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Lv1.梦旅人
- 梦石
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- 2009-7-17
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我这里有个套装脚本,至于你说的随机,我建议你在数据库设置好套装后,然后通过战利品来吧- #============================================================================
- # Equipment Sets v2.1e
- # By Emerald
- #----------------------------------------------------------------------------
- # You're free to use the script for any game, as long as you give credits
- #----------------------------------------------------------------------------
- # Version History
- # 1.0 -> Script fully ready for public use. Addes sets, unlimited set items,
- # set bonuses for the 8 basic stats, set bonuses requirement (how many
- # items of the set is the actor wearing?)
- # 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now
- # use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL
- # VALUES for their corresponding parameters.
- # b. Added sort 1: Standard Parameters (Percentage). The corresponding
- # parameters are the same as for sort 0. See SPECIAL VALUES for extra
- # notes.
- # 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be
- # found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These
- # use a different syntax than the other bonuses, so be sure to check
- # SPECIAL VALUES if you are unfamiliar with them.
- # 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned
- # code (about 140 lines less this time, WITH 4 added Sorts). Added
- # Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added
- # MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort
- # 6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9
- # (Attack Elements). See SPECIAL VALUES for instructions.
- # WARNING these are still in Beta Stage, so report all bugs found.
- # b. removed many, MANY major bugs! Removed a bug where unequipping
- # resulted in an undefined array, removed some typos, fixed the bonuses
- # for almost EVERY Sort, removed some more typos, shortened code a little
- # bit, removed some more minor bugs regarding change_equip.
- # 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment
- # Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for
- # all needed information.
- # 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11
- # (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17
- # which are Additional Skill Types, Sealed Skill Types, Sealed Skills,
- # Fixed Equip Types and Sealed Equip Types respectively. As usual, go to
- # SPECIAL VALUES for the needed instructions.
- # 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script.
- # 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other
- # traits). See SPECIAL VALUES for the instructions.
- # 1.8a-> Added sounds to be played when a certain amount of set pieces has been
- # equipped. Also removed a bug regarding skipping amounts of pieces.
- # 1.8b-> Small bugfix regarding set sounds.
- # 1.8c-> Small bugfix regarding attack states.
- #
- # 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further
- # increases compatability. Added a method which initializes sets which
- # are worn by actors at the start of the game. Halved the code used to
- # determine if items belong to sets. Scraped a few uneccessairy methods.
- # Practically removed 2/3 of my version of release_unequipable_equips,
- # and made the EES + Fomar123's Dual Wield -> Free Hands script patch
- # 1 line instead of 10. Almost entirely changed the way Set Skills and
- # Set Equipment Options work. Also fixed a few bugs in the progress
- # (for example additions of variable 2 which I accidentally left in the
- # script.)
- # 2.1a-> Start of the debugging patch. Added a function to remove bonuses when
- # unequipping stuff, like usual. Forgot to re-add in 2.0 >.<
- # 2.1b-> Fixed a small typo.
- # 2.1c-> Fixed initalizition of set equips.
- # 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips
- # and a bug regarding the removing of bonuses when unequipping stuff.
- # 2.1e-> Removed something which I should have added (regarding the BaseItem
- # class) in release_unequippable_items. This also fixed the compatibility
- # issues with Tsukihime's Effect Manager.
- #----------------------------------------------------------------------------
- # Started with a Iron Sword? Pretty good. Found a Gold Sword? Awesome! Found
- # the complete Bronze Set? Bad stuff...
- # Unless, they give you bonuses! In other words, this script allows you to create
- # bonuses for wearing multiple items of a set... Just wanted to make it sound
- # more fun...
- #
- # Instructions:
- #
- # Just as always, put this script between Бе Materials and Бе Main. Put this script
- # below any script which rewrites change_equip and above any script which aliases
- # 'param' in Game_Actor (usually in Game_BattlerBase, but it only matters if it
- # is rewritten/aliased in Game_Actor).
- #
- # Set MAX_ELEMENTS below module EME and above Sets to the maximum number of
- # elements in the database. Else, the script won't recognize any above the value.
- #
- #
- # SETS
- #
- # To create sets (sorry, no names yet) go to Sets in the configuration part.
- # Add the set id, followed by an array containing arrays. The latter arrays
- # must be at least two elements long, one for the type of equipment, one for the
- # id.
- # Examples:
- #
- # 1 => [[0, 1], [1, 2]], <- The []'s define an array. The arrays like the [0,1]
- # and [1, 2] should be at least two elements long (each element is separated by
- # a comma.
- #
- # 2 => [[0, 5], [0, 6], [1, 5], [1,7]], <- If the array is not the last in the
- # list, add a comma or you'll get an error. This goes for every array.
- #
- # set id => [[equipment type, equipment id], [equipment type, equipment id]]
- #
- # NOTE:
- # The set id MUST be 0 or higher. The variable in which the sets are stored (which
- # is called a hash) usually begins with 1 =>, so that's why that's also in the
- # standard config.
- # The Equipment Types are 0 (weapons) and 1 (armors.)
- # DO NOT COPY the ID of items in the database. If you put all the useless 0's
- # in front of the real ID, you'll get an error/the script won't work.
- # Furthermore, you can have an infinite amount of equipment belonging (is that a
- # word?) to a set, so don't worry about compatibility issues with Extra Equipment
- # Slots scripts. Unless they rewrite change_equip, than there's a slight chance
- # on problems. This can be fixed, however, by putting this script below any
- # script which rewrites change_equip.
- # Also, you can have multiple weapons in array and the same equipment in different
- # sets.
- #
- #
- # SET BONUSES
- #
- # For set bonuses, go to Set_Bonuses. Use the follwing syntax to add bonuses:
- #
- # set id => {
- # amount of pieces required => [[sort, parameter, bonus]]
- # },
- #
- # Specifications:
- # set id = the same set id as in Sets.
- #
- # amount of pieces required = the amount of pieces the player must be wearing in
- # order to receive the bonuses. If you want to skip one, just skip it. Like:
- # 1 => blablabla
- # 3 => blablabla
- #
- # sort = type of bonus. For all sorts, see SPECIAL VALUES.
- #
- # parameter = the parameter which receives the bonus. For all parameters, see
- # SPECIAL VALUES.
- #
- # bonus = the bonus to be added to parameter. Note that this is a direct bonus,
- # not a percentage. If the vale is negative, the bonus will become negative. If
- # the value is 0, there will be no bonus to that stat.
- #
- #
- # SPECIAL VALUES
- # Sets
- # ----
- # Equipment types: 0 and 1. 0 is the Weapons tab in the database, 1 is the
- # Armors tab in the database.
- #
- # Set_Bonuses
- # ---
- # Sorts:
- # 0 - Standard Parameter
- # 1 - Standard Parameter (Percentage)
- # 2 - Extra Parameter
- # 3 - Special Paramater
- # 4 - Skills (WARNING, DIFFERENT SYNTAX!! See Skills on how to use them)
- # 5 - Elemental Efficiency
- # 6 - Debuff Rate
- # 7 - State Rate
- # 8 - State Resistance (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 9 - Attack Elements (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 10 - Attack States
- # 11 - Equipment Types (WARNING, DIFFERENT SYNTAX!! See Equipment Types on how
- # to use them)
- # 12 - Attack Specials
- # 13 - Additional Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 14 - Sealed Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 15 - Sealed Skills (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 16 - Fixed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 17 - Sealed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 18 - Special Flags (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 19 - Party Abilities (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
- # 20 - Other Traits
- #
- # Standard Parameters: (Sort 0)
- # 0 - MaxHp
- # 1 - MaxMp
- # 2 - Attack
- # 3 - Defense
- # 4 - Magic Attack (Spirit)
- # 5 - Magic Defence (Resistance)
- # 6 - Agility
- # 7 - Luck
- #
- # Standard Parameters (Percentage): (Sort 1)
- # 0 - MaxHp
- # 1 - MaxMp
- # 2 - Attack
- # 3 - Defense
- # 4 - Magic Attack (Spirit)
- # 5 - Magic Defence (Resistance)
- # 6 - Agility
- # 7 - Luck
- # Note that stats are calculated this way:
- # Basic + Equipment Bonuses + Set Bonuses (normal) + Set Bonuses (percentages,
- # equal to bonus% (in [1, parameter, bonus]) * basic + equipment bonuses)
- #
- # Extra Parameters: (Sort 2)
- # 0 - Hit Rate
- # 1 - Evasion
- # 2 - Critical Rate
- # 3 - Critical Evasion
- # 4 - Magical Evasion
- # 5 - Magical Reflection
- # 6 - Counter Rate
- # 7 - HP Regen
- # 8 - MP Regen
- # 9 - TP Regen
- #
- # Special Parameters: (Sort 3)
- # 0 - Target Rate/ Accuracy Rate(in Eng Translation Patch)/ Aggro Rate
- # 1 - Guard Effect Rate
- # 2 - Recovery Effect Rate
- # 3 - Pharmacology/ Knowledge in Medicine(in Eng Translation Patch)
- # 4 - MP Cost Rate
- # 5 - TP Charge Rate
- # 6 - Physical Damage Rate
- # 7 - Magical Damage Rate
- # 8 - Floor Damage Rate
- # 9 - Experience Rate
- #
- # Skills: (Sort 4)
- # These skills don't have parameter values. Instead, the last two elements in
- # their array have a different effect than usual:
- # [sort (4), -----, skill_id]
- # Sort = still the same and of course 4
- # ----- = before this was Active, but that is no longer required. In order to
- # by-pass the need to change this to skill_id (for people who had this script
- # before v2.0), this variable has become unused instead of deleted all-together.
- # You can put anything you want here, it doesn't even have to be an integer.
- # Skill_Id = the id of the skill which the actor learns.
- #
- # Elemental Efficiency: (Sort 5)
- # Values are the same as Element IDs in the database. (SO NO 0!!)
- # If the bonus is negative, the actor becomes more resistant to the element.
- # If the bonus is positive, the actor becomes weaker to the element.
- #
- # Debuff Rate: (Sort 6)
- # 0 - MaxHp
- # 1 - MaxMp
- # 2 - Attack
- # 3 - Defense
- # 4 - Magic Attack (Spirit)
- # 5 - Magic Defence (Resistance)
- # 6 - Agility
- # 7 - Luck
- # If the bonus is negative, the actor becomes more resistant to debuffs regarding
- # the set parameter.
- # If the bonus is positive, the actor becomes weaker to debuffs regarding the set
- # parameter.
- #
- # State Rate: (Sort 7)
- # Values are the same as the State IDs in the database (SO NO 0!!)
- # If the bonus is negative, the actor becomes more resistant to the state.
- # If the bonus is positive, the actor becomes weaker to the state.
- #
- # State Resist: (Sort 8)
- # Values are the same as the State IDs in the database (SO NO 0!!)
- # If the bonus is positive, the actor becomes fully resistant to the set state.
- # However, if the bonus is negative, the actor LOSES full resistance to the set
- # state!
- #
- # Attack Elements: (Sort 9)
- # Values are the same as the Element IDs in the database (SO NO 0!!)
- # If the bonus is positive, the element is added to the attack elements.
- # However, if the bonus is negative, the element is REMOVED from the attack
- # elements!
- #
- # Attack States: (Sort 10)
- # Values are the same as the State IDs in the database (SO NO 0!!)
- # Bonus is the chance of the state to occur.
- #
- # Equipment Types: (Sort 11)
- # 0 as parameter means that the bonus type is a Weapon Type.
- # 1 as parameter means that the bonus type is a Weapon Type, but instead it will
- # be REMOVED from the list of weapon types.
- # 2 as parameter means that the bonus type is an Armor Type.
- # 3 as parameter means that the bonus type is an Armor Type, but instead it will
- # be REMOVED from the list of armor types.
- # 4 as parameter allows Dual Wielding.
- # Bonus is the same as the ID of the Equipment Types in the database.
- # Note that removed types override added types. So you can first remove an
- # equip type and afterwards add it, but you can first add it and then remove it.
- #
- # Attack Specials: (Sort 12)
- # 0 - Attack Speed
- # 1 - Additional Attacks
- # Both in percentages. So for additional attacks, not 1 but 100.
- #
- # Additional Skill Types: (Sort 13)
- # Values are the same as the Skill Types IDs in the database (SO NO 0!!)
- # If the bonus is positive, the skill types is added.
- # However, if the bonus is negative, the skill type is REMOVED!
- #
- # Sealed Skill Types: (Sort 14)
- # Exact the same as above, only if the bonus is positive the type gets sealed,
- # if the bonus is negative the type gets removed from the sealed types.
- #
- # Sealed Skills: (Sort 15)
- # Again, exact the same as above. Only this time, replace the skill type id by
- # the skill id.
- #
- # Fixed Equip Types: (Sort 16)
- # Exact the same as Sealed Skill Types, only the equip types get fixed. Of course,
- # replace skill type id by equip type id.
- #
- # Sealed Equip Types: (Sort 17)
- # And yet again, exact the same only the equip types get sealed. Of course,
- # replace skill type id by equip type id.
- #
- # Special Flags: (Sort 18)
- # 0 - Auto Combat
- # 1 - Guard
- # 2 - Substitute/Cover
- # 3 - Same TP in next battle
- # For bonus, put a positive number (or 0) for added trait, and negative number
- # for removed trait.
- #
- # Party Abilities: (Sort 19)
- # 0 - Encounter cut down by half
- # 1 - No encounters
- # 2 - No suprise attacks
- # 3 - Preemptive strike rate up
- # 4 - Double currency from battles
- # 5 - Double items from battles
- # For bonus, put a positive number (or 0) for added trait, and negative number
- # for removed trait.
- #
- # Others Traits: (Sort 20)
- # 0 - Max TP up by bonus
- # 1 - Atk Skill becomes bonus (skill ID) / So, if you have [20, 1, 10] the actor's
- # attack skill becomes 10.
- # 2 - Guard Skill becomes bonus (skill ID) / So, if you have [20, 2, 10] the
- # actor's guard skill becomes 10,
- #----------------------------------------------------------------------------
- # Credits to:
- # Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned
- # how Arrays and Hashes work.
- # Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot.
- # You for reading through the wall of text ^^ (at least... I hope you did that..)
- #----------------------------------------------------------------------------
- # If you have any issues with this script, contact me at
- # http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/
- #============================================================================
- #
- # CONFIGURATION
- #
- #============================================================================
- module EME
-
- MAX_ELEMENTS = 999
- #----------------------------------------------------------------------------
- # Sets syntax
- #----------------------------------------------------------------------------
- # Sets = {
- # set_id => [[equipment_type, equipment_id]]
- # }
- #
- # set_id must be bigger than 0
- # equipment_type can be either 0 (weapon) or 1 (armor)
- # Add a comma after a ']' if it's not the last element in the array/hash.
- #
- # Don't forget to add a ungettable item at the end! Else, the last item will
- # count for two!
- #----------------------------------------------------------------------------
- Sets = {
- 1 => [[0, 1], [1, 1]],
- 2 => [[1, 2], [0, 2]]
- }
- #----------------------------------------------------------------------------
- # Sets syntax
- #----------------------------------------------------------------------------
- # Set_Bonuses = {
- # set id => {
- # amount of pieces required => [[sort, parameter, bonus]], [sort, random parameter, 0]]
- # }
- # }
- #
- # set_id must correspond to set_id of Sets
- # amount of pieces required indicates how many pieces of the set the actor must
- # be wearing before receiving the bonus. If you want to skip one, make the only
- # element in it's array [0, 0, 0].
- # sort indicates which kind of parameters the bonuses change. See SPECIAL VALUES
- # for all sorts.
- # parameter can be a value depending on sort. See SPECIAL VALUES in the
- # instructions for their corresponding stats.
- # Bonus is a direct value added to 'parameter'. If 0, no bonus is added. If
- # negative, bonus becomes negative.
- # Random paramter is just a random parameter to prevent the last bonus from
- # being doubled. Always make the bonus of this element 0.
- #
- # Add a comma after a ']' or '}' if it's not the last element in the array/hash.
- #
- # Don't forget to add a bonus of [0, 0, 0] at the end! Or else, the last bonus
- # will be doubled!
- #----------------------------------------------------------------------------
- Set_Bonuses =
- {
- 1 => {
- 1 => [[0, 0, 500]],
- 2 => [[0, 0, 500]]
- },
- 2 => {
- 1 => [[0, 1, 500]],
- 2 => [[0, 1, 500]]
- }
- }
- #-----------------------------------------------------------------------------
- # Sets syntax
- #-----------------------------------------------------------------------------
- # Set_Sounds = {
- # set_id => {
- # amount_of_pieces_required => [file_name, volume, pitch]
- # }
- # }
- #
- # Resembles the other two parts so I think not much of an explanation is needed.
- # When the required amount of pieces has been equipped, the sound sound will be
- # played. Doesn't apply for unequipping. Again, watch the comma's!!
- #----------------------------------------------------------------------------
- Set_Sounds =
- {
- 1 => {
- 1 => ["Flash1", 100, 100], # <- comma here since it isn't the last one!
- 2 => ["Flash1", 100, 100] # <- no comma here since it IS the last one!
- }
- }
- end
- # Only edit things past here if you know what you're doing
- $imported = {} if $imported.nil?
- $imported["Emerald's Equipment Sets"] = true
- #============================================================================
- #
- # Game_Actor
- # Handles everything for this script.
- #============================================================================
- class Game_Actor < Game_Battler
-
- attr_reader :active_sets
- attr_reader :item_sets
-
- alias eme_ees_setup setup
- def setup(actor_id)
- @non_set_skills = []
- @skill_from_sets = false
- reset_bonuses
- @active_sets = []
- @item_sets = [0] * (EME::Sets.size + 1)
- eme_ees_setup(actor_id)
- end
- alias eme_init_equips init_equips
- def init_equips(equips)
- eme_init_equips(equips)
- equips.each_with_index{|item_id, i|
- etype_id = index_to_etype_id(i)
- slot_id = empty_slot(etype_id)
- for set_id in 1..EME::Sets.size
- for ees_set_equip in EME::Sets[set_id]
- if item_id != nil and slot_id != nil and ees_is_the_set_item?(etype_id == 0 ? $data_weapons[item_id] : $data_armors[item_id], ees_set_equip)
- @item_sets[set_id] += 1
- @active_sets.push(set_id) unless @active_sets.include?(set_id)
- end
- end
- end
- }
- refresh
- end
-
- def ees_is_the_set_item?(item, ees_set_equip)
- return (((ees_set_equip[0] == 0 and item.is_a?(RPG::Weapon)) or (ees_set_equip[0] == 1 and item.is_a?(RPG::Armor))) and ees_set_equip[1] == item.id)
- end
- alias eme_ees_learn_skill learn_skill
- def learn_skill(skill_id)
- eme_ees_learn_skill(skill_id)
- @non_set_skills.push(skill_id) unless @skill_from_sets
- @skill_from_sets = false
- end
-
- alias eme_ebs_change_equip change_equip
- def change_equip(slot_id, item)
- for set_id in 1..EME::Sets.size
- for ees_set_equip in EME::Sets[set_id]
- if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil
- if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip)
- @item_sets[set_id] -= 1
- @active_sets.delete(set_id) if @item_sets[set_id] == 0
- end
- end
- if item != nil and ees_is_the_set_item?(item, ees_set_equip)
- @item_sets[set_id] += 1
- @active_sets.push(set_id) unless @active_sets.include?(set_id)
- if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id))
- sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)]
- Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2])
- end
- end
- end
- end
- set_check
- eme_ebs_change_equip(slot_id, item)
- end
- def unlearn_set_skills(set_id)
- EME::Set_Bonuses[set_id].each_value{|bonus_array|
- bonus_array.each{|bonus|
- if bonus[0] == 4
- forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2])
- @ees_skills.delete(bonus[2])
- end
- }
- }
- end
-
- def item_set_reset_all
- @active_sets.each{|set_id| item_set_reset(set_id)}
- end
-
- def item_set_reset(set_id)
- return unless set_id > 0 and @item_sets[set_id] > 0
- unlearn_set_skills(set_id)
- end
-
- def release_unequippable_items(item_gain = true)
- @equips.each_with_index do |item, i|
- if !equippable?(item.object) || item.object.etype_id != equip_slots[i]
- trade_item_with_party(nil, item.object) if item_gain
- item.object = nil
- end
- end
- end
- def release_unequippable_items(item_gain = true)
- loop do
- change_equips = 0
- @equips.each_with_index do |item, i|
- if !equippable?(item.object) or item.object.etype_id != equip_slots[i]
- next if (RPG::Weapon.method_defined?(:two_handed?) and dual_wield? and (equip_slots[i] == 1 and item.object.etype_id == 0))
- trade_item_with_party(nil, item.object) if item_gain
- change_equips += 1 unless item.object.nil?
- unless item.object.nil?
- for set_id in 1..EME::Sets.size
- for ees_set_equip in EME::Sets[set_id]
- if ees_is_the_set_item?(item.object, ees_set_equip)
- @item_sets[set_id] -= 1
- @active_sets.delete(set_id) if @item_sets[set_id] == 0
- end
- end
- end
- end
- item.object = nil
- end
- end
- set_check
- break if change_equips == 0
- end
- end
- alias eme_ebs_discard_equip discard_equip
- def discard_equip(item)
- slot_id = equips.index(item)
- if slot_id != nil
- for set_id in 1..EME::Sets.size
- for ees_set_equip in EME::Sets[set_id]
- if ees_is_the_set_item?(item, ees_set_equip)
- @item_sets[set_id] -= 1
- @active_sets.delete(set_id) if @item_sets[set_id] == 0
- end
- end
- end
- end
- eme_ebs_discard_equip(item)
- refresh
- end
-
- def set_amount_wearing(set_id)
- return @item_sets[set_id]
- end
- def set_check
- item_set_reset_all
- reset_bonuses
- @active_sets.each{|set| change_bonuses(set) unless set == nil}
- end
-
- def change_bonuses(set_id)
- return if set_id == 0 or set_amount_wearing(set_id) == 0
- EME::Set_Bonuses[set_id].each_key{|key|
- if set_amount_wearing(set_id) >= key
- for g in 0...EME::Set_Bonuses[set_id][key].size
- sort = EME::Set_Bonuses[set_id][key][g][0]
- stat = EME::Set_Bonuses[set_id][key][g][1]
- stat_bonus = EME::Set_Bonuses[set_id][key][g][2]
- case EME::Set_Bonuses[set_id][key][g][0]
- when 0
- sets_param_change(stat, stat_bonus)
- when 1
- sets_per_param_change(stat, stat_bonus)
- when 2
- sets_xparam_change(stat, stat_bonus)
- when 3
- sets_sparam_change(stat, stat_bonus)
- when 4
- next if skill_learn?(stat_bonus)
- @skill_from_sets = true
- learn_skill(stat_bonus)
- @ees_skills.push(stat_bonus)
- when 5
- stat -= 1
- sets_element_rate_change(stat, stat_bonus)
- when 6
- stat -= 1
- sets_debuff_rate_change(stat, stat_bonus)
- when 7
- stat -= 1
- sets_state_rate_change(stat, stat_bonus)
- when 8
- sets_state_resist_change(stat, stat_bonus)
- when 9
- sets_atk_elements_change(stat, stat_bonus)
- when 10
- sets_atk_states_change(stat) if stat_bonus > 0
- sets_atk_states_rate_change(stat, stat_bonus)
- when 11
- if stat < 2
- change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false))
- elsif stat < 4
- change_sets_additional_atypes(stat_bonus, (stat == 2))
- elsif stat == 4
- @eme_ebs_two_swords_style = true
- end
- when 12
- sets_atk_specials_change(stat, stat_bonus)
- when 13
- add_sets_skill_types(stat, stat_bonus)
- when 14
- add_sets_sealed_skill_types(stat, stat_bonus)
- when 15
- add_sets_sealed_skills(stat, stat_bonus)
- when 16
- add_sets_fixed_equip_types(stat, stat_bonus)
- when 17
- add_sets_sealed_equip_types(stat, stat_bonus)
- when 18
- stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat)
- when 19
- stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat)
- when 20
- case stat
- when 0
- set_bonus_max_tp(stat_bonus)
- when 1
- set_atk_skill(stat_bonus)
- when 2
- set_grd_skill(stat_bonus)
- end
- end
- end
- end
- }
- end
- #-------------------------------------------#
- # LABEL FOR AUTHOR #
- # Don't mind this ;) #
- #-------------------------------------------#
- def reset_bonuses
- @sets_param_plus = [0] * 8
- @sets_per_param_plus = [0] * 8
- @sets_xparam_plus = [0] * 10
- @sets_sparam_plus = [0] * 10
- @sets_element_rate = [0] * (EME::MAX_ELEMENTS)
- @sets_debuff_rate = [0] * 8
- @sets_state_rate = [0] * ($data_states.size + 1)
- @sets_state_resist = []
- @sets_state_resist_remove = []
- @sets_atk_elements = []
- @sets_atk_elements_remove = []
- @sets_atk_states = []
- @sets_atk_states_rate = [0] * $data_states.size
- @sets_atk_speed_plus = 0
- @sets_atk_times_plus = 0
- @sets_skill_types = []
- @sets_skill_types_remove = []
- @sets_sealed_skill_types = []
- @sets_sealed_skill_types_remove = []
- @sets_sealed_skills = []
- @sets_sealed_skills_remove = []
- @sets_fixed_equip_types = []
- @sets_fixed_equip_types_remove = []
- @sets_sealed_equip_types = []
- @sets_sealed_equip_types_remove = []
-
- @ees_added_special_flags = []
- @ees_removed_special_flags = []
- @ees_added_party_abilities = []
- @ees_removed_party_abilities = []
- @ees_bonus_max_tp = 0
- @new_atk_skill = nil
- @new_grd_skill = nil
-
- @ees_skills = []
- @sets_wtypes = []
- @sets_atypes = []
- @sets_removed_wtypes = []
- @sets_removed_atypes = []
- @eme_ebs_two_swords_style = false
- end
- def sets_param_plus(param_id)
- @sets_param_plus[param_id]
- end
- def sets_param_change(param_id, value)
- @sets_param_plus[param_id] += value
- end
-
- def sets_per_param_plus(param_id)
- value = param_base(param_id) + param_plus(param_id)
- value *= @sets_per_param_plus[param_id] / 100
- return value
- end
- def sets_per_param_change(param_id, value)
- @sets_per_param_plus[param_id] += value
- end
-
- def sets_xparam_plus(param_id)
- @sets_xparam_plus[param_id]
- end
- def sets_xparam_change(param_id, value)
- @sets_xparam_plus[param_id] += value
- end
- def sets_sparam_plus(param_id)
- @sets_sparam_plus[param_id]
- end
-
- def sets_sparam_change(param_id, value)
- @sets_sparam_plus[param_id] += value
- end
-
- def sets_element_rate(element_id)
- @sets_element_rate[element_id]
- end
-
- def sets_element_rate_change(element_id, value)
- @sets_element_rate[element_id] += value
- end
-
- def sets_debuff_rate(param_id)
- @sets_debuff_rate[param_id]
- end
- def sets_debuff_rate_change(param_id, value)
- @sets_debuff_rate[param_id] += value
- end
-
- def sets_state_rate(state_id)
- @sets_state_rate[state_id]
- end
- def sets_state_rate_change(state_id, value)
- @sets_state_rate[state_id] += value
- end
-
- def sets_state_resist(state_id)
- @sets_state_resist[state_id]
- end
-
- def sets_state_resist_remove(state_id)
- @sets_state_resist_remove[state_id]
- end
-
- def sets_state_resist_change(state_id, value)
- value >= 0 ? (@sets_state_resist.push(state_id) unless @sets_state_resist.include?(state_id)) : (@sets_state_resist_remove.delete(state_id) unless @sets_state_resist_remove.include?(state_id))
- end
-
- def sets_atk_elements(element_id)
- @sets_atk_elements[element_id]
- end
-
- def sets_atk_elements_remove(element_id)
- @sets_atk_elements_remove[element_id]
- end
- def sets_atk_elements_change(element_id, value)
- value >= 0 ? (@sets_atk_elements.push(element_id) unless @sets_atk_elements.include?(element_id)) : (@sets_attack_elements_remove.delete(element_id) unless @sets_atk_elements_remove.include?(element_id))
- end
-
- def sets_atk_states(state_id)
- @sets_atk_states[state_id]
- end
- def sets_atk_states_change(state_id)
- @sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id)
- end
-
- def sets_atk_states_rate(state_id)
- @sets_atk_states_rate[state_id]
- end
- def sets_atk_states_rate_change(state_id, value)
- @sets_atk_states_rate[state_id] += value
- end
-
- def sets_atk_speed_plus
- @sets_atk_speed_plus
- end
- def sets_atk_times_plus
- @sets_atk_times_plus
- end
-
- def sets_atk_specials_change(parameter, value)
- parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value
- end
-
- def sets_skill_types(skill_type_id)
- @sets_skill_types[skill_type_id]
- end
-
- def sets_skill_types_remove(skill_type_id)
- @sets_skill_types_remove[skill_type_id]
- end
- def add_sets_skill_types(skill_type_id, value)
- value >= 0 ? (@sets_skill_types.push(skill_type_id) unless @sets_skill_types.include?(skill_type_id)) : (@sets_skill_types_remove.delete(skill_type_id) unless @sets_skill_types_remove.include?(skill_type_id))
- end
-
- def sets_sealed_skill_types(skill_type_id)
- @sets_sealed_skill_types[skill_type_id]
- end
-
- def sets_sealed_skill_types_remove(skill_type_id)
- @sets_sealed_skill_types_remove[skill_type_id]
- end
- def add_sealed_skill_types(skill_type_id, value)
- value >= 0 ? (@sets_sealed_skill_types.push(skill_type_id) unless @sets_sealed_skill_types.include?(skill_type_id)) : (@sets_sealed_skill_types_remove.delete(skill_type_id) unless @sets_sealed_skill_types_remove.include?(skill_type_id))
- end
-
- def sets_sealed_skills(skill_id)
- @sets_sealed_skills[skill_id]
- end
-
- def sets_sealed_skills_remove(skill_id)
- @sets_sealed_skills_remove[skill_id]
- end
- def add_sets_sealed_skills(skill_id, value)
- value > 0 ? (@sets_sealed_skills.push(skill_id) unless @sets_sealed_skills.include?(skill_id)) : (@sets_attack_elements_remove.delete(skill_id) unless @sets_sealed_skills_remove.include?(skill_id))
- end
-
- def sets_additional_wtypes
- @sets_wtypes
- end
-
- def sets_additional_atypes
- @sets_atypes
- end
-
- def sets_removed_wtypes
- @sets_removed_wtypes
- end
-
- def sets_removed_atypes
- @sets_removed_atypes
- end
-
- def change_sets_additional_wtypes(wtype_id, positive_change = true)
- positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id)
- end
-
- def change_sets_additional_atypes(atype_id, positive_change = true)
- positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id)
- end
-
- def sets_fixed_equip_types(equip_type_id)
- @sets_fixed_equip_types[equip_type_id]
- end
-
- def sets_fixed_equip_types_remove(equip_type_id)
- @sets_fixed_equip_types_remove[equip_type_id]
- end
- def add_fixed_equip_types(equip_type_id, value)
- value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id)
- end
-
- def sets_sealed_equip_types(equip_type_id)
- @sets_sealed_equip_types[equip_type_id]
- end
-
- def sets_sealed_equip_types_remove(equip_type_id)
- @sets_sealed_equip_types_remove[equip_type_id]
- end
- def add_sealed_equip_types(equip_type_id, value)
- value > 0 ? (@sets_sealed_equip_types.push(equip_type_id) unless @sets_sealed_equip_types.include?(equip_type_id)) : (@sets_sealed_equip_types_remove.delete(equip_type_id) unless @sets_sealed_equip_types_remove.include?(equip_type_id))
- end
-
- def change_special_flags(flag_id, negative = false)
- !negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id)
- end
-
- def change_party_abilities(ability_id, negative = false)
- !negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id)
- end
-
- def set_bonus_max_tp(value)
- @ees_bonus_max_tp += value
- end
-
- def set_atk_skill(skill_id)
- @new_atk_skill = skill_id
- end
-
- def set_grd_skill(skill_id)
- @new_grd_skill = skill_id
- end
-
- #-------------------------------------------#
- # 'NOTHER LABEL FOR AUTHOR #
- # Don't mind this ;) #
- #-------------------------------------------#
- def param(param_id)
- value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max
- value *= param_rate(param_id) * param_buff_rate(param_id)
- [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
- end
-
- alias eme_ebs_xparam xparam
- def xparam(xparam_id)
- value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100
- return value
- end
-
- alias eme_ebs_sparam sparam
- def sparam(sparam_id)
- value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100
- return value
- end
-
- alias eme_ebs_element_rate element_rate
- def element_rate(element_id)
- value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100
- return value
- end
-
- alias eme_ebs_debuff_rate debuff_rate
- def debuff_rate(param_id)
- value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100
- return value
- end
- alias eme_ebs_state_rate state_rate
- def state_rate(state_id)
- value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100
- return value
- end
- alias eme_ebs_state_resist_set state_resist_set
- def state_resist_set
- value = eme_ebs_state_resist_set
- @sets_state_resist.each{|state| value.push(state) unless value.include?(element)}
- @sets_state_resist_remove.each{|state| value.delete(state)}
- return value
- end
-
- alias eme_ebs_atk_elements atk_elements
- def atk_elements
- value = eme_ebs_atk_elements
- @sets_atk_elements.each{|element| value.push(element) unless value.include?(element)}
- @sets_atk_elements_remove.each{|element| value.delete(element)}
- return value
- end
-
- alias eme_ebs_atk_states atk_states
- def atk_states
- value = eme_ebs_atk_states
- @sets_atk_states.each{|state| value.push(@sets_atk_states[i]) }
- return value
- end
-
- alias eme_ebs_atk_states_rate atk_states_rate
- def atk_states_rate(state_id)
- value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100
- return value
- end
-
- alias eme_ebs_atk_speed atk_speed
- def atk_speed
- value = eme_ebs_atk_speed + sets_atk_speed_plus / 100
- return value
- end
- alias eme_ebs_atk_times atk_times_add
- def atk_times_add
- value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max
- return value
- end
- alias eme_ebs_dual_wield? dual_wield?
- def dual_wield?
- return true if @eme_ebs_two_swords_style
- eme_ebs_dual_wield?
- end
-
- alias eme_ebs_added_skill_types added_skill_types
- def added_skill_types
- value = eme_ebs_added_skill_types
- @sets_skill_types.each{|sk_type| value.push(sk_type)}
- @sets_skill_types_remove.each{|sk_type| value.delete(sk_type)}
- return value
- end
-
- def skill_type_sealed?(stype_id)
- value = features_set(FEATURE_STYPE_SEAL)
- @sets_sealed_skill_types.each{|sk_type| value.push(sk_type)}
- @sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)}
- return true if value.include?(stype_id)
- end
- def skill_sealed?(skill_id)
- value = features_set(FEATURE_SKILL_SEAL)
- @sets_sealed_skills.each{|skill| value.push(skill)}
- @sets_sealed_skills_remove.each{|skill| value.delete(skill)}
- return true if value.include?(skill_id)
- end
-
- def equip_wtype_ok?(wtype_id)
- value = features_set(FEATURE_EQUIP_WTYPE)
- @sets_wtypes.each{|w_type| value.push(w_type)}
- @sets_removed_wtypes.each{|w_type| value.delete(w_type)}
- return true if value.include?(wtype_id)
- end
- def equip_atype_ok?(atype_id)
- value = features_set(FEATURE_EQUIP_ATYPE)
- @sets_atypes.each{|a_type| value.push(a_type)}
- @sets_removed_atypes.each{|a_type| value.delete(a_type)}
- return true if value.include?(atype_id)
- end
- def equip_type_fixed?(etype_id)
- value = features_set(FEATURE_EQUIP_FIX)
- @sets_fixed_equip_types.each{|e_type| value.push(e_type)}
- @sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)}
- return true if value.include?(etype_id)
- end
-
- def equip_type_sealed?(etype_id)
- value = features_set(FEATURE_EQUIP_SEAL)
- @sets_sealed_equip_types.each{|e_type| value.push(e_type)}
- @sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)}
- return true if value.include?(etype_id)
- end
-
- alias eme_ees_special_flag special_flag
- def special_flag(flag_id)
- return false if @ees_removed_special_flags.include?(flag_id)
- return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id)
- end
-
- alias eme_ees_party_ability party_ability
- def party_ability(ability_id)
- return false if @ees_removed_party_abilities.include?(ability_id)
- return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id)
- end
-
- alias eme_ees_max_tp max_tp
- def max_tp
- return eme_ees_max_tp + @ees_bonus_max_tp
- end
-
- alias eme_ees_attack_skill attack_skill_id
- def attack_skill_id
- return @new_atk_skill unless @new_atk_skill == nil
- return eme_ees_attack_skill
- end
- alias eme_ees_guard_skill guard_skill_id
- def guard_skill_id
- return @new_grd_skill unless @new_grd_skill == nil
- return eme_ees_guard_skill
- end
- end
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