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Dekita

Random Stats 1.0

Mar 29th, 2014
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  1. if true
  2. #===============================================================================
  3. #
  4. # ☆ $D13x - Equipment - Random Stats
  5. # -- Author : Dekita
  6. # -- Version : 1.0
  7. # -- Level : Extreme
  8. # -- Requires : $D13x - Unique Equipment
  9. # -- Engine : RPG Maker VX Ace.
  10. #
  11. #===============================================================================
  12. # ☆ Import
  13. #-------------------------------------------------------------------------------
  14. $D13x={}if$D13x==nil
  15. $D13x[:Equip_Randomize] = true
  16. #===============================================================================
  17. # ☆ Updates
  18. #-------------------------------------------------------------------------------
  19. # D /M /Y
  20. # 22/o2/2o13 - Finished,
  21. # 16/o2/2o13 - Started,
  22. #
  23. #===============================================================================
  24. # ☆ Introduction
  25. #-------------------------------------------------------------------------------
  26. # This script allows the creation of advanced equipment. what i mean by this is..
  27. # You can set up each equip to have various teirs, a teir is basically a grade
  28. # teir 0 is ALWAYS default ( whatever the item does in the database )
  29. # teir 1, 2, 3 & higher are all defined by you, the user..
  30. # you can define as many different teirs as you want, remember to add
  31. # a chance for that teir to be gained, or it will never be gained..
  32. # (unless you use script call to gain X teir item)
  33. #
  34. # each weapons teir can have different features than the default item
  35. # features in this case are things like..
  36. # name
  37. # description
  38. # icon
  39. # price
  40. # params
  41. # features (the ones in the database eg, x-param rates)
  42. # equipment type id
  43. # weapon type id
  44. # armor type id
  45. #
  46. # name : replaces the features name with the name you set
  47. # description : replaces the items description
  48. # icon : replaces the items icon id
  49. # price : adds to the default price of this item
  50. # params : adds to the default param values for this item
  51. # features : adds/replaces to the default features for this item
  52. # equipment type id : changes the items equipment type
  53. # NOTE ~ turning weapon into armor (or armor > weapon) wont work !
  54. # weapon type id : changes the items weapon type (Weapons Only)
  55. # armor type id : changes the items armor type (Armors Only)
  56. #
  57. # there is also variations of the way you can add these features onto items..
  58. #
  59. # guaranteed features:
  60. # name, description, icon, price, e_type id, w_type id
  61. # these will be added if they are defined, nothing will happen if they are not.
  62. #
  63. # possible features :
  64. # params, features
  65. # these must be defined within an array, there are 3 possible ways to add these
  66. # kind of features
  67. # 1 ~ :random_features
  68. # :random_features is an array of possible features that this item
  69. # can have, features will be chosen at random depending on
  70. # the :max_random_features set for this item
  71. # these kind of features may or may not be added
  72. # 2 ~ :fixed_features
  73. # :fixed_features again is an array of features, ALL of the features
  74. # defined in this array will be added, regardless of how many features this
  75. # item currently has
  76. # 3 ~ :one_of_these_features
  77. # :one_of_these_features again is an array of features, this time only
  78. # 1 of the features defined will be added, it will be guaranteed regardless
  79. # of the items current features
  80. #
  81. # if using this system you SHOULD NOT attempt to gain equip by using the script
  82. # call $game_party.gain_item in any sort of way.
  83. # This does not include my effect block script's effects (v1.1+)
  84. #
  85. #===============================================================================
  86. # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
  87. #===============================================================================
  88. # 1. You MUST give credit to "Dekita" !!
  89. # 2. You are NOT allowed to repost this script.(or modified versions)
  90. # 3. You are NOT allowed to convert this script.
  91. # 4. You are NOT allowed to use this script for Commercial games.
  92. # 5. ENJOY!
  93. #
  94. # "FINE PRINT"
  95. # By using this script you hereby agree to the above terms and conditions,
  96. # if any violation of the above terms occurs "legal action" may be taken.
  97. # Not understanding the above terms and conditions does NOT mean that
  98. # they do not apply to you.
  99. # If you wish to discuss the terms and conditions in further detail you can
  100. # contact me at http://dekitarpg.wordpress.com/ or DekitaRPG@gmail.com
  101. #
  102. #===============================================================================
  103. # ☆ Instructions
  104. #-------------------------------------------------------------------------------
  105. # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
  106. # Place Below $D13x - Core and $D13x - Equip Individualize Scripts.
  107. # Place Above ALL Other $D13x Equipment Related Scripts.
  108. #
  109. # All Customisation for this is within the following modules :
  110. # module [ weapons ]
  111. # module [ armors ]
  112. # this is to make keeping track of all your items is slightly easier
  113. # when the customisation has been vastly enlarged .
  114. #===============================================================================
  115. # ☆ Script Calls
  116. #-------------------------------------------------------------------------------
  117. # The following script calls are very similar to the script calls created by the
  118. # individualize script, the only difference is you are now allowed various teirs.
  119. #
  120. # make_weapon(id, teir)
  121. # make_armor(id, teir)
  122. # This script call will create a cloned weapon/armor and add it to the party
  123. # teir wil be random unless you set the teir.
  124. #
  125. # actor_has_weapon_teir?(actor_id, weapon id, teir)
  126. # actor_has_armor_teir?(actor_id, armor id, teir)
  127. # This script call will check if actor_id has weapon_id/armor_id equipped
  128. # it will return true if yes and false if no, should be used for things like
  129. # conditional branch checks as the default checks wont work.
  130. #
  131. # party_has_weapon_teir?(weapon id, teir)
  132. # party_has_armor_teir?(armor_id, teir)
  133. # Similar to the above script calls but checks if the item exists within the
  134. # party, ie includes inventory.
  135. #
  136. # change_eqp_to_this(actor_id, slot_id, item_id, teir)
  137. # use this script call to change an actors equipment to a specific
  138. # teir of an item. (if the party has the item)
  139. #
  140. # change_eqp_to_this_or_bet(actor_id, slot_id, item_id, teir)
  141. # This one will equip a specific item if the party has one that meets the teir
  142. # requirement or has a higher teir.
  143. #
  144. =begin #=======================================================================#
  145. FEATURE CODES AND IDS :
  146. ========================
  147. param rates
  148. [:feature, 21, 0, increase, item price inc, chance range] # MHP
  149. [:feature, 21, 1, increase, item price inc, chance range] # MMP
  150. [:feature, 21, 2, increase, item price inc, chance range] # ATK
  151. [:feature, 21, 3, increase, item price inc, chance range] # DEF
  152. [:feature, 21, 4, increase, item price inc, chance range] # MAT
  153. [:feature, 21, 5, increase, item price inc, chance range] # MDF
  154. [:feature, 21, 6, increase, item price inc, chance range] # AGI
  155. [:feature, 21, 7, increase, item price inc, chance range] # LUK
  156.  
  157. x-param rates
  158. [:feature, 22, 0, increase, item price inc, chance range] # HIT
  159. [:feature, 22, 1, increase, item price inc, chance range] # EVA
  160. [:feature, 22, 2, increase, item price inc, chance range] # CRI
  161. [:feature, 22, 3, increase, item price inc, chance range] # CEV
  162. [:feature, 22, 4, increase, item price inc, chance range] # MEV
  163. [:feature, 22, 5, increase, item price inc, chance range] # MRF
  164. [:feature, 22, 6, increase, item price inc, chance range] # CNT
  165. [:feature, 22, 7, increase, item price inc, chance range] # HRG
  166. [:feature, 22, 8, increase, item price inc, chance range] # MRG
  167. [:feature, 22, 9, increase, item price inc, chance range] # TRG
  168.  
  169. s-param rates
  170. [:feature, 23, 0, decrease, item price inc, chance range] # TGR
  171. [:feature, 23, 1, decrease, item price inc, chance range] # GRD
  172. [:feature, 23, 2, decrease, item price inc, chance range] # REC
  173. [:feature, 23, 3, decrease, item price inc, chance range] # PHA
  174. [:feature, 23, 4, decrease, item price inc, chance range] # MCR
  175. [:feature, 23, 5, decrease, item price inc, chance range] # TCR
  176. [:feature, 23, 6, decrease, item price inc, chance range] # PDR
  177. [:feature, 23, 7, decrease, item price inc, chance range] # MDR
  178. [:feature, 23, 8, decrease, item price inc, chance range] # FDR
  179. [:feature, 23, 9, decrease, item price inc, chance range] # EXR
  180. NOTE : s param default is 1.0, so decrease values should be set
  181. according to this, eg. if you want to reduce by 2% put 0.98 as the
  182. decrease value because the calculations would be..
  183. default rate(1.0) * weapon rate(0.98) = total rate(0.98) (to decrease)
  184. default rate(1.0) * weapon rate(1.2.) = total rate(1.02) (to increase)
  185. 1.0 = 100%
  186.  
  187. dpbz-params REQUIRES My PSPDS Script
  188. [:feature, 1989, 0, increase, item price inc, chance range] # VIT
  189. [:feature, 1989, 1, increase, item price inc, chance range] # STR
  190. [:feature, 1989, 2, increase, item price inc, chance range] # DEX
  191. [:feature, 1989, 3, increase, item price inc, chance range] # MAG
  192.  
  193. atl/dfl rates
  194. [:feature, 1990, 0, increase, item price inc, chance range] # ATL
  195. [:feature, 1990, 1, increase, item price inc, chance range] # DFL
  196.  
  197. def ele rates
  198. [:feature, 11, 1, increase, item price inc, chance range] # Elment id 1
  199. [:feature, 11, 2, increase, item price inc, chance range] # Elment id 2
  200. [:feature, 11, 3, increase, item price inc, chance range] # Elment id 3
  201. [:feature, 11, 4, increase, item price inc, chance range] # Elment id 4
  202. and so on..
  203.  
  204. atk ele rates
  205. [:feature, 31, 1, increase, item price inc, chance range] # Elment id 1
  206. [:feature, 31, 2, increase, item price inc, chance range] # Elment id 2
  207. [:feature, 31, 3, increase, item price inc, chance range] # Elment id 3
  208. [:feature, 31, 4, increase, item price inc, chance range] # Elment id 4
  209. and so on..
  210.  
  211. debuff rates
  212. [:feature, 12, 0, chance inc, item price inc, chance range] # MHP
  213. [:feature, 12, 1, chance inc, item price inc, chance range] # MMP
  214. [:feature, 12, 2, chance inc, item price inc, chance range] # ATK
  215. [:feature, 12, 3, chance inc, item price inc, chance range] # DEF
  216. [:feature, 12, 4, chance inc, item price inc, chance range] # MAT
  217. [:feature, 12, 5, chance inc, item price inc, chance range] # MDF
  218. [:feature, 12, 6, chance inc, item price inc, chance range] # AGI
  219. [:feature, 12, 7, chance inc, item price inc, chance range] # LUK
  220.  
  221. def states rates
  222. [:feature, 13, 1, success inc, item price inc, chance range] # State id 1
  223. [:feature, 13, 2, success inc, item price inc, chance range] # State id 2
  224. [:feature, 13, 3, success inc, item price inc, chance range] # State id 3
  225. [:feature, 13, 4, success inc, item price inc, chance range] # State id 4
  226. and so on..
  227.  
  228. resist states rates
  229. [:feature, 14, 1, chance inc, item price inc, chance range] # State id 1
  230. [:feature, 14, 2, chance inc, item price inc, chance range] # State id 2
  231. [:feature, 14, 3, chance inc, item price inc, chance range] # State id 3
  232. [:feature, 14, 4, chance inc, item price inc, chance range] # State id 4
  233. and so on..
  234.  
  235. atk state success rate
  236. [:feature, 32, 1, success inc, item price inc, chance range] # State id 1
  237. [:feature, 32, 2, success inc, item price inc, chance range] # State id 2
  238. [:feature, 32, 3, success inc, item price inc, chance range] # State id 3
  239. [:feature, 32, 4, success inc, item price inc, chance range] # State id 4
  240. and so on..
  241.  
  242. atk speed
  243. [:feature, 33, 0, amount, item price inc, chance range]
  244.  
  245. atk times
  246. [:feature, 34, 0, amount, item price inc, chance range]
  247.  
  248. skill type add
  249. [:feature, 41, skill type id, 0, item price inc, chance range]
  250.  
  251. skill type seal
  252. [:feature, 42, skill type id, 0, item price inc, chance range]
  253.  
  254. skill add
  255. [:feature, 43, skill id, 0, item price inc, chance range]
  256.  
  257. skill seal
  258. [:feature, 44, skill id, 0, item price inc, chance range]
  259.  
  260. equip w type
  261. [:feature, 51, equip wep type id, 0, item price inc, chance range]
  262.  
  263. equip a type
  264. [:feature, 52, equip armr type id, 0, item price inc, chance range]
  265.  
  266. fix equip type
  267. [:feature, 53, equip type id, 0, item price inc, chance range]
  268.  
  269. seal equip type
  270. [:feature, 54, equip type id, 0, item price inc, chance range]
  271.  
  272. slot type
  273. [:feature, 55, 1, 0, item price inc, chance range] # will make dual weild
  274.  
  275. Action Times Plus
  276. [:feature, 61, 0, amount, item price inc, chance range]
  277.  
  278. Special
  279. [:feature, 62, value, 0, item price inc, chance range]
  280. value = 0 = autobattle
  281. 1 = guard
  282. 2 = substitue
  283. 3 = preserve tp
  284.  
  285. Collapse Type
  286. [:feature, 63, value, 0, item price inc, chance range]
  287. value = 0 = boss
  288. 1 = instant
  289. 2 = not dissapear
  290.  
  291. Party ability
  292. [:feature, 64, value, 0, item price inc, chance range]
  293. value = 0 = encounter half
  294. 1 = encounter none
  295. 2 = cancel surprise
  296. 3 = raise preemtive
  297. 4 = gold double
  298. 5 = drop item double
  299.  
  300. Equipment_Exp_Rate
  301. Requires Equip Exp Addon
  302. changes equipment exp gain rate
  303. [:exp_rate, rate, price inc, chance range]
  304.  
  305. Equipment Durability Rate
  306. Requires Equip Durability Addon
  307. changes items endurance (longevity of item durability)
  308. [:durability_rate, amount, price inc, chance range]
  309.  
  310. =end #==========================================================================#
  311. # This is the module that defines all the random stat bonuses for weapons
  312. # NOTE: ID[x] - x MUST be the database id for the weapon,
  313. # for example, ID[1] will be for weapon[1] only
  314. # This MUST be placed below ":Equip ' randomize'"
  315. #
  316. #==============================================================================
  317. module Weapons
  318. #==============================================================================
  319. # Used for when a default weapon is gained, changes the name from the database
  320. # this way the default equip can be made to look like a teir 1 equip with no
  321. # random stats.
  322. # Note, default weapons are only gained from the shop or script calls !!
  323. Default_Name_Addon = "☆ %s"
  324. #===========================================================================
  325. # Weapon ID[ 1 ] Begin
  326. #===========================================================================
  327. #===========================================================================
  328. ID[1]={# IMPORTANT !!
  329. # items teirs are random, for a teir to be chosen a random number between
  330. # 0 - 999 is generated, then a check is performed to see which teir chance
  331. # includes that number , eg..
  332. # if the random number generated was 67 the game would choose whichever
  333. # :teir_chances array position includes that number, in the below setting
  334. # that would be teir 2, there MUST be a chance set for each teir you use.
  335. # If you dont know what any of this means, just copy this and keep the
  336. # default values.
  337. # NOTE: no two array positions should include the same numbers
  338. :teir_chances => [
  339. 0..599, # teir 1 chance ( 60% )
  340. 600..849, # teir 2 chance ( 30% )
  341. 850..989, # teir 3 chance ( 14.9% )
  342. 990..999, # teir 4 chance ( 0.1% )
  343. ],
  344. #---------------------------------------------------------------------------
  345. # Weapon ID[ 1 ] Teir 1 settings
  346. #---------------------------------------------------------------------------
  347. # :teir_1 => {
  348. 1 => {
  349. # Changes items icon for this teir
  350. # :icon => 544,
  351. # Changes items name for this teir ( sprintf )
  352. :name => "☆ %s",
  353. # Adds this value onto the price of this item
  354. :price => 10,
  355. # changes the description of the item
  356. # :description => "A cheap axe, used in wood farming.",
  357. # Changes items exp rate (REQUIRES Equip Levels ADDON)
  358. # :exp_rate => 1.5,
  359. # Changes the weapon type
  360. # :w_type => 1, # weapon type id WEAPONS ONLY
  361. # Changes the weapons attack animation
  362. # :animation => 2, # animation id, WEAPONS ONLY
  363. # Sets the max amount of random features this item can have
  364. :random_features_max => 3,
  365. # sets the chance for each feature being added, A random number is generated
  366. # between 0 - 99, if the feature chance is larger than the random number
  367. # then a random feature will be chosen from :random features
  368. # if not, no feature will be added.
  369. :random_features_chance =>{
  370. 1 => 75,
  371. 2 => 50,
  372. 3 => 25,
  373. },
  374. # sets the available random featurs for this item
  375. # a random number between 0-999 will be generated,
  376. # the feature chosen will be the feature whose
  377. # chance range includes the random number created..
  378. # eg. if the random number created was 279, it would add the feature
  379. # that has chance range of 0..600
  380. # NOTE no two features should include the same number (in its chance range)
  381. :random_features => [
  382. # [:param, id, gain min, gain max, price inc, chance range]
  383. [:param , 0, 10, 15, 10, 0..199], # 20% chance
  384. [:param , 0, 15, 25, 25, 200..399], # 20% chance
  385. [:param , 2, 1, 4, 10, 400..599], # 20% chance
  386. [:param , 2, 4, 8, 25, 600..699], # 10% chance
  387. # [:x_param, id, gain, price inc, chance range]
  388. [:x_param, 0, 0.01, 10, 700..799], # 10% chance
  389. [:x_param, 0, 0.025, 25, 800..849], # 5% chance
  390. [:x_param, 2, 0.01, 10, 850..949], # 10% chance
  391. [:x_param, 2, 0.025, 25, 950..999], # 5% chance
  392. ],# end random_features
  393.  
  394. },# end teir 1
  395. #---------------------------------------------------------------------------
  396. # Weapon ID[ 1 ] Teir 2 settings
  397. #---------------------------------------------------------------------------
  398. 2 => {
  399. # Changes the icon image.
  400. :icon => 545,
  401. :name => "☆☆ %s",
  402. # :description => "A strong axe, used in wood farming.",
  403. :price => 10,
  404. # :durability_inc => 5.00,
  405. :text_color => Text_Color::Light_Blue,
  406. :random_features_max => 4,
  407. :random_features_chance =>{
  408. 1 => 100,
  409. 2 => 75,
  410. 3 => 50,
  411. 4 => 25,
  412. },
  413. :random_features => [
  414. # [:param, id, gain min, gain max, price inc, chance range]
  415. [:param , 0, 10, 15, 10, 0..199], # 20% chance
  416. [:param , 0, 15, 25, 25, 200..399], # 20% chance
  417. [:param , 2, 1, 4, 10, 400..599], # 20% chance
  418. [:param , 2, 4, 8, 25, 600..699], # 10% chance
  419. # [:x_param, id, gain, price inc, chance range]
  420. [:x_param, 0, 0.01, 10, 700..799], # 10% chance
  421. [:x_param, 0, 0.025, 25, 800..849], # 5% chance
  422. [:x_param, 2, 0.01, 10, 850..949], # 10% chance
  423. [:x_param, 2, 0.025, 25, 950..999], # 5% chance
  424. ],# end random_features
  425. }, #end teir 2
  426. #---------------------------------------------------------------------------
  427. # Weapon ID[ 1 ] Teir 3 settings
  428. #---------------------------------------------------------------------------
  429. 3 => {
  430. :icon => 546,
  431. :name => "☆☆☆ %s",
  432. :description => "A strong axe, used on the battlefield.",
  433. :price => 30,
  434. :durability_inc => 10.00,
  435. :text_color => Text_Color::Purple,
  436. :random_features_max => 4,
  437. :random_features_chance =>{
  438. 1 => 100,
  439. 2 => 100,
  440. 3 => 100,
  441. 4 => 100,
  442. },
  443. :random_features => [
  444. # [:param, id, gain min, gain max, price inc, chance range]
  445. [:param , 0, 10, 15, 10, 0..199], # 20% chance
  446. [:param , 0, 15, 25, 25, 200..399], # 20% chance
  447. [:param , 2, 1, 4, 10, 400..599], # 20% chance
  448. [:param , 2, 4, 8, 25, 600..699], # 10% chance
  449. # [:x_param, id, gain, price inc, chance range]
  450. [:x_param, 0, 0.01, 10, 700..799], # 10% chance
  451. [:x_param, 0, 0.025, 25, 800..849], # 5% chance
  452. [:x_param, 2, 0.01, 10, 850..949], # 10% chance
  453. [:x_param, 2, 0.025, 25, 950..999], # 5% chance
  454. ],# end random_features
  455. }, #end teir 3
  456. #---------------------------------------------------------------------------
  457. # Weapon ID[ 1 ] Teir 4 settings
  458. #---------------------------------------------------------------------------
  459. 4 => {
  460. :icon => 547,
  461. :name => "★★ Epyx Blood Axe",
  462. :description => "Blood stained axe, has been used on the battlefield \n" +
  463. "by many famous warriors. Most notably, Epyx The Brave.",
  464. :price => 100,
  465. :durability_inc => 20.00,
  466. :text_color => Color.new(212,64,0),
  467. :random_features_max => 4,
  468. :random_features_chance =>{
  469. 1 => 100,
  470. 2 => 100,
  471. 3 => 100,
  472. 4 => 100,
  473. },
  474. :random_features => [
  475. # [:param, id, gain min, gain max, price inc, chance range]
  476. [:param , 0, 30, 40, 50, 0..199], # 20% chance
  477. [:param , 0, 50, 60, 75, 200..399], # 20% chance
  478. [:param , 2, 10, 14, 50, 400..599], # 20% chance
  479. [:param , 2, 14, 18, 75, 600..699], # 10% chance
  480. # [:x_param, id, gain, price inc, chance range]
  481. [:x_param, 0, 0.025, 50, 700..799], # 10% chance
  482. [:x_param, 0, 0.05, 75, 800..849], # 5% chance
  483. [:x_param, 2, 0.025, 50, 850..949], # 10% chance
  484. [:x_param, 2, 0.05, 75, 950..999], # 5% chance
  485. ],# end random_features
  486. # :fixed_features => [
  487. # [:feature, 32, 27, 0.25, 100, nil],# State id 1
  488. # ],# end fixed features
  489. }, #end teir 4
  490.  
  491. ######
  492. }# End unique weapon ID[ 1 ]
  493. ######
  494. end # Module Weapons ; end
  495. #===============================================================================
  496. # This is the module that defines all the random stat bonuses for armors
  497. # NOTE: ID[x] - x MUST be the database id for the armor,
  498. # for example, ID[1] will be for armor id [1] only
  499. # This MUST be placed below ":Equip ' randomize'"
  500. #
  501. #==============================================================================
  502. module Armors
  503. #==============================================================================
  504. # Used for when a default weapon is gained, changes the name from the database
  505. # this way the default equip can be made to look like a teir 1 equip with no
  506. # random stats.
  507. # Note, default weapons are only gained from the shop or script calls !!
  508. Default_Name_Addon = "☆ %s"
  509. #===========================================================================
  510. #===========================================================================
  511. # Armor ID[ 1 ] Begin
  512. #===========================================================================
  513. #===========================================================================
  514. ID[1]={# IMPORTANT !!
  515. :teir_chances => [
  516. 0..599, # teir 1 chance ( 60% )
  517. 600..849, # teir 2 chance ( 35% )
  518. 850..999, # teir 3 chance ( 15% )
  519. ],
  520. #---------------------------------------------------------------------------
  521. # Armor ID[1] Teir 1 settings
  522. #---------------------------------------------------------------------------
  523. 1 => {
  524. :name => "☆ %s",
  525. :price => 50,
  526. :random_features_max => 3,
  527. :random_features_chance =>{
  528. 1 => 75,
  529. 2 => 50,
  530. 3 => 25,
  531. },
  532. :random_features => [
  533. # [:param, id, gain min, gain max, price inc, chance range]
  534. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  535. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  536. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  537. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  538. # [:x_param, id, gain, price inc, chance range]
  539. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  540. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  541. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  542. # [:s_param, id, gain, price inc, chance range]
  543. [:s_param, 1, -0.02, 40, 700..799], # 5% chance
  544. [:s_param, 6, -0.02, 40, 800..899], # 5% chance
  545. [:s_param, 7, -0.02, 40, 900..999], # 5% chance
  546. ], # << Random Features
  547.  
  548. }, #end teir 1
  549. #---------------------------------------------------------------------------
  550. # Armor ID[1] Teir 2 settings
  551. #---------------------------------------------------------------------------
  552. 2 => {
  553. :name => "☆☆ %s",
  554. :icon => 561,
  555. :price => 10,
  556. :durability_inc => 5.00,
  557. :text_color => Text_Color::Light_Blue,
  558. :random_features_max => 4,
  559. :random_features_chance =>{
  560. 1 => 100,
  561. 2 => 75,
  562. 3 => 50,
  563. 4 => 25,
  564. },
  565. :random_features => [
  566. # [:param, id, gain min, gain max, price inc, chance range]
  567. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  568. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  569. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  570. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  571. # [:x_param, id, gain, price inc, chance range]
  572. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  573. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  574. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  575. # [:s_param, id, gain, price inc, chance range]
  576. [:s_param, 1, -0.02, 40, 700..799], # 5% chance
  577. [:s_param, 6, -0.02, 40, 800..899], # 5% chance
  578. [:s_param, 7, -0.02, 40, 900..999], # 5% chance
  579. ], # << Random Features
  580. }, #end teir 2
  581. #---------------------------------------------------------------------------
  582. # Armor ID[1] Teir 3 settings
  583. #---------------------------------------------------------------------------
  584. 3 => {
  585. :name => "☆☆☆ %s",
  586. :icon => 562,
  587. :price => 50,
  588. :durability_inc => 10.00,
  589. :text_color => Text_Color::Purple,
  590. :random_features_max => 4,
  591. :random_features_chance =>{
  592. 1 => 100,
  593. 2 => 100,
  594. 3 => 100,
  595. 4 => 100,
  596. },
  597. :random_features => [
  598. # [:param, id, gain min, gain max, price inc, chance range]
  599. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  600. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  601. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  602. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  603. # [:x_param, id, gain, price inc, chance range]
  604. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  605. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  606. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  607. # [:s_param, id, gain, price inc, chance range]
  608. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  609. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  610. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  611. ], # << Random Features
  612. }, #end teir 3
  613. #---------------------------------------------------------------------------
  614. # Armor ID[1] Teir 4 settings
  615. #---------------------------------------------------------------------------
  616. 4 => {
  617. :name => "★★ Epyx' Blood Helm",
  618. :icon => 563,
  619. :price => 50,
  620. :description => "Blood stained helm, has been used on the battlefield \n" +
  621. "by many famous warriors. Most notably, Epyx The Brave.",
  622. :durability_inc => 20.00,
  623. :text_color => Color.new(212,64,0),
  624. :random_features_max => 4,
  625. :random_features_chance =>{
  626. 1 => 100,
  627. 2 => 100,
  628. 3 => 100,
  629. 4 => 100,
  630. },
  631. :random_features => [
  632. # [:param, id, gain min, gain max, price inc, chance range]
  633. [:param , 0, 40, 60, 20, 0..99 ], # 10% chance
  634. [:param , 1, 40, 60, 20, 100..199], # 10% chance
  635. [:param , 3, 4, 12, 20, 200..299], # 10% chance
  636. [:param , 5, 4, 12, 20, 300..399], # 10% chance
  637. # [:x_param, id, gain, price inc, chance range]
  638. [:x_param, 1, 0.02, 20, 400..499], # 10% chance
  639. [:x_param, 3, 0.02, 20, 500..599], # 10% chance
  640. [:x_param, 4, 0.02, 20, 600..699], # 10% chance
  641. # [:s_param, id, gain, price inc, chance range]
  642. [:s_param, 1, -0.04, 60, 700..799], # 10% chance
  643. [:s_param, 6, -0.04, 60, 800..899], # 10% chance
  644. [:s_param, 7, -0.04, 60, 900..999], # 10% chance
  645. ], # << Random Features
  646. }, #end teir 4
  647. }# End unique Armor ID[1]
  648.  
  649. #===========================================================================
  650. #===========================================================================
  651. # Armor ID[ 2 ] Begin
  652. #===========================================================================
  653. #===========================================================================
  654. ID[2]={# IMPORTANT !!
  655. :teir_chances => [
  656. 0..599, # teir 1 chance ( 60% )
  657. 600..849, # teir 2 chance ( 35% )
  658. 850..999, # teir 3 chance ( 15% )
  659. ],
  660. #---------------------------------------------------------------------------
  661. # Armor ID[2] Teir 1 settings
  662. #---------------------------------------------------------------------------
  663. 1 => {
  664. :name => "☆ %s",
  665. :price => 50,
  666. :random_features_max => 3,
  667. :random_features_chance =>{
  668. 1 => 75,
  669. 2 => 50,
  670. 3 => 25,
  671. },
  672. :random_features => [
  673. # [:param, id, gain min, gain max, price inc, chance range]
  674. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  675. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  676. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  677. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  678. # [:x_param, id, gain, price inc, chance range]
  679. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  680. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  681. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  682. # [:s_param, id, gain, price inc, chance range]
  683. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  684. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  685. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  686. ], # << Random Features
  687. }, #end teir 1
  688. #---------------------------------------------------------------------------
  689. # Armor ID[2] Teir 2 settings
  690. #---------------------------------------------------------------------------
  691. 2 => {
  692. :name => "☆☆ %s",
  693. :icon => 577,
  694. :price => 10,
  695. :durability_inc => 5.00,
  696. :text_color => Text_Color::Light_Blue,
  697. :random_features_max => 4,
  698. :random_features_chance =>{
  699. 1 => 100,
  700. 2 => 75,
  701. 3 => 50,
  702. 4 => 25,
  703. },
  704. :random_features => [
  705. # [:param, id, gain min, gain max, price inc, chance range]
  706. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  707. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  708. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  709. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  710. # [:x_param, id, gain, price inc, chance range]
  711. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  712. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  713. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  714. # [:s_param, id, gain, price inc, chance range]
  715. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  716. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  717. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  718. ], # << Random Features
  719. }, #end teir 2
  720. #---------------------------------------------------------------------------
  721. # Armor ID[2] Teir 3 settings
  722. #---------------------------------------------------------------------------
  723. 3 => {
  724. :name => "☆☆☆ %s",
  725. :icon => 578,
  726. :random_features_max => 4,
  727. :random_features_chance =>{
  728. 1 => 100,
  729. 2 => 100,
  730. 3 => 100,
  731. 4 => 100,
  732. },
  733. :random_features => [
  734. # [:param, id, gain min, gain max, price inc, chance range]
  735. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  736. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  737. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  738. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  739. # [:x_param, id, gain, price inc, chance range]
  740. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  741. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  742. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  743. # [:s_param, id, gain, price inc, chance range]
  744. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  745. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  746. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  747. ], # << Random Features
  748. }, #end teir 3
  749. #---------------------------------------------------------------------------
  750. # Armor ID[2] Teir 4 settings
  751. #---------------------------------------------------------------------------
  752. 4 => {
  753. :name => "★★ Epyx' Blood Robe",
  754. :icon => 579,
  755. :price => 50,
  756. :description => "Blood stained robe, has been used on the battlefield \n" +
  757. "by many famous warriors. Most notably, Epyx The Brave.",
  758. :durability_inc => 20.00,
  759. :text_color => Color.new(212,64,0),
  760. :random_features_max => 4,
  761. :random_features_chance =>{
  762. 1 => 100,
  763. 2 => 100,
  764. 3 => 100,
  765. 4 => 100,
  766. },
  767. :random_features => [
  768. # [:param, id, gain min, gain max, price inc, chance range]
  769. [:param , 0, 40, 60, 20, 0..99 ], # 10% chance
  770. [:param , 1, 40, 60, 20, 100..199], # 10% chance
  771. [:param , 3, 4, 12, 20, 200..299], # 10% chance
  772. [:param , 5, 4, 12, 20, 300..399], # 10% chance
  773. # [:x_param, id, gain, price inc, chance range]
  774. [:x_param, 1, 0.02, 20, 400..499], # 10% chance
  775. [:x_param, 3, 0.02, 20, 500..599], # 10% chance
  776. [:x_param, 4, 0.02, 20, 600..699], # 10% chance
  777. # [:s_param, id, gain, price inc, chance range]
  778. [:s_param, 1, -0.04, 60, 700..799], # 10% chance
  779. [:s_param, 6, -0.04, 60, 800..899], # 10% chance
  780. [:s_param, 7, -0.04, 60, 900..999], # 10% chance
  781. ], # << Random Features
  782. }, #end teir 4
  783.  
  784. }# End unique Armor ID[2]
  785.  
  786. #===========================================================================
  787. #===========================================================================
  788. # Armor ID[ 3 ] Begin
  789. #===========================================================================
  790. #===========================================================================
  791. ID[3]={# IMPORTANT !!
  792. :teir_chances => [
  793. 0..599, # teir 1 chance ( 60% )
  794. 600..849, # teir 2 chance ( 35% )
  795. 850..999, # teir 3 chance ( 15% )
  796. ],
  797. #---------------------------------------------------------------------------
  798. # Armor ID[3] Teir 1 settings
  799. #---------------------------------------------------------------------------
  800. 1 => {
  801. :name => "☆ %s",
  802. :price => 50,
  803. :random_features_max => 3,
  804. :random_features_chance =>{
  805. 1 => 75,
  806. 2 => 50,
  807. 3 => 25,
  808. },
  809. :random_features => [
  810. # [:param, id, gain min, gain max, price inc, chance range]
  811. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  812. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  813. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  814. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  815. # [:x_param, id, gain, price inc, chance range]
  816. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  817. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  818. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  819. # [:s_param, id, gain, price inc, chance range]
  820. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  821. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  822. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  823. ], # << Random Features
  824. }, #end teir 1
  825. #---------------------------------------------------------------------------
  826. # Armor ID[3] Teir 2 settings
  827. #---------------------------------------------------------------------------
  828. 2 => {
  829. :name => "☆☆ %s",
  830. :icon => 593,
  831. :price => 10,
  832. :durability_inc => 5.00,
  833. :text_color => Text_Color::Light_Blue,
  834. :random_features_max => 4,
  835. :random_features_chance =>{
  836. 1 => 100,
  837. 2 => 75,
  838. 3 => 50,
  839. 4 => 25,
  840. },
  841. :random_features => [
  842. # [:param, id, gain min, gain max, price inc, chance range]
  843. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  844. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  845. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  846. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  847. # [:x_param, id, gain, price inc, chance range]
  848. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  849. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  850. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  851. # [:s_param, id, gain, price inc, chance range]
  852. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  853. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  854. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  855. ], # << Random Features
  856. }, #end teir 2
  857. #---------------------------------------------------------------------------
  858. # Armor ID[3] Teir 3 settings
  859. #---------------------------------------------------------------------------
  860. 3 => {
  861. :name => "☆☆☆ %s",
  862. :icon => 594,
  863. :price => 50,
  864. :durability_inc => 10.00,
  865. :text_color => Text_Color::Purple,
  866. :random_features_max => 4,
  867. :random_features_chance =>{
  868. 1 => 100,
  869. 2 => 100,
  870. 3 => 100,
  871. 4 => 100,
  872. },
  873. :random_features => [
  874. # [:param, id, gain min, gain max, price inc, chance range]
  875. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  876. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  877. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  878. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  879. # [:x_param, id, gain, price inc, chance range]
  880. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  881. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  882. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  883. # [:s_param, id, gain, price inc, chance range]
  884. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  885. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  886. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  887. ], # << Random Features
  888. }, #end teir 3
  889.  
  890.  
  891. #---------------------------------------------------------------------------
  892. # Armor ID[3] Teir 4 settings
  893. #---------------------------------------------------------------------------
  894. 4 => {
  895. :name => "★★ Epyx' Blood Chest",
  896. :icon => 595,
  897. :price => 50,
  898. :description => "Blood stained chest, has been used on the battlefield \n" +
  899. "by many famous warriors. Most notably, Epyx The Brave.",
  900. :durability_inc => 20.00,
  901. :text_color => Color.new(212,64,0),
  902. :random_features_max => 4,
  903. :random_features_chance =>{
  904. 1 => 100,
  905. 2 => 100,
  906. 3 => 100,
  907. 4 => 100,
  908. },
  909. :random_features => [
  910. # [:param, id, gain min, gain max, price inc, chance range]
  911. [:param , 0, 40, 60, 20, 0..99 ], # 10% chance
  912. [:param , 1, 40, 60, 20, 100..199], # 10% chance
  913. [:param , 3, 4, 12, 20, 200..299], # 10% chance
  914. [:param , 5, 4, 12, 20, 300..399], # 10% chance
  915. # [:x_param, id, gain, price inc, chance range]
  916. [:x_param, 1, 0.02, 20, 400..499], # 10% chance
  917. [:x_param, 3, 0.02, 20, 500..599], # 10% chance
  918. [:x_param, 4, 0.02, 20, 600..699], # 10% chance
  919. # [:s_param, id, gain, price inc, chance range]
  920. [:s_param, 1, -0.04, 60, 700..799], # 10% chance
  921. [:s_param, 6, -0.04, 60, 800..899], # 10% chance
  922. [:s_param, 7, -0.04, 60, 900..999], # 10% chance
  923. ], # << Random Features
  924. }, #end teir 4
  925.  
  926. }# End unique Armor ID[3]
  927.  
  928. #===========================================================================
  929. #===========================================================================
  930. # Armor ID[ 4 ] Begin
  931. #===========================================================================
  932. #===========================================================================
  933. ID[4]={# IMPORTANT !!
  934. :teir_chances => [
  935. 0..599, # teir 1 chance ( 60% )
  936. 600..849, # teir 2 chance ( 35% )
  937. 850..999, # teir 3 chance ( 15% )
  938. ],
  939. #---------------------------------------------------------------------------
  940. # Armor ID[4] Teir 1 settings
  941. #---------------------------------------------------------------------------
  942. 1 => {
  943. :name => "☆ %s",
  944. :price => 50,
  945. :random_features_max => 3,
  946. :random_features_chance =>{
  947. 1 => 75,
  948. 2 => 50,
  949. 3 => 25,
  950. },
  951. :random_features => [
  952. # [:param, id, gain min, gain max, price inc, chance range]
  953. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  954. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  955. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  956. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  957. # [:x_param, id, gain, price inc, chance range]
  958. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  959. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  960. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  961. # [:s_param, id, gain, price inc, chance range]
  962. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  963. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  964. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  965. ], # << Random Features
  966. }, #end teir 1
  967. #---------------------------------------------------------------------------
  968. # Armor ID[4] Teir 2 settings
  969. #---------------------------------------------------------------------------
  970. 2 => {
  971. :name => "☆☆ %s",
  972. :icon => 609,
  973. :price => 10,
  974. :durability_inc => 5.00,
  975. :text_color => Text_Color::Light_Blue,
  976. :random_features_max => 4,
  977. :random_features_chance =>{
  978. 1 => 100,
  979. 2 => 75,
  980. 3 => 50,
  981. 4 => 25,
  982. },
  983. :random_features => [
  984. # [:param, id, gain min, gain max, price inc, chance range]
  985. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  986. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  987. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  988. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  989. # [:x_param, id, gain, price inc, chance range]
  990. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  991. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  992. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  993. # [:s_param, id, gain, price inc, chance range]
  994. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  995. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  996. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  997. ], # << Random Features
  998. }, #end teir 2
  999. #---------------------------------------------------------------------------
  1000. # Armor ID[4] Teir 3 settings
  1001. #---------------------------------------------------------------------------
  1002. 3 => {
  1003. :name => "☆☆☆ %s",
  1004. :icon => 610,
  1005. :price => 50,
  1006. :durability_inc => 10.00,
  1007. :text_color => Text_Color::Purple,
  1008. :random_features_max => 4,
  1009. :random_features_chance =>{
  1010. 1 => 100,
  1011. 2 => 100,
  1012. 3 => 100,
  1013. 4 => 100,
  1014. },
  1015. :random_features => [
  1016. # [:param, id, gain min, gain max, price inc, chance range]
  1017. [:param , 0, 10, 15, 10, 0..99 ], # 10% chance
  1018. [:param , 1, 10, 15, 10, 100..199], # 10% chance
  1019. [:param , 3, 1, 5, 10, 200..299], # 10% chance
  1020. [:param , 5, 1, 5, 10, 300..399], # 10% chance
  1021. # [:x_param, id, gain, price inc, chance range]
  1022. [:x_param, 1, 0.01, 10, 400..499], # 10% chance
  1023. [:x_param, 3, 0.01, 10, 500..599], # 10% chance
  1024. [:x_param, 4, 0.01, 10, 600..699], # 10% chance
  1025. # [:s_param, id, gain, price inc, chance range]
  1026. [:s_param, 1, -0.02, 40, 700..799], # 10% chance
  1027. [:s_param, 6, -0.02, 40, 800..899], # 10% chance
  1028. [:s_param, 7, -0.02, 40, 900..999], # 10% chance
  1029. ], # << Random Features
  1030. }, #end teir 3
  1031. #---------------------------------------------------------------------------
  1032. # Armor ID[1] Teir 4 settings
  1033. #---------------------------------------------------------------------------
  1034. 4 => {
  1035. :name => "★★ Epyx' Blood Boots",
  1036. :icon => 611,
  1037. :price => 50,
  1038. :description => "Blood stained boots, has been used on the battlefield \n" +
  1039. "by many famous warriors. Most notably, Epyx The Brave.",
  1040. :durability_inc => 20.00,
  1041. :text_color => Color.new(212,64,0),
  1042. :random_features_max => 4,
  1043. :random_features_chance =>{
  1044. 1 => 100,
  1045. 2 => 100,
  1046. 3 => 100,
  1047. 4 => 100,
  1048. },
  1049. :random_features => [
  1050. # [:param, id, gain min, gain max, price inc, chance range]
  1051. [:param , 0, 40, 60, 20, 0..99 ], # 10% chance
  1052. [:param , 1, 40, 60, 20, 100..199], # 10% chance
  1053. [:param , 3, 4, 12, 20, 200..299], # 10% chance
  1054. [:param , 5, 4, 12, 20, 300..399], # 10% chance
  1055. # [:x_param, id, gain, price inc, chance range]
  1056. [:x_param, 1, 0.02, 20, 400..499], # 10% chance
  1057. [:x_param, 3, 0.02, 20, 500..599], # 10% chance
  1058. [:x_param, 4, 0.02, 20, 600..699], # 10% chance
  1059. # [:s_param, id, gain, price inc, chance range]
  1060. [:s_param, 1, -0.04, 60, 700..799], # 10% chance
  1061. [:s_param, 6, -0.04, 60, 800..899], # 10% chance
  1062. [:s_param, 7, -0.04, 60, 900..999], # 10% chance
  1063. ], # << Random Features
  1064. }, #end teir 4
  1065. }# End unique Armor ID[4]
  1066.  
  1067. end # << module Armor
  1068. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1069. # #
  1070. # http://dekitarpg.wordpress.com/ #
  1071. # #
  1072. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1073. #===============================================================================#
  1074. # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
  1075. # YES?\.\. #
  1076. # OMG, REALLY? \| #
  1077. # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
  1078. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
  1079. #===============================================================================#
  1080. module Cloning_101 # A.K.A ~ Cloning for Dummies
  1081. #===============================================================================
  1082. #---------------------------------------------------------------------------
  1083. # Alias List
  1084. #---------------------------------------------------------------------------
  1085. class << self
  1086. alias :randomize_shits :get_random_teir
  1087. alias :getunique_shits :get_unique_stats
  1088. end
  1089. #---------------------------------------------------------------------------
  1090. # Get Teir
  1091. #---------------------------------------------------------------------------
  1092. def self.get_random_teir(mod, id, new, set_teir)
  1093. randomize_shits(mod, id, new, set_teir)
  1094. random = rand(1000)
  1095. to_r = 0
  1096. ind = 0
  1097. if mod::ID != nil
  1098. mod::ID[id][:teir_chances].each do |tcs|
  1099. to_r = (ind+1) if tcs.include?(random)
  1100. ind += 1
  1101. end
  1102. end
  1103. to_r = set_teir if set_teir != nil
  1104. new.teir = to_r
  1105. return to_r
  1106. end
  1107. #---------------------------------------------------------------------------
  1108. # Make Item Unique
  1109. #---------------------------------------------------------------------------
  1110. def self.get_unique_stats(new, mod, vi, id, teir)
  1111. getunique_shits(new, mod, vi, id, teir)
  1112. new_uni_fs = 0
  1113. if teir != 0
  1114. mit = mod::ID[id][teir]
  1115. mit.each do |l|
  1116. case l[0]
  1117. when :name ; new.name = sprintf(l[1], vi[id].name)
  1118. when :icon ; new.icon_index = l[1]
  1119. when :description ; new.description = l[1]
  1120. when :price ; new.price += l[1]
  1121. when :random_features
  1122. mit[:random_features_max].times do |counter|
  1123. next unless rand(100) < mit[:random_features_chance][counter+1]
  1124. old_new = new.clone
  1125. new = rand_equip_stats(new, l, new_uni_fs, mit)
  1126. new_uni_fs += 1 if old_new != new
  1127. end
  1128. when :fixed_features
  1129. mit[:fixed_features].each do |feat|
  1130. new = fixed_equip_stats(new, feat, mit)
  1131. end
  1132. when :one_of_these_features
  1133. fid = rand( mit[:one_of_these_features].size - 1)
  1134. feat = mit[:one_of_these_features][fid]
  1135. new = fixed_equip_stats(new, feat, mit)
  1136. when :e_type
  1137. new.etype_id = l[1]
  1138. when :a_type
  1139. next unless new.is_a?(RPG::Armor)
  1140. new.atype_id = l[1]
  1141. when :w_type
  1142. next unless new.is_a?(RPG::Weapon)
  1143. new.wtype_id = l[1]
  1144. when :animation
  1145. next unless new.is_a?(RPG::Weapon)
  1146. new.animation_id = l[1]
  1147. when :exp_rate
  1148. next unless $imported[:Equip_Levels]
  1149. new.exp_rate = l[1]
  1150. when :text_color
  1151. new.item_disp_color = l[1]
  1152. when :durability_inc
  1153. next unless $D13x[:Equip_Durability]
  1154. new.durability += l[1]
  1155. new.max_durability += l[1]
  1156. end
  1157. end
  1158. elsif teir == 0
  1159. new.name = sprintf(mod::Default_Name_Addon, vi[id].name)
  1160. end
  1161. return new
  1162. end
  1163. #---------------------------------------------------------------------------
  1164. # Random Equipment Stats
  1165. #---------------------------------------------------------------------------
  1166. def self.rand_equip_stats(new, l, new_uni_fs, mit)
  1167. val = rand(1000)
  1168. l[1].each do |b|
  1169. next if new_uni_fs >= mit[:random_features_max]
  1170. case b[0]
  1171. when :param
  1172. if b[5].include?(val)
  1173. uni_amnt = (b[2] + rand(b[3]-b[2]+1)).to_i
  1174. new.params[b[1]] += uni_amnt
  1175. uni_feat = [:param, b[1], uni_amnt]
  1176. new.price += b[4]
  1177. new.uni_feats.push(uni_feat)
  1178. end
  1179. when :x_param
  1180. next unless $D13x[:Stats_Control]
  1181. if b[4].include?(val)
  1182. uni_amnt = (b[2]).to_f
  1183. new.xpars[b[1]] += uni_amnt
  1184. uni_feat = [:x_param, b[1], uni_amnt]
  1185. new.price += b[3]
  1186. new.uni_feats.push(uni_feat)
  1187. end
  1188. when :s_param
  1189. next unless $D13x[:Stats_Control]
  1190. if b[4].include?(val)
  1191. uni_amnt = (b[2]).to_f
  1192. new.spars[b[1]] += uni_amnt
  1193. uni_feat = [:s_param, b[1], uni_amnt]
  1194. new.price += b[3]
  1195. new.uni_feats.push(uni_feat)
  1196. end
  1197. when :feature
  1198. if b[5].include?(val)
  1199. new.features.push(RPG::BaseItem::Feature.new(b[1], b[2], b[3]))
  1200. uni_feat = [:feature, b[1], b[2], b[3]]
  1201. new.price += b[4]
  1202. new.uni_feats.push(uni_feat)
  1203. end
  1204. when :exp_rate
  1205. next unless $D13x[:Equip_Levels] && Equip_Exp::Gain_Exp_From_Battle
  1206. if b[3].include?(val)
  1207. new.exp_rate = b[1]
  1208. uni_feat = [:exp_rate, b[1]]
  1209. new.price += b[2]
  1210. new.uni_feats.push(uni_feat)
  1211. end
  1212. when :durability_rate
  1213. next unless $D13x[:Equip_Durability]
  1214. if b[3].include?(val)
  1215. new.durab_rate = b[1]
  1216. uni_feat = [:durab_rate, b[1]]
  1217. new.price += b[2]
  1218. new.uni_feats.push(uni_feat)
  1219. end
  1220. end
  1221. end
  1222. return new
  1223. end
  1224. #---------------------------------------------------------------------------
  1225. # Fixed Equipment Stats
  1226. #---------------------------------------------------------------------------
  1227. def self.fixed_equip_stats(new, b, mit)
  1228. case b[0]
  1229. when :param
  1230. uni_amnt = (b[2] + rand(b[3]-b[2]+1)).to_i
  1231. new.params[b[1]] += uni_amnt
  1232. new.price += b[4] if b[4] != nil
  1233. uni_feat = [:param, b[1], uni_amnt]
  1234. new.uni_feats.push(uni_feat)
  1235. when :x_param
  1236. if $D13x[:Stats_Control]
  1237. uni_amnt = (b[2] + rand(b[3]-b[2]+1)).to_f
  1238. new.xpars[b[1]] += uni_amnt
  1239. uni_feat = [:x_param, b[1], uni_amnt]
  1240. new.price += b[4]
  1241. new.uni_feats.push(uni_feat)
  1242. end
  1243. when :s_param
  1244. if $D13x[:Stats_Control]
  1245. uni_amnt = (b[2] + rand(b[3]-b[2]+1)).to_f
  1246. new.spars[b[1]] += uni_amnt
  1247. uni_feat = [:s_param, b[1], uni_amnt]
  1248. new.price += b[4]
  1249. new.uni_feats.push(uni_feat)
  1250. end
  1251. when :feature
  1252. new.features.push(RPG::BaseItem::Feature.new(b[1], b[2], b[3]))
  1253. new.price += b[4] if b[4] != nil
  1254. uni_feat = [:feature, b[1], b[2], b[3]]
  1255. new.uni_feats.push(uni_feat)
  1256. when :exp_rate
  1257. if $D13x[:Equip_Levels] && Equip_Exp::Gain_Exp_From_Battle
  1258. new.exp_rate = b[1]
  1259. uni_feat = [:exp_rate, b[1]]
  1260. new.price += b[2]
  1261. new.uni_feats.push(uni_feat)
  1262. end
  1263. when :durability_rate
  1264. if $D13x[:Equip_Durability]
  1265. new.durab_rate = b[1]
  1266. uni_feat = [:durab_rate, b[1]]
  1267. new.price += b[2]
  1268. new.uni_feats.push(uni_feat)
  1269. end
  1270. end
  1271. return new
  1272. end
  1273.  
  1274. end # end Cloning_101
  1275.  
  1276. #==============================================================================
  1277. class Game_Actor < Game_Battler
  1278. #==============================================================================
  1279. #--------------------------------------------------------------------------
  1280. # Change equipment by id and teir ( new )
  1281. #--------------------------------------------------------------------------
  1282. def change_equip_by_id_and_teir(slot_id, item_id, teir = 0)
  1283. item = nil
  1284. if equip_slots[slot_id] == 0
  1285. $game_party.weapons.each do |weap|
  1286. item = weap if weap.database_id == item_id &&
  1287. weap.teir == teir && item == nil
  1288. end
  1289. else
  1290. $game_party.armors.each do |arms|
  1291. item = arms if arms.database_id == item_id &&
  1292. arms.teir == teir && item == nil
  1293. end
  1294. end
  1295. change_equip(slot_id, item) if item != nil
  1296. end
  1297. #--------------------------------------------------------------------------
  1298. # Change equipment by id and teir (or a higher teir) ( new )
  1299. #--------------------------------------------------------------------------
  1300. def change_equip_by_id_and_teir_II(slot_id, item_id, teir = 0)
  1301. item = nil
  1302. if equip_slots[slot_id] == 0
  1303. $game_party.weapons.each do |weap|
  1304. item = weap if weap.database_id == item_id &&
  1305. weap.teir >= teir && item == nil
  1306. end
  1307. else
  1308. $game_party.armors.each do |arms|
  1309. item = arms if arms.database_id == item_id &&
  1310. arms.teir >= teir && item == nil
  1311. end
  1312. end
  1313. p "#{item.name}, #{slot_id}"
  1314. change_equip(slot_id, item) if item != nil
  1315. end
  1316.  
  1317. end # end Game_Actor
  1318.  
  1319. #==============================================================================
  1320. class Game_Interpreter
  1321. #==============================================================================
  1322. #---------------------------------------------------------------------------
  1323. # Changes an actors equipment to X with X teir (or higher)
  1324. #---------------------------------------------------------------------------
  1325. def change_eqp_to_this_or_bet(actor_id, slot_id, item_id, teir = 0)
  1326. return if actor_id == (nil || 0)
  1327. $game_actors[actor_id].change_equip_by_id_and_teir_II(slot_id, item_id, teir)
  1328. end
  1329. #---------------------------------------------------------------------------
  1330. # Checks if actor has specific teir weapon equipped
  1331. #---------------------------------------------------------------------------
  1332. def actor_has_weapon_teir?(aid, wid, teir)
  1333. bool = false
  1334. $game_actors[aid].weapons.each do |wep|
  1335. bool = true if $data_weapons[wep.id].database_id == wid &&
  1336. $data_weapons[wep.id].teir == teir
  1337. end
  1338. return bool
  1339. end
  1340. #---------------------------------------------------------------------------
  1341. # Checks if actor has specific teir armor equipped
  1342. #---------------------------------------------------------------------------
  1343. def actor_has_armor_teir?(aid, wid, teir)
  1344. bool = false
  1345. $game_actors[aid].armor.each do |wep|
  1346. bool = true if $data_armor[wep.id].database_id == wid &&
  1347. $data_armor[wep.id].teir == teir
  1348. end
  1349. return bool
  1350. end
  1351. #---------------------------------------------------------------------------
  1352. # Checks if party has specific teir weapon
  1353. #---------------------------------------------------------------------------
  1354. def party_has_weapon_teir?(wid, teir)
  1355. bool = false
  1356. $game_party.weapons.each do |wep|
  1357. bool = true if $data_weapons[wep.id].database_id == wid &&
  1358. $data_weapons[wep.id].teir == teir
  1359. end
  1360. return bool
  1361. end
  1362. #---------------------------------------------------------------------------
  1363. # Checks if party has specific teir armor
  1364. #---------------------------------------------------------------------------
  1365. def party_has_weapon_teir?(wid, teir)
  1366. bool = false
  1367. $game_party.armors.each do |wep|
  1368. bool = true if $data_armors[wep.id].database_id == wid &&
  1369. $data_armors[wep.id].teir == teir
  1370. end
  1371. return bool
  1372. end
  1373.  
  1374. end # end interpreter
  1375.  
  1376. #==============================================================================#
  1377. # http://dekitarpg.wordpress.com/ #
  1378. #==============================================================================#
  1379.  
  1380. end
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