#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/¡¡¡¡¡ß¸¶¹ý°Ë £­ KGC_MagicWeapon¡ß #_/---------------------------------------------------------------------------- #_/¡¡Åë»ó °ø°Ý½Ã¿¡ ÀÏÁ¤ È®·ü·Î ½ºÅ³ÀÌ ¹ßµ¿ÇÏ´Â ¹«±â¸¦ ÀÛ¼ºÇÕ´Ï´Ù. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ $imported["MagicWeapon"] = true # ¸¶¹ý°Ë¿ë ¼Ó¼º $game_special_elements["magic_weapon"] = $data_system.elements.index("تÛö?") #============================================================================== # ¡á RPG::Weapon #============================================================================== class RPG::Weapon #-------------------------------------------------------------------------- # ¡Ü À̸§ Ãëµæ #-------------------------------------------------------------------------- def name return @name.gsub(/\[.*\]/) {""} end #-------------------------------------------------------------------------- # ¡Ü ¹ßµ¿ ½ºÅ³ Ãëµæ #-------------------------------------------------------------------------- def exec_skill if @name =~ /\[MW[ ]*([0-9]+)[ ]*,[ ]*([0-9]+)\]/i return [$1.to_i, $2.to_i] elsif @element_set.include?($game_special_elements["magic_weapon"]) return [@dex_plus, @agi_plus] else return nil end end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Game_Battler (ºÐÇÒ Á¤ÀÇ 1) #------------------------------------------------------------------------------ # ¡¡¹öƲ·¯¸¦ Ãë±ÞÇϴ Ŭ·¡½ºÀÔ´Ï´Ù.ÀÌ Å¬·¡½º´Â Game_Actor Ŭ·¡½º¿Í Game_Enemy °÷°£ # ½ºÀÇ ½´ÆÛ Å¬·¡½º·Î¼­ »ç¿ëµË´Ï´Ù. #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # ¡Ü °ø°³ ÀνºÅϽº º¯¼ö #-------------------------------------------------------------------------- attr_accessor :magic_weapon # ¸¶¹ý°Ë¹ßµ¿ Ç÷¡±× #-------------------------------------------------------------------------- # ¡Ü ¿ÀºêÁ§Æ® ÃʱâÈ­ #-------------------------------------------------------------------------- alias initialize_KGC_MagicWeapon initialize def initialize # ¿ø·¡ÀÇ Ã³¸®¸¦ ½ÇÇà initialize_KGC_MagicWeapon @magic_weapon = false end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Scene_Battle (ºÐÇÒ Á¤ÀÇ 3) #------------------------------------------------------------------------------ # ¡¡¹èƲ È­¸éÀÇ Ã³¸®¸¦ ½Ç½ÃÇϴ Ŭ·¡½ºÀÔ´Ï´Ù. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ¡Ü ÇÁ·¹ÀÓ °»½Å (¾×ÅÍ Ä¿¸àµå ±¹¸é) #-------------------------------------------------------------------------- alias update_phase3_KGC_MagicWeapon update_phase3 def update_phase3 # ¸¶¹ý°Ë¹ßµ¿ Ç÷¡±× ÇØÁ¦ @active_battler.magic_weapon = false if @active_battler.magic_weapon # ¿ø·¡ÀÇ Ã³¸®¸¦ ½ÇÇà update_phase3_KGC_MagicWeapon end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Scene_Battle (ºÐÇÒ Á¤ÀÇ 4) #------------------------------------------------------------------------------ # ¡¡¹èƲ È­¸éÀÇ Ã³¸®¸¦ ½Ç½ÃÇϴ Ŭ·¡½ºÀÔ´Ï´Ù. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ¡Ü ÇÁ·¹ÀÓ °»½Å (¸ÞÀÎ ±¹¸é ½ºÅÜ 2 : ¾×¼Ç °³½Ã) #-------------------------------------------------------------------------- alias update_phase4_step2_KGC_MagicWeapon update_phase4_step2 def update_phase4_step2 # ¿ø·¡ÀÇ Ã³¸®¸¦ ½ÇÇà update_phase4_step2_KGC_MagicWeapon # ¸¶¹ý°Ë¹ßµ¿ÀÇ °æ¿ì if @magic_weapon @phase4_step = 2 @magic_weapon = false end end #-------------------------------------------------------------------------- # ¡Ü ±âº» ¾×¼Ç °á°ú ÀÛ¼º #-------------------------------------------------------------------------- alias make_basic_action_result_KGC_MagicWeapon make_basic_action_result def make_basic_action_result # ¸¶¹ý°Ë¹ßµ¿ Ç÷¡±× ÇØÁ¦ @active_battler.magic_weapon = false # ÇൿÃø ¹öƲ·¯°¡ ¾×ÅÍ, ÇൿÀÌ Åë»ó °ø°ÝÀÇ °æ¿ì if @active_battler.is_a?(Game_Actor) && @active_battler.current_action.basic == 0 # ¸¶¹ý°ËÀÇ °æ¿ì weapon = $data_weapons[@active_battler.weapon_id] if weapon != nil && weapon.exec_skill != nil # °ø°Ý ´ë»ó ¼³Á¤ if @active_battler.restriction == 3 target = $game_party.random_target_actor elsif @active_battler.restriction == 2 target = $game_troop.random_target_enemy else index = @active_battler.current_action.target_index target = $game_troop.smooth_target_enemy(index) end # ?ÔÑ÷÷ïÒ if rand(100) < weapon.exec_skill[1] # «¢«¯«·«ç«óªòàâïÒ @active_battler.current_action.kind = 1 @active_battler.current_action.skill_id = weapon.exec_skill[0] # تÛö??ÔÑ«Õ«é«°ªòØ¡ªÆªë @active_battler.magic_weapon = true # تÛö??ÔÑ @magic_weapon = true # ?ªë return end end end # ꪪÎ?×âªò?ú¼ make_basic_action_result_KGC_MagicWeapon end #-------------------------------------------------------------------------- # ¡Ü «¹«­«ë«¢«¯«·«ç«ó Ì¿ÍýíÂà÷ #-------------------------------------------------------------------------- alias make_skill_action_result_KGC_MagicWeapon make_skill_action_result def make_skill_action_result # ú¼ÔÑíºª¬«¢«¯«¿?¡¢ØªÛö??ÔÑ¡¢ª«ªÄ?𤫢«¯«·«ç«óªÇªÊª±ªìªÐ if @active_battler.is_a?(Game_Actor) && @active_battler.magic_weapon && !@active_battler.current_action.forcing # تÛö??ÔÑ«Õ«é«°ú°ð¶ @active_battler.magic_weapon = false # «¹«­«ëªòö¢Ôð @skill = $data_skills[@active_battler.current_action.skill_id] # «¹«Æ?«¿«¹«¦«£«ó«É«¦ªò«ê«Õ«ì«Ã«·«å @status_window.refresh # «Ø«ë«×«¦«£«ó«É«¦ªË«¹«­«ëÙ£ªòøúãÆ @help_window.set_text(@skill.name, 1) # «¢«Ë«á?«·«ç«ó ID ªòàâïÒ @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id # «³«â«ó«¤«Ù«ó«È ID ªòàâïÒ @common_event_id = @skill.common_event_id # ?ßÚö°«Ð«È«é?ªòàâïÒ set_target_battlers(@skill.scope) # «¹«­«ëªÎ?ÍýªòîêéÄ for target in @target_battlers target.skill_effect(@active_battler, @skill) end return end # ꪪÎ?×âªò?ú¼ make_skill_action_result_KGC_MagicWeapon end end