RGSS(RMXP) Scripts
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RGSS Scripts for RPG Maker XP go in this Category. All RGSS scripts must be in Demo form.
35 files
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Quickstats
By Marked
This script opens a menu, anywhere while on the maps(Not in battle etc.) and shows you your actors HP, SP and EXP. All you do is press the Q key, and it opens up.
310 downloads
0 comments
Updated
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Ending Credits Script
Ending Credits Script.
Updated 8th March 08
[info=Support Topic]http://www.rmxpunlimited.net/forums/index.php?showtopic=22[/info]
[spoiler=The Script]
CREDITS_FONT = "Times New Roman" CREDITS_SIZE = 24 CREDITS_OUTLINE = Color.new(0,0,127, 255) CREDITS_SHADOW = Color.new(0,0,0, 100) CREDITS_FILL = Color.new(255,255,255, 255) #============================================================================== # ¦ Scene_Credits #------------------------------------------------------------------------------ # ?????????????????? #============================================================================== class Scene_Credits # This next piece of code is the credits. Please keep the Zelda teams credits. CREDIT=<<_END_ #Edit here _END_ def main #------------------------------- # Animated Background Setup #------------------------------- @sprite = Sprite.new #@sprite.bitmap = RPG::Cache.title($data_system.title_name) @backgroundList = [""] #Edit this to the title screen(s) you wish to show in the background. They do repeat. Just put a comma in between each like this ["title1","title2"] @backgroundGameFrameCount = 0 # Number of game frames per background frame. @backgroundG_BFrameCount = 3.4 @sprite.bitmap = RPG::Cache.title(@backgroundList[0]) #------------------ # Credits txt Setup #------------------ credit_lines = CREDIT.split(/\n/) credit_bitmap = Bitmap.new(640,32 * credit_lines.size) credit_lines.each_index do |i| line = credit_lines[i] credit_bitmap.font.name = CREDITS_FONT credit_bitmap.font.size = CREDITS_SIZE x = 0 credit_bitmap.font.color = CREDITS_OUTLINE credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1) credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1) credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1) credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1) credit_bitmap.font.color = CREDITS_SHADOW credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1) credit_bitmap.font.color = CREDITS_FILL credit_bitmap.draw_text(0,i * 32,640,32,line,1) end @credit_sprite = Sprite.new(Viewport.new(0,50,640,380)) @credit_sprite.bitmap = credit_bitmap @credit_sprite.z = 9998 @credit_sprite.oy = -430 #-430 @frame_index = 0 @last_flag = false #-------- # Setup #-------- #Stops all audio but background music. Audio.me_stop Audio.bgs_stop Audio.se_stop Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @sprite.dispose @credit_sprite.dispose end ##Checks if credits bitmap has reached it's ending point def last? if @frame_index > (@credit_sprite.bitmap.height + 500) $scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead. Audio.bgm_fade(10000) #aprox 10 seconds return true end return false end #Check if the credits should be cancelled def cancel? if Input.trigger?(Input::C) $scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead. return true end return false end def update @backgroundGameFrameCount = @backgroundGameFrameCount + 1 if @backgroundGameFrameCount >= @backgroundG_BFrameCount @backgroundGameFrameCount = 0 # Add current background frame to the end @backgroundList = @backgroundList << @backgroundList[0] # and drop it from the first position @backgroundList.delete_at(0) @sprite.bitmap = RPG::Cache.title(@backgroundList[0]) end return if cancel? return if last? @credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default #The fastest I'd recomend is 5, after that it gets hard to read. @frame_index += 1 #This should fix the non-self-ending credits end end
518 downloads
Updated
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Polraudio's Save Slots
By isaacsol
Polraudio's Save Slots script Demo.
[info=Support Topic]http://www.rmxpunlimited.net/forums/index.php?showtopic=946[/info]
177 downloads
0 comments
Updated
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300mil Save Spots
By Polraudio
#---------------------
# Personal Save Files
# By: Polraudio
# Version: 1.0
#---------------------
=begin
#----------------------------------------------------
Features:
- Allows you to have up to 399,999,996 save files
- Replaces the title with the player start map
Instructions:
This script will bring you straight to the start map
For loading/Saving please put an input number before
Opening the load or save menu. To open the load menu
use this into a call script "$scene = Scene_Load.new"
Without quotes
Contact:
If you have any questions or comments you can find me
at www.rmxpunlimited.net(Best Method)
Or email me polraudio@gmail.com
#----------------------------------------------------
200 downloads
0 comments
Updated
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Materia System
Materia System
Introduction
Brings back Final Fantasy VII's Glorious Materia System.
Features
* Lets you customize your Equipments' Paired and single slots
* Includes a Materia Shop, to Purchse & Sell Materia
* Create Your Own Materia (Does Require Some Work)
* The Following Materia Types are avialable
o Skill
o Command
o Summon
o Support
o Independent
* The Following Materia Are Included
o Heal
o Remedy
o Fire
o Ice
o Electric
o Water
o Earth
o Wind
o Light
o Dark
o Negla
o Poison
o Dizzy
o Mute
o Confuse
o Sleep
o Paraylze
o Weak
o Clumbsiness
o Delayed
o Enfeebled
o Sharpen
o Barrier
o Resist
o Blink
o Fighter
o Lancer
o Warrior
o Thief
o Hunter
o Gunner
o Summon 1
o Summon 2
o Summon 3
o All
o Elemental
o Status
o Steal as well
o HP Absorb
o MP Absorb
o MP Turbo
o Exp Plus
o Gil Plus
o HP Plus
o SP Plus
o Strength Plus
o Defense Plus
o Speed Plus
o Magic Plus
Customizing the Script to Your Game
Editing Equipment Materia Slots
In the script, find the line: WEAPON_MATERIA_SLOTS = {
Below that, is a created hash for the default Weapon set.
You will need to customize that, like so:
weapon_id => [number_of_paired_materia, single_materia]
=>[2, 3] would assing Weapon 1 in the database with 2 sets of paired materia, and 3 single slots.
Below that is ARMORS_MATERIA_SLOTS = {
Do the same thing here.
Creating your own materia and materia List
Find the line: MATERIA_LIST = [nil,
Below that, is an array Materia that will be included in your game.
You create Materia like so:
Materia.new(id, name, type, stat_effects, elements, states, new_value, m_value, skills, exp_levels, special_effect) # - id : The Idea Number of you materia. Start from 1 and add 1 # - name : The Name of your materia # - type : The Type Of Materia. Choose From One of The Following: # 'Skill', 'Command', 'Summon', 'Support', 'Independent' # - stat_effects : The Percent of each stat that materia will effect # [ Hp, Sp, Str, Dex, Agi, Int ] # - elements : An Array of each Element ID from the systems tab # - states : An Array of each State Id from the Status tab # - new_value : The cost to buy the Materia # - master_value : The value of the Materia when Mastered # - Skills : An array of the skills you learn from the Materia. # (Use for Skill, Command & Summon) # - Exp Levels : An array of the experience required to level # The First value in the array is required to get level 2 # - Special Effect : A special Effect of the Materia. # ~ All # ~ Elemental # ~ Status # ~ Steal As Well # ~ HP Absorb # ~ MP Absorb # ~ MP Turbo # ~ Exp Plus # ~ Gil Plus # ~ HP Plus # ~ SP Plus # ~ Strength Plus # ~ Defense Plus # ~ Speed Plus # ~ Magic Plus #------------------------------------------------------------------------------
Just check the materia in the demo to learn how to create and customize your own materia.
Instructions
Place the Script Above Main, below Scene_Battle.
FAQ
How do you call the Materia Shop?
# Create an Array of materia that will be in your show. These will be the indexes in your Materia List. IE: list = [1, 2, 3, 4, 5, 6] $scene = Scene_MateriaShop.new(list)
How do you call the Materia Equip Screen?
$scene = Scene_MateriaEquip.new
Compatibility
Is SDK Compatable & Compiant. Works with and without SDK.
The only method that was overwrote, was Game_Actor#exp. Every other method should be fine.
Credits and Thanks
Illustration & Deke for there Previous Works. Gave me inspiration for this.
Author's Notes
Enjoy!
1,048 downloads
Updated
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Double Weapons Script
#================================= # class Game_Actor mod's... -Midge- #================================= # This is where the meat of the script takes place... # there is alot to be accounted for here too.. # i had to make sure that all the stat stuff was being # from all the right things... in fact i think most of the # original class has been modded here... not sure on that # and too lazy to check and see... let's hope that you haven't # made any forgetable changes to this before... #================================= class Game_Actor < Game_Battler attr_accessor :weapon_type attr_accessor :armor_type attr_accessor :sec_attack alias double_weapons_initialize initialize def initialize(actor_id) double_weapons_initialize(actor_id) @weapon_type = $data_weapons[@weapon_id] @armor_type = $data_armors[@armor1_id] @sec_attack = nil end def animation3_id weapon = $data_weapons[@armor1_id] return (weapon != nil ? weapon.animation1_id : 0) end def animation4_id weapon = $data_weapons[@armor1_id] return (weapon != nil ? weapon.animation2_id : 0) end def two_shields if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and (self.weapon_id != 0 and self.armor1_id != 0) return true else return false end end def two_weapons if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and (self.weapon_id != 0 and self.armor1_id != 0) return true else return false end end def equip(equip_type, id, item = RPG::Armor) case equip_type when 0 if @weapon_id == 0 if item.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 self.weapon_type = $data_weapons[id] @weapon_id = id $game_party.lose_weapon(id, 1) end elsif item.is_a?(RPG::Armor) if id == 0 or $game_party.weapon_number(id) > 0 self.weapon_type = $data_armors[id] @weapon_id = id $game_party.lose_armor(id, 1) end end end if item == nil if self.weapon_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) @weapon_id = id end elsif self.weapon_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@weapon_id, 1) @weapon_id = id end end end if item.is_a?(RPG::Weapon) if self.weapon_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) self.weapon_type = $data_weapons[id] @weapon_id = id $game_party.lose_weapon(id, 1) end elsif self.weapon_type.is_a?(RPG::Armor) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_armor(@weapon_id, 1) self.weapon_type = $data_weapons[id] @weapon_id = id $game_party.lose_weapon(id, 1) end end elsif item.is_a?(RPG::Armor) if self.weapon_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@weapon_id, 1) self.weapon_type = $data_armors[id] @weapon_id = id $game_party.lose_armor(id, 1) end elsif self.weapon_type.is_a?(RPG::Weapon) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) self.weapon_type = $data_armors[id] @weapon_id = id $game_party.lose_armor(id, 1) end end end when 1 if @armor1_id == 0 if item.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 self.armor_type = $data_weapons[id] @armor1_id = id $game_party.lose_weapon(id, 1) end elsif item.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 self.armor_type = $data_armors[id] @armor1_id = id $game_party.lose_armor(id, 1) end end end if item == nil if self.armor_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@armor1_id, 1) @armor1_id = id end elsif self.armor_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@armor1_id, 1) @armor1_id = id end end end if item.is_a?(RPG::Weapon) if self.armor_type.is_a?(RPG::Weapon) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@armor1_id, 1) self.armor_type = $data_weapons[id] @armor1_id = id $game_party.lose_weapon(id, 1) end elsif self.armor_type.is_a?(RPG::Armor) if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_armor(@armor1_id, 1) self.armor_type = $data_weapons[id] @armor1_id = id $game_party.lose_weapon(id, 1) end end elsif item.is_a?(RPG::Armor) if self.armor_type.is_a?(RPG::Armor) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_armor(@armor1_id, 1) self.armor_type = $data_armors[id] @armor1_id = id $game_party.lose_armor(id, 1) end elsif self.armor_type.is_a?(RPG::Weapon) if id == 0 or $game_party.armor_number(id) > 0 $game_party.gain_weapon(@armor1_id, 1) self.armor_type = $data_armors[id] @armor1_id = id $game_party.lose_armor(id, 1) end end end when 2 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor2_id], $data_armors[id]) $game_party.gain_armor(@armor2_id, 1) @armor2_id = id $game_party.lose_armor(id, 1) end when 3 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor3_id], $data_armors[id]) $game_party.gain_armor(@armor3_id, 1) @armor3_id = id $game_party.lose_armor(id, 1) end when 4 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor4_id], $data_armors[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end def element_rate(element_id) table = [0,200,150,100,50,0,-100] result = table[$data_classes[@class_id].element_ranks[element_id]] if self.armor_type.is_a?(RPG::Weapon) for i in [@armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil and armor.guard_element_set.include?(element_id) result /= 2 end end else for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil and armor.guard_element_set.include?(element_id) result /= 2 end end end for i in @states if $data_states[i].guard_element_set.include?(element_id) result /= 2 end end return result end def state_guard?(state_id) if self.armor_type.is_a?(RPG::Weapon) for i in [@armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end else return false for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end end def element_set n = [] unless self.weapon_type.is_a?(RPG::Armor) weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.element_set : [] end unless self.armor_type.is_a?(RPG::Armor) weapon2 = $data_weapons[@armor1_id] n += weapon2 != nil ? weapon2.element_set : [] end n.flatten! n.uniq! return n end def plus_state_set n = [] unless self.weapon_type.is_a?(RPG::Armor) weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.plus_state_set : [] end unless self.armor_type.is_a?(RPG::Armor) weapon2 = $data_weapons[@armor1_id] n += weapon2 != nil ? weapon2.plus_state_set : [] end n.flatten! n.uniq! return n end def minus_state_set n = [] unless self.weapon_type.is_a?(RPG::Armor) weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.minus_state_set : [] end unless self.armor_type.is_a?(RPG::Armor) weapon2 = $data_weapons[@armor1_id] n += weapon2 != nil ? weapon2.minus_state_set : [] end n.flatten! n.uniq! return n end def base_str n = $data_actors[@actor_id].parameters[2, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@armor1_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 return [[n, 1].max, 999].min end def base_dex n = $data_actors[@actor_id].parameters[3, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@armor1_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 return [[n, 1].max, 999].min end def base_agi n = $data_actors[@actor_id].parameters[4, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@armor1_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 return [[n, 1].max, 999].min end def base_int n = $data_actors[@actor_id].parameters[5, @level] if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@armor1_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 return [[n, 1].max, 999].min end def base_atk n = 0 unless self.weapon_type.is_a?(RPG::Armor) weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.atk : 0 end unless self.armor_type.is_a?(RPG::Armor) weapon2 = $data_weapons[@armor1_id] n += weapon2 != nil ? weapon2.atk : 0 end return n end def base_pdef if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@armor1_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon != nil ? weapon.pdef : 0 pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 end def base_mdef if self.weapon_type.is_a?(RPG::Weapon) weapon = $data_weapons[@weapon_id] elsif self.weapon_type.is_a?(RPG::Armor) weapon = $data_armors[@armor1_id] end if self.armor_type.is_a?(RPG::Armor) armor1 = $data_armors[@armor1_id] elsif self.armor_type.is_a?(RPG::Weapon) armor1 = $data_weapons[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon != nil ? weapon.mdef : 0 mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 end def base_eva armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] eva1 = armor1 != nil ? armor1.eva : 0 eva2 = armor2 != nil ? armor2.eva : 0 eva3 = armor3 != nil ? armor3.eva : 0 eva4 = armor4 != nil ? armor4.eva : 0 return eva1 + eva2 + eva3 + eva4 end end #================================= # end -O- Game_Actor changes -Midge- #================================= #================================= # class Window_EquipRight mods... -Midge- #================================= # this is just so that it will display the right stuff that # you have equipped in the two hands... #================================= class Window_EquipRight < Window_Selectable def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) if @actor.weapon_type.is_a?(RPG::Weapon) @data[0] = $data_weapons[@actor.weapon_id] elsif @actor.weapon_type.is_a?(RPG::Armor) @data[0] = $data_armors[@actor.weapon_id] end if @actor.armor_type.is_a?(RPG::Weapon) @data[1] = $data_weapons[@actor.armor1_id] elsif @actor.armor_type.is_a?(RPG::Armor) @data[1] = $data_armors[@actor.armor1_id] end @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon) self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1) self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2) self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3) self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4) draw_item_name(@data[0], 92, 32 * 0) draw_item_name(@data[1], 92, 32 * 1) draw_item_name(@data[2], 92, 32 * 2) draw_item_name(@data[3], 92, 32 * 3) draw_item_name(@data[4], 92, 32 * 4) end end #================================= # End -O- Window_EquipRight Mods... -Midge- #================================= #================================= # class Window_EquipItem mods... -Midge- #================================= # basically i just made it so that both the weapons and # sheilds would be displayed in the weapon and shield # hands... both of them... so you can equip either in # either hand... anyway.. its all cool and stuff... #================================= class Window_EquipItem < Window_Selectable def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == 0 @data.push($data_armors[i]) end end end end if @equip_type != 0 if @equip_type == 1 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end @data.push(nil) @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize for i in 0...@item_max-1 draw_item(i) end end end #================================= # End -O- Window_EquipItem mod's... -Midge- #================================= class Scene_Equip def refresh @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) item1 = @right_window.item case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end if @right_window.active @left_window.set_new_parameters(nil, nil, nil) end if @item_window.active item2 = @item_window.item last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, item2) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @item_window.active = false @item_window.index = -1 return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) item = @item_window.item @actor.equip(@right_window.index, item == nil ? 0 : item.id, item) @right_window.active = true @item_window.active = false @item_window.index = -1 @right_window.refresh @item_window.refresh return end end def update @left_window.update @right_window.update @item_window.update @item_window1.refresh @item_window2.refresh refresh if @right_window.active update_right return end if @item_window.active update_item return end end end class Scene_Battle def update_phase3_basic_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) phase3_prior_actor return end if @active_battler.two_shields @actor_command_window.disable_item(0) else @actor_command_window.enable_item(0) end if Input.trigger?(Input::C) case @actor_command_window.index when 0 if @active_battler.two_shields $game_system.se_play($data_system.buzzer_se) return end if @active_battler.two_weapons == true @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 4 else @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 end $game_system.se_play($data_system.decision_se) start_enemy_select when 1 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 1 start_skill_select when 2 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 phase3_next_actor when 3 $game_system.se_play($data_system.decision_se) @active_battler.current_action.kind = 2 start_item_select end return end end def make_basic_action_result if @active_battler.current_action.basic == 0 @animation1_id = @active_battler.animation1_id @animation2_id = @active_battler.animation2_id if @active_battler.is_a?(Game_Enemy) if @active_battler.restriction == 3 target = $game_troop.random_target_enemy elsif @active_battler.restriction == 2 target = $game_party.random_target_actor else index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) end end if @active_battler.is_a?(Game_Actor) if @active_battler.armor_type.is_a?(RPG::Weapon) @animation1_id = @active_battler.animation3_id @animation2_id = @active_battler.animation4_id end 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 = $game_troop.smooth_target_enemy(index) end end @target_battlers = [target] for target in @target_battlers target.attack_effect(@active_battler) end return end if @active_battler.current_action.basic == 1 @help_window.set_text($data_system.words.guard, 1) return end if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2 @help_window.set_text("逃げる", 1) @active_battler.escape return end if @active_battler.current_action.basic == 3 $game_temp.forcing_battler = nil @phase4_step = 1 return end if @active_battler.current_action.basic == 4 @animation1_id = @active_battler.animation1_id @animation2_id = @active_battler.animation2_id @animation3_id = @active_battler.animation3_id @animation4_id = @active_battler.animation4_id if @active_battler.is_a?(Game_Actor) 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 end @target_battlers = [target] for target in @target_battlers target.attack_effect(@active_battler) end return end end def update_phase4_step4 if @active_battler.is_a?(Game_Actor) if @active_battler.two_weapons == true && @active_battler.sec_attack == 0 for target in @target_battlers target.animation_id = @animation4_id target.animation_hit = (target.damage != "Miss") @phase4_step = 5 return end end end for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") end @wait_count = 8 @phase4_step = 5 end def update_phase4_step5 @help_window.visible = false @status_window.refresh if @active_battler.is_a?(Game_Actor) if @active_battler.current_action.basic == 4 if @active_battler.two_weapons == true && @active_battler.sec_attack == nil @active_battler.sec_attack = 0 @phase4_step = 3 return else @active_battler.sec_attack = nil end end end for target in @target_battlers if target.damage != nil target.damage_pop = true end end @phase4_step = 6 end end class Window_Command def enable_item(index) draw_item(index, normal_color) end end
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