit]   += $2.to_i
        when "eva","EVA";     @bonus_paramp[:eva]   += $2.to_i
        when "cri","CRI";     @bonus_paramp[:cri]   += $2.to_i
        when "odds","ODDS";   @bonus_paramp[:odds]  += $2.to_i
        end
       
      when YE::REGEXP::EQUIP::AUTO_BATTLE
        @bonus_trait.push("auto battle")
      when YE::REGEXP::EQUIP::SUPER_GUARD
        @bonus_trait.push("super guard")
      when YE::REGEXP::EQUIP::ITEM_BOOST
        @bonus_trait.push("item boost")
      when YE::REGEXP::EQUIP::FAST_ATTACK
        @bonus_trait.push("fast attack")
      when YE::REGEXP::EQUIP::DUAL_ATTACK
        @bonus_trait.push("dual attack")
      when YE::REGEXP::EQUIP::PREVENT_CRI
        @bonus_trait.push("prevent cri")
      when YE::REGEXP::EQUIP::HALF_MP_COST
        @bonus_trait.push("half mp cost")
      when YE::REGEXP::EQUIP::DOUBLE_EXP
        @bonus_trait.push("double exp")
      when YE::REGEXP::EQUIP::AUTO_HP_REC
        @bonus_trait.push("auto hp rec")
       
      when YE::REGEXP::EQUIP::REQUIRE_MORE
        @requirements = true
        @require_more[:switch] = true
        case $1.to_s
        when "level","LEVEL"; @require_more[:level] = $2.to_i
        when "maxhp","MAXHP"; @require_more[:maxhp] = $2.to_i
        when "maxmp","MAXMP"; @require_more[:maxmp] = $2.to_i
        when "atk","ATK";     @require_more[:atk]   = $2.to_i
        when "def","DEF";     @require_more[:def]   = $2.to_i
        when "spi","SPI";     @require_more[:spi]   = $2.to_i
        when "agi","AGI";     @require_more[:agi]   = $2.to_i
        when "hit","HIT";     @require_more[:hit]   = $2.to_i
        when "eva","EVA";     @require_more[:eva]   = $2.to_i
        when "cri","CRI";     @require_more[:cri]   = $2.to_i
        when "odds","ODDS";   @require_more[:odds]  = $2.to_i
        end
      when YE::REGEXP::EQUIP::REQUIRE_LESS
        @requirements = true
        @require_less[:switch] = true
        case $1.to_s
        when "level","LEVEL"; @require_less[:level] = $2.to_i
        when "maxhp","MAXHP"; @require_less[:maxhp] = $2.to_i
        when "maxmp","MAXMP"; @require_less[:maxmp] = $2.to_i
        when "atk","ATK";     @require_less[:atk]   = $2.to_i
        when "def","DEF";     @require_less[:def]   = $2.to_i
        when "spi","SPI";     @require_less[:spi]   = $2.to_i
        when "agi","AGI";     @require_less[:agi]   = $2.to_i
        when "hit","HIT";     @require_less[:hit]   = $2.to_i
        when "eva","EVA";     @require_less[:eva]   = $2.to_i
        when "cri","CRI";     @require_less[:cri]   = $2.to_i
        when "odds","ODDS";   @require_less[:odds]  = $2.to_i
        end
      when YE::REGEXP::EQUIP::REQUIRE_SWITCH
        $1.scan(/d+/).each { |num|
        if num.to_i > 0
          @require_switch.push(num.to_i)
        end }
      when YE::REGEXP::EQUIP::AUTO_STATE
        $1.scan(/d+/).each { |num|
        if num.to_i > 0
          @auto_state.push(num.to_i)
        end }
      when YE::REGEXP::EQUIP::CURSED_ITEM
        @cursed = true
      when YE::REGEXP::EQUIP::PURIFY_ITEM
        @purify = true
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # Definitions
  #--------------------------------------------------------------------------
  def bonus_param
    yanfly_cache_baseitem_eeo if @bonus_param == nil
    return @bonus_param
  end
  def bonus_paramp
    yanfly_cache_baseitem_eeo if @bonus_paramp == nil
    return @bonus_paramp
  end
  def bonus_trait
    yanfly_cache_baseitem_eeo if @bonus_trait == nil
    return @bonus_trait
  end
  def requirements
    yanfly_cache_baseitem_eeo if @requirements == nil
    return @requirements
  end
  def require_more
    yanfly_cache_baseitem_eeo if @require_more == nil
    return @require_more
  end
  def require_less
    yanfly_cache_baseitem_eeo if @require_less == nil
    return @require_less
  end
  def require_switch
    yanfly_cache_baseitem_eeo if @require_switch == nil
    return @require_switch
  end
  def auto_state
    yanfly_cache_baseitem_eeo if @auto_state == nil
    return @auto_state
  end
  def cursed
    yanfly_cache_baseitem_eeo if @cursed == nil
    return @cursed
  end
  def purify
    yanfly_cache_baseitem_eeo if @purify == nil
    return @purify
  end
 
end # RPG::BaseItem

#===============================================================================
# Game Battler
#===============================================================================

class Game_Battler

  #--------------------------------------------------------------------------
  # alias states
  #--------------------------------------------------------------------------
  alias states_eeo states unless $@
  def states
    result = states_eeo
    if self.actor?
      for state_id in self.equipment_auto_states
        unless result.include?($data_states[state_id])
          result.push($data_states[state_id])
        end
      end
    end
    result.sort! { |a, b| b.priority <=> a.priority }
    return result
  end

  #--------------------------------------------------------------------------
  # alias remove_state
  #--------------------------------------------------------------------------
  alias remove_state_eeo remove_state unless $@
  def remove_state(state_id)
    return if self.actor? and self.equipment_auto_states.include?(state_id)
    remove_state_eeo(state_id)
  end
 
  #--------------------------------------------------------------------------
  # overwrite state?
  #--------------------------------------------------------------------------
  def state?(state_id)
    return states.include?($data_states[state_id])
  end

  #--------------------------------------------------------------------------
  # alias maxhp=
  #--------------------------------------------------------------------------
  alias maxhpset_eeo maxhp= unless $@
  def maxhp=(newvalue)
    maxhpset_eeo(newvalue)
    self.purge_unequippables if self.actor?
  end
 
  #--------------------------------------------------------------------------
  # alias maxmp=
  #--------------------------------------------------------------------------
  alias maxmpset_eeo maxmp= unless $@
  def maxmp=(newvalue)
    maxmpset_eeo(newvalue)
    self.purge_unequippables if self.actor?
  end
 
  #--------------------------------------------------------------------------
  # alias atk=
  #--------------------------------------------------------------------------
  alias atkset_eeo atk= unless $@
  def atk=(newvalue)
    atkset_eeo(newvalue)
    self.purge_unequippables if self.actor?
  end
 
  #--------------------------------------------------------------------------
  # alias def=
  #--------------------------------------------------------------------------
  alias defset_eeo def= unless $@
  def def=(newvalue)
    defset_eeo(newvalue)
    self.purge_unequippables if self.actor?
  end
 
  #--------------------------------------------------------------------------
  # alias spi=
  #--------------------------------------------------------------------------
  alias spiset_eeo spi= unless $@
  def spi=(newvalue)
    spiset_eeo(newvalue)
    self.purge_unequippables if self.actor?
  end
 
  #--------------------------------------------------------------------------
  # alias agi=
  #--------------------------------------------------------------------------
  alias agiset_eeo agi= unless $@
  def agi=(newvalue)
    agiset_eeo(newvalue)
    self.purge_unequippables if self.actor?
  end

  #--------------------------------------------------------------------------
  # alias item_effect
  #--------------------------------------------------------------------------
  alias item_effect_eeo item_effect unless $@
  def item_effect(user, item)
    clear_action_results
    if item.purify and self.actor?
      self.purify_curses
    end
    item_effect_eeo(user, item)
  end
 
  #--------------------------------------------------------------------------
  # alias item_test
  #--------------------------------------------------------------------------
  alias item_test_eeo item_test unless $@
  def item_test(user, item)
    return true if item.purify and self.actor?
    return item_test_eeo(user, item)
  end

end

#===============================================================================
# Game Actor
#===============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # alias base maxhp
  #--------------------------------------------------------------------------
  alias base_maxhp_eeo base_maxhp unless $@
  def base_maxhp
    n = base_maxhp_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:maxhp]
      n *= item.bonus_paramp[:maxhp] / 100.0
    }
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # alias base maxmp
  #--------------------------------------------------------------------------
  alias base_maxmp_eeo base_maxmp unless $@
  def base_maxmp
    n = base_maxmp_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:maxmp]
      n *= item.bonus_paramp[:maxmp] / 100.0
    }
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # alias base atk
  #--------------------------------------------------------------------------
  alias base_atk_eeo base_atk unless $@
  def base_atk
    n = base_atk_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:atk]
      n *= item.bonus_paramp[:atk] / 100.0
    }
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # alias base def
  #--------------------------------------------------------------------------
  alias base_def_eeo base_def unless $@
  def base_def
    n = base_def_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:def]
      n *= item.bonus_paramp[:def] / 100.0
    }
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # alias base spi
  #--------------------------------------------------------------------------
  alias base_spi_eeo base_spi unless $@
  def base_spi
    n = base_spi_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:spi]
      n *= item.bonus_paramp[:spi] / 100.0
    }
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # alias base agi
  #--------------------------------------------------------------------------
  alias base_agi_eeo base_agi unless $@
  def base_agi
    n = base_agi_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:agi]
      n *= item.bonus_paramp[:agi] / 100.0
    }
    return Integer(n)
  end
 
  #--------------------------------------------------------------------------
  # alias hit
  #--------------------------------------------------------------------------
  alias hit_eeo hit unless $@
  def hit
    n = hit_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:hit]
      n *= item.bonus_paramp[:hit] / 100.0
    }
    limit = YE::REGEXP::EQUIP::HECOLIMIT
    n = [[Integer(n), 0].max, limit].min
    return n
  end
 
  #--------------------------------------------------------------------------
  # alias eva
  #--------------------------------------------------------------------------
  alias eva_eeo eva unless $@
  def eva
    n = eva_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:eva]
      n *= item.bonus_paramp[:eva] / 100.0
    }
    limit = YE::REGEXP::EQUIP::HECOLIMIT
    n = [[Integer(n), 0].max, limit].min
    return n
  end
 
  #--------------------------------------------------------------------------
  # alias cri
  #--------------------------------------------------------------------------
  alias cri_eeo cri unless $@
  def cri
    n = cri_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:cri]
      n *= item.bonus_paramp[:cri] / 100.0
    }
    limit = YE::REGEXP::EQUIP::HECOLIMIT
    n = [[Integer(n), 0].max, limit].min
    return n
  end
 
  #--------------------------------------------------------------------------
  # alias odds
  #--------------------------------------------------------------------------
  alias odds_eeo odds unless $@
  def odds
    n = odds_eeo
    equips.compact.each { |item|
      n += item.bonus_param[:odds]
      n *= item.bonus_paramp[:odds] / 100.0
    }
    limit = YE::REGEXP::EQUIP::HECOLIMIT
    n = [[Integer(n), 0].max, limit].min
    return n
  end
 
  #--------------------------------------------------------------------------
  # alias level_up
  #--------------------------------------------------------------------------
  alias level_up_eeo level_up unless $@
  def level_up
    level_up_eeo
    purge_unequippables
  end
 
  #--------------------------------------------------------------------------
  # alias level_down
  #--------------------------------------------------------------------------
  alias level_down_eeo level_down unless $@
  def level_down
    level_down_eeo
    purge_unequippables
  end
 
  #--------------------------------------------------------------------------
  # alias auto_battle
  #--------------------------------------------------------------------------
  alias auto_battle_eeo auto_battle unless $@
  def auto_battle
    for item in equips.compact
      return true if item.bonus_trait.include?("auto battle")
    end
    return auto_battle_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias super_guard
  #--------------------------------------------------------------------------
  alias super_guard_eeo super_guard unless $@
  def super_guard
    for item in equips.compact
      return true if item.bonus_trait.include?("super guard")
    end
    return super_guard_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias pharmacology
  #--------------------------------------------------------------------------
  alias pharmacology_eeo pharmacology unless $@
  def pharmacology
    for item in equips.compact
      return true if item.bonus_trait.include?("item boost")
    end
    return pharmacology_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias fast_attack
  #--------------------------------------------------------------------------
  alias fast_attack_eeo fast_attack unless $@
  def fast_attack
    for item in equips.compact
      return true if item.bonus_trait.include?("fast attack")
    end
    return fast_attack_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias dual_attack
  #--------------------------------------------------------------------------
  alias dual_attack_eeo dual_attack unless $@
  def dual_attack
    for item in equips.compact
      return true if item.bonus_trait.include?("dual attack")
    end
    return dual_attack_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias prevent_critical
  #--------------------------------------------------------------------------
  alias prevent_critical_eeo prevent_critical unless $@
  def prevent_critical
    for item in equips.compact
      return true if item.bonus_trait.include?("prevent cri")
    end
    return prevent_critical_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias half_mp_cost
  #--------------------------------------------------------------------------
  alias half_mp_cost_eeo half_mp_cost unless $@
  def half_mp_cost
    for item in equips.compact
      return true if item.bonus_trait.include?("half mp cost")
    end
    return half_mp_cost_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias double_exp_gain
  #--------------------------------------------------------------------------
  alias double_exp_gain_eeo double_exp_gain unless $@
  def double_exp_gain
    for item in equips.compact
      return true if item.bonus_trait.include?("double exp")
    end
    return double_exp_gain_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias auto_hp_recover
  #--------------------------------------------------------------------------
  alias auto_hp_recover_eeo auto_hp_recover unless $@
  def auto_hp_recover
    for item in equips.compact
      return true if item.bonus_trait.include?("auto hp rec")
    end
    return auto_hp_recover_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias equippable?
  #--------------------------------------------------------------------------
  alias equippable_eeo equippable? unless $@
  def equippable?(item)
    if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor)
      return false unless meet_requirements(item)
    end
    return equippable_eeo(item)
  end
 
  #--------------------------------------------------------------------------
  # meet_requirements
  #--------------------------------------------------------------------------
  def meet_requirements(item)
    return true unless item.requirements
    for switch_id in item.require_switch
      return false unless $game_switches[switch_id]
    end
    if item.require_more[:switch] = true
      return false if self.level <= item.require_more[:level]
      return false if self.maxhp <= item.require_more[:maxhp]
      return false if self.maxmp <= item.require_more[:maxmp]
      return false if self.atk <= item.require_more[:atk]
      return false if self.def <= item.require_more[:def]
      return false if self.spi <= item.require_more[:spi]
      return false if self.agi <= item.require_more[:agi]
      return false if self.hit <= item.require_more[:hit]
      return false if self.eva <= item.require_more[:eva]
      return false if self.odds <= item.require_more[:odds]
    end
    #---
    if item.require_less[:switch] = true
      return false if self.level >= item.require_less[:level] and
      item.require_less[:level] != 0
      return false if self.maxhp >= item.require_less[:maxhp] and
      item.require_less[:maxhp] != 0
      return false if self.maxmp >= item.require_less[:maxmp] and
      item.require_less[:maxmp] != 0
      return false if self.atk >= item.require_less[:atk] and
      item.require_less[:atk] != 0
      return false if self.def >= item.require_less[:def] and
      item.require_less[:def] != 0
      return false if self.spi >= item.require_less[:spi] and
      item.require_less[:spi] != 0
      return false if self.agi >= item.require_less[:agi] and
      item.require_less[:agi] != 0
      return false if self.hit >= item.require_less[:hit] and
      item.require_less[:hit] != 0
      return false if self.eva >= item.require_less[:eva] and
      item.require_less[:eva] != 0
      return false if self.cri >= item.require_less[:cri] and
      item.require_less[:cri] != 0
      return false if self.odds >= item.require_less[:odds] and
      item.require_less[:odds] != 0
    end
    #---
    return true
  end
 
  #--------------------------------------------------------------------------
  # purge_unequippables
  #--------------------------------------------------------------------------
  def purge_unequippables(test = false)
    return unless YE::EQUIP::PURGE_UNEQUIPPABLE_ITEMS
    return if $game_temp.in_battle and !YE::EQUIP::ALLOW_PURGE_IN_BATTLE
    @purge_on = true
    for i in 0..4
      change_equip(i, nil, test) unless equippable?(equips[i])
    end
    if $imported["EquipExtension"]
      return if extra_armor_number == 0
      for i in 5..armor_number
        change_equip(i, nil, test) unless equippable?(equips[i])
      end
    end
    @purge_on = nil
  end
 
  #--------------------------------------------------------------------------
  # alias change_equip
  #--------------------------------------------------------------------------
  alias change_equip_eeo change_equip unless $@
  def change_equip(equip_type, item, test = false)
    change_equip_eeo(equip_type, item, test)
    if $imported["ExtendedEquipScene"] or $imported["SceneEquipReDux"]
      purge_unequippables(test) if @purge_on != true and !test
    else
      purge_unequippables(test) if @purge_on != true and !test
    end
  end
 
  #--------------------------------------------------------------------------
  # equipment_auto_states
  #--------------------------------------------------------------------------
  def equipment_auto_states
    result = []
    if $game_temp.in_battle
      for item in equips.compact
        for state_id in item.auto_state
          result.push(state_id)
        end
      end
    else
      for item in equips.compact
        for state_id in item.auto_state
          result.push(state_id) unless $data_states[state_id].battle_only
        end
      end
    end
    return result.uniq
  end
 
  #--------------------------------------------------------------------------
  # cursed_slot
  #--------------------------------------------------------------------------
  def cursed_slot?(slot)
    @cursed_slot = {} if @cursed_slot == nil
    @cursed_slot[slot] = false if @cursed_slot[slot] == nil
    return @cursed_slot[slot]
  end
 
  #--------------------------------------------------------------------------
  # set_cursed_slot
  #--------------------------------------------------------------------------
  def set_cursed_slot(slot, curse = true)
    @cursed_slot = {} if @cursed_slot == nil
    @cursed_slot[slot] = curse
  end
 
  #--------------------------------------------------------------------------
  # purify_curses
  #--------------------------------------------------------------------------
  def purify_curses
    @cursed_slot = {}
  end
 
end # Game_Actor

#===============================================================================
# Scene_Equip
#===============================================================================

class Scene_Equip < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias update
  #--------------------------------------------------------------------------
  alias update_equip_eeo update unless $@
  def update
    if @cursed_window != nil
      update_cursed_window
    else
      update_equip_eeo
    end
  end
 
  #--------------------------------------------------------------------------
  # alias update_equip_selection
  #--------------------------------------------------------------------------
  alias update_equip_selection_eeo update_equip_selection unless $@
  def update_equip_selection
    if Input.trigger?(Input::C) and cursed_slot?
      Sound.play_buzzer
      return
    elsif Input.trigger?(Input::A) and cursed_slot?
      Sound.play_buzzer
      return
    end
    update_equip_selection_eeo
  end
 
  #--------------------------------------------------------------------------
  # alias update_item_selection
  #--------------------------------------------------------------------------
  alias update_item_selection_eeo update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      if @item_window.item != nil and @item_window.item.cursed
        @actor.set_cursed_slot(@equip_window.index)
        create_cursed_window
      end
    end
    update_item_selection_eeo
  end
 
  #--------------------------------------------------------------------------
  # update_cursed_window
  #--------------------------------------------------------------------------
  def update_cursed_window
    if Input.trigger?(Input::C) or Input.trigger?(Input::B)
      @cursed_window.dispose
      @cursed_window = nil
    end
  end
 
  #--------------------------------------------------------------------------
  # cursed_slot?
  #--------------------------------------------------------------------------
  def cursed_slot?
    if @equip_window.item == nil
      @actor.set_cursed_slot(@equip_window.index, false)
    end
    if @actor.cursed_slot?(@equip_window.index)
      if @equip_window.item.cursed
        return true
      else
        @actor.set_cursed_slot(@equip_window.index, false)
      end
    end
    return false
  end
 
  #--------------------------------------------------------------------------
  # create_cursed_window
  #--------------------------------------------------------------------------
  def create_cursed_window
    return unless YE::EQUIP::CURSED_WINDOW
    dx = (544 - YE::EQUIP::CURSED_WIDTH) / 2
    dy = YE::EQUIP::CURSED_WIN_Y
    dw = YE::EQUIP::CURSED_WIDTH
    text = sprintf(YE::EQUIP::CURSED_MESSAGE, @actor.name)
    @cursed_window = Window_Base.new(dx, dy, dw, 56)
    @cursed_window.back_opacity = 255
    @cursed_window.contents.draw_text(4, 0, dw-40, 24, text, 1)
    YE::EQUIP::CURSED_SOUND.play if YE::EQUIP::CURSED_SOUND != nil
  end
 
end # Scene_Equip

#===============================================================================
#
# END OF FILE
#
#===============================================================================

TAG •
Comment '7'

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