VX 스크립트

Source Thread: http://rmrk.net/index.php/topic,27955.0.html

  장비에 착용조건을 주는 것입니다.  사용방법은 스크립트의 헤더를 보세요(아이템의 노트창에 장착 조건을 주는 방식입니다).  아이템 장착 조건은 레벨, 파라미터, 다른 장비의 존재, 스킬 중에서 선택할 수 있습니다.

 

#==============================================================================
# ** Item/Equipment/Skill Conditions
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This script allows you to set stats and/or level requirements for weapons
#  and armor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Instructions:
#    Place above Main and below Materials
#
#    To configure this script, you have to place codes in the Notes Field of
#   the respective items. These codes are:
#     
#     LVLR[]           *Actor must be at least this level
#     HPR[]               *Actor must have this much HP
#     MPR[]               *Actor must have this much MP
#     ATKR[]          *Actor must have this much Attack
#     DEFR[]         *Actor must have this much Defense
#     SPIR[]          *Actor must have this much Spirit
#     AGIR[]         *Actor must have this much Agility
#     WPNR[]                   *Weapon must be equipped
#     ARMR[]                    *Armor must be equipped
#     ITMR[, ]                *At least n of item_id in possession
#     ITMR[, ]C               *As above and consumed upon use.
#     PWPNR[, ]  *At least n of weapon_id in possession
#     PWPNR[, ]C *As above and consumed upon use.
#     PARMR[, ]   *At least n of armor_id in possession
#     PARMR[, ]C  *As above and consumed upon use.
#     SKLR[]                    *Skill must be learned
#     STER[]                    *State must be added
#
#    After any of them that make sense, you can also add these restrictions:
#      >= - greater than or equal to - default
#      <= - less than or equal to
#      >  - strictly greater than
#      <  - strictly less than
#      =  - strictly equal to
#
#    You can leave out any or all or none of them and the script will only 
#   restrict the attributes you set
#
#   EXAMPLE:
#     If Club has a Notes Field like this:
#
#       LVLR[6]<
#       ATKR[37]
#       AGIR[27]>
#
#      then an actor could only use that club if he was less than level 6, had 
#     an Attack of at least 37 and an Agility of at least 28.
#==============================================================================
# ** RPG::BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes
#    new method - requirements_field
#==============================================================================

class RPG::BaseItem
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Requirement Field
  #--------------------------------------------------------------------------
  #  This method returns an array of restrictions on using each item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def requirement_field
    r_field = []
    # Dissect Note
    text = self.note.dup
    text.sub! (/lvlr[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # HP Requirement
    text.sub! (/hpr[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # MP Requirement
    text.sub! (/mpr[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Attack Requirement
    text.sub! (/atkr[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Defense Requirement
    text.sub! (/defr[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Spirit Requirement
    text.sub! (/spir[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    # Agility Requirement
    text.sub! (/agir[(d+?)](<*>*=*)/i) { '' }
    r_field.push ([$1.to_i, $2.to_s])
    r_field.push ([], [], [], [], [], [], [], [], [], [])
    # Weapon Requirement
    r_field[7].push ($1.to_i) while text.sub! (/wpnr[(d+?)]/i) {''} != nil
    # Armor Requirement
    r_field[8].push ($1.to_i) while text.sub! (/armr[(d+?)]/i) {''} != nil
    # Item Possession Requirement
    while text.sub! (/itmr[(d+),*s*(d*)](C*)(<*>*=*)/i) { '' } != nil
      r_field[9].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
      # Consumable items
      r_field[14].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != ""
    end
    # Weapon Possession Requirement
    while text.sub! (/pwpnr[(d+),*s*(d*)](C*)(<*>*=*)/i) {''} != nil 
      r_field[10].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) 
      # Consumable weapons
      r_field[15].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != nil
    end
    # Armor Possession Requirement
    while text.sub! (/parmr[(d+),*s*(d*)](C*)(<*>*=*)/i) {''} != nil
      r_field[11].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) 
      # Consumable Armors
      r_field[16].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != nil
    end
    # Skill Requirement
    r_field[12].push ($1.to_i) while text.sub! (/sklr[(d+?)]/i) {''} != nil
    # State Requirement
    r_field[13].push ($1.to_i) while text.sub! (/ster[(d+?)]/i) {''} != nil
    return r_field
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check requirements
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def check_reqs (user)
    actor_stats = [user.level, user.maxhp, user.maxmp, user.atk, user.def, user.spi, user.agi]
    reqs = self.requirement_field
    # Stats
    for i in 0...7
      case reqs[i][1]
      when "" # Assume Greater than or Equal to
        return false unless actor_stats[i] >= reqs[i][0]
      else # Other
        begin
          eval ("return false unless actor_stats[i] #{reqs[i][1]} reqs[i][0]")
        rescue
        end
      end
    end
    data = [$data_items, $data_weapons, $data_armors]
    # Weapons and Armor equips
    for i in 7...9
      reqs[i].each { |j| 
        return false unless user.equips.include? (data[i-6][j])
      }
    end
    # Items, Weapons, Armors in possession
    for i in 9...12
      reqs[i].each { |j|
        case j[2]
        when ""
          return false unless $game_party.item_number (data[i-9][j[0]]) >= j[1]
        else
          begin
            eval ("return false unless $game_party.item_number (data[i-9][j[0]]) #{j[2]} j[1]")
          rescue
          end
        end
      }
    end
    # Skills learned
    self.requirement_field[12].each { |i| return false unless user.skill_learn? ($data_skills[i]) }
    # States
    self.requirement_field[13].each { |i| return false unless user.state? (i) }
    return true
  end
end
  
#==============================================================================
# ** Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    new method - check_reqs, consume_reagants
#    aliased_methods - equippable?, setup, level_down, maxhp=, maxmp=, atk=, 
#                      def=, spi=, agi=
#    modified super - skill_effect, item_effect, skill_can_use?, item_effective?
#==============================================================================

class Game_Actor < Game_Battler
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup
  #     actor_id : actor ID
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_equip_required_actor_stp_7ht1 setup
  def setup (actor_id)
    # Run Original Method
    modalg_equip_required_actor_stp_7ht1 (actor_id)
    # Make sure all starting items are allowed to be on the hero
    check_equip_reqs
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Determine if Equippable
  #     item : item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_eqp_reqs_actor_check_equip_5js9 equippable?
  def equippable?(item)
    return false if item == nil
    return modalg_eqp_reqs_actor_check_equip_5js9 (item) & item.check_reqs (self)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Determine Usable Skills
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def skill_can_use? (skill)
    test = super (skill)
    return skill.check_reqs (self) if test
    return test
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Determine if an Item can be Used
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_effective?(user, item)
    return super (user, item) if user.is_a? (Game_Enemy)
    return super (user, item) & item.check_reqs (user)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Apply Item Effects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_effect(user, item)
    super (user, item)
    # Consume reagants if consumable
    consume_reagants (item)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Apply Skill Effects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def skill_effect(user, skill)
    super (user, skill)
    # Consume reagants if consumable
    consume_reagants (skill)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check Equipment Requirements
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def check_equip_reqs
    @checking_equipment = true
    equip_array = equips.dup
    for i in 0...5
      # Unequip everything
      change_equip (i, nil, true)
      test = equippable? (equip_array[i]) 
      change_equip (i, equip_array[i], true)
      # Unequip item for real if requirements not met
      change_equip (i, nil) unless test
    end
    @checking_equipment = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Consume Reagants
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def consume_reagants (item)
    unless @skipped || @missed || @evaded
      # Remove items, weapons, and armors
      item.requirement_field[14].each { |i| $game_party.lose_item ($data_items[i[0]], i[1]) }
      item.requirement_field[15].each { |i| $game_party.lose_item ($data_weapons[i[0]], i[1]) }
      item.requirement_field[16].each { |i| $game_party.lose_item ($data_armors[i[0]], i[1]) }
    end
  end
  #--------------------------------------------------------------------------
  # * Make sure requirements still met if stats decrease in any way
  #--------------------------------------------------------------------------
  alias modalg_eqpreqs_lvlup_check_9dn4 level_up
  def level_up
    modalg_eqpreqs_lvlup_check_9dn4
    check_equip_reqs
  end
  
  alias modalg_equip_reqs_changelvl_check_5hy2 level_down
  def level_down
    modalg_equip_reqs_changelvl_check_5hy2
    check_equip_reqs
  end
  
  alias modalg_equip_reqs_changemaxhp_check_h83d maxhp=
  def maxhp=(new_maxhp)
    modalg_equip_reqs_changemaxhp_check_h83d (new_maxhp)
    check_equip_reqs
  end
  
  alias modalg_equip_reqs_changemxmp_check_8fjq maxmp=
  def maxmp=(new_maxmp)
    modalg_equip_reqs_changemxmp_check_8fjq (new_maxmp)
    check_equip_reqs
  end
  
  alias modalg_equip_reqs_change_atk_94nd atk=
  def atk=(new_atk)
    modalg_equip_reqs_change_atk_94nd (new_atk)
    check_equip_reqs
  end
  
  alias modernalg_chck_reqs_def_73ij def=
  def def=(new_def)
    modernalg_chck_reqs_def_73ij (new_def)
    check_equip_reqs
  end
  
  alias modalgebra_reqs_chck_sprit_8dsn spi=
  def spi=(new_spi)
    modalgebra_reqs_chck_sprit_8dsn (new_spi)
    check_equip_reqs
  end
  
  alias modalgebra_requirements_equipment_agi_6hdt agi=
  def agi=(new_agi)
    modalgebra_requirements_equipment_agi_6hdt (new_agi)
    check_equip_reqs
  end
  
  alias ma_chck_eqp_reqs_chnge_equip_7fn change_equip
  def change_equip (equip_type, item, test = false)
    ma_chck_eqp_reqs_chnge_equip_7fn (equip_type, item, test)
    check_equip_reqs if @checking_equipment == nil || !@checking_equipment && !test
  end
  
  alias ma_frgt_skill_check_eqp_reqs_8her forget_skill
  def forget_skill (skill_id)
    ma_frgt_skill_check_eqp_reqs_8her (skill_id)
    check_equip_reqs if @checking_equipment == nil || !@checking_equipment
  end
end

#==============================================================================
# ** Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased methods - item_can_use?
#==============================================================================

class Game_Party
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Can Use?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_req_itm_party_use_9m43 item_can_use?
  def item_can_use? (item)
    # Run Original Method
    test = modalg_req_itm_party_use_9m43 (item)
    return false unless test
    if $game_temp.in_battle
      return test & item.check_reqs ($scene.active_battler)
    else
      $game_party.members.each { |i| return test if item.check_reqs (i) }
      return false
    end
  end
end

#==============================================================================
# ** Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    makes public - active_battler
#==============================================================================

class Scene_Battle < Scene_Base
  attr_reader :active_battler
end

#==============================================================================
# ** Scene_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased method - use_item_nontarget
#==============================================================================

class Scene_Item < Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Use Item (apply effects to non-ally targets)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_eqp_reqs_consume_regnts_refresh_rn4 use_item_nontarget
  def use_item_nontarget
    # Run Original Method
    modalg_eqp_reqs_consume_regnts_refresh_rn4 
    # Refresh Item Window
    @item_window.refresh
  end
end

 

Comment '3'
  • ?
    크라상 2010.09.18 16:23

     음 요거 대박이네,,..

  • ?
    mymy 2011.01.18 18:36

    오ㅋㅋ 제가 찾던 자료네요 퍼가요ㅎㅎ

  • ?
    웃자 2011.07.30 09:59

    앗사~ 감사합니다 ㅋ~


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5455
517 HUD 맵 이름 스크립트 21 file 개임맨 2010.10.03 4372
516 제작도구 Window Maker by Jet 12 Alkaid 2010.09.26 2445
515 장비 KGC 확장 장비 화면 2009/02/15 13 시트르산 2010.09.25 3120
514 퀘스트 [패치]오메가 퀘스트 시스템 확장판 v.1.1 72 file 레오 2010.09.25 5476
513 메뉴 kgc 파라미터 배분 09/07/25 13 시트르산 2010.09.24 2331
512 전투 sbs battler configuration 한글 번역 13 file 시트르산 2010.09.23 4481
511 장비 장비의 착용조건 설정 v1.0 27 file 까까까 2010.09.20 3747
510 기타 OriginalWij's Script Compilation 1.2 2 Alkaid 2010.09.20 1588
509 맵/타일 Tileset Reader VX 2.1 by DerVVulfman 4 Alkaid 2010.09.20 2379
508 장비 장비에 레벨제한 스크립트!! 21 ijsh515 2010.09.19 3043
507 기타 ActivateEvents 8 file EuclidE 2010.09.18 1695
506 기타 Wora's Christmas Giftbox 2008 4 file Alkaid 2010.09.18 1751
505 제작도구 Windowskin generator VX by Aindra and Woratana 1 file Alkaid 2010.09.18 1793
504 기타 집안의 가구를 내마음대로 데코레이션하기 15 file EuclidE 2010.09.18 4305
» 장비 Equipment Constraints 2.5b by Modern Algebra 3 Alkaid 2010.09.17 2004
502 기타 Drop Options 1.1 by Modern Algebra 4 Alkaid 2010.09.16 1512
501 기타 ひきも記 RMVX 샘플 프로젝트 9 file Alkaid 2010.09.15 2342
500 상태/속성 Stat Distribution System 1.71 by Lettuce 7 file Alkaid 2010.09.14 2344
499 기타 みんと씨의 RMVX 샘플 프로젝트 1.11 (2009-11-05) 6 Alkaid 2010.09.13 2009
498 파티 Party Changer 3.9 by Dargor 5 file Alkaid 2010.09.12 2369
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 32 Next
/ 32