#==============================================================================
#
# ▼ Yanfly Engine Ace - Learn Skill Engine v1.00
# -- Last Updated: 2012.01.08
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LearnSkillEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.08 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# For those who want an alternative for actors to learn skills outside of
# leveling, this script allows actors to learn skills through a learn skill
# menu. The actor can use acquired JP, EXP, or Gold to learn skills. Skills can
# also be hidden until certain requirements are met.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <learn skills: x>
# <learn skills: x, x>
# Sets the class to be able to learn skills x through the Learn Skills menu.
# Insert multiple of these tags to increase the number of skills learned.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
# <learn cost: x jp>
# <learn cost: x exp>
# <learn cost: x gold>
# Sets the learn for cost the skill to require x amounts of JP, x amounts of
# exp, or x amounts of gold. Only one type of cost can be used at a time. For
# JP costs, the Yanfly Engine Ace - JP Manager script must be installed.
#
# <learn require level: x>
# Sets the skill to require the actor's current level to be x before the skill
# will show up in the skill learning window.
#
# <learn require skill: x>
# <learn require skill: x, x>
# Sets the skill to require learning skill x (through any means) before the
# skill becomes visible in the skill learning window. Insert multiples of these
# tags to require more skills to be learned in order for the skill to show.
#
# <learn require switch: x>
# <learn require switch: x, x>
# Sets the skill to require switch x to be ON in order for it to show in the
# skill learning window. Insert multiple switches to to increase the number of
# switches needed to be ON before the skill is shown.
#
# <learn require eval>
# string
# string
# </learn require eval>
# For the more advanced users, replace string with lines of code to check for
# whether or not the skill will be shown in skill learning window. If multiple
# lines are used, they are all considered part of the same line.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script is compatible with Yanfly Engine Ace - JP Manager v1.00+. The
# placement of this script relative to the JP Manager script doesn't matter.
#
#==============================================================================
module YEA
module LEARN_SKILL
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the general settings here for your game. These adjust how the
# command name appears, a switch to show the Learn Command
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMAND_NAME = "学习技能" # Name used for Learn Skill command.
# This switch will hide the "Learn" command from view if the switch is OFF.
# The "Learn" command will be shown if the switch is ON. Set this switch to
# 0 to not use this effect and to always have the Learn command be shown.
SHOW_SWITCH = 0
# This adjusts the order the Skill Types appear in for the command window.
# Any Skill Types unlisted will not be shown.
STYPE_ORDER = [41..999, 1..40]
# For those who installed Yanfly Engine - Skill Restrictions, you can
# choose to display warmups or cooldowns inside of the menu here.
DRAW_WARMUP = true # Draw warmups for skills?
DRAW_COOLDOWN = true # Draw cooldowns for skills?
#-------------------------------------------------------------------------
# - Default Cost -
#-------------------------------------------------------------------------
# This sets the default costs for all skills. If the JP script isn't
# installed, the type will become :exp instead.
#
# Cost Type Description
# :jp - Requires YEA - JP Manager.
# :exp - Makes skill cost EXP.
# :gold - Makes skill cost gold.
#-------------------------------------------------------------------------
DEFAULT_COST = 100 # Sets the default cost of a skill.
DEFAULT_TYPE = :jp # Sets the default cost type.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Learn Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the Learn Window's visual appearance. Adjust the
# way empty text appears, EXP cost suffixes appear, Learned text appears,
# font sizes, and cost colours here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EMPTY_TEXT = "-" # Text if no restricts used for the skill.
EXP_TEXT = "EXP" # Text used for EXP costs.
LEARNED_TEXT = "领悟" # Text to indicate skill has been learned.
LEARNED_SIZE = 20 # Font size used for learned skill text.
COLOUR_JP = 24 # Text colour used for JP Cost.
COLOUR_EXP = 5 # Text colour used for EXP Cost.
COLOUR_GOLD = 21 # Text colour used for Gold Cost.
COST_SIZE = 20 # Font size used for skill costs.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Cost Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# When a skill is selected to be learned, the cost window appears. Adjust
# the settings here to choose how your game's cost window looks. Change the
# maximum number of rows, the gold icon used for gold costs, the gold text,
# the learn skill text, the cancel text, and the cancel icon here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAXIMUM_ROWS = 8 # Maximum number of rows displayed.
GOLD_ICON = 361 # Icon used for gold costs.
GOLD_TEXT = "金币" # Text used for gold costs.
LEARN_SKILL_TEXT = "学习 %s?" # Text used to learn skill.
LEARN_CANCEL_TEXT = "放弃" # Text used for do not learn.
CANCEL_ICON = 187 # Icon used for cancel.
end # LEARN_SKILL
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module LEARN_SKILL
module_function
#--------------------------------------------------------------------------
# convert_integer_array
#--------------------------------------------------------------------------
def convert_integer_array(array)
result = []
array.each { |i|
case i
when Range; result |= i.to_a
when Integer; result |= [i]
end }
return result
end
#--------------------------------------------------------------------------
# converted_contants
#--------------------------------------------------------------------------
STYPE_ORDER = convert_integer_array(STYPE_ORDER)
end # LEARN_SKILL
module REGEXP
module CLASS
LEARN_SKILLS = /<(?:LEARN_SKILLS|learn skills):[ ](\d+(?:\s*,\s*\d+)*)>/i
end # CLASS
module SKILL
LEARN_COST = /<(?:LEARN_COST|learn cost):[ ](.*)>/i
LEARN_REQUIRE_LEVEL =
/<(?:LEARN_REQUIRE_LEVEL|learn require level):[ ](\d+)>/i
LEARN_REQUIRE_SKILL =
/<(?:LEARN_REQUIRE_SKILL|learn require skill):[ ](\d+(?:\s*,\s*\d+)*)>/i
LEARN_REQUIRE_SWITCH =
/<(?:LEARN_REQUIRE_SWITCH|learn require switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
LEARN_REQUIRE_EVAL_ON = /<(?:LEARN_REQUIRE_EVAL|learn require eval)>/i
LEARN_REQUIRE_EVAL_OFF = /<\/(?:LEARN_REQUIRE_EVAL|learn require eval)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.cancel
#--------------------------------------------------------------------------
def self.cancel
return YEA::LEARN_SKILL::CANCEL_ICON
end
#--------------------------------------------------------------------------
# self.learn_skill_gold
#--------------------------------------------------------------------------
def self.learn_skill_gold
return YEA::LEARN_SKILL::GOLD_ICON
end
end # Icon
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.show_learn_skill
#--------------------------------------------------------------------------
def self.show_learn_skill
return true if YEA::LEARN_SKILL::SHOW_SWITCH <= 0
return $game_switches[YEA::LEARN_SKILL::SHOW_SWITCH]
end
end # Switch
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_lse load_database; end
def self.load_database
load_database_lse
load_notetags_lse
end
#--------------------------------------------------------------------------
# new method: load_notetags_lse
#--------------------------------------------------------------------------
def self.load_notetags_lse
groups = [$data_classes, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_lse
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :learn_skills
#--------------------------------------------------------------------------
# common cache: load_notetags_lse
#--------------------------------------------------------------------------
def load_notetags_lse
@learn_skills = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::LEARN_SKILLS
$1.scan(/\d+/).each { |num|
@learn_skills.push(num.to_i) if num.to_i > 0 }
end
} # self.note.split
#---
end
end # RPG::Class
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :learn_cost
attr_accessor :learn_require_level
attr_accessor :learn_require_skill
attr_accessor :learn_require_switch
attr_accessor :learn_require_eval
#--------------------------------------------------------------------------
# common cache: load_notetags_lse
#--------------------------------------------------------------------------
def load_notetags_lse
@learn_cost = [YEA::LEARN_SKILL::DEFAULT_COST]
@learn_cost.push(YEA::LEARN_SKILL::DEFAULT_TYPE)
@learn_require_level = 0
@learn_require_skill = []
@learn_require_switch = []
@learn_require_eval_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::LEARN_COST
case $1.upcase
when /(\d+)[ ]JP/i
next unless $imported["YEA-JPManager"]
@learn_cost = [$1.to_i, :jp]
when /(\d+)[ ]EXP/i
@learn_cost = [$1.to_i, :exp]
when /(\d+)[ ]GOLD/i
@learn_cost = [$1.to_i, :gold]
end
#---
when YEA::REGEXP::SKILL::LEARN_REQUIRE_LEVEL
@learn_require_level = $1.to_i
when YEA::REGEXP::SKILL::LEARN_REQUIRE_SKILL
$1.scan(/\d+/).each { |num|
@learn_require_skill.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::LEARN_REQUIRE_SWITCH
$1.scan(/\d+/).each { |num|
@learn_require_switch.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::SKILL::LEARN_REQUIRE_EVAL_ON
@learn_require_eval_on = true
when YEA::REGEXP::SKILL::LEARN_REQUIRE_EVAL_OFF
@learn_require_eval_on = false
else
next unless @learn_require_eval_on
@learn_require_eval = "" if @learn_require_eval.nil?
@learn_require_eval += line.to_s
#---
end
} # self.note.split
#---
if !$imported["YEA-JPManager"] && @learn_cost[1] == :jp
@learn_cost[1] = :exp
end
end
end # RPG::Skill
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: skills
#--------------------------------------------------------------------------
alias game_actor_skills_lse skills
def skills
btest_add_learn_skills
game_actor_skills_lse
end
#--------------------------------------------------------------------------
# new method: btest_add_learn_skills
#--------------------------------------------------------------------------
def btest_add_learn_skills
return unless $BTEST
for skill_id in self.class.learn_skills; learn_skill(skill_id); end
end
#--------------------------------------------------------------------------
# new method: exp_class
#--------------------------------------------------------------------------
def exp_class(class_id)
@exp[class_id] = 0 if @exp[class_id].nil?
return @exp[class_id]
end
#--------------------------------------------------------------------------
# lose_exp_class
#--------------------------------------------------------------------------
def lose_exp_class(value, class_id)
exp = exp_class(class_id) - value
change_exp_class(exp, class_id)
end
#--------------------------------------------------------------------------
# change_exp_class
#--------------------------------------------------------------------------
def change_exp_class(exp, class_id)
return change_exp(exp, false) if class_id == @class_id
@exp[class_id] = [exp, 0].max
end
end # Game_Actor
#==============================================================================
# ■ Window_SkillCommand
#==============================================================================
class Window_SkillCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias window_skillcommand_make_command_list_lse make_command_list
def make_command_list
window_skillcommand_make_command_list_lse
return if @actor.nil?
add_learn_skill_command unless $imported["YEA-SkillMenu"]
end
#--------------------------------------------------------------------------
# new method: add_learn_skill_command
#--------------------------------------------------------------------------
def add_learn_skill_command
return unless Switch.show_learn_skill
name = YEA::LEARN_SKILL::COMMAND_NAME
add_command(name, :learn_skill, true, @actor.added_skill_types[0])
end
end # Window_SkillCommand
#==============================================================================
# ■ Window_LearnSkillCommand
#==============================================================================
class Window_LearnSkillCommand < Window_Command
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_reader :skill_window
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
[url=home.php?mod=space&uid=95897]@actor[/url] = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if [url=home.php?mod=space&uid=95897]@actor[/url] == actor
@actor = actor
refresh
select(item_max - 1) if index >= item_max
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @actor.nil?
make_unlocked_class_skill_types
correct_unlocked_class_learned_skills
for stype_id in YEA::LEARN_SKILL::STYPE_ORDER
next unless include?(stype_id)
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end
#--------------------------------------------------------------------------
# make_unlocked_class_skill_types
#--------------------------------------------------------------------------
def make_unlocked_class_skill_types
return unless $imported["YEA-ClassSystem"]
@unlocked_types = []
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
next if $data_classes[class_id].nil?
for feature in $data_classes[class_id].features
next unless feature.code == 41
@unlocked_types.push(feature.data_id)
end
end
end
#--------------------------------------------------------------------------
# correct_unlocked_class_learned_skills
#--------------------------------------------------------------------------
def correct_unlocked_class_learned_skills
return unless $imported["YEA-ClassSystem"]
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
@actor.learn_class_skills(class_id)
end
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(stype_id)
return true if @actor.added_skill_types.include?(stype_id)
if $imported["YEA-ClassSystem"]
return true if @unlocked_types.include?(stype_id)
end
return false
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
@skill_window.stype_id = current_ext if @skill_window
end
#--------------------------------------------------------------------------
# skill_window=
#--------------------------------------------------------------------------
def skill_window=(skill_window)
@skill_window = skill_window
update
end
end # Window_LearnSkillCommand
#==============================================================================
# ■ Window_LearnSkillList
#==============================================================================
class Window_LearnSkillList < Window_SkillList
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return 1; end
#--------------------------------------------------------------------------
# select_last
#--------------------------------------------------------------------------
def select_last; select(0); end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
super(actor)
make_learn_skills_list
end
#--------------------------------------------------------------------------
# make_learn_skills_list
#--------------------------------------------------------------------------
def make_learn_skills_list
@learn_skills = []
@skill_classes = {}
return if @actor.nil?
for skill_id in @actor.class.learn_skills
next if $data_skills[skill_id].nil?
next if @learn_skills.include?($data_skills[skill_id])
skill = $data_skills[skill_id]
@learn_skills.push(skill)
@skill_classes[skill] = [] if @skill_classes[skill].nil?
@skill_classes[skill].push(@actor.class.id)
end
make_unlocked_class_skills
end
#--------------------------------------------------------------------------
# make_unlocked_class_skills
#--------------------------------------------------------------------------
def make_unlocked_class_skills
return unless $imported["YEA-ClassSystem"]
@unlocked_types = []
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
next if $data_classes[class_id].nil?
for skill_id in $data_classes[class_id].learn_skills
next if $data_skills[skill_id].nil?
skill = $data_skills[skill_id]
@learn_skills.push(skill) unless @learn_skills.include?(skill)
@skill_classes[skill] = [] if @skill_classes[skill].nil?
@skill_classes[skill] |= [class_id]
end
end
end
#--------------------------------------------------------------------------
# skill_classes
#--------------------------------------------------------------------------
def skill_classes(skill)
return @skill_classes[skill]
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
return if @learn_skills.nil?
@data = @learn_skills.select {|skill| include?(skill) }
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(item)
return false if item.nil?
return false unless meet_requirements?(item)
return item.stype_id == @stype_id
end
#--------------------------------------------------------------------------
# meet_requirements?
#--------------------------------------------------------------------------
def meet_requirements?(item)
return false if @actor.nil?
return false unless meet_level_requirements?(item)
return false unless meet_skill_requirements?(item)
return false unless meet_switch_requirements?(item)
return false unless meet_eval_requirements?(item)
return true
end
#--------------------------------------------------------------------------
# meet_level_requirements?
#--------------------------------------------------------------------------
def meet_level_requirements?(item)
return @actor.level >= item.learn_require_level
end
#--------------------------------------------------------------------------
# meet_skill_requirements?
#--------------------------------------------------------------------------
def meet_skill_requirements?(item)
for skill_id in item.learn_require_skill
next if $data_skills[skill_id].nil?
return false unless @actor.skill_learn?($data_skills[skill_id])
end
return true
end
#--------------------------------------------------------------------------
# meet_switch_requirements?
#--------------------------------------------------------------------------
def meet_switch_requirements?(item)
for switch_id in item.learn_require_switch
return false unless $game_switches[switch_id]
end
return true
end
#--------------------------------------------------------------------------
# meet_eval_requirements?
#--------------------------------------------------------------------------
def meet_eval_requirements?(item)
return true if item.learn_require_eval.nil?
return eval(item.learn_require_eval)
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(skill)
return false if skill.nil?
return false unless enabled_jp?(skill)
return false unless enabled_exp?(skill)
return false unless enabled_gold?(skill)
return !@actor.skill_learn?(skill)
end
#--------------------------------------------------------------------------
# enabled_jp?
#--------------------------------------------------------------------------
def enabled_jp?(skill)
return true if skill.learn_cost[1] != :jp
cost = skill.learn_cost[0]
for class_id in @skill_classes[skill]
return true if @actor.jp(class_id) >= cost
end
return false
end
#--------------------------------------------------------------------------
# enabled_exp?
#--------------------------------------------------------------------------
def enabled_exp?(skill)
return true if skill.learn_cost[1] != :exp
cost = skill.learn_cost[0]
for class_id in @skill_classes[skill]
return true if @actor.exp_class(class_id) >= cost
end
return false
end
#--------------------------------------------------------------------------
# enabled_gold?
#--------------------------------------------------------------------------
def enabled_gold?(skill)
return true if skill.learn_cost[1] != :gold
cost = skill.learn_cost[0]
return $game_party.gold >= cost
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
return if skill.nil?
rect = item_rect(index)
rect.width = (contents.width - spacing) / 2 - 4
draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
draw_skill_cost(rect, skill)
draw_restriction_info(skill, index)
draw_learn_cost(skill, index)
end
#--------------------------------------------------------------------------
# skill_restriction?
#--------------------------------------------------------------------------
def skill_restriction?(index)
return false
end
#--------------------------------------------------------------------------
# draw_restriction_info
#--------------------------------------------------------------------------
def draw_restriction_info(skill, index)
return unless $imported["YEA-SkillRestrictions"]
rect = item_rect(index)
rect.x = contents.width / 2
rect.width /= 2
rect.width /= 3
rect.width -= 8
draw_skill_warmup(skill, rect)
rect.x += rect.width + 4
draw_skill_cooldown(skill, rect)
end
#--------------------------------------------------------------------------
# draw_skill_warmup
#--------------------------------------------------------------------------
def draw_skill_warmup(skill, rect)
return unless YEA::LEARN_SKILL::DRAW_WARMUP
enabled = enable?(skill)
enabled = false if skill.warmup <= 0
change_color(warmup_colour, enabled)
icon = Icon.warmup
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::WARMUP_SIZE
value = skill.warmup > 0 ? skill.warmup.group : empty_text
text = sprintf(YEA::SKILL_RESTRICT::WARMUP_SUFFIX, value)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_skill_cooldown
#--------------------------------------------------------------------------
def draw_skill_cooldown(skill, rect)
return unless YEA::LEARN_SKILL::DRAW_COOLDOWN
enabled = enable?(skill)
enabled = false if skill.cooldown <= 0
change_color(cooldown_colour, enabled)
icon = Icon.cooldown
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::COOLDOWN_SIZE
value = skill.cooldown > 0 ? skill.cooldown.group : empty_text
text = sprintf(YEA::SKILL_RESTRICT::COOLDOWN_SUFFIX, value)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# empty_text
#--------------------------------------------------------------------------
def empty_text
return YEA::LEARN_SKILL::EMPTY_TEXT
end
#--------------------------------------------------------------------------
# draw_learn_cost
#--------------------------------------------------------------------------
def draw_learn_cost(skill, index)
rect = item_rect(index)
rect.width -= 4
if @actor.skill_learn?(skill)
draw_learned_skill(rect)
else
draw_learn_skill_cost(skill, rect)
end
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_learned_skill
#--------------------------------------------------------------------------
def draw_learned_skill(rect)
contents.font.size = YEA::LEARN_SKILL::LEARNED_SIZE
change_color(normal_color)
draw_text(rect, YEA::LEARN_SKILL::LEARNED_TEXT, 2)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect)
when :exp
draw_exp_cost(skill, rect)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect)
enabled = enabled_jp?(skill)
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect)
enabled = enabled_exp?(skill)
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = enabled_jp?(skill)
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillList
#==============================================================================
# ■ Window_LearnSkillCostBack
#==============================================================================
class Window_LearnSkillCostBack < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(item_window)
dw = Graphics.width * 3 / 4
dx = (Graphics.width - dw) / 2
super(dx, 0, dw, fitting_height(2))
self.openness = 0
self.back_opacity = 255
@front_window = nil
@item_window = item_window
[url=home.php?mod=space&uid=260100]@skill[/url] = nil
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(skill, skill_classes)
[url=home.php?mod=space&uid=260100]@skill[/url] = skill
return if @skill.nil?
case @skill.learn_cost[1]
when :gold
self.height = fitting_height(3)
else
maximum = [skill_classes.size, YEA::LEARN_SKILL::MAXIMUM_ROWS].min
self.height = fitting_height(maximum + 2)
end
create_contents
self.y = (Graphics.height - self.height) / 2
refresh
open
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
draw_learn_skill_text
rect = Rect.new(0, 0, contents.width - 4, line_height)
draw_learn_skill_cost(@skill, rect)
end
#--------------------------------------------------------------------------
# draw_learn_skill_text
#--------------------------------------------------------------------------
def draw_learn_skill_text
name = sprintf("\eI[%d]%s", @skill.icon_index, @skill.name)
fmt = YEA::LEARN_SKILL::LEARN_SKILL_TEXT
text = sprintf(fmt, name)
draw_text_ex(4, 0, text)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect)
when :exp
draw_exp_cost(skill, rect)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect)
enabled = true
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect)
enabled = true
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = true
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillCostBack
#==============================================================================
# ■ Window_LearnSkillCostFront
#==============================================================================
class Window_LearnSkillCostFront < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(item_window, cost_window)
super((Graphics.width - window_width) / 2, 0)
self.openness = 0
self.opacity = 0
@item_window = item_window
@cost_window = cost_window
@skill = nil
@actor = nil
deactivate
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width * 3 / 4; end
#--------------------------------------------------------------------------
# skill_class
#--------------------------------------------------------------------------
def skill_class
return @skill_classes.nil? ? nil : @skill_classes[index]
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(skill, skill_classes, actor)
@skill = skill
@skill_classes = skill_classes.clone
@actor = actor
return if @skill.nil?
case @skill.learn_cost[1]
when :gold
self.height = fitting_height(2)
else
maximum = [skill_classes.size, YEA::LEARN_SKILL::MAXIMUM_ROWS].min
self.height = fitting_height(maximum + 1)
end
create_contents
self.y = @cost_window.y + line_height
refresh
select(0)
open
activate
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @skill_classes.nil?
if @skill.learn_cost[1] == :gold
add_command("GOLD", :gold, true)
add_command(YEA::LEARN_SKILL::LEARN_CANCEL_TEXT, :cancel, true)
return
end
for class_id in @skill_classes
name = $data_classes[class_id].name
add_command(name, :class, enabled?(class_id), class_id)
end
add_command(YEA::LEARN_SKILL::LEARN_CANCEL_TEXT, :cancel, true)
end
#--------------------------------------------------------------------------
# enabled?
#--------------------------------------------------------------------------
def enabled?(class_id)
cost = @skill.learn_cost[0]
case @skill.learn_cost[1]
when :jp
return @actor.jp(class_id) >= cost
when :exp
return @actor.exp_class(class_id) >= cost
end
return true
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
reset_font_settings
rect = item_rect(index)
rect.x += 24
rect.width -= 28
return draw_cancel_text(index, rect) if @list[index][:symbol] == :cancel
draw_class_name(index, rect) if @skill.learn_cost[1] != :gold
draw_party_gold(rect) if @skill.learn_cost[1] == :gold
draw_learn_skill_cost(@skill, rect, index)
end
#--------------------------------------------------------------------------
# draw_cancel_text
#--------------------------------------------------------------------------
def draw_cancel_text(index, rect)
draw_icon(Icon.cancel, rect.x, rect.y)
text = command_name(index)
draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_class_name(index, rect)
class_id = @list[index][:ext]
return if $data_classes[class_id].nil?
enabled = enabled?(class_id)
if $imported["YEA-ClassSystem"]
draw_icon($data_classes[class_id].icon_index, rect.x, rect.y, enabled)
end
rect.x += 24
rect.width -= 24
change_color(normal_color, enabled)
draw_text(rect, $data_classes[class_id].name)
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_party_gold(rect)
enabled = true
draw_icon(Icon.learn_skill_gold, rect.x, rect.y)
rect.x += 24
rect.width -= 24
change_color(normal_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::GOLD_TEXT)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect, index)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect, index)
when :exp
draw_exp_cost(skill, rect, index)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect, index)
enabled = enabled?(@list[index][:ext])
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = @actor.jp(@list[index][:ext])
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect, index)
enabled = enabled?(@list[index][:ext])
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = @actor.exp_class(@list[index][:ext])
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = $game_party.gold >= skill.learn_cost[0]
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = $game_party.gold
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillCostFront
#==============================================================================
# ■ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_skill_create_command_window_lse create_command_window
def create_command_window
scene_skill_create_command_window_lse
@command_window.set_handler(:learn_skill, method(:command_learn_skill))
end
#--------------------------------------------------------------------------
# new method: command_learn_skill
#--------------------------------------------------------------------------
def command_learn_skill
SceneManager.call(Scene_LearnSkill)
end
end # Scene_Skill
#==============================================================================
# ■ Scene_LearnSkill
#==============================================================================
class Scene_LearnSkill < Scene_Skill
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_cost_windows
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_LearnSkillCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.actor = @actor
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
end
#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
wx = 0
wy = @status_window.y + @status_window.height
ww = Graphics.width
wh = Graphics.height - wy
@item_window = Window_LearnSkillList.new(wx, wy, ww, wh)
@item_window.actor = @actor
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@command_window.skill_window = @item_window
end
#--------------------------------------------------------------------------
# create_cost_windows
#--------------------------------------------------------------------------
def create_cost_windows
@cost_window = Window_LearnSkillCostBack.new(@item_window)
@cost_front = Window_LearnSkillCostFront.new(@item_window, @cost_window)
@cost_window.viewport = @viewport
@cost_front.viewport = @viewport
@cost_front.set_handler(:ok, method(:on_cost_ok))
@cost_front.set_handler(:cancel, method(:on_cost_cancel))
end
#--------------------------------------------------------------------------
# on_item_ok
#--------------------------------------------------------------------------
def on_item_ok
skill = @item_window.item
@cost_window.reveal(skill, @item_window.skill_classes(skill))
@cost_front.reveal(skill, @item_window.skill_classes(skill), @actor)
end
#--------------------------------------------------------------------------
# on_cost_ok
#--------------------------------------------------------------------------
def on_cost_ok
Sound.play_use_skill
skill = @item_window.item
@actor.learn_skill(skill.id)
cost = skill.learn_cost[0]
case skill.learn_cost[1]
when :jp
@actor.lose_jp(cost, @cost_front.skill_class)
when :exp
@actor.lose_exp_class(cost, @cost_front.skill_class)
when :gold
$game_party.lose_gold(cost)
end
on_cost_cancel
refresh_windows
end
#--------------------------------------------------------------------------
# on_cost_cancel
#--------------------------------------------------------------------------
def on_cost_cancel
@cost_front.close
@cost_window.close
@item_window.activate
end
#--------------------------------------------------------------------------
# refresh_windows
#--------------------------------------------------------------------------
def refresh_windows
@item_window.refresh
@status_window.refresh
end
end # Scene_LearnSkill
#==============================================================================
#
# ▼ End of File
#
#==============================================================================[/code][code]#==============================================================================
#
# ▼ Yanfly Engine Ace - Skill Cost Manager v1.02
# -- Last Updated: 2012.01.23
# -- Level: Normal, Hard, Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-SkillCostManager"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.23 - Compatibility Update: Doppelganger
# 2011.12.11 - Started Script and Finished.
# - Added max and min notetags.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script adds more functionality towards skill costs. Skills can now cost
# HP, more MP, more TP, gold, and even have custom costs. The way the skill
# costs are drawn in the display windows are changed to deliver more effective
# and reliable information to the player. And if four skill costs aren't enough
# to satisfy you, you can even make your own custom skill costs.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the actor to drop the HP cost of skills to x%.
#
# <tp cost rate: x%>
# Allows the actor to drop the TP cost of skills to x%.
#
# <gold cost rate: x%>
# Allows the actor to drop the Gold cost of skills to x%.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the class to drop the HP cost of skills to x%.
#
# <tp cost rate: x%>
# Allows the class to drop the TP cost of skills to x%.
#
# <gold cost rate: x%>
# Allows the class to drop the Gold cost of skills to x%.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost: x>
# Sets the skill's HP cost to x. This function did not exist by default in
# RPG Maker VX Ace.
#
# <hp cost: x%>
# Sets the HP cost to a percentage of the actor's MaxHP. If a normal HP cost is
# present on the skill, too, then this value is added to the HP cost.
#
# <hp cost max: x>
# <hp cost min: x>
# Sets the maximum and minimum range of the HP Cost of the skill. If you do not
# use this tag, there will be no maximum and/or minimum range.
#
# <mp cost: x>
# Sets the skill's MP cost to x. Allows MP cost to exceed 9999, which is RPG
# Maker VX Ace's database editor's maximum limit.
#
# <mp cost: x%>
# Sets the MP cost to a percentage of the actor's MaxMP. If a normal MP cost is
# present on the skill, too, then this value is added to the MP cost.
#
# <mp cost max: x>
# <mp cost min: x>
# Sets the maximum and minimum range of the MP Cost of the skill. If you do not
# use this tag, there will be no maximum and/or minimum range.
#
# <tp cost: x>
# Sets the skill's TP cost to x. Allows TP cost to exceed 100, which is RPG
# Maker VX Ace's database editor's maximum limit.
#
# <tp cost: x%>
# Sets the TP cost to a percentage of the actor's MaxTP. If a normal TP cost is
# present on the skill, too, then this value is added to the TP cost.
#
# <tp cost max: x>
# <tp cost min: x>
# Sets the maximum and minimum range of the TP Cost of the skill. If you do not
# use this tag, there will be no maximum and/or minimum range.
#
# <gold cost: x>
# Sets the skill's gold cost to x. Enemies with skills that cost gold do not
# use gold. If the player does not have enough gold, the skill can't be used.
#
# <gold cost: x%>
# Sets the skill's gold cost equal to a percentage of the party's total gold.
# If both a regular gold cost and a percentile gold cost is used, the total of
# both values will be the skill's gold cost.
#
# <gold cost max: x>
# <gold cost min: x>
# Sets the maximum and minimum range of the Gold Cost of the skill. If you do
# not use this tag, there will be no maximum and/or minimum range.
#
# --- Making Your Own Custom Costs ---
#
# <custom cost: string>
# If you decide to have a custom cost for your game, insert this notetag to
# change what displays in the skill menu visually.
#
# <custom cost colour: x>
# This is the "Window" skin text colour used for the custom cost. By default,
# it is text colour 0, which is the white colour.
#
# <custom cost size: x>
# This is the text font size used for the custom cost in the display windows.
# By default, it is font size 20.
#
# <custom cost icon: x>
# If you wish to use an icon for your custom cost, replace x with the icon ID
# you wish to show in display windows. By default, it is 0 (and not shown).
#
# <custom cost requirement>
# string
# string
# </custom cost requirement>
# Sets the custom cost requirement of the skill with an eval function using the
# strings in between. The strings are a part of one line even if in the notebox
# they are on separate lines.
#
# <custom cost perform>
# string
# string
# </custom cost perform>
# Sets how the custom cost payment is done with an eval function using the
# strings in between. The strings are a part of one line even if in the notebox
# they are on separate lines.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the weapon to drop the HP cost of skills to x% when worn.
#
# <tp cost rate: x%>
# Allows the weapon to drop the TP cost of skills to x% when worn.
#
# <gold cost rate: x%>
# Allows the weapon to drop the Gold cost of skills to x% when worn.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the armour to drop the HP cost of skills to x% when worn.
#
# <tp cost rate: x%>
# Allows the armour to drop the TP cost of skills to x% when worn.
#
# <gold cost rate: x%>
# Allows the armour to drop the TP cost of skills to x% when worn.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the enemy to drop the HP cost of skills to x%.
#
# <tp cost rate: x%>
# Allows the enemy to drop the TP cost of skills to x%.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <hp cost rate: x%>
# Allows the state to drop the HP cost of skills to x% when afflicted.
#
# <tp cost rate: x%>
# Allows the state to drop the TP cost of skills to x% when afflicted.
#
# <gold cost rate: x%>
# Allows the state to drop the Gold cost of skills to x% when afflicted.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module SKILL_COST
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - HP Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# New to this script are HP costs. HP costs require the battler to have
# sufficient HP before being able to use the skill. The text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HP_COST_COLOUR = 21 # Colour used from "Window" skin.
HP_COST_SIZE = 20 # Font size used for HP costs.
HP_COST_SUFFIX = "%sHP" # Suffix used for HP costs.
HP_COST_ICON = 0 # Icon used for HP costs. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - MP Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can change the settings for MP costs: the text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MP_COST_COLOUR = 23 # Colour used from "Window" skin. Default: 23
MP_COST_SIZE = 20 # Font size used for MP costs. Default: 24
MP_COST_SUFFIX = "%sMP" # Suffix used for MP costs. No suffix default.
MP_COST_ICON = 0 # Icon used for MP costs. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - TP Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can change the settings for TP costs: the text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TP_COST_COLOUR = 2 # Colour used from "Window" skin. Default: 29
TP_COST_SIZE = 20 # Font size used for TP costs. Default: 24
TP_COST_SUFFIX = "%sTP" # Suffix used for TP costs. No suffix default.
TP_COST_ICON = 0 # Icon used for TP costs. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Gold Cost Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# New to this script are Gold costs. Gold costs require the party to have
# enough gold before being able to use the skill. The text colour that's
# used, the suffix, or whether or not to use an icon. If you do not wish
# to use an icon, set the icon to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GOLD_COST_COLOUR = 6 # Colour used from "Window" skin.
GOLD_COST_SIZE = 20 # Font size used for Gold costs.
GOLD_COST_SUFFIX = "%sGold" # Suffix used for Gold costs.
GOLD_COST_ICON = 0 # Icon used for Gold costs. Set 0 to disable.
end # SKILL_COST
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
HP_COST_RATE = /<(?:HP_COST_RATE|hp cost rate):[ ](\d+)([%%])>/i
TP_COST_RATE = /<(?:TP_COST_RATE|tp cost rate):[ ](\d+)([%%])>/i
GOLD_COST_RATE = /<(?:GOLD_COST_RATE|gold cost rate):[ ](\d+)([%%])>/i
end # BASEITEM
module SKILL
HP_COST_SET = /<(?:HP_COST|hp cost):[ ](\d+)>/i
HP_COST_PER = /<(?:HP_COST|hp cost):[ ](\d+)([%%])>/i
MP_COST_SET = /<(?:MP_COST|mp cost):[ ](\d+)>/i
MP_COST_PER = /<(?:MP_COST|mp cost):[ ](\d+)([%%])>/i
TP_COST_SET = /<(?:TP_COST|tp cost):[ ](\d+)>/i
TP_COST_PER = /<(?:TP_COST|tp cost):[ ](\d+)([%%])>/i
GOLD_COST_SET = /<(?:GOLD_COST|gold cost):[ ](\d+)>/i
GOLD_COST_PER = /<(?:GOLD_COST|gold cost):[ ](\d+)([%%])>/i
CUSTOM_COST_TEXT = /<(?:CUSTOM_COST|custom cost):[ ](.*)>/i
CUSTOM_COST_COLOUR =
/<(?:CUSTOM_COST_COLOUR|custom cost colour|custom cost color):[ ](\d+)>/i
CUSTOM_COST_SIZE = /<(?:CUSTOM_COST_SIZE|custom cost size):[ ](\d+)>/i
CUSTOM_COST_ICON = /<(?:CUSTOM_COST_ICON|custom cost icon):[ ](\d+)>/i
CUSTOM_COST_REQUIREMENT_ON =
/<(?:CUSTOM_COST_REQUIREMENT|custom cost requirement)>/i
CUSTOM_COST_REQUIREMENT_OFF =
/<\/(?:CUSTOM_COST_REQUIREMENT|custom cost requirement)>/i
CUSTOM_COST_PERFORM_ON =
/<(?:CUSTOM_COST_PERFORM|custom cost perform)>/i
CUSTOM_COST_PERFORM_OFF =
/<\/(?:CUSTOM_COST_PERFORM|custom cost perform)>/i
HP_COST_MIN = /<(?:HP_COST_MIN|hp cost min):[ ](\d+)>/i
HP_COST_MAX = /<(?:HP_COST_MIN|hp cost max):[ ](\d+)>/i
MP_COST_MIN = /<(?:MP_COST_MIN|mp cost min):[ ](\d+)>/i
MP_COST_MAX = /<(?:MP_COST_MIN|mp cost max):[ ](\d+)>/i
TP_COST_MIN = /<(?:TP_COST_MIN|tp cost min):[ ](\d+)>/i
TP_COST_MAX = /<(?:TP_COST_MIN|tp cost max):[ ](\d+)>/i
GOLD_COST_MIN = /<(?:GOLD_COST_MIN|gold cost min):[ ](\d+)>/i
GOLD_COST_MAX = /<(?:GOLD_COST_MIN|gold cost max):[ ](\d+)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.mp_cost
#--------------------------------------------------------------------------
def self.mp_cost; return YEA::SKILL_COST::MP_COST_ICON; end
#--------------------------------------------------------------------------
# self.tp_cost
#--------------------------------------------------------------------------
def self.tp_cost; return YEA::SKILL_COST::TP_COST_ICON; end
#--------------------------------------------------------------------------
# self.hp_cost
#--------------------------------------------------------------------------
def self.hp_cost; return YEA::SKILL_COST::HP_COST_ICON; end
#--------------------------------------------------------------------------
# self.gold_cost
#--------------------------------------------------------------------------
def self.gold_cost; return YEA::SKILL_COST::GOLD_COST_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_scm load_database; end
def self.load_database
load_database_scm
load_notetags_scm
end
#--------------------------------------------------------------------------
# new method: load_notetags_scm
#--------------------------------------------------------------------------
def self.load_notetags_scm
groups = [$data_actors, $data_classes, $data_skills, $data_weapons,
$data_armors, $data_enemies, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_scm
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :tp_cost_rate
attr_accessor :hp_cost_rate
attr_accessor :gold_cost_rate
#--------------------------------------------------------------------------
# common cache: load_notetags_scm
#--------------------------------------------------------------------------
def load_notetags_scm
@tp_cost_rate = 1.0
@hp_cost_rate = 1.0
@gold_cost_rate = 1.0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::TP_COST_RATE
@tp_cost_rate = $1.to_i * 0.01
when YEA::REGEXP::BASEITEM::HP_COST_RATE
@hp_cost_rate = $1.to_i * 0.01
when YEA::REGEXP::BASEITEM::GOLD_COST_RATE
@gold_cost_rate = $1.to_i * 0.01
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :hp_cost
attr_accessor :hp_cost_percent
attr_accessor :mp_cost_percent
attr_accessor :tp_cost_percent
attr_accessor :gold_cost
attr_accessor :gold_cost_percent
attr_accessor :hp_cost_min
attr_accessor :hp_cost_max
attr_accessor :mp_cost_min
attr_accessor :mp_cost_max
attr_accessor :tp_cost_min
attr_accessor :tp_cost_max
attr_accessor :gold_cost_min
attr_accessor :gold_cost_max
attr_accessor :use_custom_cost
attr_accessor :custom_cost_text
attr_accessor :custom_cost_colour
attr_accessor :custom_cost_size
attr_accessor :custom_cost_icon
attr_accessor :custom_cost_requirement
attr_accessor :custom_cost_perform
#--------------------------------------------------------------------------
# common cache: load_notetags_scm
#--------------------------------------------------------------------------
def load_notetags_scm
@hp_cost = 0
@gold_cost = 0
@hp_cost_percent = 0.0
@mp_cost_percent = 0.0
@tp_cost_percent = 0.0
@gold_cost_percent = 0.0
@custom_cost_text = "0"
@custom_cost_colour = 0
@custom_cost_size = 20
@custom_cost_icon = 0
@custom_cost_requirement = ""
@custom_cost_perform = ""
@use_custom_cost = false
@custom_cost_req_on = false
@custom_cost_per_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::MP_COST_SET
@mp_cost = $1.to_i
when YEA::REGEXP::SKILL::MP_COST_PER
@mp_cost_percent = $1.to_i * 0.01
when YEA::REGEXP::SKILL::TP_COST_SET
@tp_cost = $1.to_i
when YEA::REGEXP::SKILL::TP_COST_PER
@tp_cost_percent = $1.to_i * 0.01
when YEA::REGEXP::SKILL::HP_COST_SET
@hp_cost = $1.to_i
when YEA::REGEXP::SKILL::HP_COST_PER
@hp_cost_percent = $1.to_i * 0.01
when YEA::REGEXP::SKILL::GOLD_COST_SET
@gold_cost = $1.to_i
when YEA::REGEXP::SKILL::GOLD_COST_PER
@gold_cost_percent = $1.to_i * 0.01
#---
when YEA::REGEXP::SKILL::HP_COST_MIN
@hp_cost_min = $1.to_i
when YEA::REGEXP::SKILL::HP_COST_MAX
@hp_cost_max = $1.to_i
when YEA::REGEXP::SKILL::MP_COST_MIN
@mp_cost_min = $1.to_i
when YEA::REGEXP::SKILL::MP_COST_MAX
@mp_cost_max = $1.to_i
when YEA::REGEXP::SKILL::TP_COST_MIN
@tp_cost_min = $1.to_i
when YEA::REGEXP::SKILL::TP_COST_MAX
@tp_cost_max = $1.to_i
when YEA::REGEXP::SKILL::GOLD_COST_MIN
@gold_cost_min = $1.to_i
when YEA::REGEXP::SKILL::GOLD_COST_MAX
@gold_cost_max = $1.to_i
#---
when YEA::REGEXP::SKILL::CUSTOM_COST_TEXT
@custom_cost_text = $1.to_s
when YEA::REGEXP::SKILL::CUSTOM_COST_COLOUR
@custom_cost_colour = $1.to_i
when YEA::REGEXP::SKILL::CUSTOM_COST_SIZE
@custom_cost_size = $1.to_i
when YEA::REGEXP::SKILL::CUSTOM_COST_ICON
@custom_cost_icon = $1.to_i
when YEA::REGEXP::SKILL::CUSTOM_COST_REQUIREMENT_ON
@custom_cost_req_on = true
@use_custom_cost = true
when YEA::REGEXP::SKILL::CUSTOM_COST_REQUIREMENT_OFF
@custom_cost_req_on = false
@use_custom_cost = true
when YEA::REGEXP::SKILL::CUSTOM_COST_PERFORM_ON
@custom_cost_per_on = true
@use_custom_cost = true
when YEA::REGEXP::SKILL::CUSTOM_COST_PERFORM_OFF
@custom_cost_per_on = false
@use_custom_cost = true
else
@custom_cost_requirement += line.to_s if @custom_cost_req_on
@custom_cost_perform += line.to_s if @custom_cost_per_on
#---
end
} # self.note.split
#---
end
end # RPG::Skill
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: skill_cost_payable?
#--------------------------------------------------------------------------
alias game_battlerbase_skill_cost_payable_scm skill_cost_payable?
def skill_cost_payable?(skill)
return false if hp <= skill_hp_cost(skill)
return false unless gold_cost_met?(skill)
return false unless custom_cost_met?(skill)
return game_battlerbase_skill_cost_payable_scm(skill)
end
#--------------------------------------------------------------------------
# new method: gold_cost_met?
#--------------------------------------------------------------------------
def gold_cost_met?(skill)
return true unless actor?
return $game_party.gold >= skill_gold_cost(skill)
end
#--------------------------------------------------------------------------
# new method: custom_cost_met?
#--------------------------------------------------------------------------
def custom_cost_met?(skill)
return true unless skill.use_custom_cost
return eval(skill.custom_cost_requirement)
end
#--------------------------------------------------------------------------
# alias method: pay_skill_cost
#--------------------------------------------------------------------------
alias game_battlerbase_pay_skill_cost_scm pay_skill_cost
def pay_skill_cost(skill)
game_battlerbase_pay_skill_cost_scm(skill)
self.hp -= skill_hp_cost(skill)
$game_party.lose_gold(skill_gold_cost(skill)) if actor?
pay_custom_cost(skill)
end
#--------------------------------------------------------------------------
# new method: pay_custom_cost
#--------------------------------------------------------------------------
def pay_custom_cost(skill)
return unless skill.use_custom_cost
eval(skill.custom_cost_perform)
end
#--------------------------------------------------------------------------
# alias method: skill_mp_cost
#--------------------------------------------------------------------------
alias game_battlerbase_skill_mp_cost_scm skill_mp_cost
def skill_mp_cost(skill)
n = game_battlerbase_skill_mp_cost_scm(skill)
n += skill.mp_cost_percent * mmp * mcr
n = [n.to_i, skill.mp_cost_max].min unless skill.mp_cost_max.nil?
n = [n.to_i, skill.mp_cost_min].max unless skill.mp_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# alias method: skill_tp_cost
#--------------------------------------------------------------------------
alias game_battlerbase_skill_tp_cost_scm skill_tp_cost
def skill_tp_cost(skill)
n = game_battlerbase_skill_tp_cost_scm(skill) * tcr
n += skill.tp_cost_percent * max_tp * tcr
n = [n.to_i, skill.tp_cost_max].min unless skill.tp_cost_max.nil?
n = [n.to_i, skill.tp_cost_min].max unless skill.tp_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# new method: tcr
#--------------------------------------------------------------------------
def tcr
n = 1.0
if actor?
n *= self.actor.tp_cost_rate
n *= self.class.tp_cost_rate
for equip in equips
next if equip.nil?
n *= equip.tp_cost_rate
end
else
n *= self.enemy.tp_cost_rate
if $imported["YEA-Doppelganger"] && !self.class.nil?
n *= self.class.tp_cost_rate
end
end
for state in states
next if state.nil?
n *= state.tp_cost_rate
end
return n
end
#--------------------------------------------------------------------------
# new method: skill_hp_cost
#--------------------------------------------------------------------------
def skill_hp_cost(skill)
n = skill.hp_cost * hcr
n += skill.hp_cost_percent * mhp * hcr
n = [n.to_i, skill.hp_cost_max].min unless skill.hp_cost_max.nil?
n = [n.to_i, skill.hp_cost_min].max unless skill.hp_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# new method: hcr
#--------------------------------------------------------------------------
def hcr
n = 1.0
if actor?
n *= self.actor.hp_cost_rate
n *= self.class.hp_cost_rate
for equip in equips
next if equip.nil?
n *= equip.hp_cost_rate
end
else
n *= self.enemy.hp_cost_rate
if $imported["YEA-Doppelganger"] && !self.class.nil?
n *= self.class.hp_cost_rate
end
end
for state in states
next if state.nil?
n *= state.hp_cost_rate
end
return n
end
#--------------------------------------------------------------------------
# new method: skill_gold_cost
#--------------------------------------------------------------------------
def skill_gold_cost(skill)
n = skill.gold_cost * gcr
n += skill.gold_cost_percent * $game_party.gold * gcr
n = [n.to_i, skill.gold_cost_max].min unless skill.gold_cost_max.nil?
n = [n.to_i, skill.gold_cost_min].max unless skill.gold_cost_min.nil?
return n.to_i
end
#--------------------------------------------------------------------------
# new method: gcr
#--------------------------------------------------------------------------
def gcr
n = 1.0
n *= self.actor.gold_cost_rate
n *= self.class.gold_cost_rate
for equip in equips
next if equip.nil?
n *= equip.gold_cost_rate
end
for state in states
next if state.nil?
n *= state.gold_cost_rate
end
return n
end
end # Game_BattlerBase
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite methods: cost_colours
#--------------------------------------------------------------------------
def mp_cost_color; text_color(YEA::SKILL_COST::MP_COST_COLOUR); end;
def tp_cost_color; text_color(YEA::SKILL_COST::TP_COST_COLOUR); end;
def hp_cost_color; text_color(YEA::SKILL_COST::HP_COST_COLOUR); end;
def gold_cost_color; text_color(YEA::SKILL_COST::GOLD_COST_COLOUR); end;
end # Window_Base
#==============================================================================
# ■ Window_SkillList
#==============================================================================
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_skill_cost
#--------------------------------------------------------------------------
def draw_skill_cost(rect, skill)
draw_tp_skill_cost(rect, skill) unless $imported["YEA-BattleEngine"]
draw_mp_skill_cost(rect, skill)
draw_tp_skill_cost(rect, skill) if $imported["YEA-BattleEngine"]
draw_hp_skill_cost(rect, skill)
draw_gold_skill_cost(rect, skill)
draw_custom_skill_cost(rect, skill)
end
#--------------------------------------------------------------------------
# new method: draw_mp_skill_cost
#--------------------------------------------------------------------------
def draw_mp_skill_cost(rect, skill)
return unless @actor.skill_mp_cost(skill) > 0
change_color(mp_cost_color, enable?(skill))
#---
icon = Icon.mp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::MP_COST_SIZE
cost = @actor.skill_mp_cost(skill)
text = sprintf(YEA::SKILL_COST::MP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_tp_skill_cost
#--------------------------------------------------------------------------
def draw_tp_skill_cost(rect, skill)
return unless @actor.skill_tp_cost(skill) > 0
change_color(tp_cost_color, enable?(skill))
#---
icon = Icon.tp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::TP_COST_SIZE
cost = @actor.skill_tp_cost(skill)
text = sprintf(YEA::SKILL_COST::TP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_hp_skill_cost
#--------------------------------------------------------------------------
def draw_hp_skill_cost(rect, skill)
return unless @actor.skill_hp_cost(skill) > 0
change_color(hp_cost_color, enable?(skill))
#---
icon = Icon.hp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::HP_COST_SIZE
cost = @actor.skill_hp_cost(skill)
text = sprintf(YEA::SKILL_COST::HP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_gold_skill_cost
#--------------------------------------------------------------------------
def draw_gold_skill_cost(rect, skill)
return unless @actor.skill_gold_cost(skill) > 0
change_color(gold_cost_color, enable?(skill))
#---
icon = Icon.gold_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::GOLD_COST_SIZE
cost = @actor.skill_gold_cost(skill)
text = sprintf(YEA::SKILL_COST::GOLD_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_custom_skill_cost
#--------------------------------------------------------------------------
def draw_custom_skill_cost(rect, skill)
return unless skill.use_custom_cost
change_color(text_color(skill.custom_cost_colour), enable?(skill))
icon = skill.custom_cost_icon
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = skill.custom_cost_size
text = skill.custom_cost_text
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
end # Window_SkillList
#==============================================================================
#
# ▼ End of File
#
#==============================================================================