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Emerald老师的装备套装 v2.1e 套装的加成至少需要50,如果更低的话就无效,有什么解决办法吗
脚本#============================================================================
# 装备套装 v2.1e
# By Emerald
#----------------------------------------------------------------------------
# You're free to use the script for any game, as long as you give credits
#----------------------------------------------------------------------------
# Version History
# 1.0 -> Script fully ready for public use. Addes sets, unlimited set items,
# set bonuses for the 8 basic stats, set bonuses requirement (how many
# items of the set is the actor wearing?)
# 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now
# use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL
# VALUES for their corresponding parameters.
# b. Added sort 1: Standard Parameters (Percentage). The corresponding
# parameters are the same as for sort 0. See SPECIAL VALUES for extra
# notes.
# 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be
# found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These
# use a different syntax than the other bonuses, so be sure to check
# SPECIAL VALUES if you are unfamiliar with them.
# 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned
# code (about 140 lines less this time, WITH 4 added Sorts). Added
# Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added
# MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort
# 6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9
# (Attack Elements). See SPECIAL VALUES for instructions.
# WARNING these are still in Beta Stage, so report all bugs found.
# b. removed many, MANY major bugs! Removed a bug where unequipping
# resulted in an undefined array, removed some typos, fixed the bonuses
# for almost EVERY Sort, removed some more typos, shortened code a little
# bit, removed some more minor bugs regarding change_equip.
# 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment
# Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for
# all needed information.
# 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11
# (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17
# which are Additional Skill Types, Sealed Skill Types, Sealed Skills,
# Fixed Equip Types and Sealed Equip Types respectively. As usual, go to
# SPECIAL VALUES for the needed instructions.
# 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script.
# 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other
# traits). See SPECIAL VALUES for the instructions.
# 1.8a-> Added sounds to be played when a certain amount of set pieces has been
# equipped. Also removed a bug regarding skipping amounts of pieces.
# 1.8b-> Small bugfix regarding set sounds.
# 1.8c-> Small bugfix regarding attack states.
#
# 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further
# increases compatability. Added a method which initializes sets which
# are worn by actors at the start of the game. Halved the code used to
# determine if items belong to sets. Scraped a few uneccessairy methods.
# Practically removed 2/3 of my version of release_unequipable_equips,
# and made the EES + Fomar123's Dual Wield -> Free Hands script patch
# 1 line instead of 10. Almost entirely changed the way Set Skills and
# Set Equipment Options work. Also fixed a few bugs in the progress
# (for example additions of variable 2 which I accidentally left in the
# script.)
# 2.1a-> Start of the debugging patch. Added a function to remove bonuses when
# unequipping stuff, like usual. Forgot to re-add in 2.0 >.<
# 2.1b-> Fixed a small typo.
# 2.1c-> Fixed initalizition of set equips.
# 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips
# and a bug regarding the removing of bonuses when unequipping stuff.
# 2.1e-> Removed something which I should have added (regarding the BaseItem
# class) in release_unequippable_items. This also fixed the compatibility
# issues with Tsukihime's Effect Manager.
#----------------------------------------------------------------------------
# 开局一把铁剑? 还不错. 找到一把金剑?爽! 获得一个完整的青铜套?真是垃圾..
# 除非, 青铜套属性更强! 所以, 本脚本可以让玩家在装备一套装备时获得额外加成
# 有趣吧...
#----------------------------------------------------------------------------
#
# 使用方法:
#
# 和平常一样,将脚本放在“插件脚本”之下,Main之上,但是要放在所有重写
# change_equip 之下,放在所有别名Game_Actor中的'param'之上(一般在Game_BattlerBase
# 但是它只有在Game_Actor中重写或别名时才需要考虑)
#
# 在下面 module EME 中的 MAX_ELEMENTS 里设定最大属性数量,脚本会无视任何高于此
# 值的属性.
#
# 在下面的“▼设置套装”中设置套装id,套装包含哪些装备。
#
# 然后在下面的“▼设置套装加成”中设定套装加成。
#----------------------------------------------------------------------------
# Credits to:
# Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned
# how Arrays and Hashes work.
# Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot.
# You for reading through the wall of text ^^ (at least... I hope you did that..)
#----------------------------------------------------------------------------
# If you have any issues with this script, contact me at
# http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/
#============================================================================
#
# 设定
#
#============================================================================
module EME
MAX_ELEMENTS = 10 #最大属性数量(水、火这些)
#----------------------------------------------------------------------------
# ▼设置套装
#----------------------------------------------------------------------------
# Sets = {
# 套装id => [[装备类型, id]]
# }
#
# 套装id必须大于0
# 装备类型可以是 0 (武器) 或 1 (护甲)
# 如果这一条不是最后一个,请在 ']' 后添加一个英文逗号
# 不要忘记在最后添加一个无法得到的物品! 否则,最后一个物品将计为两个!
#
#----------------------------------------------------------------------------
Sets = {
1 => [[0, 1], [1, 1]], # 1号套装由:1号武器、2号护甲组成
2 => [[0, 5], [0, 6], [1, 5], [1,7]] # 2号套装由:5号武器、6号武器、5号护甲、
# 7号护甲组成
}
#----------------------------------------------------------------------------
# ▼设置套装加成
#----------------------------------------------------------------------------
# Set_Bonuses = {
# 套装id => {
# 需要最小部件数量 => [[类型, 参数, 加成]], [类型, 随机参数, 0]]
# }
# }
# 套装id :顾名思义
# 需要最小部件数量:这一行加成只在玩家装备套装中至少n个装备时有效
# 如果你希望跳过一个数量,使用 [0, 0, 0] 就好.
# 类型:设定加成的类型(说白了就是为角色添加某个特性)
# 所有可用类型数字请在下面的“★ 类型一览”中查看:
# 参数:替换为数字,不同的类型有不同的参数含义,详情请在下面的'★ 类型参数一览
# 中查看 .
# 加成:“参数”的变化量,如果等于0,则不改变参数,正值时则为正面加成
# 负值时为负面加成(或许就不能叫加成了).
# 随机参数:就是一个随机值,防止最后的加成翻倍,请确保后面是0
#
# 如果某一条不是最后一条,请在']' 或 '}' 的后面加上英文逗号,否则恭喜你报错了
#
# 别忘了在最后添加一个 [0, 0, 0] 的加成! 否则,最后的加成会翻倍 !
#==========================================
# ★ 类型一览:
#==========================================
# 0 - 普通能力
# 1 - 普通能力 (按百分比)
# 2 - 添加能力
# 3 - 特殊能力
# 4 - 添加技能 (警告, 格式不同!! 请在下面的“类型参数一览”中查看)
# 5 - 属性抗性
# 6 - 弱化抗性
# 7 - 状态抗性
# 8 - 状态免疫 (警告, 参数的功能不同!!)
# 9 - 攻击附加属性 (警告, 参数的功能不同!!)
# 10 - 攻击附加状态
# 11 - 装备类型 (警告, 格式不同!!请在下面的“装备类型”中查看)
# 12 - 攻击类
# 13 - 添加技能类型 (警告, 参数的功能不同!!)
# 14 - 禁用技能类型 (警告, 参数的功能不同!!)
# 15 - 禁用技能 (警告, 参数的功能不同!!)
# 16 - 固定装备 (警告, 参数的功能不同!!)
# 17 - 禁用装备 (警告, 参数的功能不同!!)
# 18 - 特殊标志 (警告, 参数的功能不同!!)
# 19 - 队伍能力 (警告, 参数的功能不同!!)
# 20 - 其他特性
#==========================================
#==========================================
# ★ 类型参数一览:
#==========================================
# 普通能力: (类型 0)
# 0 - 最大Hp
# 1 - 最大Mp
# 2 - 物理攻击
# 2 - 物理防御
# 4 - 魔法攻击
# 5 - 魔法防御
# 6 - 敏捷值
# 7 - 幸运值
#
# 普通能力 (按百分比): (类型 1)
# 0 - 最大Hp
# 1 - 最大Mp
# 2 - 物理攻击
# 2 - 物理防御
# 4 - 魔法攻击
# 5 - 魔法防御
# 6 - 敏捷值
# 7 - 幸运值
# 请注意最终能力值的计算方式:
# 基础值 + 装备加成 + 套装加成 (普通) + 套装加成 (按百分比,即 加成%
# (在 [1, 参数, 加成]) * 基础值 + 装备加成)
#
# 添加能力: (类型 2)
# 0 - 命中率
# 1 - 回避率
# 2 - 必杀几率
# 3 - 必杀闪避率
# 4 - 魔法闪避率
# 5 - 魔法反射率
# 6 - 物理反击几率
# 7 - HP 再生速度
# 8 - MP 再生速度
# 9 - TP 再生速度
#
# 特殊能力: (类型 3)
# 0 - 受到攻击几率
# 1 - 防御效果比率
# 2 - 恢复效果比率
# 3 - 药理知识
# 4 - 魔力值消耗率
# 5 - 特技值补充率
# 6 - 物理伤害加成
# 7 - 魔法伤害加成
# 8 - 地形伤害加成
# 9 - 经验获取加成
#
# 添加技能: (类型 4)
# 这些技能没有参数值。 相反,它们的数组中的最后两个元素具有与通常不同的效果:
# 添加技能没有参数,并且数组中的最后两个元素有特殊效果 :
# [类型 (4), -----, 技能id]
# 类型 = 你懂的
# ----- = 生效前, 但现在不需要了. 为了绕过将其更改为技能id的需要
# (因为某些人使用了 v2.0 之前的版本), 这个变量被废弃了,并且没有被删除,
# 所以你填入任何东西都是可以的,甚至不是整数都行
# 技能Id = 角色将会领悟的技能的id
#
# 属性抗性: (类型 5)
# 参数 = 属性id . (所以不要用 0!!)
# 如果加成是负值, 角色对该属性抗性提升.
# 如果加成是正值, 角色对该属性抗性减弱. (= =)
#
# 弱化抗性: (类型 6)
# 0 - 最大Hp
# 1 - 最大Mp
# 2 - 物理攻击
# 3 - 物理防御
# 4 - 魔法攻击
# 5 - 魔法防御
# 6 - 敏捷值
# 7 - 幸运值
# 如果加成是负值, 角色对某个能力值弱化的抗性会增强
# 如果加成是正值, 角色对某个能力值弱化的抗性会减弱
#
# 状态抗性: (类型 7)
# 参数 = 状态id (所以不要用 0!!)
# 如果加成是负值, 角色对状态的抗性增强
# 如果加成是正值, 角色对状态的抗性减弱
#
# 状态免疫: (类型 8)
# 参数 = 状态id (所以不要用 0!!)
# 如果加成是正值, 角色对该状态完全免疫
# 如果加成是负值, 角色对该状态完全不免疫
#
# 攻击附加属性: (类型 9)
# 参数 = 属性id (所以不要用 0!!)
# 如果加成是正值, 攻击时有该属性
# 如果加成是负值, 攻击时无该属性
#
# 攻击附加状态: (类型 10)
# 参数 = 状态id (所以不要用 0!!)
# 加成 = 附加状态的几率.
#
# 装备类型: (类型 11)
# 0 = 添加武器类型
# 1 = 移除武器类型
# 2 = 添加护甲类型
# 3 = 移除护甲类型
# 4 = 允许武器双持
# 加成 = 装备类型id
# 请注意“移除”类型的效果会覆盖“添加”类型的效果.
#
# 攻击类: (类型 12)
# 0 - 攻击速度
# 1 - 攻击次数
# 都为百分比. 所以如果要增加一次攻击次数, not 1 but 100.
#
# 添加技能类型: (类型 13)
# 参数 = 技能类型id (所以不要用 0!!)
# 如果加成是正值, 添加技能类型
# 如果加成是负值, 移除技能类型
#
# 禁用技能类型: (类型 14)
# 参数 = 技能类型id (所以不要用 0!!)
# 如果加成是正值,该技能类型被禁用,
# 如果加成是负值,该技能类型不会被禁用
#
# 禁用技能: (类型 15)
# 参数 = 技能id (所以不要用 0!!)
# 如果加成是正值,该技能被禁用,
# 如果加成是负值,该技能不会被禁用
#
# 固定装备类型: (类型 16)
# 参数 = 装备类型id (所以不要用 0!!)
# 如果加成是正值,该装备类型被固定,
# 如果加成是负值,该装备类型不会被固定
#
# 禁用装备类型: (类型 17)
# 参数 = 装备类型id (所以不要用 0!!)
# 如果加成是正值,该装备类型被禁用,
# 如果加成是负值,该装备类型不会被禁用
#
# 特殊标志: (类型 18)
# 0 - 自动战斗
# 1 - 擅长防御
# 2 - 保护弱者
# 3 - 特技专注
# 如果加成是正值或0,添加该特殊标志,
# 如果加成是负值,移除该特殊标志
#
# 队伍能力: (类型 19)
# 0 - 遇敌几率减半
# 1 - 随机遇敌无效
# 2 - 敌人偷袭无效
# 3 - 先制攻击几率上升
# 4 - 获得金钱翻倍
# 5 - 获得物品几率翻倍
# 如果加成是正值或0,添加该队伍能力,
# 如果加成是负值,移除该队伍能力
#
# 其他特性: (类型 20)
# 0 - 增加最大TP
# 1 - 普通攻击变为使用技能 / 所以如果设定为 [20, 1, 10] 则角色的普通攻击会使用10
# 号技能
# 2 - 防御变为使用技能/ 所以如果设定为 [20, 2, 10] 则角色的防御会使用10
# 号技能
#----------------------------------------------------------------------------
Set_Bonuses =
{
# 套装id => {
# 需要最小部件数量 => [[类型, 参数, 加成]], [类型, 随机参数, 0]]
1 => {
1 => [[0, 0, 500]],
2 => [[0, 0, 500]]
},
2 => {
1 => [[0, 1, 500]],
2 => [[0, 1, 500]]
}
}
#-----------------------------------------------------------------------------
# ▼设置套装音效
#-----------------------------------------------------------------------------
# Set_Sounds = {
# set_id => {
# amount_of_pieces_required => ["文件名", 音量, 音调]
# }
# }
#
# 装备成套时,会播放一个se,再说一次,请注意英文逗号!!
#----------------------------------------------------------------------------
Set_Sounds =
{
1 => {
1 => ["Flash1", 100, 100], # <- 这一条不是最后一个,所以最后有英文逗号!
2 => ["Flash1", 100, 100] # <- 这一条是最后一个,所以最后没有英文逗号!
}
}
end
# Only edit things past here if you know what you're doing
$imported = {} if $imported.nil?
$imported["Emerald's Equipment Sets"] = true
#============================================================================
# Game_Actor
# Handles everything for this script.
#============================================================================
class Game_Actor < Game_Battler
attr_reader :active_sets
attr_reader :item_sets
alias eme_ees_setup setup
def setup(actor_id)
@non_set_skills = []
@skill_from_sets = false
reset_bonuses
@active_sets = []
@item_sets = [0] * (EME::Sets.size + 1)
eme_ees_setup(actor_id)
end
alias eme_init_equips init_equips
def init_equips(equips)
eme_init_equips(equips)
equips.each_with_index{|item_id, i|
etype_id = index_to_etype_id(i)
slot_id = empty_slot(etype_id)
for set_id in 1..EME::Sets.size
for ees_set_equip in EME::Sets[set_id]
if item_id != nil and slot_id != nil and ees_is_the_set_item?(etype_id == 0 ? $data_weapons[item_id] : $data_armors[item_id], ees_set_equip)
@item_sets[set_id] += 1
@active_sets.push(set_id) unless @active_sets.include?(set_id)
end
end
end
}
refresh
end
def ees_is_the_set_item?(item, ees_set_equip)
return (((ees_set_equip[0] == 0 and item.is_a?(RPG::Weapon)) or (ees_set_equip[0] == 1 and item.is_a?(RPG::Armor))) and ees_set_equip[1] == item.id)
end
alias eme_ees_learn_skill learn_skill
def learn_skill(skill_id)
eme_ees_learn_skill(skill_id)
@non_set_skills.push(skill_id) unless @skill_from_sets
@skill_from_sets = false
end
alias eme_ebs_change_equip change_equip
def change_equip(slot_id, item)
for set_id in 1..EME::Sets.size
for ees_set_equip in EME::Sets[set_id]
if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil
if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip)
@item_sets[set_id] -= 1
@active_sets.delete(set_id) if @item_sets[set_id] == 0
end
end
if item != nil and ees_is_the_set_item?(item, ees_set_equip)
@item_sets[set_id] += 1
@active_sets.push(set_id) unless @active_sets.include?(set_id)
if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id))
sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)]
Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2])
end
end
end
end
set_check
eme_ebs_change_equip(slot_id, item)
end
def unlearn_set_skills(set_id)
EME::Set_Bonuses[set_id].each_value{|bonus_array|
bonus_array.each{|bonus|
if bonus[0] == 4
forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2])
@ees_skills.delete(bonus[2])
end
}
}
end
def item_set_reset_all
@active_sets.each{|set_id| item_set_reset(set_id)}
end
def item_set_reset(set_id)
return unless set_id > 0 and @item_sets[set_id] > 0
unlearn_set_skills(set_id)
end
def release_unequippable_items(item_gain = true)
@equips.each_with_index do |item, i|
if !equippable?(item.object) || item.object.etype_id != equip_slots
trade_item_with_party(nil, item.object) if item_gain
item.object = nil
end
end
end
def release_unequippable_items(item_gain = true)
loop do
change_equips = 0
@equips.each_with_index do |item, i|
if !equippable?(item.object) or item.object.etype_id != equip_slots
next if (RPG::Weapon.method_defined?(:two_handed?) and dual_wield? and (equip_slots == 1 and item.object.etype_id == 0))
trade_item_with_party(nil, item.object) if item_gain
change_equips += 1 unless item.object.nil?
unless item.object.nil?
for set_id in 1..EME::Sets.size
for ees_set_equip in EME::Sets[set_id]
if ees_is_the_set_item?(item.object, ees_set_equip)
@item_sets[set_id] -= 1
@active_sets.delete(set_id) if @item_sets[set_id] == 0
end
end
end
end
item.object = nil
end
end
set_check
break if change_equips == 0
end
end
alias eme_ebs_discard_equip discard_equip
def discard_equip(item)
slot_id = equips.index(item)
if slot_id != nil
for set_id in 1..EME::Sets.size
for ees_set_equip in EME::Sets[set_id]
if ees_is_the_set_item?(item, ees_set_equip)
@item_sets[set_id] -= 1
@active_sets.delete(set_id) if @item_sets[set_id] == 0
end
end
end
end
eme_ebs_discard_equip(item)
refresh
end
def set_amount_wearing(set_id)
return @item_sets[set_id]
end
def set_check
item_set_reset_all
reset_bonuses
@active_sets.each{|set| change_bonuses(set) unless set == nil}
end
def change_bonuses(set_id)
return if set_id == 0 or set_amount_wearing(set_id) == 0
EME::Set_Bonuses[set_id].each_key{|key|
if set_amount_wearing(set_id) >= key
for g in 0...EME::Set_Bonuses[set_id][key].size
sort = EME::Set_Bonuses[set_id][key][g][0]
stat = EME::Set_Bonuses[set_id][key][g][1]
stat_bonus = EME::Set_Bonuses[set_id][key][g][2]
case EME::Set_Bonuses[set_id][key][g][0]
when 0
sets_param_change(stat, stat_bonus)
when 1
sets_per_param_change(stat, stat_bonus)
when 2
sets_xparam_change(stat, stat_bonus)
when 3
sets_sparam_change(stat, stat_bonus)
when 4
next if skill_learn?(stat_bonus)
@skill_from_sets = true
learn_skill(stat_bonus)
@ees_skills.push(stat_bonus)
when 5
stat -= 1
sets_element_rate_change(stat, stat_bonus)
when 6
stat -= 1
sets_debuff_rate_change(stat, stat_bonus)
when 7
stat -= 1
sets_state_rate_change(stat, stat_bonus)
when 8
sets_state_resist_change(stat, stat_bonus)
when 9
sets_atk_elements_change(stat, stat_bonus)
when 10
sets_atk_states_change(stat) if stat_bonus > 0
sets_atk_states_rate_change(stat, stat_bonus)
when 11
if stat < 2
change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false))
elsif stat < 4
change_sets_additional_atypes(stat_bonus, (stat == 2))
elsif stat == 4
@eme_ebs_two_swords_style = true
end
when 12
sets_atk_specials_change(stat, stat_bonus)
when 13
add_sets_skill_types(stat, stat_bonus)
when 14
add_sets_sealed_skill_types(stat, stat_bonus)
when 15
add_sets_sealed_skills(stat, stat_bonus)
when 16
add_sets_fixed_equip_types(stat, stat_bonus)
when 17
add_sets_sealed_equip_types(stat, stat_bonus)
when 18
stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat)
when 19
stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat)
when 20
case stat
when 0
set_bonus_max_tp(stat_bonus)
when 1
set_atk_skill(stat_bonus)
when 2
set_grd_skill(stat_bonus)
end
end
end
end
}
end
#-------------------------------------------#
# LABEL FOR AUTHOR #
# Don't mind this ;) #
#-------------------------------------------#
def reset_bonuses
@sets_param_plus = [0] * 8
@sets_per_param_plus = [0] * 8
@sets_xparam_plus = [0] * 10
@sets_sparam_plus = [0] * 10
@sets_element_rate = [0] * (EME::MAX_ELEMENTS)
@sets_debuff_rate = [0] * 8
@sets_state_rate = [0] * ($data_states.size + 1)
@sets_state_resist = []
@sets_state_resist_remove = []
@sets_atk_elements = []
@sets_atk_elements_remove = []
@sets_atk_states = []
@sets_atk_states_rate = [0] * $data_states.size
@sets_atk_speed_plus = 0
@sets_atk_times_plus = 0
@sets_skill_types = []
@sets_skill_types_remove = []
@sets_sealed_skill_types = []
@sets_sealed_skill_types_remove = []
@sets_sealed_skills = []
@sets_sealed_skills_remove = []
@sets_fixed_equip_types = []
@sets_fixed_equip_types_remove = []
@sets_sealed_equip_types = []
@sets_sealed_equip_types_remove = []
@ees_added_special_flags = []
@ees_removed_special_flags = []
@ees_added_party_abilities = []
@ees_removed_party_abilities = []
@ees_bonus_max_tp = 0
@new_atk_skill = nil
@new_grd_skill = nil
@ees_skills = []
@sets_wtypes = []
@sets_atypes = []
@sets_removed_wtypes = []
@sets_removed_atypes = []
@eme_ebs_two_swords_style = false
end
def sets_param_plus(param_id)
@sets_param_plus[param_id]
end
def sets_param_change(param_id, value)
@sets_param_plus[param_id] += value
end
def sets_per_param_plus(param_id)
value = param_base(param_id) + param_plus(param_id)
value *= @sets_per_param_plus[param_id] / 100
return value
end
def sets_per_param_change(param_id, value)
@sets_per_param_plus[param_id] += value
end
def sets_xparam_plus(param_id)
@sets_xparam_plus[param_id]
end
def sets_xparam_change(param_id, value)
@sets_xparam_plus[param_id] += value
end
def sets_sparam_plus(param_id)
@sets_sparam_plus[param_id]
end
def sets_sparam_change(param_id, value)
@sets_sparam_plus[param_id] += value
end
def sets_element_rate(element_id)
@sets_element_rate[element_id]
end
def sets_element_rate_change(element_id, value)
@sets_element_rate[element_id] += value
end
def sets_debuff_rate(param_id)
@sets_debuff_rate[param_id]
end
def sets_debuff_rate_change(param_id, value)
@sets_debuff_rate[param_id] += value
end
def sets_state_rate(state_id)
@sets_state_rate[state_id]
end
def sets_state_rate_change(state_id, value)
@sets_state_rate[state_id] += value
end
def sets_state_resist(state_id)
@sets_state_resist[state_id]
end
def sets_state_resist_remove(state_id)
@sets_state_resist_remove[state_id]
end
def sets_state_resist_change(state_id, value)
value >= 0 ? (@sets_state_resist.push(state_id) unless @sets_state_resist.include?(state_id)) : (@sets_state_resist_remove.delete(state_id) unless @sets_state_resist_remove.include?(state_id))
end
def sets_atk_elements(element_id)
@sets_atk_elements[element_id]
end
def sets_atk_elements_remove(element_id)
@sets_atk_elements_remove[element_id]
end
def sets_atk_elements_change(element_id, value)
value >= 0 ? (@sets_atk_elements.push(element_id) unless @sets_atk_elements.include?(element_id)) : (@sets_attack_elements_remove.delete(element_id) unless @sets_atk_elements_remove.include?(element_id))
end
def sets_atk_states(state_id)
@sets_atk_states[state_id]
end
def sets_atk_states_change(state_id)
@sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id)
end
def sets_atk_states_rate(state_id)
@sets_atk_states_rate[state_id]
end
def sets_atk_states_rate_change(state_id, value)
@sets_atk_states_rate[state_id] += value
end
def sets_atk_speed_plus
@sets_atk_speed_plus
end
def sets_atk_times_plus
@sets_atk_times_plus
end
def sets_atk_specials_change(parameter, value)
parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value
end
def sets_skill_types(skill_type_id)
@sets_skill_types[skill_type_id]
end
def sets_skill_types_remove(skill_type_id)
@sets_skill_types_remove[skill_type_id]
end
def add_sets_skill_types(skill_type_id, value)
value >= 0 ? (@sets_skill_types.push(skill_type_id) unless @sets_skill_types.include?(skill_type_id)) : (@sets_skill_types_remove.delete(skill_type_id) unless @sets_skill_types_remove.include?(skill_type_id))
end
def sets_sealed_skill_types(skill_type_id)
@sets_sealed_skill_types[skill_type_id]
end
def sets_sealed_skill_types_remove(skill_type_id)
@sets_sealed_skill_types_remove[skill_type_id]
end
def add_sealed_skill_types(skill_type_id, value)
value >= 0 ? (@sets_sealed_skill_types.push(skill_type_id) unless @sets_sealed_skill_types.include?(skill_type_id)) : (@sets_sealed_skill_types_remove.delete(skill_type_id) unless @sets_sealed_skill_types_remove.include?(skill_type_id))
end
def sets_sealed_skills(skill_id)
@sets_sealed_skills[skill_id]
end
def sets_sealed_skills_remove(skill_id)
@sets_sealed_skills_remove[skill_id]
end
def add_sets_sealed_skills(skill_id, value)
value > 0 ? (@sets_sealed_skills.push(skill_id) unless @sets_sealed_skills.include?(skill_id)) : (@sets_attack_elements_remove.delete(skill_id) unless @sets_sealed_skills_remove.include?(skill_id))
end
def sets_additional_wtypes
@sets_wtypes
end
def sets_additional_atypes
@sets_atypes
end
def sets_removed_wtypes
@sets_removed_wtypes
end
def sets_removed_atypes
@sets_removed_atypes
end
def change_sets_additional_wtypes(wtype_id, positive_change = true)
positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id)
end
def change_sets_additional_atypes(atype_id, positive_change = true)
positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id)
end
def sets_fixed_equip_types(equip_type_id)
@sets_fixed_equip_types[equip_type_id]
end
def sets_fixed_equip_types_remove(equip_type_id)
@sets_fixed_equip_types_remove[equip_type_id]
end
def add_fixed_equip_types(equip_type_id, value)
value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id)
end
def sets_sealed_equip_types(equip_type_id)
@sets_sealed_equip_types[equip_type_id]
end
def sets_sealed_equip_types_remove(equip_type_id)
@sets_sealed_equip_types_remove[equip_type_id]
end
def add_sealed_equip_types(equip_type_id, value)
value > 0 ? (@sets_sealed_equip_types.push(equip_type_id) unless @sets_sealed_equip_types.include?(equip_type_id)) : (@sets_sealed_equip_types_remove.delete(equip_type_id) unless @sets_sealed_equip_types_remove.include?(equip_type_id))
end
def change_special_flags(flag_id, negative = false)
!negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id)
end
def change_party_abilities(ability_id, negative = false)
!negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id)
end
def set_bonus_max_tp(value)
@ees_bonus_max_tp += value
end
def set_atk_skill(skill_id)
@new_atk_skill = skill_id
end
def set_grd_skill(skill_id)
@new_grd_skill = skill_id
end
#-------------------------------------------#
# 'NOTHER LABEL FOR AUTHOR #
# Don't mind this ;) #
#-------------------------------------------#
def param(param_id)
value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max
value *= param_rate(param_id) * param_buff_rate(param_id)
[[value, param_max(param_id)].min, param_min(param_id)].max.to_i
end
alias eme_ebs_xparam xparam
def xparam(xparam_id)
value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100
return value
end
alias eme_ebs_sparam sparam
def sparam(sparam_id)
value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100
return value
end
alias eme_ebs_element_rate element_rate
def element_rate(element_id)
value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100
return value
end
alias eme_ebs_debuff_rate debuff_rate
def debuff_rate(param_id)
value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100
return value
end
alias eme_ebs_state_rate state_rate
def state_rate(state_id)
value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100
return value
end
alias eme_ebs_state_resist_set state_resist_set
def state_resist_set
value = eme_ebs_state_resist_set
@sets_state_resist.each{|state| value.push(state) unless value.include?(element)}
@sets_state_resist_remove.each{|state| value.delete(state)}
return value
end
alias eme_ebs_atk_elements atk_elements
def atk_elements
value = eme_ebs_atk_elements
@sets_atk_elements.each{|element| value.push(element) unless value.include?(element)}
@sets_atk_elements_remove.each{|element| value.delete(element)}
return value
end
alias eme_ebs_atk_states atk_states
def atk_states
value = eme_ebs_atk_states
@sets_atk_states.each{|state| value.push(@sets_atk_states) }
return value
end
alias eme_ebs_atk_states_rate atk_states_rate
def atk_states_rate(state_id)
value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100
return value
end
alias eme_ebs_atk_speed atk_speed
def atk_speed
value = eme_ebs_atk_speed + sets_atk_speed_plus / 100
return value
end
alias eme_ebs_atk_times atk_times_add
def atk_times_add
value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max
return value
end
alias eme_ebs_dual_wield? dual_wield?
def dual_wield?
return true if @eme_ebs_two_swords_style
eme_ebs_dual_wield?
end
alias eme_ebs_added_skill_types added_skill_types
def added_skill_types
value = eme_ebs_added_skill_types
@sets_skill_types.each{|sk_type| value.push(sk_type)}
@sets_skill_types_remove.each{|sk_type| value.delete(sk_type)}
return value
end
def skill_type_sealed?(stype_id)
value = features_set(FEATURE_STYPE_SEAL)
@sets_sealed_skill_types.each{|sk_type| value.push(sk_type)}
@sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)}
return true if value.include?(stype_id)
end
def skill_sealed?(skill_id)
value = features_set(FEATURE_SKILL_SEAL)
@sets_sealed_skills.each{|skill| value.push(skill)}
@sets_sealed_skills_remove.each{|skill| value.delete(skill)}
return true if value.include?(skill_id)
end
def equip_wtype_ok?(wtype_id)
value = features_set(FEATURE_EQUIP_WTYPE)
@sets_wtypes.each{|w_type| value.push(w_type)}
@sets_removed_wtypes.each{|w_type| value.delete(w_type)}
return true if value.include?(wtype_id)
end
def equip_atype_ok?(atype_id)
value = features_set(FEATURE_EQUIP_ATYPE)
@sets_atypes.each{|a_type| value.push(a_type)}
@sets_removed_atypes.each{|a_type| value.delete(a_type)}
return true if value.include?(atype_id)
end
def equip_type_fixed?(etype_id)
value = features_set(FEATURE_EQUIP_FIX)
@sets_fixed_equip_types.each{|e_type| value.push(e_type)}
@sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)}
return true if value.include?(etype_id)
end
def equip_type_sealed?(etype_id)
value = features_set(FEATURE_EQUIP_SEAL)
@sets_sealed_equip_types.each{|e_type| value.push(e_type)}
@sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)}
return true if value.include?(etype_id)
end
alias eme_ees_special_flag special_flag
def special_flag(flag_id)
return false if @ees_removed_special_flags.include?(flag_id)
return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id)
end
alias eme_ees_party_ability party_ability
def party_ability(ability_id)
return false if @ees_removed_party_abilities.include?(ability_id)
return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id)
end
alias eme_ees_max_tp max_tp
def max_tp
return eme_ees_max_tp + @ees_bonus_max_tp
end
alias eme_ees_attack_skill attack_skill_id
def attack_skill_id
return @new_atk_skill unless @new_atk_skill == nil
return eme_ees_attack_skill
end
alias eme_ees_guard_skill guard_skill_id
def guard_skill_id
return @new_grd_skill unless @new_grd_skill == nil
return eme_ees_guard_skill
end
end |
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