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- # ╔═════════════════════════════════════╦════════════════════╗
- # ║ Title: Equip From Menu - Falco ABS ║ Version: 1.04 ║
- # ║ Author: Roninator2 ║ ║
- # ╠═════════════════════════════════════╬════════════════════╣
- # ║ Function: ║ Date Created ║
- # ║ For Falco ABS Game ╠════════════════════╣
- # ║ Equip items from Item menu ║ 04 Mar 2022 ║
- # ╚═════════════════════════════════════╩════════════════════╝
- # ╔══════════════════════════════════════════════════════════╗
- # ║ Requires: ║
- # ║ Theoallen Limited Inventory ║
- # ╚══════════════════════════════════════════════════════════╝
- # ╔══════════════════════════════════════════════════════════╗
- # ║ Updates: ║
- # ║ Fixed system equipping weapons before selecting actor ║
- # ╚══════════════════════════════════════════════════════════╝
- # ╔══════════════════════════════════════════════════════════╗
- # ║ Terms of use: ║
- # ║ Free for all uses in RPG Maker except nudity ║
- # ╚══════════════════════════════════════════════════════════╝
- module Theo
- module LimInv
- EquipVocab = "Equip item" # Use item
- SkillVocab = "Equip Skill"
- UseSKVocab = "Use Skill"
- end
- end
- class Window_ItemUseCommand < Window_Command
- def make_command_list
- add_command(EquipVocab, :equip)
- add_command(UseVocab, :use) if $game_party.usable?(@item)
- add_command(DiscardVocab, :discard, discardable?(@item))
- add_command(CancelVocab, :cancel)
- end
- end
- class Scene_Item < Scene_ItemBase
- def create_usecommand_window
- @use_command = Window_ItemUseCommand.new
- @use_command.to_center
- @use_command.set_handler(:equip, method(:equip_command_ok))
- @use_command.set_handler(:use, method(:use_command_ok))
- @use_command.set_handler(:discard, method(:on_discard_ok))
- @use_command.set_handler(:cancel, method(:on_usecmd_cancel))
- @use_command.viewport = @viewport
- end
- def create_slot_confirm
- @slot_confirm = Window_SlotConfirm.new(Graphics.width / 2 - 60 / 2,
- Graphics.height / 2 - 85 / 2, :item)
- if @sel_item.class == RPG::Item
- @slot_confirm.set_handler(:slot1, method(:open_slots))
- @slot_confirm.set_handler(:slot2, method(:open_slots))
- @slot_confirm.set_handler(:cancel, method(:equip_cancel))
- else
- @slot_confirm.set_handler(:slot1, method(:open_slots))
- @slot_confirm.set_handler(:slot2, method(:open_slots))
- @slot_confirm.set_handler(:slot3, method(:open_slots))
- @slot_confirm.set_handler(:slot4, method(:open_slots))
- @slot_confirm.set_handler(:cancel, method(:equip_cancel))
- end
- end
- def open_slots
- if @sel_item.class == RPG::Item
- case @slot_confirm.current_symbol
- when :slot1 then @actor.assigned_item = @sel_item
- when :slot2 then @actor.assigned_item2 = @sel_item
- when :cancel then @sel_item = nil
- end
- else
- case @slot_confirm.current_symbol
- when :slot1 then @actor.assigned_skill = @sel_item
- when :slot2 then @actor.assigned_skill2 = @sel_item
- when :slot3 then @actor.assigned_skill3 = @sel_item
- when :slot4 then @actor.assigned_skill4 = @sel_item
- when :cancel then @sel_item = nil
- end
- end
- Sound.play_equip
- @item_window.activate
- @slot_confirm.deactivate
- @slot_confirm.dispose
- @slot_confirm = nil
- end
- def equip_command_ok
- @use_command.close
- @actor_window.select_equip_item(item)
- show_sub_window(@actor_window)
- @actor_window.select(0)
- end
- def sub_select_ok
- id = @actor_window.index
- @actor = $game_party.members[id]
- if @sel_item.etype_id < 2
- perform_item_ok(@sel_item, @actor)
- else
- hide_sub_window(@actor_window)
- Sound.play_buzzer
- @use_command.activate
- end
- end
- def equip_item
- id = @actor_window.index
- @actor = $game_party.members[id]
- hide_sub_window(@actor_window)
- create_slot_confirm
- @slot_confirm.z = 1000
- @item_window.deactivate
- @slot_confirm.activate
- end
- def sel_itm
- return @sel_item
- end
- alias r2_liminv_item_ok on_item_ok
- def on_item_ok
- @sel_item = @item_window.item
- r2_liminv_item_ok
- end
- def perform_item_ok(item, actor)
- return if item.nil?
- case item
- when RPG::Weapon
- actor.change_equip_by_id(0, item.id)
- when RPG::Armor
- actor.change_equip_by_id(1, item.id)
- end
- end
- def on_actor_ok
- if @actor.equippable?(item)
- sub_select_ok
- equip_tool
- elsif item_usable?
- use_item
- elsif item.is_a?(RPG::Item)
- equip_item
- else
- Sound.play_buzzer
- end
- end
- def equip_tool
- user.equippable?(item)
- Sound.play_equip
- check_common_event
- check_gameover
- hide_sub_window(@actor_window)
- end
- def equip_cancel
- @item_window.activate
- @slot_confirm.deactivate
- @slot_confirm.dispose
- @slot_confirm = nil
- end
- end
- class Window_MenuActor < Window_MenuStatus
- def select_equip_item(item)
- select($game_party.menu_actor.index)
- end
- end
- class Window_Selectable < Window_Base
- def process_ok
- if current_item_enabled?
- Sound.play_ok
- Input.update
- deactivate
- call_ok_handler
- else
- if SceneManager.scene_is?(Scene_Item)
- if SceneManager.scene.actor.equippable?(SceneManager.scene.sel_itm)
- return
- else
- Sound.play_buzzer
- end
- else
- Sound.play_buzzer
- end
- end
- end
- end
- class Window_SlotConfirm < Window_Command
- def window_height() return @kind == :item ? 100 : 140 end
- def make_command_list
- case @kind
- when :item
- add_command('Slot ' + Key::Item[1], :slot1)
- add_command('Slot ' + Key::Item2[1], :slot2)
- add_command('Cancel', :cancel)
- when :skill
- add_command('Slot ' + Key::Skill[1], :slot1)
- add_command('Slot ' + Key::Skill2[1], :slot2)
- add_command('Slot ' + Key::Skill3[1], :slot3)
- add_command('Slot ' + Key::Skill4[1], :slot4)
- add_command('Cancel', :cancel)
- end
- end
- end
- class Window_SkillList < Window_Selectable
- def enable?(item)
- @actor
- end
- end
- class Window_EquipUseCommand < Window_Command
- include Theo::LimInv
- def initialize
- super(Graphics.width / 2 - window_width / 2, Graphics.height / 2 - 48)
- self.openness = 0
- end
- def window_width
- 160
- end
- def set_skill(skill)
- @skill = skill
- end
- def make_command_list
- add_command(SkillVocab, :equip)
- add_command(UseSKVocab, :use)
- add_command(CancelVocab, :cancel)
- end
- def to_center
- self.x = Graphics.width/2 - width/2
- self.y = Graphics.height/2 - height/2
- end
- end
- class Scene_Skill < Scene_ItemBase
- alias r2_skill_equip_falco_start start
- def start
- r2_skill_equip_falco_start
- create_equip_window
- end
- def command_equip
- @use_command.close
- create_slot_confirm
- @slot_confirm.z = 1000
- @item_window.deactivate
- @slot_confirm.activate
- end
- alias r2_equip_skill_ok on_item_ok
- def on_item_ok
- if item.nil?
- @item_window.activate
- return
- end
- @use_command.open
- @use_command.activate
- @use_command.select(0)
- end
- def use_command_ok
- if @actor.usable?(item)
- r2_equip_skill_ok
- @use_command.close
- else
- Sound.play_buzzer
- @use_command.activate
- return
- end
- end
- def on_usecmd_cancel
- @item_window.activate
- @use_command.close
- @use_command.deactivate
- end
- def create_equip_window
- @use_command = Window_EquipUseCommand.new
- @use_command.to_center
- @use_command.set_handler(:equip, method(:command_equip))
- @use_command.set_handler(:use, method(:use_command_ok))
- @use_command.set_handler(:cancel, method(:on_usecmd_cancel))
- @use_command.viewport = @viewport
- end
- def create_slot_confirm
- @slot_confirm = Window_SlotConfirm.new(Graphics.width / 2 - 60 / 2,
- Graphics.height / 2 - 85 / 2, :skill)
- @slot_confirm.set_handler(:slot1, method(:open_slots))
- @slot_confirm.set_handler(:slot2, method(:open_slots))
- @slot_confirm.set_handler(:slot3, method(:open_slots))
- @slot_confirm.set_handler(:slot4, method(:open_slots))
- end
- def open_slots
- case @slot_confirm.current_symbol
- when :slot1 then @actor.assigned_skill = item
- when :slot2 then @actor.assigned_skill2 = item
- when :slot3 then @actor.assigned_skill3 = item
- when :slot4 then @actor.assigned_skill4 = item
- end
- Sound.play_equip
- @item_window.activate
- @slot_confirm.deactivate
- @slot_confirm.dispose
- @slot_confirm = nil
- end
- end
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