Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
//============================================================================= // Maliki's Dual Weilding/Two-Handed Weapons // MalDualWield.js // version 2.5a //============================================================================= /*: * @plugindesc ver2.5a - Allows you to set weapons as twohanded, disallowing you from equipping weapons to the Off-hand. * @author Maliki79 * @param ShieldsArmor * @desc Type 1 to place Shield weapons in Menu Screens' Armor category. * Default: 0 * @default 0 * * @param MustUseMain * @desc Type 1 to force equips to be placed in Main hand before they can be place in Off hand. * Default: 0 * @default 0 * * @param OffhandAdjust * @desc Percentage of stats offhand weapons add to actors. (Make the number lower than 100 to lower stats and higher to raise) * Default: 100 * @default 100 * * @param OffhandSlotName * @desc Name used for offhand weapon slot. * Default: Off-Hand * @default Off-Hand * * @param ShowTraitsInConsole * @desc Type 1 to show trait code,dataId and value data on console upon item equip. * Default: 0 * @default 0 * * @param PowerAdjustement0 * @desc Amount of "weight" given to HP when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement1 * @desc Amount of "weight" given to MP when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement2 * @desc Amount of "weight" given to ATK when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement3 * @desc Amount of "weight" given to DEF when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement4 * @desc Amount of "weight" given to M.ATK when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement5 * @desc Amount of "weight" given to M.DEF when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement6 * @desc Amount of "weight" given to AGI when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PowerAdjustement7 * @desc Amount of "weight" given to LUK when determining strength of weapons as a percent. * Default: 100 * @default 100 * * @param PotentialPointsInShop * @desc Shows Equipment "Potential" as a point total in shops. Make this value 1 to enable, otherwise, the default calculations will be used. * Default: 1 * @default 1 * * @param 2H_DisableOtherSlot * @desc If 1, equipping a 2Handed Weapon will completely disable the other equip slot. * default: 0 * @default 0 * * @help You need two steps to use this plugin: * 1: Set your actor(s) up to have Dual-Wield in the Database. TRAITS => EQUIP => SLOT TYPE => DUAL WIELD * 2: Add the Notetag <twohand> to any two handed weapons in your Database. * 3: (Optional) For Shields, make them weapons in your database and add the tag <shld> to their notes. "Shields" can only be equipped to the off-hand. * 3a: Conversly, if you tag a weapon with <mainWeaponOnly> , it will only be equippable on the main hand. * 4: (Optional) For one handed Actors you wish to equip shields that are considered weapons in the DB, tag <handnshld> * to the Actor's Class notes. (Those Actors still need to have the Dual Wield trait.) * 5: (Optional) An Actor's Class notes can be tagged with <monkeygrip> to allow two handed weapons to be dual wielded or allow a 2H weapon and shield. * 6: (Optional) You can tag any weapons with <OffhandAdjust: x> with x being a number. This will allow the specific weapon to use the given value instead of the default. * 7: (Optional) You can tag a weapon with <subweapon> so that it's basic attack animation will not be shown in battles when in the off hand. * 8: (Optional) You can tag a weapon with <mainweaponTrait: x, y, z> or <subweaponTrait: x, y, z> with x being the trait code, y being the dataId, and z being the value. * Weapons with the Mainweapon tag will exhibit those traits ONLY while in the main weapon slot while supweapon tagged weapons will exhibit * thier traits while in the off hand only. * 9: (Optional) You can tag a weapon with <doubleGripTrait: x, y, z> with x being the trait code, y being the dataId, and z being the value. * When one tagged weapon is equipped and while the actor has the <doubleGrip> tag on either class notes or a state's notes, * the double grip traits will be applied to the actor. * 10:(Optional) You can tag Weapons or Armor with <PotentialP: Number> with Number being a whole number to assign a starting value to the Potential Point * calculations. Usful if things other than raw stats are used and will fator into the potential score in your project. * * Notes on main/sub/double-grip weapon traits: * Codes are the number representation of traits as they appear in the database. * Trait codes are listed below: * 11-TRAIT_ELEMENT_RATE 41-TRAIT_STYPE_ADD 61-TRAIT_ACTION_PLUS * 12-TRAIT_DEBUFF_RATE 42-TRAIT_STYPE_SEAL 62-TRAIT_SPECIAL_FLAG * 13-TRAIT_STATE_RATE 43-TRAIT_SKILL_ADD 63-TRAIT_COLLAPSE_TYPE * 14-TRAIT_STATE_RESIST 44-TRAIT_SKILL_SEAL 64-TRAIT_PARTY_ABILITY * 21-TRAIT_PARAM 51-TRAIT_EQUIP_WTYPE * 22-TRAIT_XPARAM 52-TRAIT_EQUIP_ATYPE * 23-TRAIT_SPARAM 53-TRAIT_EQUIP_LOCK * 31-TRAIT_ATTACK_ELEMENT 54-TRAIT_EQUIP_SEAL * 32-TRAIT_ATTACK_STATE 55-TRAIT_SLOT_TYPE * 33-TRAIT_ATTACK_SPEED * 34-TRAIT_ATTACK_TIMES * * DataId is the code's parameter. For example, if you wanted to add a boost to Atk power, you would use code: 21 and the dataId would be 2. * The numbers here can vary based on the quantity of things in your database and what code is being used. * * The value is the amount of the effect the code will express as a float. So, revisiting the about example, if you wanted attack to be raised by 20%, * you would use the value 1.2, which is 120%. * The final tag for this example would be: <subweaponTrait: 21, 2, 1.2> * * A method to assist with finding the code, dataId and value figures lies in the ShowTraitsInConsole param. Setting it to 1 * will allow the console to print out an array of normal traits on an equipped item on the moment it is equipped. * (Press F8 to open the console by default.) * The array will list the traits in the order that they were added in the database. So if you need to know the values, just make a dummy/temp * equip with the traits you want and note what their values are via the console. * (Note that notetag related bonuses/traits/etc not provided by this plugin cannot be used here; Those traits will be active as stipulated in thier respective plugins.) * * As of version 2.2, a "potential" value has been introduced. * This value is a combination of the default stats of a weapon with differing user defined "weights" for each one. * This value is used for two parts of this plugin: the choosing of weapons when optimizing and when comparing equips in the * the shop scene. (The shop scene potential can be deactivated by changing the PotentialPointsInShop param). * * As of version 2.3, the Shop Scene has received a small update. Players can now cycle through PC in the scene to get detailed info * of an equip item. This can be used if the Potential value is still a bit too vague. * * A script call has been added to aid those wishing to know which equip slot is housing what equip type. * Using the script call $gameActors.isWeaponEquipped(type) will return a number based on the defined type * (type is the weapon type ID in the database.) * 0 if in the first equip slot, * 1 if it's in the second, * 2 if it's in both, * and -1 if in neither. * You can omit the type arguement and the function will return those numbers if their is ANY weapon is equipped in those slots. * * Equip Groups have been added! * Tag weapon equips and shield type armor equips with this tag in thier notes: * * <mdwEquipGroup: x> with x being an integer higher than 0. * If an equip has this tag, it will only be able to be dual wielded with other equips with the same group number. */ var Mal = Mal || {}; Mal.Parameters = PluginManager.parameters('MalDualWield'); Mal.Param = Mal.Param || {}; Mal.power = []; Mal.power.push(Number(Mal.Parameters['PowerAdjustement0'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement1'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement2'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement3'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement4'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement5'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement6'])); Mal.power.push(Number(Mal.Parameters['PowerAdjustement7'])); Mal.Par2HLock = Number((Mal.Parameters['2H_DisableOtherSlot'])) var MalDualDatabaseLoad = DataManager.isDatabaseLoaded; DataManager.isDatabaseLoaded = function() { if (!MalDualDatabaseLoad.call(this)) return false; if (!DataManager._malDual_DatabaseLoaded) { this.processDualNotetags($dataWeapons); this.processDualNotetags($dataArmors); DataManager._malDual_DatabaseLoaded = true; } return true; }; DataManager.processDualNotetags = function(group) { for (var n = 1; n < group.length; n++) { var obj = group[n]; obj.mdwEquipGroup = -1; this.createDualTraits(obj); } }; DataManager.createDualTraits = function(obj) { var traits = []; var noteread = obj.note; while(noteread.indexOf("mainweaponTrait") > -1) { var notereg = noteread.split("<mainweaponTrait: "); var match = notereg[1].split(", "); var match2 = match[2].split(">"); match2 = match2[0]; traits.push({"code": parseInt(match[0]), "dataId": parseInt(match[1]), "value": Number(match2)}); noteread = noteread.replace("<mainweaponTrait: ", " "); } obj.mainWTraits = traits; traits = []; while(noteread.indexOf("subweaponTrait") > -1) { var notereg = noteread.split("<subweaponTrait: "); var match = notereg[1].split(", "); var match2 = match[2].split(">"); match2 = match2[0]; traits.push({"code": parseInt(match[0]), "dataId": parseInt(match[1]), "value": Number(match2)}); noteread = noteread.replace("<subweaponTrait: ", " "); } obj.subWTraits = traits; traits = []; while(noteread.indexOf("doubleGripTrait") > -1) { var notereg = noteread.split("<doubleGripTrait: "); var match = notereg[1].split(", "); var match2 = match[2].split(">"); match2 = match2[0]; traits.push({"code": parseInt(match[0]), "dataId": parseInt(match[1]), "value": Number(match2)}); noteread = noteread.replace("<doubleGripTrait: ", " "); } obj.doubleGripTraits = traits; if(noteread.indexOf("mdwEquipGroup") > -1) { var notereg = noteread.split("<mdwEquipGroup: "); var match = parseInt(notereg[1]); obj.mdwEquipGroup = match; } }; var MalEquipChangeOK = Game_Actor.prototype.isEquipChangeOk Game_Actor.prototype.isEquipChangeOk = function(slotId) { if (this.twohanding > -1 && Mal.Par2HLock == 1) { if (this.twohanding == 0 && slotId == 1) return false; if (this.twohanding == 1 && slotId == 0) return false; } return MalEquipChangeOK.call(this, slotId); }; var MalOnSlotOK = Scene_Equip.prototype.onItemOk Scene_Equip.prototype.onItemOk = function() { if (this._slotWindow.index() === 0 && !(this._itemWindow.item()) && (this._actor.equips()[1] && Mal.Parameters['MustUseMain'] == 1)) { SoundManager.playBuzzer(); }else { SoundManager.playEquip(); this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item()); if (this._itemWindow.item() && Mal.Parameters['ShowTraitsInConsole'] == 1) { console.log(this._itemWindow.item().name + "'s traits are:"); console.log(this._itemWindow.item().traits); } } this._slotWindow.activate(); this._slotWindow.refresh(); this._itemWindow.deselect(); this._itemWindow.refresh(); if (typeof Yanfly !== "undefined" && Yanfly.Equip) this._itemWindow.hide(); //Added this for compatibility with YF's Equip Core this._statusWindow.refresh(); }; Game_Actor.prototype.changeEquip = function(slotId, item) { if (this.tradeItemWithParty(item, this.equips()[slotId]) && (!item || this.equipSlots()[slotId] === item.etypeId)) { this._equips[slotId].setObject(item); if (slotId == 0) { var slot = 1; } else { var slot = 0; } if (slotId < 2) { if (item && item.meta.twohand && !this.currentClass().meta.monkeygrip) { this.tradeItemWithParty(null, this.equips()[slot]) this._equips[slot].setObject(null); } if (item && this.equips()[slot] && this.equips()[slot].meta.twohand && !this.currentClass().meta.monkeygrip){ this.tradeItemWithParty(null, this.equips()[slot]) this._equips[slot].setObject(null); } if (Mal.Parameters['MustUseMain'] == 1 && !this.equips()[0] && this.equips()[1]){ if(!this.equips()[1].meta.shld) this._equips[0].setObject(this.equips()[1]); this._equips[1].setObject(null); } } this.check2Hand(); this.refresh(); } }; Game_Actor.prototype.forceChangeEquip = function(slotId, item) { if (item) { this._equips[slotId].setObject(item); if (slotId == 0) { var slot = 1; } else { var slot = 0; } if (slotId < 2) { if (item && item.meta.twohand && !this.currentClass().meta.monkeygrip) { this._equips[slot].setObject(null); } if (item && this.equips()[slot] && this.equips()[slot].meta.twohand && !this.currentClass().meta.monkeygrip){ this._equips[slot].setObject(null); } if (Mal.Parameters['MustUseMain'] == 1 && !this.equips()[0] && this.equips()[1]){ this._equips[0].setObject(this.equips()[1]); this._equips[1].setObject(null); } } } else { this._equips[slotId].setObject(null); } this.releaseUnequippableItems(true); this.check2Hand(); this.refresh(); }; var MalreleaseUnEI = Game_Actor.prototype.releaseUnequippableItems; Game_Actor.prototype.releaseUnequippableItems = function(forcing) { MalreleaseUnEI.call(this, forcing); this.check2Hand(); }; Game_Actor.prototype.check2Hand = function() { this.twohanding = -1; var equip = this.equips()[0]; if (equip && equip.meta.twohand && !this.currentClass().meta.monkeygrip) this.twohanding = 0; var equip = this.equips()[1]; if (equip && equip.meta.twohand && !this.currentClass().meta.monkeygrip) this.twohanding = 1; }; var MalEquip = Window_EquipItem.prototype.includes Window_EquipItem.prototype.includes = function(item) { if (item === null) { if (this._slotId === 0 && (this._actor.equips()[1] && Mal.Parameters['MustUseMain'] == 1)){ return; // false; } else { return true; }} if (this._slotId === 0 && item.meta.shld && this._actor.currentClass().meta.monkeygrip) { return this._actor.canEquip(item); } if (this._slotId === 0 && item.meta.shld) { return false; } if (this._slotId === 1 && !(item.meta.shld) && this._actor.currentClass().meta.handnshld) { return false; } if (this._slotId === 1 && !(this._actor.equips()[0]) && Mal.Parameters['MustUseMain'] == 1 ) { return false; } if (this._slotId === 1 && item.meta.mainWeaponOnly) { return false; } if (this._slotId < 0 || item.etypeId !== this._actor.equipSlots()[this._slotId]) { return false; } if (this._slotId === 0 && this._actor.equips()[1] && item.mdwEquipGroup != this._actor.equips()[1].mdwEquipGroup) return false; if (this._slotId === 1 && this._actor.equips()[0] && item.mdwEquipGroup != this._actor.equips()[0].mdwEquipGroup) return false; return this._actor.canEquip(item); }; Game_Actor.prototype.optimizeEquipments = function() { var maxSlots = this.equipSlots().length; this.clearEquipments(); this.setWeapons(); for (var i = 2; i < maxSlots; i++) { if (this.isEquipChangeOk(i)) { this.changeEquip(i, this.bestEquipItem(i)); } } }; Game_Actor.prototype.setWeapons = function() { var mode = 1; if (this.currentClass().meta.handnshld) mode = 2; if (this.currentClass().meta.monkeygrip) mode = 3; //First weapon selection if (mode == 1 || mode == 2) { var items = $gameParty.equipItems().filter(function(item) { return item.etypeId === 1 && this.canEquip(item) && !item.meta.shld; }, this); } if (mode == 3) { var items = $gameParty.equipItems().filter(function(item) { return item.etypeId === 1 && this.canEquip(item); }, this); } var mainW1 = this.bestEquipW(items); //End first weapon //Second Weapon Selection (First sub) if (mode == 1) { var newItems = $gameParty.equipItems().filter(function(item) { return item.etypeId === 1 && this.canEquip(item) && item != mainW1 && !item.meta.twohand && !item.meta.mainWeaponOnly; }, this); } if (mode == 2) { var newItems = $gameParty.equipItems().filter(function(item) { return item.etypeId === 1 && this.canEquip(item) && item != mainW1 && !item.meta.twohand && item.meta.shld && !item.meta.mainWeaponOnly; }, this); } if (mode == 3) { var newItems = $gameParty.equipItems().filter(function(item) { return item.etypeId === 1 && this.canEquip(item) && item != mainW1; }, this); } var subW1 = this.bestEquipW(newItems); //End Second //Third weapon selection (Second Main) var subW2 = null; if (mode == 1 || mode == 2) { items = $gameParty.equipItems().filter(function(item) { return item.etypeId === 1 && this.canEquip(item) && !item.meta.shld && !item.meta.twohand && item != mainW1 && item != subW1; }, this); var subW2 = this.bestEquipW(items); } //End Third if (subW2 !== null) { if(this.potential(mainW1) > this.potential(subW1) + this.potential(subW2)) { if (this.isEquipChangeOk(0)) this.changeEquip(0, mainW1); } else { if (this.isEquipChangeOk(0)) this.changeEquip(0, subW2); if (this.isEquipChangeOk(1) && subW1 && (subW2.mdwEquipGroup == subW1.mdwEquipGroup)) this.changeEquip(1, subW1); } } else { if (this.isEquipChangeOk(0)) this.changeEquip(0, mainW1); if (this.isEquipChangeOk(1) && subW1 && (mainW1.mdwEquipGroup == subW1.mdwEquipGroup)) this.changeEquip(1, subW1); } } Game_Actor.prototype.bestEquipW = function(itemSet) { var items = itemSet; var bestItem = null; var bestPerformance = -1000; for (var i = 0; i < items.length; i++) { var performance = this.potential(items[i]); if (performance > bestPerformance) { bestPerformance = performance; bestItem = items[i]; } } return bestItem; }; MalBestEquip = Game_Actor.prototype.bestEquipItem Game_Actor.prototype.bestEquipItem = function(slotId) { var etypeId = this.equipSlots()[slotId]; var items = $gameParty.equipItems().filter(function(item) { return item.etypeId === etypeId && this.canEquip(item); }, this); var bestItem = null; var bestPerformance = -1000000; for (var i = 0; i < items.length; i++) { var performance = this.potential(items[i]); if (performance > bestPerformance) { bestPerformance = performance; bestItem = items[i]; } } return bestItem; }; Game_Actor.prototype.potential = function(item) { if (item === null) return 0; var potent = item.meta.PotentialP || 0; for (var i = 0; i < 8; i++) { potent += item.params[i] * (Mal.power[i] / 100); } potent = Math.round(potent); return potent; }; //Addition for shop scene var malShop_drawParamChange = Window_ShopStatus.prototype.drawActorParamChange; Window_ShopStatus.prototype.drawActorParamChange = function(x, y, actor, item1) { if (Mal.Parameters['PotentialPointsInShop'] == 1) { var width = this.contents.width - this.textPadding() - x; var change = this.potential(this._item) - (item1 ? this.potential(item1) : 0); this.changeTextColor(this.paramchangeTextColor(change)); this.drawText((change > 0 ? '+' : '') + change, x, y, width, 'right'); } else { malShop_drawParamChange.call(this, x, y, actor, item1); } }; Window_ShopStatus.prototype.potential = function(item) { if (item === null) return 0; var potent = item.meta.PotentialP || 0; for (var i = 0; i < 8; i++) { potent += item.params[i] * (Mal.power[i] / 100); } potent = Math.round(potent); return potent; }; //End Shop Scene var MalItemList = Window_ItemList.prototype.includes Window_ItemList.prototype.includes = function(item) { switch (this._category) { case 'item': return DataManager.isItem(item) && item.itypeId === 1; case 'weapon': if (Mal.Parameters['ShieldsArmor'] == 1){ return DataManager.isWeapon(item) && !item.meta.shld; } else{ return DataManager.isWeapon(item); } case 'armor': if (Mal.Parameters['ShieldsArmor'] == 1){ return DataManager.isArmor(item) || (item && item.meta.shld); } else { return DataManager.isArmor(item); } case 'keyItem': return DataManager.isItem(item) && item.itypeId === 2; default: return false; } }; var MalSlotName = Window_EquipSlot.prototype.slotName Window_EquipSlot.prototype.slotName = function(index) { var slots = this._actor.equipSlots(); if (index === 1 && this._actor.isDualWield()) return this._actor ? Mal.Parameters['OffhandSlotName'] : ''; return this._actor ? $dataSystem.equipTypes[slots[index]] : ''; }; var MalDrawItem = Window_ItemList.prototype.drawItem Window_ItemList.prototype.drawItem = function(index) { var item = this._data[index]; var setting = 0; if (typeof Window_AugmentItemList != "undefined") { if (this instanceof Window_AugmentItemList) setting++; } if (item) { var numberWidth = this.numberWidth(); var rect = this.itemRect(index); rect.width -= this.textPadding(); this.changePaintOpacity(this.isEnabled(item)); this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); this.drawItemNumber(item, rect.x, rect.y, rect.width); this.changePaintOpacity(1); } else { var numberWidth = this.numberWidth(); var rect = this.itemRect(index); rect.width -= this.textPadding(); if (setting == 0) this.drawText('-UNEQUIP-', rect.x, rect.y, rect.width - numberWidth); } }; Window_ShopStatus.prototype.initialize = function(x, y, width, height) { Window_Base.prototype.initialize.call(this, x, y, width, height); this._item = null; this._maxCharPages = null; this._characterPage = this.setupCharPages(); this._pageIndex = 0; this.refresh(); }; Window_ShopStatus.prototype.setupCharPages = function() { if (this._maxCharPages === null) { var count = this.statusMembers().length; if (count < 2) return -2; this._maxCharPages = count - 1; this._cursorFixed = false; return -1; } }; Window_ShopStatus.prototype.refresh = function() { this.contents.clear(); this._cursorFixed = true; if (!this._maxCharPages) this._characterPage = this.setupCharPages(); if (this._item) { var x = this.textPadding(); this.drawPossession(x, 0); if (this.isEquipItem()) { this.drawEquipInfo(x, this.lineHeight() * 2); } } }; Window_ShopStatus.prototype.updatePage = function() { if (this.isPageChangeEnabled() && this.isPageChangeRequested()) { this.changePage(); } if (this.isCharPageChangeEnabled() && this.isCharPageChangeRequested()) { if (Input.isTriggered('left')) { this.changeCharPage("L"); } else { this.changeCharPage("R"); } this.refresh(); } }; Window_ShopStatus.prototype.isCharPageChangeEnabled = function() { return (this._characterPage != -2 && this.visible && this.isEquipItem()); }; Window_ShopStatus.prototype.isCharPageChangeRequested = function() { if (Input.isTriggered('left') || Input.isTriggered('right')) { return true; } if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { return true; } return false; }; Window_ShopStatus.prototype.changeCharPage = function (dir) { var code = 1; SoundManager.playCursor(); if (dir === "L") code = 0; if(code == 0) { this._characterPage--; if(this._characterPage == -2) this._characterPage = this._maxCharPages; } if(code == 1) { this._characterPage++; if(this._characterPage > this._maxCharPages) this._characterPage = -1; } this.refresh(); }; Window_ShopStatus.prototype.drawEquipInfo = function(x, y) { var members = this.statusMembers(); if(this._characterPage == -2) { this.drawActorEquipInfoSingle(x, y + this.lineHeight() * (0 * 2.4), members[0]); } else if (this._characterPage == -1){ for (var i = 0; i < members.length; i++) { this.drawActorEquipInfo(x, y + this.lineHeight() * (i * 2.4), members[i]); } } else this.drawActorEquipInfoSingle(x, y + this.lineHeight() * (0 * 2.4), members[this._characterPage]); }; Window_ShopStatus.prototype.drawActorEquipInfoSingle = function(x, y, actor) { var enabled = actor.canEquip(this._item); var paramHeight = 0; this.changePaintOpacity(enabled); this.resetTextColor(); this.drawText(actor.name(), x, y, 168); var item1 = this.currentEquippedItem(actor, this._item.etypeId); if (enabled) { paramHeight = this.drawActorParamChangeSingle(x, y, actor, item1); } this.drawItemName(item1, x, y + (paramHeight || this.lineHeight())); this.changePaintOpacity(true); }; Window_ShopStatus.prototype.drawActorParamChangeSingle = function(x, y, actor, item1) { var width = this.contents.width - this.textPadding() - x; var change = 0; var lines = 0; var actorParam = 0; var paramName = ['MHP', 'MMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK']; for (var id = 0; id < paramName.length; id++) { change = this._item.params[id] - (item1 ? item1.params[id] : 0); if (item1) { if (this.doublewielding(actor) && DataManager.isWeapon(item1)) { if(item1 === actor.equips()[0]) var item2 = actor.equips()[1]; if(item1 === actor.equips()[1]) var item2 = actor.equips()[0]; } if(this._item.meta.twohand && item2) change -= item2.params[id]; if (item1.etypeId !== this._item.etypeId && item1.id !== this._item.id) { actorParam = this._item.params[id] > 0 ? actor.param(id) - this._item.params[id] : actor.param(id) + this._item.params[id]; } else { actorParam = actor.param(id); } } else { actorParam = actor.param(id); } this.changeTextColor(this.paramchangeTextColor(change)); if (change == 0) { this.drawText((change > 0 ? '+' : '') + ' ' + ' ' + paramName[id] + ' ' + (actorParam + change), x, y + lines, width, 'right'); } else { this.drawText((change > 0 ? '+' : '') + change + ' ' + paramName[id] + ' ' + (actorParam + change), x, y + lines, width, 'right'); }; lines += this.lineHeight(); } return lines; }; Window_ShopStatus.prototype.currentEquippedItem = function(actor, etypeId) { var list = []; var equips = actor.equips(); var slots = actor.equipSlots(); for (var i = 0; i < slots.length; i++) { if (slots[i] === etypeId) { if (i < 2 && $dataClasses[actor._classId].meta.monkeygrip) { list.push(equips[i]); } else { if (i == 0 && !this.ignoreWeap1(actor)) list.push(equips[i]); if (i == 1 && !this.ignoreWeap2(actor)) list.push(equips[i]); } if (i >= 2) list.push(equips[i]); } } var paramId = this.paramId(); var worstParam = Number.MAX_VALUE; var worstItem = null; for (var j = 0; j < list.length; j++) { if (!list[j]) { return null; } if (list[j] && list[j].params[paramId] < worstParam) { worstParam = list[j].params[paramId]; worstItem = list[j]; } } return worstItem; }; Window_ShopStatus.prototype.ignoreWeap1 = function (actor) { if (this._item.meta.twohand && !actor.equips()[0]) return true; if (this._item.meta.shld && !this.dualwielding(actor)) return true; if (this._item.meta.shld && actor.equips()[1] && actor.equips()[1].meta.shld) return true; if (this.dualwielding(actor) && !actor.equips()[0]) return true; return false; }; Window_ShopStatus.prototype.ignoreWeap2 = function (actor) { if (!actor.equips()[0]) return false; if (this.dualwielding(actor)) return true; if (this._item.meta.mainWeaponOnly) return true if (this._item.meta.twohand && actor.equips()[0] && !actor.equips()[0].meta.twohand) return true; return false; }; Window_ShopStatus.prototype.dualwielding = function (actor) { if(actor.equips()[0] && actor.equips()[0].meta.twohand) return true; if(actor.equips()[1] && actor.equips()[1].meta.twohand) return true; return false; }; Window_ShopStatus.prototype.doublewielding = function (actor) { if(actor.equips()[0] && actor.equips()[1]) return true; return false; }; var MalDualBuyWindow = Scene_Shop.prototype.createBuyWindow Scene_Shop.prototype.createBuyWindow = function() { MalDualBuyWindow.call(this); this._buyWindow.setHandler('left', this.cycleLeft.bind(this)); this._buyWindow.setHandler('Menu', this.cycleRight.bind(this)); }; Scene_Shop.prototype.cycleLeft = function () { this._statusWindow.changeCharPage("L"); }; Scene_Shop.prototype.cycleRight = function () { this._statusWindow.changeCharPage("R"); }; var MalparamPlus = Game_Actor.prototype.paramPlus Game_Actor.prototype.paramPlus = function(paramId) { var value = Game_Battler.prototype.paramPlus.call(this, paramId); var equips = this.equips(); for (var i = 0; i < equips.length; i++) { var item = equips[i]; if (item) { if (i == 1) { if (item.meta.OffhandAdjust) { value += (item.params[paramId] * item.meta.OffhandAdjust / 100) ; } else { value += (item.params[paramId] * Mal.Parameters['OffhandAdjust'] / 100) ; }} else { value += item.params[paramId]; } } } return value; }; Game_Actor.prototype.attackAnimationId2 = function() { var weapons = this.weapons(); if (weapons[1] && weapons[1].meta.subweapon) return 0; return weapons[1] ? weapons[1].animationId : 0; }; var MalGame_Actor_allTraits = Game_Actor.prototype.allTraits; Game_Actor.prototype.allTraits = function() { var traits = MalGame_Actor_allTraits.call(this); var equips = this.equips(); for (var i = 0; i < equips.length; i++) { var item = equips[i]; if(item) { if (i == 0 && item.mainWTraits) traits = traits.concat(item.mainWTraits); if (i == 1 && item.subWTraits) traits = traits.concat(item.subWTraits); if(item.doubleGripTraits && this.isDoubleGripping()) traits = traits.concat(item.doubleGripTraits); } } return traits; }; Game_Actor.prototype.isDoubleGripping = function() { var equips = this.equips(); return (this.hasDoubleGrip() && ((equips[0] && !equips[1]) || (equips[1] && !equips[0]))); }; Game_Actor.prototype.hasDoubleGrip = function() { if (this.currentClass().note.indexOf("<doubleGrip>") > -1) return true; var equips = this.equips(); for (var i = 0; i < equips.length; i++) { if (equips[i] && equips[i].note.indexOf("<doubleGrip>") > -1) return true; } var states = this.states(); for (var i = 0; i < states.length; i++) { if (states[i].note.indexOf("<doubleGrip>") > -1) return true; } return false; } Game_Actor.prototype.isWeaponEquipped = function(type) { if (type) { var type = Number(type); } else { var type = 0; } if (type == 0){ if (this.equips()[0]) { if (this.equips()[1]) return 2; return 0; } if (this.equips()[1]) return 1; return -1; } else { if (this.equips()[0] && this.equips()[0].wtypeId == type) { if (this.equips()[1] && this.equips()[1].wtypeId == type) return 2; return 0; } if (this.equips()[1] && this.equips()[1].wtypeId == type) return 1; return -1; } }; Game_Enemy.prototype.isWeaponEquipped = function(type) { return -1; };
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
Die 7 wichtigsten Aktionen diese Woche
7 hours ago | 4.17 KB
Untitled
8 hours ago | 13.34 KB
Untitled
9 hours ago | 13.59 KB
VNC SCRIPT 2/2: autoinput.vbs
VBScript | 18 hours ago | 0.23 KB
VNC SCRIPT 1/2: vncauto.bat
Batch | 18 hours ago | 0.72 KB
videoscheomedia
XML | 21 hours ago | 1.00 KB
Untitled
1 day ago | 14.91 KB
autconnectVNC.bat
Batch | 1 day ago | 0.93 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!