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- if true # << Make true to use this script, false to disable.
- #===============================================================================
- #
- # ☆ $D13x - Equipment Sets
- # -- Author : Dekita
- # -- Version : 1.0
- # -- Level : Easy / Normal
- # -- Requires : $D13x Core 1.8+
- # -- Engine : RPG Maker VX Ace.
- #
- #===============================================================================
- # ☆ Import
- #-------------------------------------------------------------------------------
- $D13x={}if$D13x==nil
- $D13x[:Equip_Sets]=true
- #===============================================================================
- # ☆ Updates
- #-------------------------------------------------------------------------------
- # D /M /Y
- # 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
- #-----------------------------------------------------------------------------
- # :show_sets = Key to press to show set info screen (Status Screen).
- # :scroll_up = Key to press to scroll up the info screen.
- # :scroll_dn = Key to press to scroll down the info screen.
- #-----------------------------------------------------------------------------
- Keys = {
- :show_sets => :S,
- :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 => [:skill, id]
- #-----------------------------------------------------------------------------
- ID[1]={
- :set_name => "Shita Gear",
- :set_icon => [5, 0, true], # id, hue, enable
- :set_info => "Epicly Bad Equipment Set!! Forged By An Unknown Traveller.",
- :pieces => [
- [:weapon, 1],
- [:armor , 1],
- [:armor , 2],
- [:armor , 3],
- [:armor , 4],
- [:armor , 5],
- [:armor , 6],
- ],
- :bonuses => {
- 2 => [:param, 0, 50],
- 3 => [:x_param, 0, 0.5],
- 4 => [:s_param, 0, -0.05],
- 5 => [:def_ele, 3, -0.1],
- 6 => [:atk_ele, 3, 0.1],
- 7 => [:skill, 20],
- },
- }# << end set ID[1]
- #-----------------------------------------------------------------------------
- ID[2]={
- :set_name => "Bettera Gear",
- :set_icon => [15, 0, true], # id, hue, enable
- :set_info => "Average Equipment Set!! Forged By The Warrior Goshiki.",
- :pieces => [
- [:weapon, 2],
- [:armor , 7],
- [:armor , 8],
- [:armor , 9],
- [:armor , 10],
- [:armor , 11],
- [:armor , 12],
- ],
- :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 => "Epicaga Gear",
- :set_icon => [25, 0, true], # id, hue, enable
- :set_info => "Epic Equipment Set!! Forged By The Legendary Cleric Dekita.",
- :pieces => [
- [:weapon, 3],
- [:armor , 13],
- [:armor , 14],
- [:armor , 15],
- [:armor , 16],
- [:armor , 17],
- [:armor , 18],
- ],
- :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 => [25, 180, true], # id, hue, enable
- :set_info => "Powerfull Ornament Set!! Said To Be 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 :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_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
- @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]
- #-----------------------------------------------------------------------------
- # 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 :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 Window_EquipSet < Window_Selectable
- #===============================================================================
- #--------------------------------------------------------------------------
- # Object Initialization
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, Graphics.height/2-32, Graphics.width, Graphics.height/2+32)
- @actor = actor
- @drew = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # Do Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- self.opacity = 0 if $D13x[:Status_Scene]
- return unless @actor
- if !General::Fonts.include?(self.contents.font.name)
- self.contents.font.name = General::Fonts
- end
- if self.contents.font.size != General::Font_Size
- self.contents.font.size = General::Font_Size
- end
- if self.contents.font.bold != General::Font_Bold
- self.contents.font.bold = General::Font_Bold
- end
- get_max_lines
- 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
- #-----------------------------------------------------------------------------
- # Get Max Lines ( to show )
- #-----------------------------------------------------------------------------
- def get_max_lines
- @lines = 0
- lines = 0
- @sets = []
- Equip_Set::ID.each do |pos_set|
- @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]
- lines += 1
- @sets << pos_set unless @sets.include?(pos_set)
- when :armor
- next unless curr_eqp.is_a?(RPG::Armor)
- next unless curr_eqp.database_id == piece[1]
- lines += 1
- @sets << pos_set unless @sets.include?(pos_set)
- end
- end
- end
- end
- @lines = lines
- 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
- if set_items > 0
- drew = (draw_set_name(pos_set[1],drew))
- draw_set_items(pos_set,drew)
- end
- drew = draw_set_dataa(drew, set_items)
- pos_set[1][:bonuses].each do |k,i|
- drew = draw_set_bonuses(k,i,set_items,drew)
- end
- drew += 2 if set_items > 1
- end
- end
- #-----------------------------------------------------------------------------
- # Draw Equip Set Data
- #-----------------------------------------------------------------------------
- def draw_set_dataa(drew, pieces)
- return drew if pieces < 2
- wid = Graphics.width/2-(standard_padding)
- txt = ""
- draw_text(wid, 0+(line_height*drew), wid, line_height, "Bonuses :")
- return drew
- end
- #--------------------------------------------------------------------------
- # Draw Set Name
- #--------------------------------------------------------------------------
- def draw_set_name(set,drew)
- draw_text(4, 0+(line_height*drew), 240, line_height, "Set Name :")
- icon = set[:set_icon]
- draw_de_icon(icon[0], 84, 0+(line_height*drew), icon[1], icon[2])
- text = set[:set_name]
- draw_text(108, 0+(line_height*drew), 240, line_height, text)
- wid = (Graphics.width)-(standard_padding)
- drew += 1
- draw_text(4, 0+(line_height*drew), 240, line_height, "Set Info :")
- text = set[:set_info]
- draw_text(84, 0+(line_height*drew), wid-84, line_height, text)
- return drew += 1
- end
- #-----------------------------------------------------------------------------
- # Draw Equip Set Items
- #-----------------------------------------------------------------------------
- def draw_set_items(pos_set, drew)
- change_color(Text_Color::White)
- draw_text(4, 0+(line_height*drew), 240, line_height, "Pieces :")
- @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]
- wid = Graphics.width/2
- draw_de_icon(curr_eqp.icon_index, 84, 0+(line_height*drew), 0, true)
- change_color(curr_eqp.item_disp_color)
- draw_text(84+25, 0+(line_height*drew), wid, line_height, curr_eqp.name)
- drew += 1
- when :armor
- next unless curr_eqp.is_a?(RPG::Armor)
- next unless curr_eqp.database_id == piece[1]
- wid = Graphics.width/2
- draw_de_icon(curr_eqp.icon_index, 84, 0+(line_height*drew), 0, true)
- change_color(curr_eqp.item_disp_color)
- draw_text(25+84, 0+(line_height*drew), wid, line_height, curr_eqp.name)
- drew += 1
- end
- end
- end
- change_color(Text_Color::White)
- return drew
- end
- #-----------------------------------------------------------------------------
- # Draw Equip Set Bonuses
- #-----------------------------------------------------------------------------
- def draw_set_bonuses(val,i,pieces,drew)
- wid = Graphics.width/2-(standard_padding)
- if val <= pieces
- case i[0]
- when :param
- txt = "#{Vocab::param(i[1])}"
- num = i[2] > 0 ? "+#{i[2]}" : "#{i[2]}"
- when :x_param
- txt = "#{Vocab::x_param(i[1])}" if $D13x[:Stats_Control]
- num = i[2]>0.0 ?sprintf("+%1.2f%%",i[2]*100): sprintf("%1.2f%%",i[2]*100)
- when :s_param
- txt = "#{Vocab::s_param(i[1])}" if $D13x[:Stats_Control]
- num = i[2]>0.0 ?sprintf("+%1.2f%%",i[2]*100): sprintf("%1.2f%%",i[2]*100)
- when :atk_ele
- txt = "#{$data_system.elements[i[1]]} Dmg Deal" if $D13x[:Elems_Control]
- num = i[2]>0.0 ?sprintf("+%1.2f%%",i[2]*100): sprintf("%1.2f%%",i[2]*100)
- when :def_ele
- txt = "#{$data_system.elements[i[1]]} Dmg Took" if $D13x[:Elems_Control]
- num = i[2]>0.0 ?sprintf("+%1.2f%%",i[2]*100): sprintf("%1.2f%%",i[2]*100)
- when :skill
- txt = "Skill : #{$data_skills[i[1]].name}"
- num = "" #i[2] > 0 ? "+#{i[2]}" : "-#{i[2]}"
- icon = $data_skills[i[1]].icon_index
- end
- if $D13x[:Status_Scene]
- Status_Scene::Info.each do |page|
- page.each do |info|
- info.each do |this|
- if (i[0] == this[0]) && (i[1] == this[1])
- icon = [this[3], this[4], true]
- end
- end rescue nil
- end
- end
- draw_de_icon(icon[0],wid+78,0+(line_height*drew),icon[1],icon[2]) if icon
- draw_text(wid+25+78, 0+(line_height*drew), wid, line_height, txt)
- draw_text(wid, 0+(line_height*drew), wid-12, line_height, num, 2)
- else
- draw_text(wid+78, 0+(line_height*drew), wid, line_height, txt)
- draw_text(wid, 0+(line_height*drew), wid-12, line_height, num, 2)
- end
- return drew += 1
- end
- return drew
- end
- end
- #===============================================================================
- class Scene_Status < Scene_MenuBase
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Start Processing
- #-----------------------------------------------------------------------------
- alias :start_equip_set_status :start
- 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
- #-----------------------------------------------------------------------------
- # Make Equip Set Window
- #-----------------------------------------------------------------------------
- def make_eqp_set_wind
- @eqp_set_window = Window_EquipSet.new(@actor)
- @eqp_set_window.set_handler(:cancel, method(:return_scene))
- @eqp_set_window.set_handler(:pagedown, method(:next_actor))
- @eqp_set_window.set_handler(:pageup, method(:prev_actor))
- @eqp_set_window.visible = false
- @eqp_set_window.close
- end
- #-----------------------------------------------------------------------------
- # Update
- #-----------------------------------------------------------------------------
- def update
- update_equip_set_status
- update_eqp_set
- end
- #-----------------------------------------------------------------------------
- # Update Equip Set
- #-----------------------------------------------------------------------------
- def update_eqp_set
- if Keys.trigger?(Keys::Key[Equip_Set::Keys[:show_sets]])
- if @eqp_set_window.active
- @eqp_set_window.deactivate
- @eqp_set_window.close
- @status_window.activate
- if @command_window
- @command_window.activate
- end
- if @status_window_II
- @status_window_II.open
- end
- else
- @status_window.deactivate
- @eqp_set_window.visible = true if @eqp_set_window.visible == false
- @eqp_set_window.activate
- @eqp_set_window.open
- if @command_window
- @command_window.deactivate
- end
- if @status_window_II
- @status_window_II.close
- end
- end
- 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
- @eqp_set_window.refresh
- end
- end
- end
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
- end # if true # << Make true to use this script, false to disable.
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