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[已经解决] 如何在VA里做出防具套装效果

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Lv1.梦旅人

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发表于 2013-12-29 13:01:23 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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比如说,铁质胸甲、铁质头盔、铁质战靴和铁剑一起装备,怎么让它有一个“攻击上升10%”、“防御力+5”之类的套装效果?
求解

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发表于 2013-12-29 13:43:45 | 只看该作者
本帖最后由 saturnfjh 于 2014-1-13 11:26 编辑

添加一个公共事件,检查角色装备,如果符合套装要求,赋予某个状态,不合要求则取消某个状态。然后在更换装备的时候执行公共事件进行检查即可。

或者试试这个:

RUBY 代码复制
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Game_Actor
  4. #------------------------------------------------------------------------------
  5. #  管理角色的类。
  6. #   本类在 Game_Actors 类 ($game_actors) 的内部使用。
  7. #   具体使用请查看 Game_Party 类 ($game_party) 。
  8. #==============================================================================
  9.  
  10. module SUIT
  11.   # 套装数据库
  12.   SUITS = []
  13.   # 写法:SUITS[x] = [套装状态, 防具部件1, 防具部件2, ...]
  14.   SUITS[0] = [25, 1, 2, 3]
  15.   SUITS[1] = [24, 1, 2]
  16. end
  17.  
  18. class Game_Actor < Game_Battler
  19.   #--------------------------------------------------------------------------
  20.   # ● 设置
  21.   #--------------------------------------------------------------------------
  22.   def setup(actor_id)
  23.     @actor_id = actor_id
  24.     @name = actor.name
  25.     @nickname = actor.nickname
  26.     init_graphics
  27.     @class_id = actor.class_id
  28.     [url=home.php?mod=space&uid=22147]@level[/url] = actor.initial_level
  29.     [url=home.php?mod=space&uid=13302]@exp[/url] = {}
  30.     @equips = []
  31.     @actor_sets = []
  32.     init_exp
  33.     init_skills
  34.     init_equips(actor.equips)
  35.     clear_param_plus
  36.     recover_all_init
  37.   end
  38.  
  39.   alias old_refresh refresh
  40.   def refresh
  41.     process_suiting if SUIT::SUITS.size > 0
  42.     old_refresh
  43.   end
  44.  
  45.   def process_suiting
  46.     @old_actor_sets = @actor_sets
  47.     @actor_sets = []
  48.     # 所有套装依次判定
  49.     SUIT::SUITS.each_with_index { |sets, index|
  50.       have_sets = false
  51.       # 套装部件依次判定
  52.       sets.each_with_index { |part, index|
  53.         if index > 0  # 跳过状态索引
  54.           # 如果角色装备不符合任意套装要求,返回false
  55.           have_sets = (armors.include?($data_armors[part]) ? true : false)
  56.           break if (have_sets == false)
  57.         end
  58.       }
  59.       @actor_sets.push(index) if (have_sets == true)
  60.     }
  61.     process_suiting_states(@old_actor_sets, @actor_sets)
  62.   end
  63.  
  64.   def process_suiting_states(old_sets, sets)
  65.     # 移出旧套装状态
  66.     old_sets.each { |old_set|
  67.       @states.delete(SUIT::SUITS[old_set][0])
  68.     }
  69.     # 附加新套装状态
  70.     sets.each { |set|
  71.       @states.push(SUIT::SUITS[set][0])
  72.     }
  73.     @hp = [[@hp, mhp].min, 0].max
  74.     @mp = [[@mp, mmp].min, 0].max
  75.   end
  76.  
  77.   #--------------------------------------------------------------------------
  78.   # ● 完全恢复
  79.   #--------------------------------------------------------------------------
  80.   def recover_all_init
  81.     @states.delete(1)
  82.     @hp = mhp
  83.     @mp = mmp
  84.   end
  85. end
  86.  
  87. #==============================================================================
  88. # ■ Game_Party
  89. #------------------------------------------------------------------------------
  90. #  管理队伍的类。保存有金钱及物品的信息。本类的实例请参考 $game_party 。
  91. #==============================================================================
  92.  
  93. class Game_Party < Game_Unit
  94.   #--------------------------------------------------------------------------
  95.   # ● 设置战斗测试用队伍
  96.   #--------------------------------------------------------------------------
  97.   def setup_battle_test_members
  98.     $data_system.test_battlers.each do |battler|
  99.       actor = $game_actors[battler.actor_id]
  100.       actor.change_level(battler.level, false)
  101.       actor.init_equips(battler.equips)
  102.       actor.recover_all_init
  103.       add_actor(actor.id)
  104.     end
  105.   end
  106. end
  

点评

这个脚本怎么标记套装啊?  发表于 2014-1-7 18:00
脚本里 @level @exp 前后的方括号里的东西需呀手动删除 - -b  发表于 2013-12-31 16:53

评分

参与人数 1星屑 +150 收起 理由
Sion + 150 脚本里 @level @exp 前后的方括号里的东西.

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Lv1.梦旅人

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 楼主| 发表于 2013-12-31 16:00:51 | 只看该作者
saturnfjh 发表于 2013-12-29 13:43
添加一个公共事件,检查角色装备,如果符合套装要求,赋予某个状态,不合要求则取消某个状态。然后在更换装 ...

THX.以后有问题还请多多关照~XD
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 楼主| 发表于 2014-1-5 09:19:53 | 只看该作者
本帖最后由 13567715448 于 2014-1-5 09:42 编辑
saturnfjh 发表于 2013-12-29 13:43
添加一个公共事件,检查角色装备,如果符合套装要求,赋予某个状态,不合要求则取消某个状态。然后在更换装 ...


话说这什么情况





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 楼主| 发表于 2014-1-12 08:47:17 | 只看该作者
saturnfjh 发表于 2013-12-29 13:43
添加一个公共事件,检查角色装备,如果符合套装要求,赋予某个状态,不合要求则取消某个状态。然后在更换装 ...

求解!大神快来看看上面什么情况

点评

脚本冲突?不知道,我单独使用这个脚本没问题……  发表于 2014-1-13 11:25
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 楼主| 发表于 2014-1-15 09:50:32 | 只看该作者
本帖最后由 13567715448 于 2014-1-15 10:02 编辑

貌似是和原来内设的冲突了?难道是我的写法有误?
# 套装数据库
  SUITS = []
  # 写法:SUITS[x] = [套装状态, 防具部件1, 防具部件2, ...]
  SUITS[0] = []
  SUITS[1] = [33, 76, 77]
  SUITS[2] = [33, 78, 79]
(状态都是永久的那种)
@saturnfjh



#--------------------------------------------------------------------------
  # ● 更新状态的回总数数
  #--------------------------------------------------------------------------
  def update_state_turns
    states.each do |state|
      @state_turns[state.id] -= 1 if @state_turns[state.id] > 0
    end
  end
(它貌似说“>”有问题)
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发表于 2014-1-16 10:15:15 | 只看该作者
13567715448 发表于 2014-1-15 09:50
貌似是和原来内设的冲突了?难道是我的写法有误?
# 套装数据库
  SUITS = []

这是我在外站找的一个脚本
测试了一下,是可以使用的,都是英文注释,也能看懂,你可以研究一下!
  1. #============================================================================
  2. # Equipment Sets v2.1e
  3. # By Emerald
  4. #----------------------------------------------------------------------------
  5. # You're free to use the script for any game, as long as you give credits
  6. #----------------------------------------------------------------------------
  7. # Version History
  8. # 1.0 -> Script fully ready for public use. Addes sets, unlimited set items,
  9. #        set bonuses for the 8 basic stats, set bonuses requirement (how many
  10. #        items of the set is the actor wearing?)
  11. # 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now
  12. #        use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL
  13. #        VALUES for their corresponding parameters.
  14. #        b. Added sort 1: Standard Parameters (Percentage). The corresponding
  15. #        parameters are the same as for sort 0. See SPECIAL VALUES for extra
  16. #        notes.
  17. # 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be
  18. #        found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These
  19. #        use a different syntax than the other bonuses, so be sure to check
  20. #        SPECIAL VALUES if you are unfamiliar with them.
  21. # 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned
  22. #        code (about 140 lines less this time, WITH 4 added Sorts). Added
  23. #        Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added
  24. #        MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort
  25. #        6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9
  26. #        (Attack Elements). See SPECIAL VALUES for instructions.
  27. #        WARNING these are still in Beta Stage, so report all bugs found.  
  28. #        b. removed many, MANY major bugs! Removed a bug where unequipping
  29. #        resulted in an undefined array, removed some typos, fixed the bonuses
  30. #        for almost EVERY Sort, removed some more typos, shortened code a little
  31. #        bit, removed some more minor bugs regarding change_equip.
  32. # 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment
  33. #        Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for
  34. #        all needed information.
  35. # 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11
  36. #        (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17
  37. #        which are Additional Skill Types, Sealed Skill Types, Sealed Skills,
  38. #        Fixed Equip Types and Sealed Equip Types respectively. As usual, go to
  39. #        SPECIAL VALUES for the needed instructions.
  40. # 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script.
  41. # 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other
  42. #        traits). See SPECIAL VALUES for the instructions.
  43. # 1.8a-> Added sounds to be played when a certain amount of set pieces has been
  44. #        equipped. Also removed a bug regarding skipping amounts of pieces.
  45. # 1.8b-> Small bugfix regarding set sounds.
  46. # 1.8c-> Small bugfix regarding attack states.
  47. #
  48. # 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further
  49. #        increases compatability. Added a method which initializes sets which
  50. #        are worn by actors at the start of the game. Halved the code used to
  51. #        determine if items belong to sets. Scraped a few uneccessairy methods.
  52. #        Practically removed 2/3 of my version of release_unequipable_equips,
  53. #        and made the EES + Fomar123's Dual Wield -> Free Hands script patch
  54. #        1 line instead of 10. Almost entirely changed the way Set Skills and
  55. #        Set Equipment Options work. Also fixed a few bugs in the progress
  56. #        (for example additions of variable 2 which I accidentally left in the
  57. #        script.)
  58. # 2.1a-> Start of the debugging patch. Added a function to remove bonuses when
  59. #        unequipping stuff, like usual. Forgot to re-add in 2.0 >.<
  60. # 2.1b-> Fixed a small typo.
  61. # 2.1c-> Fixed initalizition of set equips.
  62. # 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips
  63. #        and a bug regarding the removing of bonuses when unequipping stuff.
  64. # 2.1e-> Removed something which I should have added (regarding the BaseItem
  65. #        class) in release_unequippable_items. This also fixed the compatibility
  66. #        issues with Tsukihime's Effect Manager.
  67. #----------------------------------------------------------------------------
  68. # Started with a Iron Sword? Pretty good. Found a Gold Sword? Awesome! Found
  69. # the complete Bronze Set? Bad stuff...
  70. # Unless, they give you bonuses! In other words, this script allows you to create
  71. # bonuses for wearing multiple items of a set... Just wanted to make it sound
  72. # more fun...
  73. #
  74. # Instructions:
  75. #
  76. # Just as always, put this script between Бе Materials and Бе Main. Put this script
  77. # below any script which rewrites change_equip and above any script which aliases
  78. # 'param' in Game_Actor (usually in Game_BattlerBase, but it only matters if it
  79. # is rewritten/aliased in Game_Actor).
  80. #
  81. # Set MAX_ELEMENTS below module EME and above Sets to the maximum number of
  82. # elements in the database. Else, the script won't recognize any above the value.
  83. #
  84. #
  85. # SETS
  86. #
  87. # To create sets (sorry, no names yet) go to Sets in the configuration part.
  88. # Add the set id, followed by an array containing arrays. The latter arrays
  89. # must be at least two elements long, one for the type of equipment, one for the
  90. # id.
  91. # Examples:
  92. #
  93. # 1 => [[0, 1], [1, 2]], <- The []'s define an array. The arrays like the [0,1]
  94. # and [1, 2] should be at least two elements long (each element is separated by
  95. # a comma.
  96. #
  97. # 2 => [[0, 5], [0, 6], [1, 5], [1,7]], <- If the array is not the last in the
  98. # list, add a comma or you'll get an error. This goes for every array.
  99. #
  100. # set id => [[equipment type, equipment id], [equipment type, equipment id]]
  101. #
  102. # NOTE:
  103. # The set id MUST be 0 or higher. The variable in which the sets are stored (which
  104. # is called a hash) usually begins with 1 =>, so that's why that's also in the
  105. # standard config.
  106. # The Equipment Types are 0 (weapons) and 1 (armors.)
  107. # DO NOT COPY the ID of items in the database. If you put all the useless 0's
  108. # in front of the real ID, you'll get an error/the script won't work.
  109. # Furthermore, you can have an infinite amount of equipment belonging (is that a
  110. # word?) to a set, so don't worry about compatibility issues with Extra Equipment
  111. # Slots scripts. Unless they rewrite change_equip, than there's a slight chance
  112. # on problems. This can be fixed, however, by putting this script below any
  113. # script which rewrites change_equip.
  114. # Also, you can have multiple weapons in array and the same equipment in different
  115. # sets.
  116. #
  117. #
  118. # SET BONUSES
  119. #
  120. # For set bonuses, go to Set_Bonuses. Use the follwing syntax to add bonuses:
  121. #
  122. # set id => {
  123. #    amount of pieces required => [[sort, parameter, bonus]]
  124. #           },
  125. #
  126. # Specifications:
  127. # set id = the same set id as in Sets.
  128. #
  129. # amount of pieces required = the amount of pieces the player must be wearing in
  130. # order to receive the bonuses. If you want to skip one, just skip it. Like:
  131. # 1 => blablabla
  132. # 3 => blablabla
  133. #
  134. # sort = type of bonus. For all sorts, see SPECIAL VALUES.
  135. #
  136. # parameter = the parameter which receives the bonus. For all parameters, see
  137. # SPECIAL VALUES.
  138. #
  139. # bonus = the bonus to be added to parameter. Note that this is a direct bonus,
  140. # not a percentage. If the vale is negative, the bonus will become negative. If
  141. # the value is 0, there will be no bonus to that stat.
  142. #
  143. #
  144. # SPECIAL VALUES
  145. # Sets
  146. # ----
  147. # Equipment types: 0 and 1. 0 is the Weapons tab in the database, 1 is the
  148. # Armors tab in the database.
  149. #
  150. # Set_Bonuses
  151. # ---
  152. # Sorts:
  153. # 0  - Standard Parameter
  154. # 1  - Standard Parameter (Percentage)
  155. # 2  - Extra Parameter
  156. # 3  - Special Paramater
  157. # 4  - Skills (WARNING, DIFFERENT SYNTAX!! See Skills on how to use them)
  158. # 5  - Elemental Efficiency
  159. # 6  - Debuff Rate
  160. # 7  - State Rate
  161. # 8  - State Resistance (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  162. # 9  - Attack Elements (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  163. # 10 - Attack States
  164. # 11 - Equipment Types (WARNING, DIFFERENT SYNTAX!! See Equipment Types on how
  165. #                       to use them)
  166. # 12 - Attack Specials
  167. # 13 - Additional Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  168. # 14 - Sealed Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  169. # 15 - Sealed Skills (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  170. # 16 - Fixed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  171. # 17 - Sealed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  172. # 18 - Special Flags (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  173. # 19 - Party Abilities (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  174. # 20 - Other Traits
  175. #
  176. # Standard Parameters: (Sort 0)
  177. # 0 - MaxHp
  178. # 1 - MaxMp
  179. # 2 - Attack
  180. # 3 - Defense
  181. # 4 - Magic Attack (Spirit)
  182. # 5 - Magic Defence (Resistance)
  183. # 6 - Agility
  184. # 7 - Luck
  185. #
  186. # Standard Parameters (Percentage): (Sort 1)
  187. # 0 - MaxHp
  188. # 1 - MaxMp
  189. # 2 - Attack
  190. # 3 - Defense
  191. # 4 - Magic Attack (Spirit)
  192. # 5 - Magic Defence (Resistance)
  193. # 6 - Agility
  194. # 7 - Luck
  195. # Note that stats are calculated this way:
  196. # Basic + Equipment Bonuses + Set Bonuses (normal) + Set Bonuses (percentages,
  197. # equal to bonus% (in [1, parameter, bonus]) * basic + equipment bonuses)
  198. #
  199. # Extra Parameters: (Sort 2)
  200. # 0 - Hit Rate
  201. # 1 - Evasion
  202. # 2 - Critical Rate
  203. # 3 - Critical Evasion
  204. # 4 - Magical Evasion
  205. # 5 - Magical Reflection
  206. # 6 - Counter Rate
  207. # 7 - HP Regen
  208. # 8 - MP Regen
  209. # 9 - TP Regen
  210. #
  211. # Special Parameters: (Sort 3)
  212. # 0 - Target Rate/ Accuracy Rate(in Eng Translation Patch)/ Aggro Rate
  213. # 1 - Guard Effect Rate
  214. # 2 - Recovery Effect Rate
  215. # 3 - Pharmacology/ Knowledge in Medicine(in Eng Translation Patch)
  216. # 4 - MP Cost Rate
  217. # 5 - TP Charge Rate
  218. # 6 - Physical Damage Rate
  219. # 7 - Magical Damage Rate
  220. # 8 - Floor Damage Rate
  221. # 9 - Experience Rate
  222. #
  223. # Skills: (Sort 4)
  224. # These skills don't have parameter values. Instead, the last two elements in
  225. # their array have a different effect than usual:
  226. # [sort (4), -----, skill_id]
  227. # Sort = still the same and of course 4
  228. # ----- = before this was Active, but that is no longer required. In order to
  229. # by-pass the need to change this to skill_id (for people who had this script
  230. # before v2.0), this variable has become unused instead of deleted all-together.
  231. # You can put anything you want here, it doesn't even have to be an integer.
  232. # Skill_Id = the id of the skill which the actor learns.
  233. #
  234. # Elemental Efficiency: (Sort 5)
  235. # Values are the same as Element IDs in the database. (SO NO 0!!)
  236. # If the bonus is negative, the actor becomes more resistant to the element.
  237. # If the bonus is positive, the actor becomes weaker to the element.
  238. #
  239. # Debuff Rate: (Sort 6)
  240. # 0 - MaxHp
  241. # 1 - MaxMp
  242. # 2 - Attack
  243. # 3 - Defense
  244. # 4 - Magic Attack (Spirit)
  245. # 5 - Magic Defence (Resistance)
  246. # 6 - Agility
  247. # 7 - Luck
  248. # If the bonus is negative, the actor becomes more resistant to debuffs regarding
  249. # the set parameter.
  250. # If the bonus is positive, the actor becomes weaker to debuffs regarding the set
  251. # parameter.
  252. #
  253. # State Rate: (Sort 7)
  254. # Values are the same as the State IDs in the database (SO NO 0!!)
  255. # If the bonus is negative, the actor becomes more resistant to the state.
  256. # If the bonus is positive, the actor becomes weaker to the state.
  257. #
  258. # State Resist: (Sort 8)
  259. # Values are the same as the State IDs in the database (SO NO 0!!)
  260. # If the bonus is positive, the actor becomes fully resistant to the set state.
  261. # However, if the bonus is negative, the actor LOSES full resistance to the set
  262. # state!
  263. #
  264. # Attack Elements: (Sort 9)
  265. # Values are the same as the Element IDs in the database (SO NO 0!!)
  266. # If the bonus is positive, the element is added to the attack elements.
  267. # However, if the bonus is negative, the element is REMOVED from the attack
  268. # elements!
  269. #
  270. # Attack States: (Sort 10)
  271. # Values are the same as the State IDs in the database (SO NO 0!!)
  272. # Bonus is the chance of the state to occur.
  273. #
  274. # Equipment Types: (Sort 11)
  275. # 0 as parameter means that the bonus type is a Weapon Type.
  276. # 1 as parameter means that the bonus type is a Weapon Type, but instead it will
  277. # be REMOVED from the list of weapon types.
  278. # 2 as parameter means that the bonus type is an Armor Type.
  279. # 3 as parameter means that the bonus type is an Armor Type, but instead it will
  280. # be REMOVED from the list of armor types.
  281. # 4 as parameter allows Dual Wielding.
  282. # Bonus is the same as the ID of the Equipment Types in the database.
  283. # Note that removed types override added types. So you can first remove an
  284. # equip type and afterwards add it, but you can first add it and then remove it.
  285. #
  286. # Attack Specials: (Sort 12)
  287. # 0 - Attack Speed
  288. # 1 - Additional Attacks
  289. # Both in percentages. So for additional attacks, not 1 but 100.
  290. #
  291. # Additional Skill Types: (Sort 13)
  292. # Values are the same as the Skill Types IDs in the database (SO NO 0!!)
  293. # If the bonus is positive, the skill types is added.
  294. # However, if the bonus is negative, the skill type is REMOVED!
  295. #
  296. # Sealed Skill Types: (Sort 14)
  297. # Exact the same as above, only if the bonus is positive the type gets sealed,
  298. # if the bonus is negative the type gets removed from the sealed types.
  299. #
  300. # Sealed Skills: (Sort 15)
  301. # Again, exact the same as above. Only this time, replace the skill type id by
  302. # the skill id.
  303. #
  304. # Fixed Equip Types: (Sort 16)
  305. # Exact the same as Sealed Skill Types, only the equip types get fixed. Of course,
  306. # replace skill type id by equip type id.
  307. #
  308. # Sealed Equip Types: (Sort 17)
  309. # And yet again, exact the same only the equip types get sealed. Of course,
  310. # replace skill type id by equip type id.
  311. #
  312. # Special Flags: (Sort 18)
  313. # 0 - Auto Combat
  314. # 1 - Guard
  315. # 2 - Substitute/Cover
  316. # 3 - Same TP in next battle
  317. # For bonus, put a positive number (or 0) for added trait, and negative number
  318. # for removed trait.
  319. #
  320. # Party Abilities: (Sort 19)
  321. # 0 - Encounter cut down by half
  322. # 1 - No encounters
  323. # 2 - No suprise attacks
  324. # 3 - Preemptive strike rate up
  325. # 4 - Double currency from battles
  326. # 5 - Double items from battles
  327. # For bonus, put a positive number (or 0) for added trait, and negative number
  328. # for removed trait.
  329. #
  330. # Others Traits: (Sort 20)
  331. # 0 - Max TP up by bonus
  332. # 1 - Atk Skill becomes bonus (skill ID) / So, if you have [20, 1, 10] the actor's
  333. # attack skill becomes 10.
  334. # 2 - Guard Skill becomes bonus (skill ID) / So, if you have [20, 2, 10] the
  335. # actor's guard skill becomes 10,
  336. #----------------------------------------------------------------------------
  337. # Credits to:
  338. # Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned
  339. # how Arrays and Hashes work.
  340. # Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot.
  341. # You for reading through the wall of text ^^ (at least... I hope you did that..)
  342. #----------------------------------------------------------------------------
  343. # If you have any issues with this script, contact me at
  344. # http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/
  345. #============================================================================
  346. #
  347. # CONFIGURATION
  348. #
  349. #============================================================================

  350. module EME
  351.   
  352.   MAX_ELEMENTS = 10

  353. #----------------------------------------------------------------------------
  354. # Sets syntax
  355. #----------------------------------------------------------------------------
  356. # Sets = {
  357. #          set_id => [[equipment_type, equipment_id]]
  358. #        }
  359. #
  360. # set_id must be bigger than 0
  361. # equipment_type can be either 0 (weapon) or 1 (armor)
  362. # Add a comma after a ']' if it's not the last element in the array/hash.
  363. #
  364. # Don't forget to add a ungettable item at the end! Else, the last item will
  365. # count for two!
  366. #----------------------------------------------------------------------------

  367. Sets = {
  368.          1 => [[0, 1], [1, 1]],
  369.          2 => [[1, 2], [0, 2]]
  370.        }

  371. #----------------------------------------------------------------------------
  372. # Sets syntax
  373. #----------------------------------------------------------------------------
  374. # Set_Bonuses = {
  375. #       set id => {
  376. #         amount of pieces required => [[sort, parameter, bonus]], [sort, random parameter, 0]]
  377. #                 }
  378. #                }
  379. #
  380. # set_id must correspond to set_id of Sets
  381. # amount of pieces required indicates how many pieces of the set the actor must
  382. # be wearing before receiving the bonus. If you want to skip one, make the only
  383. # element in it's array [0, 0, 0].
  384. # sort indicates which kind of parameters the bonuses change. See SPECIAL VALUES
  385. # for all sorts.
  386. # parameter can be a value depending on sort. See SPECIAL VALUES in the
  387. # instructions for their corresponding stats.
  388. # Bonus is a direct value added to 'parameter'. If 0, no bonus is added. If
  389. # negative, bonus becomes negative.
  390. # Random paramter is just a random parameter to prevent the last bonus from
  391. # being doubled. Always make the bonus of this element 0.
  392. #
  393. # Add a comma after a ']' or '}' if it's not the last element in the array/hash.
  394. #
  395. # Don't forget to add a bonus of [0, 0, 0] at the end! Or else, the last bonus
  396. # will be doubled!
  397. #----------------------------------------------------------------------------
  398. Set_Bonuses =
  399. {
  400.   1 => {
  401.     1 => [[0, 0, 500]],
  402.     2 => [[0, 0, 500]]
  403.        },

  404.   2 => {
  405.     1 => [[0, 1, 500]],
  406.     2 => [[0, 1, 500]]
  407.        }
  408. }

  409. #-----------------------------------------------------------------------------
  410. # Sets syntax
  411. #-----------------------------------------------------------------------------
  412. # Set_Sounds = {
  413. #   set_id => {
  414. #     amount_of_pieces_required => [file_name, volume, pitch]
  415. #   }
  416. # }
  417. #
  418. # Resembles the other two parts so I think not much of an explanation is needed.
  419. # When the required amount of pieces has been equipped, the sound sound will be
  420. # played. Doesn't apply for unequipping. Again, watch the comma's!!
  421. #----------------------------------------------------------------------------
  422. Set_Sounds =
  423. {
  424.   1 => {
  425.     1 => ["Flash1", 100, 100], # <- comma here since it isn't the last one!
  426.     2 => ["Flash1", 100, 100]  # <- no comma here since it IS the last one!
  427.        }
  428. }

  429. end

  430. # Only edit things past here if you know what you're doing

  431. $imported = {} if $imported.nil?
  432. $imported["Emerald's Equipment Sets"] = true

  433. #============================================================================
  434. #
  435. # Game_Actor
  436. # Handles everything for this script.
  437. #============================================================================
  438. class Game_Actor < Game_Battler
  439.   
  440.   attr_reader :active_sets
  441.   attr_reader :item_sets
  442.   
  443.   alias eme_ees_setup setup
  444.   def setup(actor_id)
  445.     @non_set_skills = []
  446.     @skill_from_sets = false
  447.     reset_bonuses
  448.     @active_sets = []
  449.     @item_sets = [0] * (EME::Sets.size + 1)
  450.     eme_ees_setup(actor_id)
  451.   end

  452.   alias eme_init_equips init_equips
  453.   def init_equips(equips)
  454.     eme_init_equips(equips)
  455.     equips.each_with_index{|item_id, i|
  456.       etype_id = index_to_etype_id(i)
  457.       slot_id = empty_slot(etype_id)
  458.       for set_id in 1..EME::Sets.size
  459.         for ees_set_equip in EME::Sets[set_id]
  460.           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)
  461.             @item_sets[set_id] += 1
  462.             @active_sets.push(set_id) unless @active_sets.include?(set_id)
  463.           end
  464.         end
  465.       end
  466.     }
  467.     refresh
  468.   end
  469.    
  470.   def ees_is_the_set_item?(item, ees_set_equip)
  471.     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)
  472.   end

  473.   alias eme_ees_learn_skill learn_skill
  474.   def learn_skill(skill_id)
  475.     eme_ees_learn_skill(skill_id)
  476.     @non_set_skills.push(skill_id) unless @skill_from_sets
  477.     @skill_from_sets = false
  478.   end

  479.   alias eme_ebs_change_equip change_equip
  480.   def change_equip(slot_id, item)
  481.       for set_id in 1..EME::Sets.size
  482.         for ees_set_equip in EME::Sets[set_id]
  483.           if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil
  484.             if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip)
  485.               @item_sets[set_id] -= 1
  486.               @active_sets.delete(set_id) if @item_sets[set_id] == 0
  487.             end
  488.           end
  489.           if item != nil and ees_is_the_set_item?(item, ees_set_equip)
  490.             @item_sets[set_id] += 1
  491.             @active_sets.push(set_id) unless @active_sets.include?(set_id)
  492.             if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id))
  493.               sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)]
  494.               Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2])
  495.             end
  496.           end
  497.         end
  498.       end
  499.     set_check
  500.     eme_ebs_change_equip(slot_id, item)
  501.   end

  502.   def unlearn_set_skills(set_id)
  503.     EME::Set_Bonuses[set_id].each_value{|bonus_array|
  504.       bonus_array.each{|bonus|
  505.         if bonus[0] == 4
  506.           forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2])
  507.           @ees_skills.delete(bonus[2])
  508.         end
  509.       }
  510.     }
  511.   end
  512.   
  513.   def item_set_reset_all
  514.     @active_sets.each{|set_id| item_set_reset(set_id)}
  515.   end
  516.   
  517.   def item_set_reset(set_id)
  518.     return unless set_id > 0 and @item_sets[set_id] > 0
  519.     unlearn_set_skills(set_id)
  520.   end
  521.   
  522.   def release_unequippable_items(item_gain = true)
  523.     @equips.each_with_index do |item, i|
  524.       if !equippable?(item.object) || item.object.etype_id != equip_slots[i]
  525.         trade_item_with_party(nil, item.object) if item_gain
  526.         item.object = nil
  527.       end
  528.     end
  529.   end

  530.   def release_unequippable_items(item_gain = true)
  531.     loop do
  532.       change_equips = 0
  533.       @equips.each_with_index do |item, i|
  534.         if !equippable?(item.object) or item.object.etype_id != equip_slots[i]
  535.           next if (RPG::Weapon.method_defined?(:two_handed?) and dual_wield? and (equip_slots[i] == 1 and item.object.etype_id == 0))
  536.           trade_item_with_party(nil, item.object) if item_gain
  537.           change_equips += 1 unless item.object.nil?
  538.           unless item.object.nil?
  539.           for set_id in 1..EME::Sets.size
  540.             for ees_set_equip in EME::Sets[set_id]
  541.               if ees_is_the_set_item?(item.object, ees_set_equip)
  542.                 @item_sets[set_id] -= 1
  543.                 @active_sets.delete(set_id) if @item_sets[set_id] == 0
  544.               end
  545.             end
  546.           end
  547.           end
  548.           item.object = nil
  549.         end
  550.       end
  551.       set_check
  552.       break if change_equips == 0
  553.     end
  554.   end

  555.   alias eme_ebs_discard_equip discard_equip
  556.   def discard_equip(item)
  557.     slot_id = equips.index(item)
  558.     if slot_id != nil
  559.       for set_id in 1..EME::Sets.size
  560.         for ees_set_equip in EME::Sets[set_id]
  561.           if ees_is_the_set_item?(item, ees_set_equip)
  562.             @item_sets[set_id] -= 1
  563.             @active_sets.delete(set_id) if @item_sets[set_id] == 0
  564.           end
  565.         end
  566.       end
  567.     end
  568.     eme_ebs_discard_equip(item)
  569.     refresh
  570.   end
  571.   
  572.   def set_amount_wearing(set_id)
  573.     return @item_sets[set_id]
  574.   end

  575.   def set_check
  576.     item_set_reset_all
  577.     reset_bonuses
  578.     @active_sets.each{|set| change_bonuses(set) unless set == nil}
  579.   end
  580.   
  581.   def change_bonuses(set_id)
  582.     return if set_id == 0 or set_amount_wearing(set_id) == 0
  583.     EME::Set_Bonuses[set_id].each_key{|key|
  584.       if set_amount_wearing(set_id) >= key
  585.         for g in 0...EME::Set_Bonuses[set_id][key].size
  586.           sort = EME::Set_Bonuses[set_id][key][g][0]
  587.           stat = EME::Set_Bonuses[set_id][key][g][1]
  588.           stat_bonus = EME::Set_Bonuses[set_id][key][g][2]
  589.           case EME::Set_Bonuses[set_id][key][g][0]
  590.           when 0
  591.             sets_param_change(stat, stat_bonus)
  592.           when 1
  593.             sets_per_param_change(stat, stat_bonus)
  594.           when 2
  595.             sets_xparam_change(stat, stat_bonus)
  596.           when 3
  597.             sets_sparam_change(stat, stat_bonus)
  598.           when 4
  599.             next if skill_learn?(stat_bonus)
  600.             @skill_from_sets = true
  601.             learn_skill(stat_bonus)
  602.             @ees_skills.push(stat_bonus)
  603.           when 5
  604.             stat -= 1
  605.             sets_element_rate_change(stat, stat_bonus)
  606.           when 6
  607.             stat -= 1
  608.             sets_debuff_rate_change(stat, stat_bonus)
  609.           when 7
  610.             stat -= 1
  611.             sets_state_rate_change(stat, stat_bonus)
  612.           when 8
  613.             sets_state_resist_change(stat, stat_bonus)
  614.           when 9
  615.             sets_atk_elements_change(stat, stat_bonus)
  616.           when 10
  617.             sets_atk_states_change(stat) if stat_bonus > 0
  618.             sets_atk_states_rate_change(stat, stat_bonus)
  619.           when 11
  620.             if stat < 2
  621.               change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false))
  622.             elsif stat < 4
  623.               change_sets_additional_atypes(stat_bonus, (stat == 2))
  624.             elsif stat == 4
  625.               @eme_ebs_two_swords_style = true
  626.             end
  627.           when 12
  628.             sets_atk_specials_change(stat, stat_bonus)
  629.           when 13
  630.             add_sets_skill_types(stat, stat_bonus)
  631.           when 14
  632.             add_sets_sealed_skill_types(stat, stat_bonus)
  633.           when 15
  634.             add_sets_sealed_skills(stat, stat_bonus)
  635.           when 16
  636.             add_sets_fixed_equip_types(stat, stat_bonus)
  637.           when 17
  638.             add_sets_sealed_equip_types(stat, stat_bonus)
  639.           when 18
  640.             stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat)
  641.           when 19
  642.             stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat)
  643.           when 20
  644.             case stat
  645.             when 0
  646.               set_bonus_max_tp(stat_bonus)
  647.             when 1
  648.               set_atk_skill(stat_bonus)
  649.             when 2
  650.               set_grd_skill(stat_bonus)
  651.             end
  652.           end
  653.         end
  654.       end
  655.     }
  656.   end

  657. #-------------------------------------------#
  658. # LABEL FOR AUTHOR                          #
  659. # Don't mind this ;)                        #
  660. #-------------------------------------------#

  661.   def reset_bonuses
  662.     @sets_param_plus = [0] * 8
  663.     @sets_per_param_plus = [0] * 8
  664.     @sets_xparam_plus = [0] * 10
  665.     @sets_sparam_plus = [0] * 10
  666.     @sets_element_rate = [0] * (EME::MAX_ELEMENTS)
  667.     @sets_debuff_rate = [0] * 8
  668.     @sets_state_rate = [0] * ($data_states.size + 1)
  669.     @sets_state_resist = []
  670.     @sets_state_resist_remove = []
  671.     @sets_atk_elements = []
  672.     @sets_atk_elements_remove = []
  673.     @sets_atk_states = []
  674.     @sets_atk_states_rate = [0] * $data_states.size
  675.     @sets_atk_speed_plus = 0
  676.     @sets_atk_times_plus = 0
  677.     @sets_skill_types = []
  678.     @sets_skill_types_remove = []
  679.     @sets_sealed_skill_types = []
  680.     @sets_sealed_skill_types_remove = []
  681.     @sets_sealed_skills = []
  682.     @sets_sealed_skills_remove = []
  683.     @sets_fixed_equip_types = []
  684.     @sets_fixed_equip_types_remove = []
  685.     @sets_sealed_equip_types = []
  686.     @sets_sealed_equip_types_remove = []
  687.    
  688.     @ees_added_special_flags = []
  689.     @ees_removed_special_flags = []
  690.     @ees_added_party_abilities = []
  691.     @ees_removed_party_abilities = []
  692.     @ees_bonus_max_tp = 0
  693.     @new_atk_skill = nil
  694.     @new_grd_skill = nil
  695.    
  696.     @ees_skills = []
  697.     @sets_wtypes = []
  698.     @sets_atypes = []
  699.     @sets_removed_wtypes = []
  700.     @sets_removed_atypes = []
  701.     @eme_ebs_two_swords_style = false
  702.   end

  703.   def sets_param_plus(param_id)
  704.     @sets_param_plus[param_id]
  705.   end

  706.   def sets_param_change(param_id, value)
  707.     @sets_param_plus[param_id] += value
  708.   end

  709.   def sets_per_param_plus(param_id)
  710.     value = param_base(param_id) + param_plus(param_id)
  711.     value *= @sets_per_param_plus[param_id] / 100
  712.     return value
  713.   end

  714.   def sets_per_param_change(param_id, value)
  715.     @sets_per_param_plus[param_id] += value
  716.   end
  717.   
  718.   def sets_xparam_plus(param_id)
  719.     @sets_xparam_plus[param_id]
  720.   end

  721.   def sets_xparam_change(param_id, value)
  722.     @sets_xparam_plus[param_id] += value
  723.   end

  724.   def sets_sparam_plus(param_id)
  725.     @sets_sparam_plus[param_id]
  726.   end
  727.   
  728.   def sets_sparam_change(param_id, value)
  729.     @sets_sparam_plus[param_id] += value
  730.   end
  731.   
  732.   def sets_element_rate(element_id)
  733.     @sets_element_rate[element_id]
  734.   end
  735.   
  736.   def sets_element_rate_change(element_id, value)
  737.     @sets_element_rate[element_id] += value
  738.   end
  739.   
  740.   def sets_debuff_rate(param_id)
  741.     @sets_debuff_rate[param_id]
  742.   end

  743.   def sets_debuff_rate_change(param_id, value)
  744.     @sets_debuff_rate[param_id] += value
  745.   end
  746.   
  747.   def sets_state_rate(state_id)
  748.     @sets_state_rate[state_id]
  749.   end

  750.   def sets_state_rate_change(state_id, value)
  751.     @sets_state_rate[state_id] += value
  752.   end
  753.   
  754.   def sets_state_resist(state_id)
  755.     @sets_state_resist[state_id]
  756.   end
  757.   
  758.   def sets_state_resist_remove(state_id)
  759.     @sets_state_resist_remove[state_id]
  760.   end
  761.   
  762.   def sets_state_resist_change(state_id, value)
  763.     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))
  764.   end
  765.   
  766.   def sets_atk_elements(element_id)
  767.     @sets_atk_elements[element_id]
  768.   end
  769.   
  770.   def sets_atk_elements_remove(element_id)
  771.     @sets_atk_elements_remove[element_id]
  772.   end

  773.   def sets_atk_elements_change(element_id, value)
  774.     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))
  775.   end
  776.   
  777.   def sets_atk_states(state_id)
  778.     @sets_atk_states[state_id]
  779.   end

  780.   def sets_atk_states_change(state_id)
  781.     @sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id)
  782.   end
  783.   
  784.   def sets_atk_states_rate(state_id)
  785.     @sets_atk_states_rate[state_id]
  786.   end

  787.   def sets_atk_states_rate_change(state_id, value)
  788.     @sets_atk_states_rate[state_id] += value
  789.   end
  790.   
  791.   def sets_atk_speed_plus
  792.     @sets_atk_speed_plus
  793.   end

  794.   def sets_atk_times_plus
  795.     @sets_atk_times_plus
  796.   end
  797.   
  798.   def sets_atk_specials_change(parameter, value)
  799.     parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value
  800.   end
  801.    
  802.   def sets_skill_types(skill_type_id)
  803.     @sets_skill_types[skill_type_id]
  804.   end
  805.   
  806.   def sets_skill_types_remove(skill_type_id)
  807.     @sets_skill_types_remove[skill_type_id]
  808.   end

  809.   def add_sets_skill_types(skill_type_id, value)
  810.     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))
  811.   end
  812.   
  813.   def sets_sealed_skill_types(skill_type_id)
  814.     @sets_sealed_skill_types[skill_type_id]
  815.   end
  816.   
  817.   def sets_sealed_skill_types_remove(skill_type_id)
  818.     @sets_sealed_skill_types_remove[skill_type_id]
  819.   end

  820.   def add_sealed_skill_types(skill_type_id, value)
  821.     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))
  822.   end
  823.   
  824.   def sets_sealed_skills(skill_id)
  825.     @sets_sealed_skills[skill_id]
  826.   end
  827.   
  828.   def sets_sealed_skills_remove(skill_id)
  829.     @sets_sealed_skills_remove[skill_id]
  830.   end

  831.   def add_sets_sealed_skills(skill_id, value)
  832.     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))
  833.   end
  834.   
  835.   def sets_additional_wtypes
  836.     @sets_wtypes
  837.   end
  838.   
  839.   def sets_additional_atypes
  840.     @sets_atypes
  841.   end
  842.   
  843.   def sets_removed_wtypes
  844.     @sets_removed_wtypes
  845.   end
  846.   
  847.   def sets_removed_atypes
  848.     @sets_removed_atypes
  849.   end
  850.   
  851.   def change_sets_additional_wtypes(wtype_id, positive_change = true)
  852.     positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id)
  853.   end
  854.   
  855.   def change_sets_additional_atypes(atype_id, positive_change = true)
  856.     positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id)
  857.   end
  858.   
  859.   def sets_fixed_equip_types(equip_type_id)
  860.     @sets_fixed_equip_types[equip_type_id]
  861.   end
  862.   
  863.   def sets_fixed_equip_types_remove(equip_type_id)
  864.     @sets_fixed_equip_types_remove[equip_type_id]
  865.   end

  866.   def add_fixed_equip_types(equip_type_id, value)
  867.     value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id)
  868.   end
  869.   
  870.   def sets_sealed_equip_types(equip_type_id)
  871.     @sets_sealed_equip_types[equip_type_id]
  872.   end
  873.   
  874.   def sets_sealed_equip_types_remove(equip_type_id)
  875.     @sets_sealed_equip_types_remove[equip_type_id]
  876.   end

  877.   def add_sealed_equip_types(equip_type_id, value)
  878.     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))
  879.   end
  880.   
  881.   def change_special_flags(flag_id, negative = false)
  882.     !negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id)
  883.   end
  884.   
  885.   def change_party_abilities(ability_id, negative = false)
  886.     !negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id)
  887.   end
  888.   
  889.   def set_bonus_max_tp(value)
  890.     @ees_bonus_max_tp += value
  891.   end
  892.   
  893.   def set_atk_skill(skill_id)
  894.     @new_atk_skill = skill_id
  895.   end
  896.   
  897.   def set_grd_skill(skill_id)
  898.     @new_grd_skill = skill_id
  899.   end
  900.   
  901. #-------------------------------------------#
  902. # 'NOTHER LABEL FOR AUTHOR                  #
  903. # Don't mind this ;)                        #
  904. #-------------------------------------------#

  905.   def param(param_id)
  906.     value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max
  907.     value *= param_rate(param_id) * param_buff_rate(param_id)
  908.     [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  909.   end
  910.   
  911.   alias eme_ebs_xparam xparam
  912.   def xparam(xparam_id)
  913.     value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100
  914.     return value
  915.   end
  916.   
  917.   alias eme_ebs_sparam sparam
  918.   def sparam(sparam_id)
  919.     value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100
  920.     return value
  921.   end
  922.   
  923.   alias eme_ebs_element_rate element_rate
  924.   def element_rate(element_id)
  925.     value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100
  926.     return value
  927.   end
  928.   
  929.   alias eme_ebs_debuff_rate debuff_rate
  930.   def debuff_rate(param_id)
  931.     value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100
  932.     return value
  933.   end

  934.   alias eme_ebs_state_rate state_rate
  935.   def state_rate(state_id)
  936.     value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100
  937.     return value
  938.   end

  939.   alias eme_ebs_state_resist_set state_resist_set
  940.   def state_resist_set
  941.     value = eme_ebs_state_resist_set
  942.     @sets_state_resist.each{|state| value.push(state) unless value.include?(element)}
  943.     @sets_state_resist_remove.each{|state| value.delete(state)}
  944.     return value
  945.   end
  946.   
  947.   alias eme_ebs_atk_elements atk_elements
  948.   def atk_elements
  949.     value = eme_ebs_atk_elements
  950.     @sets_atk_elements.each{|element| value.push(element) unless value.include?(element)}
  951.     @sets_atk_elements_remove.each{|element| value.delete(element)}
  952.     return value
  953.   end
  954.   
  955.   alias eme_ebs_atk_states atk_states
  956.   def atk_states
  957.     value = eme_ebs_atk_states
  958.     @sets_atk_states.each{|state| value.push(@sets_atk_states[i]) }
  959.     return value
  960.   end
  961.   
  962.   alias eme_ebs_atk_states_rate atk_states_rate
  963.   def atk_states_rate(state_id)
  964.     value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100
  965.     return value
  966.   end
  967.   
  968.   alias eme_ebs_atk_speed atk_speed
  969.   def atk_speed
  970.     value = eme_ebs_atk_speed + sets_atk_speed_plus / 100
  971.     return value
  972.   end

  973.   alias eme_ebs_atk_times atk_times_add
  974.   def atk_times_add
  975.     value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max
  976.     return value
  977.   end

  978.   alias eme_ebs_dual_wield? dual_wield?
  979.   def dual_wield?
  980.     return true if @eme_ebs_two_swords_style
  981.     eme_ebs_dual_wield?
  982.   end
  983.   
  984.   alias eme_ebs_added_skill_types added_skill_types
  985.   def added_skill_types
  986.     value = eme_ebs_added_skill_types
  987.     @sets_skill_types.each{|sk_type| value.push(sk_type)}
  988.     @sets_skill_types_remove.each{|sk_type| value.delete(sk_type)}
  989.     return value
  990.   end
  991.   
  992.   def skill_type_sealed?(stype_id)
  993.     value = features_set(FEATURE_STYPE_SEAL)
  994.     @sets_sealed_skill_types.each{|sk_type| value.push(sk_type)}
  995.     @sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)}
  996.     return true if value.include?(stype_id)
  997.   end

  998.   def skill_sealed?(skill_id)
  999.     value = features_set(FEATURE_SKILL_SEAL)
  1000.     @sets_sealed_skills.each{|skill| value.push(skill)}
  1001.     @sets_sealed_skills_remove.each{|skill| value.delete(skill)}
  1002.     return true if value.include?(skill_id)
  1003.   end
  1004.   
  1005.   def equip_wtype_ok?(wtype_id)
  1006.     value = features_set(FEATURE_EQUIP_WTYPE)
  1007.     @sets_wtypes.each{|w_type| value.push(w_type)}
  1008.     @sets_removed_wtypes.each{|w_type| value.delete(w_type)}
  1009.     return true if value.include?(wtype_id)
  1010.   end

  1011.   def equip_atype_ok?(atype_id)
  1012.     value = features_set(FEATURE_EQUIP_ATYPE)
  1013.     @sets_atypes.each{|a_type| value.push(a_type)}
  1014.     @sets_removed_atypes.each{|a_type| value.delete(a_type)}
  1015.     return true if value.include?(atype_id)
  1016.   end

  1017.   def equip_type_fixed?(etype_id)
  1018.     value = features_set(FEATURE_EQUIP_FIX)
  1019.     @sets_fixed_equip_types.each{|e_type| value.push(e_type)}
  1020.     @sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)}
  1021.     return true if value.include?(etype_id)
  1022.   end
  1023.   
  1024.   def equip_type_sealed?(etype_id)
  1025.     value = features_set(FEATURE_EQUIP_SEAL)
  1026.     @sets_sealed_equip_types.each{|e_type| value.push(e_type)}
  1027.     @sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)}
  1028.     return true if value.include?(etype_id)
  1029.   end
  1030.   
  1031.   alias eme_ees_special_flag special_flag
  1032.   def special_flag(flag_id)
  1033.     return false if @ees_removed_special_flags.include?(flag_id)
  1034.     return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id)
  1035.   end
  1036.   
  1037.   alias eme_ees_party_ability party_ability
  1038.   def party_ability(ability_id)
  1039.     return false if @ees_removed_party_abilities.include?(ability_id)
  1040.     return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id)
  1041.   end
  1042.   
  1043.   alias eme_ees_max_tp max_tp
  1044.   def max_tp
  1045.     return eme_ees_max_tp + @ees_bonus_max_tp
  1046.   end
  1047.   
  1048.   alias eme_ees_attack_skill attack_skill_id
  1049.   def attack_skill_id
  1050.     return @new_atk_skill unless @new_atk_skill == nil
  1051.     return eme_ees_attack_skill
  1052.   end

  1053.   alias eme_ees_guard_skill guard_skill_id
  1054.   def guard_skill_id
  1055.     return @new_grd_skill unless @new_grd_skill == nil
  1056.     return eme_ees_guard_skill
  1057.   end

  1058. end
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 楼主| 发表于 2014-1-16 12:59:51 | 只看该作者
令狐林 发表于 2014-1-16 10:15
这是我在外站找的一个脚本
测试了一下,是可以使用的,都是英文注释,也能看懂,你可以研究一下! ...

英文盲表示太长真心不想看而且看不懂,1000多行太逆天了
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 楼主| 发表于 2014-1-16 13:05:46 | 只看该作者
saturnfjh 发表于 2013-12-29 13:43
添加一个公共事件,检查角色装备,如果符合套装要求,赋予某个状态,不合要求则取消某个状态。然后在更换装 ...

继续求解...我没有添加其他脚本
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发表于 2014-1-16 13:15:33 | 只看该作者
13567715448 发表于 2014-1-16 12:59
英文盲表示太长真心不想看而且看不懂,1000多行太逆天了

想获得好的方法解决问题 又不像自己研究
那就无能为力了
Ps。公共事件制作套装很麻烦  我研究过 我找的这个脚本功能很强大 能做出各种套装效果
包括装备了添加技能、状态等  而且英语很简单 高中党也能看懂吧

点评

这个脚本我试过,设计了N种加成,实际上能用的只有Sort 0 那一段,剩下的全都用不了  发表于 2018-8-30 00:48
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