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| 1 | =begin | |
| 2 | Equipment Skills by Level | |
| 3 | by Fomar0153 | |
| 4 | - | Version 1.0 |
| 4 | + | Version 1.1 |
| 5 | ---------------------- | |
| 6 | Notes | |
| 7 | ---------------------- | |
| 8 | Requires an AP System if you want characters to | |
| 9 | learn skills pernamently. | |
| 10 | Scripts should be in this order | |
| 11 | Individual Equipment | |
| 12 | Equipment Levels Up | |
| 13 | Equipment Skills | |
| 14 | Equipment Skills by Level | |
| 15 | If using an AP script it should be above this script. | |
| 16 | ---------------------- | |
| 17 | Instructions | |
| 18 | ---------------------- | |
| 19 | Follow the instructions in all the other script and then | |
| 20 | edit the Equipment_Skills module below to suit your needs. | |
| 21 | ---------------------- | |
| 22 | Change Log | |
| 23 | ---------------------- | |
| 24 | 1.0 -> 1.1 Added a single character (@) to fix a bug where you | |
| 25 | created new equipment when changing equipment. | |
| 26 | ---------------------- | |
| 27 | Known bugs | |
| 28 | ---------------------- | |
| 29 | None | |
| 30 | =end | |
| 31 | module Equipment_Skills | |
| 32 | ||
| 33 | Weapons = [] | |
| 34 | # Add weapon skills in this format | |
| 35 | # Weapons[weapon_id, level] = [[level,skillid], [level,skillid]] | |
| 36 | Weapons[1] = [[1,8],[5,9]] | |
| 37 | ||
| 38 | Armors = [] | |
| 39 | # Add weapon skills in this format | |
| 40 | # Armors[armor_id, level] = [[level,skillid],[level,skillid]] | |
| 41 | Armors[1] = [[1,10]] | |
| 42 | ||
| 43 | - | return unless trade_item_with_party(item, equips[slot_id]) |
| 43 | + | |
| 44 | ||
| 45 | class Game_Actor | |
| 46 | ||
| 47 | def change_equip(slot_id, item) | |
| 48 | return unless trade_item_with_party(item, @equips[slot_id]) | |
| 49 | if equips[slot_id].is_a?(RPG::Weapon) | |
| 50 | unless Equipment_Skills::Weapons[equips[slot_id].id] == nil | |
| 51 | for skill in Equipment_Skills::Weapons[equips[slot_id].id] | |
| 52 | if Equipment_Skills::Learn_Skills | |
| 53 | if @ap[skill[1]] == nil | |
| 54 | @ap[skill[1]] = 0 | |
| 55 | end | |
| 56 | unless @ap[skill[1]] >= Equipment_Skills.get_ap_cost(skill[1]) | |
| 57 | forget_skill(skill[1]) | |
| 58 | end | |
| 59 | else | |
| 60 | forget_skill(skill[1]) | |
| 61 | end | |
| 62 | end | |
| 63 | end | |
| 64 | end | |
| 65 | if equips[slot_id].is_a?(RPG::Armor) | |
| 66 | unless Equipment_Skills::Armors[equips[slot_id].id] == nil | |
| 67 | for skill in Equipment_Skills::Armors[equips[slot_id].id] | |
| 68 | if Equipment_Skills::Learn_Skills | |
| 69 | if @ap[skill[1]] == nil | |
| 70 | @ap[skill[1]] = 0 | |
| 71 | end | |
| 72 | unless @ap[skill[1]] >= Equipment_Skills.get_ap_cost(skill[1]) | |
| 73 | forget_skill(skill[1]) | |
| 74 | end | |
| 75 | else | |
| 76 | forget_skill(skill[1]) | |
| 77 | end | |
| 78 | end | |
| 79 | end | |
| 80 | end | |
| 81 | return if item && equip_slots[slot_id] != item.etype_id | |
| 82 | if item.nil? | |
| 83 | @equips[slot_id] = Game_CustomEquip.new | |
| 84 | else | |
| 85 | @equips[slot_id] = item | |
| 86 | end | |
| 87 | refresh | |
| 88 | end | |
| 89 | ||
| 90 | def gain_ap(ap) | |
| 91 | if Equipment_Skills::Learn_Skills | |
| 92 | for item in @equips | |
| 93 | if item.is_weapon? | |
| 94 | unless Equipment_Skills::Weapons[item.id] == nil | |
| 95 | for skill in Equipment_Skills::Weapons[item.id] | |
| 96 | if @ap[skill[1]] == nil | |
| 97 | @ap[skill[1]] = 0 | |
| 98 | end | |
| 99 | last_ap = @ap[skill[1]] | |
| 100 | @ap[skill[1]] += ap if skill[0] <= item.level | |
| 101 | if last_ap < Equipment_Skills.get_ap_cost(skill[1]) and Equipment_Skills.get_ap_cost(skill[1]) <= @ap[skill[1]] | |
| 102 | SceneManager.scene.add_message(actor.name + " learns " + $data_skills[skill[1]].name + ".") | |
| 103 | end | |
| 104 | end | |
| 105 | end | |
| 106 | end | |
| 107 | if item.is_armor? | |
| 108 | unless Equipment_Skills::Armors[item.id] == nil | |
| 109 | for skill in Equipment_Skills::Armors[item.id] | |
| 110 | if @ap[skill[1]] == nil | |
| 111 | @ap[skill[1]] = 0 | |
| 112 | end | |
| 113 | last_ap = @ap[skill[1]] | |
| 114 | @ap[skill[1]] += ap if skill[0] <= item.level | |
| 115 | if last_ap < Equipment_Skills.get_ap_cost(skill[1]) and Equipment_Skills.get_ap_cost(skill[1]) <= @ap[skill[1]] | |
| 116 | SceneManager.scene.add_message(actor.name + " learns " + $data_skills[skill[1]].name + ".") | |
| 117 | end | |
| 118 | end | |
| 119 | end | |
| 120 | end | |
| 121 | end | |
| 122 | end | |
| 123 | end | |
| 124 | ||
| 125 | def refresh | |
| 126 | eqskills_refresh | |
| 127 | for item in @equips | |
| 128 | if item.is_weapon? | |
| 129 | unless Equipment_Skills::Weapons[item.id] == nil | |
| 130 | for skill in Equipment_Skills::Weapons[item.id] | |
| 131 | learn_skill(skill[1]) if skill[0] <= item.level | |
| 132 | end | |
| 133 | end | |
| 134 | end | |
| 135 | if item.is_armor? | |
| 136 | unless Equipment_Skills::Armors[item.id] == nil | |
| 137 | for skill in Equipment_Skills::Armors[item.id] | |
| 138 | learn_skill(skill[1]) if skill[0] <= item.level | |
| 139 | end | |
| 140 | end | |
| 141 | end | |
| 142 | end | |
| 143 | # relearn any class skills you may have forgotten | |
| 144 | self.class.learnings.each do |learning| | |
| 145 | learn_skill(learning.skill_id) if learning.level <= @level | |
| 146 | end | |
| 147 | end | |
| 148 | ||
| 149 | end | |
| 150 | ||
| 151 | class Game_CustomEquip < Game_BaseItem | |
| 152 | ||
| 153 | def level | |
| 154 | return @level | |
| 155 | end | |
| 156 | ||
| 157 | end | |
| 158 | ||
| 159 | ||
| 160 | class Window_EquipStatus < Window_Base | |
| 161 | ||
| 162 | def refresh(item = nil) | |
| 163 | eqskills_refresh | |
| 164 | contents.clear | |
| 165 | draw_actor_name(@actor, 4, 0) if @actor | |
| 166 | 6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) }
| |
| 167 | unless item == nil | |
| 168 | if item.is_a?(RPG::Weapon) | |
| 169 | unless Equipment_Skills::Weapons[item.id] == nil | |
| 170 | skills = Equipment_Skills::Weapons[item.id] | |
| 171 | end | |
| 172 | end | |
| 173 | if item.is_a?(RPG::Armor) | |
| 174 | unless Equipment_Skills::Armors[item.id] == nil | |
| 175 | skills = Equipment_Skills::Armors[item.id] | |
| 176 | end | |
| 177 | end | |
| 178 | unless skills == nil | |
| 179 | change_color(normal_color) | |
| 180 | draw_text(4, 168, width, line_height, "Equipment Skills") | |
| 181 | change_color(system_color) | |
| 182 | i = 1 | |
| 183 | for skill in skills | |
| 184 | draw_text(4, 168 + 24 * i, width, line_height, $data_skills[skill[1]].name + " (" + skill[0].to_s + ")")
| |
| 185 | if Equipment_Skills::Learn_Skills and @actor.ap[skill[1]] == nil | |
| 186 | @actor.ap[skill[1]] = 0 | |
| 187 | end | |
| 188 | i = i + 1 | |
| 189 | if Equipment_Skills::Learn_Skills | |
| 190 | draw_current_and_max_values(4, 168 + 24 * i, width - 50, [@actor.ap[skill[1]],Equipment_Skills.get_ap_cost(skill[1])].min, Equipment_Skills.get_ap_cost(skill[1]), system_color, system_color) | |
| 191 | i = i + 1 | |
| 192 | end | |
| 193 | end | |
| 194 | end | |
| 195 | end | |
| 196 | end | |
| 197 | ||
| 198 | end |