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- if true # << Make true to use this script, false to disable.
- #===============================================================================
- #
- # ☆ $D13x - Equipment Sets
- # -- Author : Dekita
- # -- Version : 1.4
- # -- Level : Easy / Normal
- # -- Requires : $D13x Equip Scene 1.2+
- # -- Engine : RPG Maker VX Ace.
- #
- #===============================================================================
- # ☆ Import
- #-------------------------------------------------------------------------------
- $D13x={}if$D13x==nil
- $D13x[:Equip_Sets]=true
- #===============================================================================
- # ☆ Updates
- #-------------------------------------------------------------------------------
- # D /M /Y
- # 29/o3/2o14 - Compatibility, ($D13x Equip Scene)
- # 21/o5/2o13 - Compatability, ($D13x ISPDS)
- # 2o/o5/2o13 - Compatability, ($D13x Atk & Def Lvs)
- # 16/o5/2o13 - Bugfix, (Skill Icon Being Overwritten)
- # o5/o5/2o13 - Finished,
- # o4/o5/2o13 - Started
- #
- #===============================================================================
- # ☆ Introduction
- #-------------------------------------------------------------------------------
- # This script creates equipment sets.
- # if an actor is equipped with enough items from the set, they will get a bonus
- # to a statistic, such as parameters, xparams, sparams, atk element rate,
- # defence element rate, skills.
- #
- # This script also adds an information window into the status screen,
- # accessed by pressing :S (default), this shows the current set items and
- # all bonuses currently obtained.
- #
- #===============================================================================
- # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
- #===============================================================================
- # 1. You MUST give credit to "Dekita" !!
- # 2. You are NOT allowed to repost this script.(or modified versions)
- # 3. You are NOT allowed to convert this script.
- # 4. You are NOT allowed to use this script for Commercial games.
- # 5. ENJOY!
- #
- # "FINE PRINT"
- # By using this script you hereby agree to the above terms and conditions,
- # if any violation of the above terms occurs "legal action" may be taken.
- # Not understanding the above terms and conditions does NOT mean that
- # they do not apply to you.
- # If you wish to discuss the terms and conditions in further detail you can
- # contact me at http://dekitarpg.wordpress.com/
- #
- #===============================================================================
- # ☆ Instructions
- #-------------------------------------------------------------------------------
- # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
- # Place Below Both, " $D13x Statistic Control " && " $D13x Elements Control ".
- # Place Above " $D13x Status Scene ".
- #
- #===============================================================================
- # ☆ Script Calls
- #-------------------------------------------------------------------------------
- # $game_actors[actor_id].has_full_set?(set_id)
- # or
- # $game_party.members[member_id].has_full_set?(set_id)
- # or
- # $game_party.leader.has_full_set?(set_id)
- #
- # These script calls all check if an actor has a complete set equipped.
- # will return true if the set is complete, false otherwise.
- #
- # Use for conditional branches and things of that nature :)
- #
- #===============================================================================
- # ☆ HELP
- #-------------------------------------------------------------------------------
- # PARAMS : # XPARAMS : # SPARAMS : #
- # stat = id # stat = id # stat = id #
- # mhp = 0 # hit = 0 # tgr = 0 #
- # mmp = 1 # eva = 1 # grd = 1 #
- # atk = 2 # cri = 2 # rec = 2 #
- # def = 3 # cev = 3 # pha = 3 #
- # mat = 4 # mev = 4 # mcr = 4 #
- # mdf = 5 # mrf = 5 # tcr = 5 #
- # agi = 6 # cnt = 6 # pdr = 6 #
- # luk = 7 # hrg = 7 # mdr = 7 #
- # # mrg = 8 # fdr = 8 #
- # # trg = 9 # exr = 9 #
- #-------------------------------------------------------------------------------
- # Remember :
- # All Params work with integer values, eg. 1, 5, 123, 653, 198123
- # All x/s-Params work with float values, eg. 1.0, 0.5, 0.1, 0.05, 0.01
- # 1.0 = 100%, 0.01 = 1%,
- #
- #===============================================================================
- module Equip_Set
- #===============================================================================
- ID={} # << Keep
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Key Settings
- #-----------------------------------------------------------------------------
- # :scroll_up = Key to press to scroll up the info screen.
- # :scroll_dn = Key to press to scroll down the info screen.
- #-----------------------------------------------------------------------------
- Keys = {
- :scroll_up => :UP,
- :scroll_dn => :DOWN,
- }
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Equipment Set, Settings
- #-----------------------------------------------------------------------------
- # :set_name = The set name displayed on info screen
- # :set_icon = The set icon shown in info screen
- # :set_info = The set information shown.
- # :pieces = The items included in the set.
- # ^- [:weapon, id] For a weapon item
- # ^- [:armor, id] For an Armor item
- # :bonuses = The set bonuses for pieces equipped.
- # ^- pieces => [:param, id, value]
- # ^- pieces => [:x_param, id, value]
- # ^- pieces => [:s_param, id, value]
- # ^- pieces => [:atk_ele, id, value]
- # ^- pieces => [:def_ele, id, value]
- # ^- pieces => [:atk_lvl, value]
- # ^- pieces => [:def_lvl, value]
- # ^- pieces => [:skill, id]
- # ^- pieces => [:spds_stat, id, value]
- #-----------------------------------------------------------------------------
- ID[1]={
- :set_name => "Epyx Gear",
- :set_icon => [60, 0, true], # id, hue, enable
- :set_info => "Legendary equipment set forged by the \ngreat warrior Epyx.",
- :pieces => [
- [:weapon, 1],
- [:armor , 1],
- [:armor , 2],
- [:armor , 3],
- [:armor , 4],
- ],
- :bonuses => {
- 2 => [:spds_stat, 0, 8],
- 3 => [:atk_lvl, 10],
- 4 => [:atk_ele, 1, 0.1],
- 5 => [:def_ele, 1, -0.1],
- },
- }# << end set ID[1]
- #-----------------------------------------------------------------------------
- ID[2]={
- :set_name => "Crapa Gear",
- :set_icon => [61, 0, true], # id, hue, enable
- :set_info => "Average equipment set forged by an \nunknown traveller.",
- :pieces => [
- [:weapon, 2],
- [:armor , 7],
- [:armor , 8],
- [:armor , 9],
- [:armor , 10],
- ],
- :bonuses => {
- 2 => [:param, 0, 50],
- 4 => [:x_param, 0, 0.5],
- 5 => [:s_param, 0, 0.5],
- 6 => [:def_ele, 3, 0.1],
- 7 => [:atk_ele, 3, 0.1],
- },
- }# << end set ID[2]
- #-----------------------------------------------------------------------------
- ID[3]={
- :set_name => "Nirvana Gear",
- :set_icon => [62, 0, true], # id, hue, enable
- :set_info => "Legendary equipment forged in the \nfurnaces of Nirvana.",
- :pieces => [
- [:weapon, 3],
- [:armor , 13],
- [:armor , 14],
- [:armor , 15],
- [:armor , 16],
- ],
- :bonuses => {
- 2 => [:param, 0, 50],
- 3 => [:x_param, 0, 0.5],
- 4 => [:s_param, 0, 0.5],
- 5 => [:atk_ele, 3, 0.1],
- 6 => [:def_ele, 3, 0.1],
- },
- }# << end set ID[3]
- #-----------------------------------------------------------------------------
- ID[4]={
- :set_name => "Yin Yang Rings",
- :set_icon => [63, 180, true], # id, hue, enable
- :set_info => "Powerfull ornament set, it is said to \nbe both good and evil...",
- :pieces => [
- [:armor , 19],
- [:armor , 20],
- ],
- :bonuses => {
- 2 => [:param, 0, 50],
- },
- }# << end set ID[4]
- #-----------------------------------------------------------------------------
- # << Add more lines in here, follow the same format as above.
- # ie.
- # ID[id_number]={
- # :set_name => "Set Name",
- # :set_icon => [icon index, hue, enabled],
- # :set_info => "Equipment Set Information.",
- # :pieces => [
- # [:weapon, id],
- # [:armor , id],
- # [:armor , id],
- # [:armor , id],
- # [:armor , id],
- # ],
- # :bonuses => {
- # 2 => [:param, id, val],
- # 3 => [:x_param, id, val],
- # 4 => [:s_param, id, val],
- # 5 => [:atk_ele, id, val],
- # 6 => [:def_ele, id, val],
- # },
- # }# << end ID[id_number]
- #####################
- # CUSTOMISATION END #
- end #####################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? \| #
- # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- class Game_Actor < Game_Battler
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :setup_eqp_set :setup
- alias :ref_eqp_sets :refresh
- alias :parpl_eqp_set :param_plus
- alias :xparpl_eqp_set :xparam_plus if $D13x[:Stats_Control]
- alias :sparpl_eqp_set :sparam_plus if $D13x[:Stats_Control]
- alias :atkele_eqp_set :atk_ele_plus if $D13x[:Elems_Control]
- alias :defele_eqp_set :def_ele_plus if $D13x[:Elems_Control]
- alias :atl_dfl_sets_plus :atl_dfl_plus if $D13x[:Atk_Def_Lvs]
- alias :spds_sets_plus :spds_plus if $D13x[:ISPDS]
- alias :skills_eqp_set :skills
- #-----------------------------------------------------------------------------
- # Setup
- #-----------------------------------------------------------------------------
- def setup(actor_id)
- reset_set_params
- setup_eqp_set(actor_id)
- end
- #-----------------------------------------------------------------------------
- # Refresh
- #-----------------------------------------------------------------------------
- def refresh
- reset_set_params
- check_equip_set
- ref_eqp_sets
- end
- #-----------------------------------------------------------------------------
- # Reset Set Params
- #-----------------------------------------------------------------------------
- def reset_set_params
- @set_atl_dfl = [0] * 2
- @set_param = [0] * 8
- @set_xparam = [0] * 10
- @set_sparam = [0] * 10
- @set_atk_ele = [0] * $data_system.elements.size
- @set_def_ele = [0] * $data_system.elements.size
- @set_spds_stats = [0] * 8
- @set_spds_stats = [0] * SPDS::Commands.size if $D13x[:ISPDS]
- @eqp_set_skills = Array.new
- end
- #-----------------------------------------------------------------------------
- # Get Added Value of Parameter
- #-----------------------------------------------------------------------------
- def param_plus(param_id)
- parpl_eqp_set(param_id) + @set_param[param_id]
- end
- if $D13x[:Stats_Control]
- #---------------------------------------------------------------------------
- # Get Added Value of x-Parameter
- #---------------------------------------------------------------------------
- def xparam_plus(xparam_id)
- xparpl_eqp_set(xparam_id) + @set_xparam[xparam_id]
- end
- #---------------------------------------------------------------------------
- # Get Added Value of s-Parameter
- #---------------------------------------------------------------------------
- def sparam_plus(sparam_id)
- sparpl_eqp_set(sparam_id) + @set_sparam[sparam_id]
- end
- end # if $D13x[:Stats_Control]
- if $D13x[:Elems_Control]
- #---------------------------------------------------------------------------
- # Get Added Value of def-Element
- #---------------------------------------------------------------------------
- def def_ele_plus(element_id)
- defele_eqp_set(element_id) + @set_def_ele[element_id]
- end
- #---------------------------------------------------------------------------
- # Get Added Value of atk-Element
- #---------------------------------------------------------------------------
- def atk_ele_plus(element_id)
- atkele_eqp_set(element_id) + @set_atk_ele[element_id]
- end
- end # if $D13x[:Elems_Control]
- if $D13x[:Atk_Def_Lvs]
- #---------------------------------------------------------------------------
- # Atk Lv | Def Lv ++
- #---------------------------------------------------------------------------
- def atl_dfl_plus(id)
- atl_dfl_sets_plus(id) + @set_atl_dfl[id]
- end
- end # if $D13x[:Atk_Def_Lvs]
- if $D13x[:ISPDS]
- #---------------------------------------------------------------------------
- # Get SPDS Stats Plus
- #---------------------------------------------------------------------------
- def spds_plus(id)
- spds_sets_plus(id) + @set_spds_stats[id]
- end
- end # if $D13x[:ISPDS]
- #-----------------------------------------------------------------------------
- # Get Skill Object Array
- #-----------------------------------------------------------------------------
- def skills
- skills_eqp_set + @eqp_set_skills.sort.collect { |id| $data_skills[id] }
- end
- #-----------------------------------------------------------------------------
- # Check Equip Set Data
- #-----------------------------------------------------------------------------
- def check_equip_set
- Equip_Set::ID.each do |pos_set|
- set_items = 0
- equips.each do |curr_eqp|
- next if curr_eqp == nil
- pos_set[1][:pieces].each do |piece|
- case piece[0]
- when :weapon
- next unless curr_eqp.is_a?(RPG::Weapon)
- next unless curr_eqp.database_id == piece[1]
- set_items += 1
- when :armor
- next unless curr_eqp.is_a?(RPG::Armor)
- next unless curr_eqp.database_id == piece[1]
- set_items += 1
- end
- end
- end
- pos_set[1][:bonuses].each do |k,i|
- check_set_bonuses(k,i,set_items)
- end
- end
- end
- #-----------------------------------------------------------------------------
- # Check Equip Set Bonuses
- #-----------------------------------------------------------------------------
- def check_set_bonuses(val,i,pieces)
- if val <= pieces
- case i[0]
- when :param then @set_param [i[1]] += i[2] if $D13x[:Stats_Control]
- when :x_param then @set_xparam [i[1]] += i[2] if $D13x[:Stats_Control]
- when :s_param then @set_sparam [i[1]] += i[2] if $D13x[:Stats_Control]
- when :atk_ele then @set_atk_ele[i[1]] += i[2] if $D13x[:Elems_Control]
- when :def_ele then @set_def_ele[i[1]] += i[2] if $D13x[:Elems_Control]
- when :atk_lvl then @set_atl_dfl[0] += i[1] if $D13x[:Atk_Def_Lvs]
- when :def_lvl then @set_atl_dfl[1] += i[1] if $D13x[:Atk_Def_Lvs]
- when :spds_stat then @set_spds_stats[i[1]] += i[2] if $D13x[:ISPDS]
- when :skill then @eqp_set_skills << i[1]
- end
- end
- end
- #-----------------------------------------------------------------------------
- # Has Full Equip Set On ?
- #-----------------------------------------------------------------------------
- def has_full_set?(set_id)
- pos_set = Equip_Set::ID[set_id]
- set_items = 0
- equips.each do |curr_eqp|
- next if curr_eqp == nil
- pos_set[:pieces].each do |piece|
- case piece[0]
- when :weapon
- next unless curr_eqp.is_a?(RPG::Weapon)
- next unless curr_eqp.database_id == piece[1]
- set_items += 1
- when :armor
- next unless curr_eqp.is_a?(RPG::Armor)
- next unless curr_eqp.database_id == piece[1]
- set_items += 1
- end
- end
- end
- return true if set_items == pos_set[:pieces].size
- return false
- end
- end
- #===============================================================================
- class EquipCommandWindow < Window_Command
- #===============================================================================
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def add_set_command
- add_command("Set Info",:sets)
- end
- end
- #===============================================================================
- class Dekita_Equip_Set_Status < Dekita_Core_Status
- #===============================================================================
- #--------------------------------------------------------------------------
- # Initialization
- #--------------------------------------------------------------------------
- def initialize(actor,wy)
- @drew = 0
- x = 0
- w = Graphics.width / 2
- h = Graphics.height - wy
- super(x,wy,w,h,actor,nil)
- end
- #--------------------------------------------------------------------------
- # Do Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- refresh_fonts
- return unless @actor
- draw_set_info
- end
- #--------------------------------------------------------------------------
- # Draw Set Information
- #--------------------------------------------------------------------------
- def scroll_up
- return if @drew >= 0
- @drew += 1
- refresh
- end
- #--------------------------------------------------------------------------
- # Draw Set Information
- #--------------------------------------------------------------------------
- def scroll_down
- return if @drew <= -(@lines)
- @drew -= 1
- refresh
- end
- #--------------------------------------------------------------------------
- # Draw Set Information
- #--------------------------------------------------------------------------
- def draw_set_info
- drew = @drew
- Equip_Set::ID.each do |pos_set|
- set_items = 0
- @actor.equips.each do |curr_eqp|
- next if curr_eqp == nil
- pos_set[1][:pieces].each do |piece|
- case piece[0]
- when :weapon
- next unless curr_eqp.is_a?(RPG::Weapon)
- next unless curr_eqp.database_id == piece[1]
- set_items += 1
- when :armor
- next unless curr_eqp.is_a?(RPG::Armor)
- next unless curr_eqp.database_id == piece[1]
- set_items += 1
- end
- end
- end
- # next unless set_items > 0
- drew = draw_set_basic(pos_set[1],drew,set_items,pos_set[1][:pieces].compact.size)
- pos_set[1][:bonuses].each do |k,i|
- drew = draw_set_bonuses(k,i,set_items,drew)
- end
- draw_box(0,line_height*drew)
- drew += 1
- end
- @lines = (drew-1)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_set_basic(set,drew,num,max)
- draw_box(0,line_height*drew)
- icon = set[:set_icon]
- draw_de_icon(icon[0], 0,(line_height*drew), icon[1], icon[2])
- draw_text(26, (line_height*drew), self.width-24, line_height, set[:set_name])
- draw_text(0, (line_height*drew), self.width-24, line_height, "#{num}/#{max}",2)
- lines = 1
- set[:set_info].split(/\n/).each do |text|
- draw_box(0,line_height*(drew+lines))
- draw_text(4,line_height*(drew+lines),self.width-24,line_height,text)
- lines += 1
- end
- return drew+lines
- end
- #-----------------------------------------------------------------------------
- # Draw Equip Set Bonuses
- #-----------------------------------------------------------------------------
- def draw_set_bonuses(val,i,pieces,drew)
- y = (line_height*drew)
- if val <= pieces
- case i[0]
- when :param
- data = Vocanicon.param(i[1])
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[2] > 0 ? sprintf("+%s",i[2]) : sprintf("%s",i[2])
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :x_param
- data = Vocanicon.xparam(i[1])
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[2]>0.0 ? sprintf("+%1.2f%%",i[2]*100) :
- sprintf("%1.2f%%" ,i[2]*100)
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :s_param
- data = Vocanicon.sparam(i[1])
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[2]>0.0 ? sprintf("+%1.2f%%",i[2]*100) :
- sprintf("%1.2f%%" ,i[2]*100)
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :atk_ele
- return drew unless $D13x[:Elems_Control]
- data = Vocanicon.atk_element(i[1])
- p i
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[2]>0.0 ? sprintf("+%1.2f%%",i[2]*100) :
- sprintf("%1.2f%%" ,i[2]*100)
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :def_ele
- return drew unless $D13x[:Elems_Control]
- data = Vocanicon.def_element(i[1])
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[2]>0.0 ? sprintf("+%1.2f%%",i[2]*100) :
- sprintf("%1.2f%%" ,i[2]*100)
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :atk_lvl
- return drew unless $D13x[:Atk_Def_Lvs]
- data = Vocanicon::Atk_Level
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[1] > 0 ? sprintf("+%s",i[1]) : sprintf("%s",i[1])
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :def_lvl
- return drew unless $D13x[:Atk_Def_Lvs]
- data = Vocanicon::Def_Level
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[1] > 0 ? sprintf("+%s",i[1]) : sprintf("%s",i[1])
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :spds_stat
- return drew unless $D13x[:ISPDS]
- data = Vocanicon.spds_stat(@actor,i[1])
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- valu = i[2] > 0 ? sprintf("+%s",i[2].to_i) : sprintf("%s",i[2].to_i)
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- when :skill
- data = $data_skills[i[1]]
- text = data.name
- colo = data.item_disp_color
- icon = data.icon_index
- ihue = data.icon_hue
- valu = "-learned"
- draw_data(x,y,text,colo,icon,ihue,valu,2)
- end
- return drew += 1
- end
- return drew
- end
- #-----------------------------------------------------------------------------
- # Set Windowskin (overwrite from super)
- #-----------------------------------------------------------------------------
- def set_the_skin
- @skin = WindowSkins::Skins[:equip_slot]
- end
- end
- #===============================================================================
- class Scene_Equip < Scene_MenuBase
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Start Processing
- #-----------------------------------------------------------------------------
- alias :start_equip_set_status :start
- alias :ccwind_sets :create_command_window
- alias :oac_equip_set_status :on_actor_change
- alias :update_equip_set_status :update
- #-----------------------------------------------------------------------------
- # Start Processing
- #-----------------------------------------------------------------------------
- def start
- start_equip_set_status
- make_eqp_set_wind
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_command_window
- ccwind_sets
- @command_window.set_handler(:sets, method(:set_info))
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def set_info
- @slot_window.close
- @item_window.close
- @eqp_set_window.visible = true if @eqp_set_window.visible == false
- @eqp_set_window.activate
- @eqp_set_window.refresh
- @eqp_set_window.open
- @command_window.deactivate
- end
- #-----------------------------------------------------------------------------
- # Make Equip Set Window
- #-----------------------------------------------------------------------------
- def make_eqp_set_wind
- y = @status_window.y+@status_window.height
- @eqp_set_window = Dekita_Equip_Set_Status.new(@actor,y)
- @eqp_set_window.visible = false
- @eqp_set_window.close
- end
- #-----------------------------------------------------------------------------
- # Update
- #-----------------------------------------------------------------------------
- def update
- update_equip_set_status
- update_eqp_set_info
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def toggle_set_window
- if @eqp_set_window.active
- @eqp_set_window.deactivate
- @eqp_set_window.close
- @slot_window.open
- @item_window.open
- @command_window.activate
- else
- @slot_window.close
- @item_window.close
- @eqp_set_window.visible = true if @eqp_set_window.visible == false
- @eqp_set_window.activate
- @eqp_set_window.open
- @command_window.deactivate
- end
- end
- #-----------------------------------------------------------------------------
- # Update Equip Set
- #-----------------------------------------------------------------------------
- def update_eqp_set_info
- if @eqp_set_window.active && Input.trigger?(:B)
- toggle_set_window
- end
- if @eqp_set_window.active
- if Keys.trigger?(Keys::Key[Equip_Set::Keys[:scroll_dn]])
- @eqp_set_window.scroll_down
- end
- if Keys.trigger?(Keys::Key[Equip_Set::Keys[:scroll_up]])
- @eqp_set_window.scroll_up
- end
- end
- end
- #--------------------------------------------------------------------------
- # Change Actors
- #--------------------------------------------------------------------------
- def on_actor_change
- oac_equip_set_status
- change_equip_wind_actor
- end
- #--------------------------------------------------------------------------
- # Change Actors ( Equip Window )
- #--------------------------------------------------------------------------
- def change_equip_wind_actor
- if @eqp_set_window.active
- @eqp_set_window.actor = @actor
- end
- end
- end
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
- end # if true # << Make true to use this script, false to disable.
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