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- #==============================================================================## ▼ Gamesfreak13563 - Item Stats Bonus# -- Last Updated: 2011.12.27##==============================================================================#==============================================================================# ■ Options#==============================================================================module GF module ITEMBONUS DEFAULT_GROWTH ={ # ParamID => [:param, +set], 0 => [:maxhp, 0], 1 => [:maxmp, 0], 2 => [ :atk, 0], 3 => [ :def, 0], 4 => [ :mat, 0], 5 => [ :mdf, 0], 6 => [ :agi, 0], 7 => [ :luk, 0], } # Do not remove this. end #ITEMBONUSend #GF#==============================================================================# ■ Tags#==============================================================================module GF module ITEMBONUS module BASEITEM GROWTH_SET = /<(.*):[ ]([\+\-]\d+)[ ](?:BONUS|bonus)>/i end # BASEITEM end # ITEMBONUSend # GF#===========================================================================# ■ DataManager#===========================================================================module DataManager #-------------------------------------------------------------------------- # ● Loads the database #-------------------------------------------------------------------------- class << self alias_method(:gf_itembonus_load_database, :load_database) unless $@ end def self.load_database gf_itembonus_load_database load_bonus_notetags end #-------------------------------------------------------------------------- # ● Loads the note tags #-------------------------------------------------------------------------- def self.load_bonus_notetags groups = [$data_weapons, $data_armors] classes = [RPG::Weapon, RPG::Armor] for group in groups for obj in group next if obj.nil? obj.load_bonus_notetags if classes.include?(obj.class) end end endend#==========================================================================# ■ RPG::Weapon#==========================================================================class RPG::Weapon < RPG::EquipItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_reader :level_growth #-------------------------------------------------------------------------- # common cache: load_bonus_notetags #-------------------------------------------------------------------------- def load_bonus_notetags @level_growth = GF::ITEMBONUS::DEFAULT_GROWTH.clone #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when GF::ITEMBONUS::BASEITEM::GROWTH_SET case $1.upcase when "MAXHP", "MHP", "HP" type = 0 when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" type = 1 when "ATK", "ATTACK" type = 2 when "DEF", "DEFENSE" type = 3 when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" type = 4 when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" type = 5 when "AGI", "AGILITY" type = 6 when "LUK", "LUCK" type = 7 else; next end @level_growth[type][1] = $2.to_i end } # self.note.split #--- end end # RPG::Enemy#==========================================================================# ■ RPG::Armor#==========================================================================class RPG::Armor < RPG::EquipItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_reader :level_growth #-------------------------------------------------------------------------- # common cache: load_bonus_notetags #-------------------------------------------------------------------------- def load_bonus_notetags @level_growth = GF::ITEMBONUS::DEFAULT_GROWTH.clone #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when GF::ITEMBONUS::BASEITEM::GROWTH_SET case $1.upcase when "MAXHP", "MHP", "HP" type = 0 when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" type = 1 when "ATK", "ATTACK" type = 2 when "DEF", "DEFENSE" type = 3 when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" type = 4 when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" type = 5 when "AGI", "AGILITY" type = 6 when "LUK", "LUCK" type = 7 else; next end @level_growth[type][1] = $2.to_i end } # self.note.split #--- end end # RPG::Enemy#==========================================================================# ■ Game_Actor#========================================================================== class Game_Actor < Game_Battler def level_up_sum for f in 0..5 if @equips[f].object != nil item1 = @equips[f].object puts @equips[f].object for i in 0..7 add_param(i, item1.level_growth[i][1]) puts item1.level_growth[i][1] end end end end def level_up @level += 1 level_up_sum self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level == @level end end end
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