Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #===============================================================================
- # * [ACE] Enchant System - Information
- #===============================================================================
- # * Made by: Sixth (www.rpgmakervxace.net, www.forums.rpgmakerweb.com)
- # * Version: 1.4
- # * Updated: 10/02/2015
- # * Requires: Vlue's W/A Randomizer script
- # Sixth's Custom Feature Extension for Vlue's Randomizer
- #-------------------------------------------------------------------------------
- # * < Change Log >
- #-------------------------------------------------------------------------------
- # * Version 1.0 (25/12/2014)
- # - Initial release.
- # * Version 1.1 (26/12/2014)
- # - Fixed the help window's Y position settings, it should work now.
- # - Fixed sound effects. Two sound effects were playing before sometimes.
- # - While I was there, added some sound effect options for you to configure.
- # - Reworked the item selection window. It now shows the enchant price of the
- # item too and the name of the item got a bit more space to display.
- # - Added background boxes for the item, prefix and suffix window.
- # Each item/prefix/suffix will have their own little background boxes
- # displayed behind them. A bit easier on the eye like this, I guess.
- # * Version 1.2 (26/12/2014)
- # - Turns out, I used an outdated version of Vlue's Randomizer (v.1.6.7a).
- # I updated this script to work with the new version (v.1.7)!
- # If you are using an older version of Vlue's script, you will need to update
- # his script too for this script to work!
- # * Version 1.3 (04/01/2015)
- # - Added item requirements for the enchants. One item can be allocated to be
- # required for each enchant. This makes it possible to use scrolls for the
- # enchants, for example. If the player lacks the required item, the enchant
- # can not be selected from the list.
- # - Added success chance for items and enchants. Fully configurable, of course.
- # - Default hidden affix list settings added for the random enchant feature.
- # - Added separate settings for the random enchant and no enchant commands.
- # Now you can have different settings for prefix and suffix for these.
- # * Version 1.4 (10/02/2015)
- # - Minor performance fixes.
- # - Formatted some settings and their descriptions to be easier to read,
- # understand and edit them.
- # - Separated the settings from the main script. Settings are further
- # separated into two parts: enchant settings and other settings.
- # This is to give the mouse scroll a little break. :P
- # - Added optional text options which appear before and after all enchant
- # names on the enchant scene.
- # - Added a script call to generate a prefix/suffix list by defining excluded
- # affix IDs, which will get deleted from the default prefix/suffix list.
- # The resulted list can be used in the enchant scene script call afterwards.
- # - Added a script call to set the available item categories on the enchant
- # scene. Now you can make enchanter NPCs where the player could enchant only
- # weapons and armors, or only regular items, etc.
- # - Made the enchant scene skip not valid affix IDs from the prefix and suffix
- # list automatically. This will prevent crashes from typos when calling the
- # enchant scene, for example, but you will still get a crash as soon as you
- # start the game if you made an enchant info with a non-existent affix setup
- # in Vlue's script, so make sure that that won't happen!
- # - Released a demo, wow! Should have do this long time ago, sorry!
- # Excuse the color setups for most of the enchants, I kinda got tired of
- # setting them up after a few dozens, so I ended up copy/pasting them,
- # which resulted in a lot of purple colors! :D
- #-------------------------------------------------------------------------------
- # * < Description >
- #-------------------------------------------------------------------------------
- # * This script will let you make a complete enchant system in your game.
- # * On the enchant scene, the player can select the item to be enchanted, and
- # the prefix and suffix to be added onto the item.
- # Upon confirming the enchant, the item will be enchanted with the selected
- # affixes.
- # * Enchanting should not be free, of course, right? :P
- # You can define the enchanting fee for each item and affix separately.
- # The enchant fee for the item and the enchant fee for the affixes will be
- # added together and the result will make the final fee.
- # The player must have the final fee to initiate the enchanting process.
- # * If simple gold requirements aren't enough, you can define item requirements
- # for the enchants too!
- # * Configurable success chance for each enchant and even for each item!
- # * Boost success chance for items dynamically for each enchant scene!
- # Maybe an armorer can add enchants on armors easily, but on weapons or potions,
- # he might as well suck, right? :P
- # * But what if the player feels lucky enough to roll random affixes on the item?
- # Fret not, because this is possible too with this system, yay!
- # And you can do even more! Add hidden affixes to the random pool, so you can
- # hide certain affixes from the player! These hidden affixes will not be
- # available for selection, but getting them is possible with selecting the
- # random option!
- # * And if I want to skip prefix and do suffix only, or vice verse?
- # Well, what if I told you that that's not a problem either? Cool!
- # * Ability to hide items from the list!
- # I certainly wouldn't let the player enchant a storyline weapon, for example.
- # * Ability to hide item categories from the list!
- # Make enchanter NPCs where the player can enchant weapons only or items only!
- # * Ability to dynamically make different enchant scenes with simple script calls!
- # Let your cities get unique enchant shops with different available affixes!
- # * Lotsa settings for you to set up!
- # Define command names, icons, colors, prices, types, categories, descriptions,
- # item requirements and success chance for each affixes!
- # And a lot of settings for the visuals of the menu too!
- #-------------------------------------------------------------------------------
- # * < Note-Tags >
- #-------------------------------------------------------------------------------
- # * To set a custom enchant fee for an item, use the following note-tag:
- #
- # <enc price: X> # Examples: <enc price: 1200> or <enc price: 360>
- #
- # Replace 'X' with the gold required to enchant the item.
- # If no custom enchant fee is set for an item, it will take the default enchant
- # fee instead. You can define the default fee in the settings below.
- #
- # * To set a custom success chance for an item, use the following note-tag:
- #
- # <enc chance: X> # Examples: <enc chance: 20> or <enc chance: 100>
- #
- # Replace 'X' with the success chance for the item.
- # The number means percentage, so 20 means 20% for success, 100 means 100%.
- # If no custom success chance is set for an item, it will take the default
- # success chance instead. You can define the default success chance in the
- # settings below.
- #
- # * To hide an item from the available items on the enchant scene, use the
- # following note-tag:
- #
- # <enchant hide>
- #
- # Any items with this note-tag will not be available for enchanting on the scene.
- #-------------------------------------------------------------------------------
- # * < Script Calls >
- #-------------------------------------------------------------------------------
- # * To call the enchant scene, use the following script call:
- #
- # enchant_scene([prefixes],[suffixes],random?,[p_hidden],[s_hidden])
- #
- # [prefixes] = The array of prefixes available on the enchant scene.
- # You can use a range of IDs to shorten the list like this:
- # *starting_id..ending_id # (example: [*1..6,*56..80])
- # [suffixes] = The array of suffixes available on the enchant scene.
- # You can use a range of IDs to shorten the list like this:
- # *starting_id..ending_id # (example: [*1..6,*56..80])
- # random? = Can be true or false.
- # If true, the random enchant option will be available.
- # If false, the random enchant option will not be available.
- # [p_hidden], [s_hidden] = The arrays of hidden prefixes/suffixes for the list.
- # These affixes will be available for the random
- # enchant option only!
- #
- # All of the arguments are optional only, but they will greatly increase your
- # control over how will your enchant system work!
- #
- # Any valid affix ID from Vlue's script can be used for both the prefixes and
- # suffixes array, as long as you have set their enchant system settings up.
- # For setting up the affixes for the enchant system, refer to the explanation
- # below at the "Affix Setup" instructions.
- #
- # The random enchant option means, that if the player selects that for the
- # prefix or suffix, the outcome can be any of the currently available affix
- # from the enchant list and it will be selected randomly.
- # You can set up the random option's properties in the settings below.
- #
- # If you omit the prefixes array, the enchant scene will take the default prefix
- # array which can be configured in the settings below.
- # If you omit the suffixes array, the enchant scene will take the default suffix
- # array which can be configured in the settings below.
- # If you omit the random option setup, the enchant scene will either have the
- # random option feature or not depending on the settings you defined for the
- # default random enchant setup.
- # If you omit the hidden prefix/suffix list, the enchant system will take the
- # default lists of hidden affixes. You can setup the defaults further below.
- #
- # If you choose to omit one or more setup from the script call, you need to
- # make sure that the defined option is at the right place in the script call.
- # For example, if you want to set the random option to true and don't bother
- # with the rest of the settings, you can't simply use 'enchant_scene(true)'.
- # That will throw an error!
- # Instead, you must use 'enchant_scene(nil,nil,true)'.
- # Similarly, if you want to set up the suffix list only, you must use
- # 'enchant_scene(nil,[suffix_list])'.
- # But if you want to set the prefix list only, you can simply use
- # 'enchant_scene([prefix_list])', and the rest of the omitted settings will
- # take their default value without any error, because they will be in the right
- # order.
- #
- # Some examples:
- #
- # prefixes = [*1..6]
- # suffixes = [*7..9,13,44]
- # enchant_scene(prefixes,suffixes,true)
- #
- # This script call will open the enchant scene where the following affixes will
- # be available for selecting:
- # The prefix list will have the affixes with the ID of 1, 2, 3, 4, 5 and 6 listed.
- # The suffix list will have the affixes with the ID of 7, 8, 9, 13 and 44 listed.
- # Both the prefix and the suffix list will have an additional "affix" which will
- # be the random enchant option.
- # No other affixes will appear on the prefix/suffix list.
- # The random enchant option will get the default list for prefix and suffix
- # added to the possible enchant outcome pool.
- #
- # pref = [50,51,81,82,35]
- # suff = [61,62,91,92,12]
- # hidp = [53,54,89,90,36]
- # hids = [70,72,97,98,13]
- # enchant_scene(pref,suff,true,hidp,hids)
- #
- # Getting a pretty big script call here, ehh? :P
- # So what happens with this script call? This happens:
- # The prefix list will have the affixes with the ID of 50,51,81,82,35 listed.
- # The suffix list will have the affixes with the ID of 61,62,91,92,12 listed.
- # The random enchant option will be enabled.
- # The random enchant option will have the following affixes added to the pool
- # of possible affix list gotten:
- # The hidden prefixes are the affixes with the ID of 53,54,89,90,36.
- # The hidden suffixes are the affixes with the ID of 70,72,97,98,13.
- # The hidden affixes will be carefully categorized, just like the normal affixes
- # on the list, so you don't have to worry about a weapon getting an armor affix,
- # for example. Awesome, right? :P
- # This can be used to make some ultra rare and cool affixes, but can also be
- # used to make some penalties for getting a "failure" on random enchant, and
- # than a crappy enchant can be put onto the item. Extra useful!
- #
- # enchant_scene
- #
- # This script call will open the enchant scene where the following affixes will
- # be available for selecting:
- # The prefix list will have all the affixes from the default prefix array listed.
- # The suffix list will have all the affixes from the default suffix array listed.
- # The random enchant option will take the default value set in the script
- # settings, so the random option will either appear or not.
- # No other affixes will appear on the prefix/suffix list.
- # The random enchant option will get the default list for prefix and suffix
- # added to the possible enchant outcome pool.
- #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- # * To increase/decrease the success chance for an item category, use the
- # following script call:
- #
- # edit_enc_bonus(category,value)
- #
- # category = The category of the items.
- # 0 = items, 1 = weapons, 2 = armors.
- # value = The value of the bonus added to the item's success chance from the
- # specified category. The value means percentage, so entering 10 means
- # that the success chance will be increased by 10%, and entering -24
- # means that the success chance will be decreased by 24%.
- #
- # Some examples:
- #
- # edit_enc_bonus(1,15)
- #
- # This means that every weapon will get a 15% bonus added to their base success
- # chance. Only weapons will get the bonus, items and armors will not!
- # So, if a weapon got 75% base success chance, after this script call, that
- # weapon will have 90% success chance (75+15=90).
- #
- # The minimum success chance is 0% and the maximum is 100%, so the success
- # chance can not go below 0% and can not go above 100% in any circumstances!
- # By default, any bonus added will be cleared after you leave the enchant scene.
- # However, you can change this in the settings further below.
- #
- # The original purpose of this script call was to make it possible to give
- # bonuses to specific enchanter NPC types, like armorers, weaponmakers, or
- # alchemists, etc. But it can be used for other things as well, use your
- # imagination! :P
- #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- # * If it is easier to exclude some affixes from the default prefix/suffix list,
- # and use the resulted list in the script call, instead of simply listing all
- # affixes available with the default enchant scene script call, you can do
- # the list quickly with the following script call:
- #
- # exclude_enc(type,[list])
- #
- # type = The type of the list used in the script call.
- # Two options available:
- # :pref = Will use the default prefix list.
- # :suff = Will use the default suffix list.
- # [list] = An array of affix IDs. These IDs will get deleted from the used list
- # and the created list can be used for the enchant scene script call.
- #
- # Examples:
- #
- # exclude_enc(:pref,[*35..40,*65..70])
- #
- # In this example, the default prefix list will be used, and from that list,
- # the following affix IDs will get deleted: 35,36,37,38,39,40,65,66,67,68,69,70.
- # The remaining affix IDs will form the new list and can be used in the enchant
- # scene script call.
- #
- # You can store the list in a variable and than use it in the enchant scene
- # script call like this:
- #
- # list1 = exclude_enc(:pref,[*35..40,*65..70])
- # list2 = exclude_enc(:suff,[*85..90,*125..130])
- # enchant_scene(list1,list2)
- #
- # This script call will open the enchant scene.
- # The available prefixes will contain the affixes from the first list generated,
- # while the available suffixes will contain the affixes from the second list
- # generated with the exclude script call.
- #
- # You can use the exclude lists for the hidden prefix and suffix lists too.
- #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- # * To make enchant scenes where the player can only enchant items from a
- # specific category, you can use the following script call:
- #
- # enc_categ([categ])
- #
- # [categ] = An array of categories.
- # Valid categories: :item, :weapon, :armor
- #
- # For example, if you want an enchanter NPC who can only enchant weapons and
- # armors, you can use this script call before making the enchant scene call:
- #
- # enc_categ([:weapon,:armor])
- #
- # The player will not be able to see any regular items on the enchant scene,
- # only weapons and armors.
- #
- # A new setting has been added which lets you configure if the enchant
- # categories reset once the player has left the enchant scene or not.
- #-------------------------------------------------------------------------------
- # * < Installation >
- #-------------------------------------------------------------------------------
- # * In the script editor, place the Enchant System scripts below
- # Vlue's W/A Randomizer but above Main.
- #-------------------------------------------------------------------------------
- # * < Compatibility Info >
- #-------------------------------------------------------------------------------
- # * No known incompatibilities.
- #-------------------------------------------------------------------------------
- # * < Known Issues >
- #-------------------------------------------------------------------------------
- # * No known issues.
- #-------------------------------------------------------------------------------
- # * < Terms of Use >
- #-------------------------------------------------------------------------------
- # * Free to use for whatever purposes you want.
- # * Credit me (Sixth) in your game, pretty please! :P
- # * Posting modified versions of this script is allowed as long as you notice me
- # about it with a link to it!
- #===============================================================================
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement