Project1
标题:
【好久没来地球村了】真·职业系统
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作者:
杂兵天下
时间:
2012-3-11 20:37
标题:
【好久没来地球村了】真·职业系统
YF作品。
此系统与《凡仙》完全无关。
http://yanflychannel.wordpress.c ... class-unlock-level/
#==============================================================================
#
# ▼ Yanfly Engine Ace - Class System v1.09
# -- Last Updated: 2012.01.29
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ClassSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.29 - Visual Bug: Disabled classes now have faded icons.
# 2012.01.08 - Compatibility Update: Learn Skill Engine
# 2012.01.05 - Bug Fixed: Equipment no longer gets duplicated.
# 2012.01.04 - Update: Autobattle will no longer use skills not available to
# that class for specific actors.
# 2012.01.02 - Efficiency Update.
# 2011.12.26 - Added custom command functionality.
# 2011.12.23 - Compatibility Update: Class Specifics.
# 2011.12.22 - Compatibility Update: Ace Menu Engine.
# 2011.12.20 - Compatibility Update: Class Unlock Level.
# 2011.12.19 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script adds the ability for your player to freely change the classes of
# actors outside of battle from a menu. When changing classes, this script
# gives the option for the developer to choose whether or not classes have
# their own levels (causing the actor's level to reset back to the class's
# level) or to maintain the current level. In addition to providing the ability
# to change classes, equipping a subclass is also doable, and the mechanics of
# having a subclass can also be defined within this script.
#
#==============================================================================
# ▼ 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.
# -----------------------------------------------------------------------------
# <unlocked classes: x>
# <unlocked classes: x, x>
# This will set the default classes as unlocked for the actor. This does not
# override the default classes unlocked in the module, but instead, adds on
# to the number of unlocked classes.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <icon: x>
# Sets the icon representing the class to x.
#
# <help description>
# string
# string
# </help description>
# Sets the text used for the help window in the class scene. Multiple lines in
# the notebox will be strung together. Use | for a line break.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].unlock_class(y)
# This allows actor x to unlock class y, making it available for switching in
# and out in the Class scene.
#
# $game_actors[x].remove_class(y)
# This causes actor x to remove class y from being able to switch to and from.
# If the actor is currently class y, the class will not be removed. If the
# actor's current subclass is y, the subclass will be unequipped.
#
#==============================================================================
# ▼ 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 CLASS_SYSTEM
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Class Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are the general settings regarding the whole script. They control
# various rules and regulations that this script undergoes. These settings
# will also determine what a subclass can do for a player.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CLASS_MENU_TEXT = "Class" # Text that appears in the Main Menu.
MAINTAIN_LEVELS = false # Maintain through all classes. Default: false.
DEFAULT_UNLOCKS = [ 1, 11, 21, 31] # Classes unlocked by default.
# The display between a primary class and a subclass when written in a
# window will appear as such.
SUBCLASS_TEXT = "%s/%s"
# This adjusts the stat rate inheritance for an actor if an actor has a
# subclass equipped. If you want to disable this, set the rate to 0.0.
SUBCLASS_STAT_RATE = 0.20
# This adds subclass skill types to the available skill types usable.
SUBCLASS_SKILL_TYPES = true
# This adds subclass weapons to equippable weapon types.
SUBCLASS_WEAPON_TYPES = true
# This adds subclass weapons to equippable armour types.
SUBCLASS_ARMOUR_TYPES = true
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Class Scene Commands -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust how the class scene appears. Here, you can adjust
# the command list and the order at which items appear. These are mostly
# visual settings. Adjust them as you see fit.
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :primary Allows the player to change the primary class.
# :subclass Allows the player to change the subclass.
#
# :learn_skill Requires YEA - Learn Skill Engine
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[ # The order at which the menu items are shown.
# [ :command, "Display"],
[ :primary, "Primary"],
[:subclass, "Subclass"],
[:learn_skill, "Custom"],
# [ :custom1, "Custom1"],
# [ :custom2, "Custom2"],
] # Do not remove this.
#--------------------------------------------------------------------------
# - Status Class Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# class menu, use this hash to manage the custom commands for the Class
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_CLASS_COMMANDS ={
# :command => [EnableSwitch, ShowSwitch, Handler Method,
:custom1 => [ 0, 0, :command_name1],
:custom2 => [ 0, 0, :command_name2],
} # Do not remove this.
# These settings adjust the colour displays for classes.
CURRENT_CLASS_COLOUR = 17 # "Window" colour used for current class.
SUBCLASS_COLOUR = 4 # "Window" colour used for subclass.
# This adjusts the display for class levels if MAINTAIN_LEVELS is false.
CLASS_LEVEL = "LV%s" # Text display for level.
LEVEL_FONT_SIZE = 16 # Font size used for level.
# This array sets the order of how classes are ordered in the class listing
# window. Any class ID's unlisted will not be shown.
CLASS_ORDER = [41..999, 1..40]
# This adjusts the font size for the Parameters window.
PARAM_FONT_SIZE = 20
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Switch Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are the switches that govern whether or not certain menu items will
# appear and/or will be enabled. By binding them to a Switch, you can just
# set the Switch ON/OFF to show/hide or enable/disable a menu command. If
# you do not wish to use this feature, set these commands to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH_SHOW_CLASS = 0 # Switch that shows Class in Main Menu.
SWITCH_ENABLE_CLASS = 0 # Switch that enables Class in Main Menu.
SWITCH_SHOW_PRIMARY = 0 # Switch that shows Subclass in Class Menu.
SWITCH_ENABLE_PRIMARY = 0 # Switch that enables Subclass in Class Menu.
SWITCH_SHOW_SUBCLASS = 0 # Switch that shows Subclass in Class Menu.
SWITCH_ENABLE_SUBCLASS = 0 # Switch that enables Subclass in Class Menu.
end # CLASS_SYSTEM
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 CLASS_SYSTEM
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
#--------------------------------------------------------------------------
DEFAULT_UNLOCKS = convert_integer_array(DEFAULT_UNLOCKS)
CLASS_ORDER = convert_integer_array(CLASS_ORDER)
end # CLASS_SYSTEM
module REGEXP
module ACTOR
UNLOCKED_CLASSES =
/<(?:UNLOCKED_CLASSES|unlocked classes):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # ACTOR
module CLASS
ICON_INDEX = /<(?:ICON_INDEX|icon index|icon):[ ](\d+)>/i
HELP_DESCRIPTION_ON = /<(?:HELP_DESCRIPTION|help description)>/i
HELP_DESCRIPTION_OFF = /<\/(?:HELP_DESCRIPTION|help description)>/i
end # CLASS
end # REGEXP
end # YEA
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.class_show
#--------------------------------------------------------------------------
def self.class_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS]
end
#--------------------------------------------------------------------------
# self.class_enable
#--------------------------------------------------------------------------
def self.class_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS]
end
#--------------------------------------------------------------------------
# self.primary_show
#--------------------------------------------------------------------------
def self.primary_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY]
end
#--------------------------------------------------------------------------
# self.primary_enable
#--------------------------------------------------------------------------
def self.primary_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY]
end
#--------------------------------------------------------------------------
# self.subclass_show
#--------------------------------------------------------------------------
def self.subclass_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS]
end
#--------------------------------------------------------------------------
# self.subclass_enable
#--------------------------------------------------------------------------
def self.subclass_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS]
end
end # Switch
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_cs load_database; end
def self.load_database
load_database_cs
load_notetags_cs
end
#--------------------------------------------------------------------------
# new method: load_notetags_cs
#--------------------------------------------------------------------------
def self.load_notetags_cs
groups = [$data_actors, $data_classes]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_cs
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Actor
#==============================================================================
class RPG::Actor < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :unlocked_classes
#--------------------------------------------------------------------------
# common cache: load_notetags_cs
#--------------------------------------------------------------------------
def load_notetags_cs
@unlocked_classes = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ACTOR::UNLOCKED_CLASSES
$1.scan(/\d+/).each { |num|
@unlocked_classes.push(num.to_i) if num.to_i > 0 }
#---
end
} # self.note.split
#---
end
end # RPG::Actor
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :icon_index
#--------------------------------------------------------------------------
# common cache: load_notetags_cs
#--------------------------------------------------------------------------
def load_notetags_cs
@icon_index = 0
@help_description_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::ICON_INDEX
@icon_index = $1.to_i
#---
when YEA::REGEXP::CLASS::HELP_DESCRIPTION_ON
@help_description_on = true
when YEA::REGEXP::CLASS::HELP_DESCRIPTION_OFF
@help_description_on = false
#---
else
@description += line.to_s if @help_description_on
end
} # self.note.split
#---
@description.gsub!(/[|]/i) { "\n" }
end
end # RPG::Class
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_class_index
attr_accessor :scene_class_oy
end # Game_Temp
#==============================================================================
# ■ Game_Action
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# alias method: valid?
#--------------------------------------------------------------------------
alias game_action_valid_cs valid?
def valid?
return false if check_auto_battle_class
return game_action_valid_cs
end
#--------------------------------------------------------------------------
# new method: check_auto_battle_class
#--------------------------------------------------------------------------
def check_auto_battle_class
return false unless subject.actor?
return false unless subject.auto_battle?
return false if item.nil?
return false if subject.added_skill_types.include?(item.stype_id)
return false if item.id == subject.attack_skill_id
return true
end
end # Game_Action
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :temp_flag
#--------------------------------------------------------------------------
# alias method: added_skill_types
#--------------------------------------------------------------------------
alias game_battlerbase_added_skill_types_cs added_skill_types
def added_skill_types
result = game_battlerbase_added_skill_types_cs
result |= subclass_skill_types
return result
end
#--------------------------------------------------------------------------
# new method: subclass_skill_types
#--------------------------------------------------------------------------
def subclass_skill_types; return []; end
#--------------------------------------------------------------------------
# alias method: equip_wtype_ok?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_wtype_ok_cs equip_wtype_ok?
def equip_wtype_ok?(wtype_id)
return true if subclass_equip_wtype?(wtype_id)
return game_battlerbase_equip_wtype_ok_cs(wtype_id)
end
#--------------------------------------------------------------------------
# new method: subclass_equip_wtype?
#--------------------------------------------------------------------------
def subclass_equip_wtype?(wtype_id); return false; end
#--------------------------------------------------------------------------
# alias method: equip_atype_ok?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_atype_ok_cs equip_atype_ok?
def equip_atype_ok?(atype_id)
return true if subclass_equip_atype?(atype_id)
return game_battlerbase_equip_atype_ok_cs(atype_id)
end
#--------------------------------------------------------------------------
# new method: subclass_equip_atype?
#--------------------------------------------------------------------------
def subclass_equip_atype?(atype_id); return false; end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_actor_setup_cs setup
def setup(actor_id)
game_actor_setup_cs(actor_id)
init_unlocked_classes
init_subclass
end
#--------------------------------------------------------------------------
# new method: init_unlocked_classes
#--------------------------------------------------------------------------
def init_unlocked_classes
@unlocked_classes = actor.unlocked_classes.clone
@unlocked_classes.push(@class_id) if !@unlocked_classes.include?(@class_id)
@unlocked_classes.sort!
end
#--------------------------------------------------------------------------
# new method: init_subclass
#--------------------------------------------------------------------------
def init_subclass
@subclass_id = 0
end
#--------------------------------------------------------------------------
# new method: unlocked_classes
#--------------------------------------------------------------------------
def unlocked_classes
init_unlocked_classes if @unlocked_classes.nil?
return @unlocked_classes
end
#--------------------------------------------------------------------------
# new method: unlock_class
#--------------------------------------------------------------------------
def unlock_class(class_id)
init_unlocked_classes if @unlocked_classes.nil?
return if @unlocked_classes.include?(class_id)
@unlocked_classes.push(class_id)
learn_class_skills(class_id)
end
#--------------------------------------------------------------------------
# new method: remove_class
#--------------------------------------------------------------------------
def remove_class(class_id)
init_unlocked_classes if @unlocked_classes.nil?
return if class_id == @class_id
@unlocked_classes.delete(class_id)
@subclass_id = 0 if class_id == @subclass_id
refresh
end
#--------------------------------------------------------------------------
# new method: subclass
#--------------------------------------------------------------------------
def subclass
init_subclass if @subclass_id.nil?
return $data_classes[@subclass_id]
end
#--------------------------------------------------------------------------
# alias method: change_class
#--------------------------------------------------------------------------
alias game_actor_change_class_cs change_class
def change_class(class_id, keep_exp = false)
@subclass_id = 0 if @subclass_id == class_id
game_actor_change_class_cs(class_id, keep_exp)
learn_class_skills(class_id)
unlock_class(class_id)
end
#--------------------------------------------------------------------------
# new method: learn_class_skills
#--------------------------------------------------------------------------
def learn_class_skills(class_id)
return if class_id <= 0
return if $data_classes[class_id].nil?
$data_classes[class_id].learnings.each do |learning|
learn_skill(learning.skill_id) if learning.level == class_level(class_id)
end
end
#--------------------------------------------------------------------------
# new method: change_subclass
#--------------------------------------------------------------------------
def change_subclass(class_id)
return if class_id == @class_id
unlock_class(class_id)
@subclass_id = @subclass_id == class_id ? 0 : class_id
learn_class_skills(@subclass_id)
refresh
end
#--------------------------------------------------------------------------
# new method: class_level
#--------------------------------------------------------------------------
def class_level(class_id)
return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
temp_class = $data_classes[class_id]
@exp[class_id] = 0 if @exp[class_id].nil?
n = 1
loop do
break if temp_class.exp_for_level(n+1) > @exp[class_id]
n += 1
end
return n
end
#--------------------------------------------------------------------------
# new method: subclass_level
#--------------------------------------------------------------------------
def subclass_level
return 0 if @subclass_id == 0
return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
return class_level(@subclass_id)
end
#--------------------------------------------------------------------------
# alias method: param_base
#--------------------------------------------------------------------------
alias game_actor_param_base_cs param_base
def param_base(param_id)
result = game_actor_param_base_cs(param_id)
unless subclass.nil?
subclass_rate = YEA::CLASS_SYSTEM::SUBCLASS_STAT_RATE
slevel = subclass_level
result += subclass.params[param_id, slevel] * subclass_rate
end
return result.to_i
end
#--------------------------------------------------------------------------
# new method: subclass_skill_types
#--------------------------------------------------------------------------
def subclass_skill_types
return [] unless YEA::CLASS_SYSTEM::SUBCLASS_SKILL_TYPES
return [] if subclass.nil?
array = []
for feature in subclass.features
next unless feature.code == FEATURE_STYPE_ADD
next if features_set(FEATURE_STYPE_ADD).include?(feature.data_id)
array.push(feature.data_id)
end
return array
end
#--------------------------------------------------------------------------
# new method: subclass_equip_wtype?
#--------------------------------------------------------------------------
def subclass_equip_wtype?(wtype_id)
return false unless YEA::CLASS_SYSTEM::SUBCLASS_WEAPON_TYPES
return false if subclass.nil?
for feature in subclass.features
next unless feature.code == FEATURE_EQUIP_WTYPE
return true if wtype_id == feature.data_id
end
return super
end
#--------------------------------------------------------------------------
# new method: subclass_equip_atype?
#--------------------------------------------------------------------------
def subclass_equip_atype?(atype_id)
return false unless YEA::CLASS_SYSTEM::SUBCLASS_ARMOUR_TYPES
return false if subclass.nil?
for feature in subclass.features
next unless feature.code == FEATURE_EQUIP_ATYPE
return true if atype_id == feature.data_id
end
return super
end
#--------------------------------------------------------------------------
# alias method: release_unequippable_items
#--------------------------------------------------------------------------
alias game_actor_release_unequippable_items_cs release_unequippable_items
def release_unequippable_items(item_gain = true)
item_gain = false if @temp_flag
game_actor_release_unequippable_items_cs(item_gain)
end
end # Game_Actor
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# overwrite method: command_321
#--------------------------------------------------------------------------
def command_321
actor = $game_actors[@params[0]]
if actor && $data_classes[@params[1]]
maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
actor.change_class(@params[1], maintain)
end
end
end # Game_Interpreter
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: draw_actor_class
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
if actor.subclass.nil?
text = actor.class.name
else
fmt = YEA::CLASS_SYSTEM::SUBCLASS_TEXT
text = sprintf(fmt, actor.class.name, actor.subclass.name)
end
draw_text(x, y, width, line_height, text)
end
end # Window_Base
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: add_formation_command
#--------------------------------------------------------------------------
alias window_menucommand_add_formation_command_cs add_formation_command
def add_formation_command
add_class_command unless $imported["YEA-AceMenuEngine"]
window_menucommand_add_formation_command_cs
end
#--------------------------------------------------------------------------
# new method: add_class_command
#--------------------------------------------------------------------------
def add_class_command
return unless Switch.class_show
text = YEA::CLASS_SYSTEM::CLASS_MENU_TEXT
add_command(text, :class, Switch.class_enable)
end
end # Window_MenuCommand
#==============================================================================
# ■ Window_ClassCommand
#==============================================================================
class Window_ClassCommand < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y)
@actor = nil
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# item_window=
#--------------------------------------------------------------------------
def item_window=(window)
@item_window = window
end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @actor.nil?
for command in YEA::CLASS_SYSTEM::COMMANDS
case command[0]
when :primary
next unless Switch.primary_show
add_command(command[1], command[0], Switch.primary_enable)
when :subclass
next unless Switch.subclass_show
add_command(command[1], command[0], Switch.subclass_enable)
when :learn_skill
next unless $imported["YEA-LearnSkillEngine"]
add_learn_skill_command
else
process_custom_command(command)
end
end
if !$game_temp.scene_class_index.nil?
select($game_temp.scene_class_index)
self.oy = $game_temp.scene_class_oy
end
$game_temp.scene_class_index = nil
$game_temp.scene_class_oy = nil
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.scene_class_index = index
$game_temp.scene_class_oy = self.oy
super
end
#--------------------------------------------------------------------------
# process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS.include?(command[0])
show = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][1]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = command[1]
switch = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][0]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command[0], enabled)
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_visible_windows
end
#--------------------------------------------------------------------------
# update_visible_windows
#--------------------------------------------------------------------------
def update_visible_windows
return if @current_index == current_symbol
@current_index = current_symbol
@item_window.refresh unless @item_window.nil?
end
#--------------------------------------------------------------------------
# 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)
end
end # Window_ClassCommand
#==============================================================================
# ■ Window_ClassStatus
#==============================================================================
class Window_ClassStatus < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, fitting_height(4))
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; Graphics.width - 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return if @actor.nil?
draw_actor_face(@actor, 0, 0)
draw_actor_simple_status(@actor, 108, line_height / 2)
end
end # Window_ClassStatus
#==============================================================================
# ■ Window_ClassParam
#==============================================================================
class Window_ClassParam < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, Graphics.height - dy)
@actor = nil
@temp_actor = nil
refresh
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width * 2 / 5; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
8.times {|i| draw_item(0, line_height * i, i) }
end
#--------------------------------------------------------------------------
# set_temp_actor
#--------------------------------------------------------------------------
def set_temp_actor(temp_actor)
return if @temp_actor == temp_actor
@temp_actor = temp_actor
refresh
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(dx, dy, param_id)
draw_background_colour(dx, dy)
draw_param_name(dx + 4, dy, param_id)
draw_current_param(dx + 4, dy, param_id) if @actor
drx = (contents.width + 22) / 2
draw_right_arrow(drx, dy)
draw_new_param(drx + 22, dy, param_id) if @temp_actor
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_background_colour
#--------------------------------------------------------------------------
def draw_background_colour(dx, dy)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)
contents.fill_rect(rect, colour)
end
#--------------------------------------------------------------------------
# overwrite method: draw_param_name
#--------------------------------------------------------------------------
def draw_param_name(dx, dy, param_id)
contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
change_color(system_color)
draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
end
#--------------------------------------------------------------------------
# overwrite method: draw_current_param
#--------------------------------------------------------------------------
def draw_current_param(dx, dy, param_id)
change_color(normal_color)
dw = (contents.width + 22) / 2
draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_right_arrow
#--------------------------------------------------------------------------
def draw_right_arrow(x, y)
change_color(system_color)
draw_text(x, y, 22, line_height, "→", 1)
end
#--------------------------------------------------------------------------
# draw_new_param
#--------------------------------------------------------------------------
def draw_new_param(dx, dy, param_id)
contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
new_value = @temp_actor.param(param_id)
change_color(param_change_color(new_value - @actor.param(param_id)))
draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
reset_font_settings
end
end # Window_ClassParam
#==============================================================================
# ■ Window_ClassList
#==============================================================================
class Window_ClassList < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
dw = Graphics.width - (Graphics.width * 2 / 5)
dh = Graphics.height - dy
super(dx, dy, dw, dh)
@actor = nil
@command_window = nil
@status_window
@data = []
end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
@last_item = nil
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# command_window=
#--------------------------------------------------------------------------
def command_window=(command_window)
@command_window = command_window
end
#--------------------------------------------------------------------------
# status_window=
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return @data ? @data.size : 1; end
#--------------------------------------------------------------------------
# item
#--------------------------------------------------------------------------
def item; return @data && index >= 0 ? @data[index] : nil; end
#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?; return enable?(@data[index]); end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(item)
return true if YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
return @actor.unlocked_classes.include?(item.id)
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(item)
return false if item == @actor.class
return true
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
@data = []
for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
next if $data_classes[class_id].nil?
item = $data_classes[class_id]
@data.push(item) if include?(item)
end
end
#--------------------------------------------------------------------------
# select_last
#--------------------------------------------------------------------------
def select_last
case @command_window.current_symbol
when :primary
select(@data.index(@actor.class))
when :subclass
select(0) if @actor.subclass.nil?
select(@data.index(@actor.subclass)) unless @actor.subclass.nil?
else
select(0)
end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
return if item.nil?
rect = item_rect(index)
rect.width -= 4
reset_font_settings
set_item_colour(item)
draw_class_icon(item, rect)
draw_class_name(item, rect)
draw_class_level(item, rect)
end
#--------------------------------------------------------------------------
# set_item_colour
#--------------------------------------------------------------------------
def set_item_colour(item)
if item == @actor.class
change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
elsif item == @actor.subclass
change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
else
change_color(normal_color, enable?(item))
end
end
#--------------------------------------------------------------------------
# draw_class_icon
#--------------------------------------------------------------------------
def draw_class_icon(item, rect)
icon = item.icon_index
draw_icon(icon, rect.x, rect.y, enable?(item))
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_class_name(item, rect)
text = item.name
draw_text(24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# draw_class_level
#--------------------------------------------------------------------------
def draw_class_level(item, rect)
return if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
return if @actor.nil?
level = @actor.class_level(item.id)
contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
return if @actor.nil?
return if @status_window.nil?
update_param_window
end
#--------------------------------------------------------------------------
# update_param_window
#--------------------------------------------------------------------------
def update_param_window
return if @last_item == item
@last_item = item
class_id = item.nil? ? @actor.class_id : item.id
temp_actor = Marshal.load(Marshal.dump(@actor))
temp_actor.temp_flag = true
case @command_window.current_symbol
when :primary
temp_actor.change_class(class_id, YEA::CLASS_SYSTEM::MAINTAIN_LEVELS)
when :subclass
temp_actor.change_subclass(class_id)
end
@status_window.set_temp_actor(temp_actor)
end
#--------------------------------------------------------------------------
# update_class
#--------------------------------------------------------------------------
def update_class
@last_item = nil
update_help
refresh
activate
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
end # Window_ClassList
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_menu_create_command_window_cs create_command_window
def create_command_window
scene_menu_create_command_window_cs
@command_window.set_handler(:class, method(:command_personal))
end
#--------------------------------------------------------------------------
# alias method: on_personal_ok
#--------------------------------------------------------------------------
alias scene_menu_on_personal_ok_cs on_personal_ok
def on_personal_ok
case @command_window.current_symbol
when :class
SceneManager.call(Scene_Class)
else
scene_menu_on_personal_ok_cs
end
end
end # Scene_Menu
#==============================================================================
# ■ Scene_Class
#==============================================================================
class Scene_Class < Scene_MenuBase
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_command_window
create_status_window
create_param_window
create_item_window
relocate_windows
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_ClassCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.actor = @actor
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:primary, method(:command_class_change))
@command_window.set_handler(:subclass, method(:command_class_change))
process_custom_class_commands
return if $game_party.in_battle
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
@command_window.set_handler(:learn_skill, method(:command_learn_skill))
end
#--------------------------------------------------------------------------
# process_custom_class_commands
#--------------------------------------------------------------------------
def process_custom_class_commands
for command in YEA::CLASS_SYSTEM::COMMANDS
next unless YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS.include?(command[0])
called_method = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][2]
@command_window.set_handler(command[0], method(called_method))
end
end
#--------------------------------------------------------------------------
# create_status_window
#--------------------------------------------------------------------------
def create_status_window
wy = @help_window.height
@status_window = Window_ClassStatus.new(@command_window.width, wy)
@status_window.viewport = @viewport
@status_window.actor = @actor
end
#--------------------------------------------------------------------------
# create_param_window
#--------------------------------------------------------------------------
def create_param_window
dx = Graphics.width - (Graphics.width * 2 / 5)
dy = @status_window.y + @status_window.height
@param_window = Window_ClassParam.new(dx, dy)
@param_window.viewport = @viewport
@param_window.actor = @actor
end
#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
dy = @status_window.y + @status_window.height
@item_window = Window_ClassList.new(0, dy)
@item_window.help_window = @help_window
@item_window.command_window = @command_window
@item_window.status_window = @param_window
@item_window.viewport = @viewport
@item_window.actor = @actor
@command_window.item_window = @item_window
@item_window.set_handler(:ok, method(:on_class_ok))
@item_window.set_handler(:cancel, method(:on_class_cancel))
end
#--------------------------------------------------------------------------
# relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return unless $imported["YEA-AceMenuEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@param_window.y = @command_window.y + @command_window.height
when 1 # Middle
@command_window.y = 0
@help_window.y = @command_window.height
@param_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@param_window.y = @command_window.height
@help_window.y = @param_window.y + @param_window.height
end
@status_window.y = @command_window.y
@item_window.y = @param_window.y
end
#--------------------------------------------------------------------------
# on_actor_change
#--------------------------------------------------------------------------
def on_actor_change
@command_window.actor = @actor
@status_window.actor = @actor
@param_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end
#--------------------------------------------------------------------------
# command_class_change
#--------------------------------------------------------------------------
def command_class_change
@item_window.activate
@item_window.select_last
end
#--------------------------------------------------------------------------
# on_class_cancel
#--------------------------------------------------------------------------
def on_class_cancel
@item_window.unselect
@command_window.activate
@param_window.set_temp_actor(nil)
end
#--------------------------------------------------------------------------
# on_class_ok
#--------------------------------------------------------------------------
def on_class_ok
Sound.play_equip
class_id = @item_window.item.id
maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
hp = @actor.hp * 1.0 / @actor.mhp
mp = @actor.mp * 1.0 / [@actor.mmp, 1].max
case @command_window.current_symbol
when :primary
@actor.change_class(class_id, maintain)
when :subclass
@actor.change_subclass(class_id)
else
@item_window.activate
return
end
@actor.hp = (@actor.mhp * hp).to_i
@actor.mp = (@actor.mmp * mp).to_i
@status_window.refresh
@item_window.update_class
end
#--------------------------------------------------------------------------
# new method: command_learn_skill
#--------------------------------------------------------------------------
def command_learn_skill
return unless $imported["YEA-LearnSkillEngine"]
SceneManager.call(Scene_LearnSkill)
end
#--------------------------------------------------------------------------
# command_name1
#--------------------------------------------------------------------------
def command_name1
# Do nothing.
end
#--------------------------------------------------------------------------
# command_name2
#--------------------------------------------------------------------------
def command_name2
# Do nothing.
end
end # Scene_Class
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
#==============================================================================
#
# ▼ Yanfly Engine Ace - Class Specifics v1.00
# -- Last Updated: 2011.12.23
# -- Level: Normal
# -- Requires: YEA - Class System v1.03+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ClassSpecifics"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script allows for certain classes to be primary-only or sublcass-only.
# In addition to that, subclasses can require certain classes to be primary
# classes in order to be applied.
#
#==============================================================================
# ▼ 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.
# -----------------------------------------------------------------------------
# <primary only>
# Makes this class equippable only if it's the primary class.
#
# <subclass only>
# Makes this class equippable only if it's the subclass class.
#
# <subclass to: x>
# <subclass to: x, x>
# This makes the class subclass only and only equippable if the primary class
# is one of the listed x classes.
#
#==============================================================================
# ▼ 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 requires Yanfly Engine Ace - Class System v1.03+.
#
#==============================================================================
# ▼ 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.
#==============================================================================
if $imported["YEA-ClassSystem"]
module YEA
module REGEXP
module CLASS
PRIMARY_ONLY = /<(?:PRIMARY_ONLY|primary only)>/i
SUBCLASS_ONLY = /<(?:SUBCLASS_ONLY|subclass only)>/i
SUBCLASS_TO = /<(?:SUBCLASS_TO|subclass to):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # CLASS
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_csp load_database; end
def self.load_database
load_database_csp
load_notetags_csp
end
#--------------------------------------------------------------------------
# new method: load_notetags_csp
#--------------------------------------------------------------------------
def self.load_notetags_csp
for obj in $data_classes
next if obj.nil?
obj.load_notetags_csp
end
end
end # DataManager
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :primary_only
attr_accessor :subclass_only
attr_accessor :subclass_to
#--------------------------------------------------------------------------
# common cache: load_notetags_csp
#--------------------------------------------------------------------------
def load_notetags_csp
@primary_only = false
@subclass_only = false
@subclass_to = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::PRIMARY_ONLY
@primary_only = true
@subclass_only = false
@subclass_to = []
when YEA::REGEXP::CLASS::SUBCLASS_ONLY
@primary_only = false
@subclass_only = true
when YEA::REGEXP::CLASS::SUBCLASS_TO
@primary_only = false
@subclass_only = true
$1.scan(/\d+/).each { |num|
@subclass_to.push(num.to_i) if num.to_i > 0 }
end
} # self.note.split
#---
end
end # RPG::Class
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: change_class
#--------------------------------------------------------------------------
alias game_actor_change_class_csp change_class
def change_class(class_id, keep_exp = false)
return if $data_classes[class_id].subclass_only
game_actor_change_class_csp(class_id, keep_exp)
correct_subclass
end
#--------------------------------------------------------------------------
# alias method: change_subclass
#--------------------------------------------------------------------------
alias game_actor_change_subclass_csp change_subclass
def change_subclass(class_id)
return unless subclass_requirements_met?(class_id)
game_actor_change_subclass_csp(class_id)
end
#--------------------------------------------------------------------------
# new method: subclass_requirements_met?
#--------------------------------------------------------------------------
def subclass_requirements_met?(class_id)
subclass = $data_classes[class_id]
return false if subclass.primary_only
return subclass_to?(class_id) if subclass.subclass_to != []
return true
end
#--------------------------------------------------------------------------
# new method: subclass_to?
#--------------------------------------------------------------------------
def subclass_to?(class_id)
return true if class_id == 0
subclass = $data_classes[class_id]
return false if subclass.nil?
for class_id in subclass.subclass_to
return true if class_id == self.class.id
end
return false
end
#--------------------------------------------------------------------------
# new method: correct_subclass
#--------------------------------------------------------------------------
def correct_subclass
return if @subclass_id == 0
subclass = $data_classes[@subclass_id]
return if subclass.nil?
return if subclass.subclass_to == []
@subclass_id = 0 if !subclass_to?(@subclass_id)
end
end # Game_Actor
#==============================================================================
# ■ Window_ClassList
#==============================================================================
class Window_ClassList < Window_Selectable
#--------------------------------------------------------------------------
# alias method: enable?
#--------------------------------------------------------------------------
alias window_classlist_enable_csp enable?
def enable?(item)
case @command_window.current_symbol
when :primary
return false if item.subclass_only
when :subclass
return false if item.primary_only
return @actor.subclass_to?(item.id) if item.subclass_to != []
end
return window_classlist_enable_csp(item)
end
end # Window_ClassList
end # $imported["YEA-ClassSystem"]
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
#==============================================================================
#
# ▼ Yanfly Engine Ace - Class System Add-On: Class Unlock Level v1.00
# -- Last Updated: 2011.12.20
# -- Level: Normal
# -- Requires: YEA - Class System v1.01+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ClassUnlockLevel"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.20 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script allows for classes to be unlocked after a class reaches a certain
# level. Note that this script is made for the Class System script and not
# using the MAINTAIN_LEVELS feature. Requirements for unlocking a class can be
# multiple level requirements as well.
#
#==============================================================================
# ▼ 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.
# -----------------------------------------------------------------------------
# <level unlock requirements>
# class x: level y
# class x: level y
# </level unlock requirements>
# Sets the requirements for unlocking that particular class. The unlocking of
# the class will require classes x to be at level y. Insert multiple of the
# strings in between the two opening and closing notetags to require all of the
# class levels to be met.
#
#==============================================================================
# ▼ 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 requires Yanfly Engine Ace - Class System v1.01+.
#
#==============================================================================
# ▼ 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.
#==============================================================================
if $imported["YEA-ClassSystem"] && !YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
module YEA
module REGEXP
module CLASS
LV_UNLOCK_ON =
/<(?:LEVEL_UNLOCK_REQUIREMENTS|level unlock requirements)>/i
LV_UNLOCK_OFF =
/<\/(?:LEVEL_UNLOCK_REQUIREMENTS|level unlock requirements)>/i
LV_UNLOCK_STR = /CLASS[ ](\d+): LEVEL[ ](\d+)/i
end # CLASS
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_cul load_database; end
def self.load_database
load_database_cul
load_notetags_cul
end
#--------------------------------------------------------------------------
# new method: load_notetags_cul
#--------------------------------------------------------------------------
def self.load_notetags_cul
for obj in $data_classes
next if obj.nil?
obj.load_notetags_cul
end
end
end # DataManager
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :level_unlock
#--------------------------------------------------------------------------
# common cache: load_notetags_cul
#--------------------------------------------------------------------------
def load_notetags_cul
@level_unlock = {}
@level_unlock_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::LV_UNLOCK_ON
@level_unlock_on = true
when YEA::REGEXP::CLASS::LV_UNLOCK_OFF
@level_unlock_on = false
when YEA::REGEXP::CLASS::LV_UNLOCK_STR
next unless @level_unlock_on
@level_unlock[$1.to_i] = $2.to_i
end
} # self.note.split
#---
end
end # RPG::Class
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# check_level_unlocked_classes
#--------------------------------------------------------------------------
def check_level_unlocked_classes
for item in $data_classes
next if item.nil?
next if unlocked_classes.include?(item.id)
next if item.level_unlock == {}
next unless class_unlock_level_requirements_met?(item)
unlock_class(item.id)
end
end
#--------------------------------------------------------------------------
# class_unlock_level_requirements_met?
#--------------------------------------------------------------------------
def class_unlock_level_requirements_met?(item)
for key in item.level_unlock
class_id = key[0]
level_req = key[1]
return false if class_level(class_id) < level_req
end
return true
end
end # Game_Actor
#==============================================================================
# ■ Window_ClassList
#==============================================================================
class Window_ClassList < Window_Selectable
#--------------------------------------------------------------------------
# alias method: actor=
#--------------------------------------------------------------------------
alias window_classlist_actor_equals_cul actor=
def actor=(actor)
return if @actor == actor
actor.check_level_unlocked_classes
window_classlist_actor_equals_cul(actor)
end
end # Window_ClassList
end # $imported["YEA-ClassSystem"] && !YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
复制代码
作者:
无双sxa
时间:
2012-3-11 21:26
ace的脚本又多了一个,作者和楼主都很厉害啊。
作者:
xuzhengchi
时间:
2012-3-12 09:36
额。。。这种代码框在哪弄的?
作者:
lsu666666
时间:
2012-3-12 09:39
本帖最后由 lsu666666 于 2012-3-12 11:41 编辑
好像很棒的功能耶...不過我想問...什麼是...真.職業系統阿?..難不成還有 假.職業的嗎...
作者:
z12508186
时间:
2012-3-13 22:30
话说...功能使用方面??是如何设置的??使用方法??主职业和副职业之间的关系是??又是如何区分的?
代码太长了..而英文水平又....麻烦LZ帮忙解答...不然这么好用的脚本不会使用...就太浪费了.
作者:
zhangyan666
时间:
2012-4-4 13:34
谢谢楼主分享!
作者:
np9915
时间:
2012-4-10 19:27
LZ發的是
CLASS SYSTEM
的腳本,
是指職業有分主職業跟副職業,一個人可以玩到很多職業的技能與使用武器等,
至於樓主發的網址是Class Unlock Level,是附屬於職業腳本下的功能,可以指定什麼職業在主職業幾等時解鎖。
(我也有使用職業腳本,不過Class Unlock Level沒使用過,大抵上是我的認知,如有誤請告知我,謝謝!)
希望對你有幫助^^
作者:
Fracture
时间:
2012-8-17 17:20
我是脚本盲 Class Subclass Primary 谁来解释一下.........
主要是Subclass Primary 我看这两个都没什么变化的..........
不知是否有什么东西没弄
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