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- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Skill Cost Manager v1.03
- # -- Last Updated: 2012.01.23
- # -- Level: Normal, Hard, Lunatic
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-SkillCostManager"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.08.06 - Restore SP-Paramater: TCR
- # 2012.01.23 - Compatibility Update: Doppelganger
- # 2011.12.11 - Started Script and Finished.
- # - Added max and min notetags.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script adds more functionality towards skill costs. Skills can now cost
- # HP, more MP, more TP, gold, and even have custom costs. The way the skill
- # costs are drawn in the display windows are changed to deliver more effective
- # and reliable information to the player. And if four skill costs aren't enough
- # to satisfy you, you can even make your own custom skill costs.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Actor Notetags - These notetags go in the actors notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost rate: x%>
- # Allows the actor to drop the HP cost of skills to x%.
- #
- # <tp cost rate: x%>
- # Allows the actor to drop the TP cost of skills to x%.
- #
- # <gold cost rate: x%>
- # Allows the actor to drop the Gold cost of skills to x%.
- #
- # -----------------------------------------------------------------------------
- # Class Notetags - These notetags go in the class notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost rate: x%>
- # Allows the class to drop the HP cost of skills to x%.
- #
- # <tp cost rate: x%>
- # Allows the class to drop the TP cost of skills to x%.
- #
- # <gold cost rate: x%>
- # Allows the class to drop the Gold cost of skills to x%.
- #
- # -----------------------------------------------------------------------------
- # Skill Notetags - These notetags go in the skills notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost: x>
- # Sets the skill's HP cost to x. This function did not exist by default in
- # RPG Maker VX Ace.
- #
- # <hp cost: x%>
- # Sets the HP cost to a percentage of the actor's MaxHP. If a normal HP cost is
- # present on the skill, too, then this value is added to the HP cost.
- #
- # <hp cost max: x>
- # <hp cost min: x>
- # Sets the maximum and minimum range of the HP Cost of the skill. If you do not
- # use this tag, there will be no maximum and/or minimum range.
- #
- # <mp cost: x>
- # Sets the skill's MP cost to x. Allows MP cost to exceed 9999, which is RPG
- # Maker VX Ace's database editor's maximum limit.
- #
- # <mp cost: x%>
- # Sets the MP cost to a percentage of the actor's MaxMP. If a normal MP cost is
- # present on the skill, too, then this value is added to the MP cost.
- #
- # <mp cost max: x>
- # <mp cost min: x>
- # Sets the maximum and minimum range of the MP Cost of the skill. If you do not
- # use this tag, there will be no maximum and/or minimum range.
- #
- # <tp cost: x>
- # Sets the skill's TP cost to x. Allows TP cost to exceed 100, which is RPG
- # Maker VX Ace's database editor's maximum limit.
- #
- # <tp cost: x%>
- # Sets the TP cost to a percentage of the actor's MaxTP. If a normal TP cost is
- # present on the skill, too, then this value is added to the TP cost.
- #
- # <tp cost max: x>
- # <tp cost min: x>
- # Sets the maximum and minimum range of the TP Cost of the skill. If you do not
- # use this tag, there will be no maximum and/or minimum range.
- #
- # <gold cost: x>
- # Sets the skill's gold cost to x. Enemies with skills that cost gold do not
- # use gold. If the player does not have enough gold, the skill can't be used.
- #
- # <gold cost: x%>
- # Sets the skill's gold cost equal to a percentage of the party's total gold.
- # If both a regular gold cost and a percentile gold cost is used, the total of
- # both values will be the skill's gold cost.
- #
- # <gold cost max: x>
- # <gold cost min: x>
- # Sets the maximum and minimum range of the Gold Cost of the skill. If you do
- # not use this tag, there will be no maximum and/or minimum range.
- #
- # --- Making Your Own Custom Costs ---
- #
- # <custom cost: string>
- # If you decide to have a custom cost for your game, insert this notetag to
- # change what displays in the skill menu visually.
- #
- # <custom cost colour: x>
- # This is the "Window" skin text colour used for the custom cost. By default,
- # it is text colour 0, which is the white colour.
- #
- # <custom cost size: x>
- # This is the text font size used for the custom cost in the display windows.
- # By default, it is font size 20.
- #
- # <custom cost icon: x>
- # If you wish to use an icon for your custom cost, replace x with the icon ID
- # you wish to show in display windows. By default, it is 0 (and not shown).
- #
- # <custom cost requirement>
- # string
- # string
- # </custom cost requirement>
- # Sets the custom cost requirement of the skill with an eval function using the
- # strings in between. The strings are a part of one line even if in the notebox
- # they are on separate lines.
- #
- # <custom cost perform>
- # string
- # string
- # </custom cost perform>
- # Sets how the custom cost payment is done with an eval function using the
- # strings in between. The strings are a part of one line even if in the notebox
- # they are on separate lines.
- #
- # -----------------------------------------------------------------------------
- # Weapon Notetags - These notetags go in the weapons notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost rate: x%>
- # Allows the weapon to drop the HP cost of skills to x% when worn.
- #
- # <tp cost rate: x%>
- # Allows the weapon to drop the TP cost of skills to x% when worn.
- #
- # <gold cost rate: x%>
- # Allows the weapon to drop the Gold cost of skills to x% when worn.
- #
- # -----------------------------------------------------------------------------
- # Armour Notetags - These notetags go in the armours notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost rate: x%>
- # Allows the armour to drop the HP cost of skills to x% when worn.
- #
- # <tp cost rate: x%>
- # Allows the armour to drop the TP cost of skills to x% when worn.
- #
- # <gold cost rate: x%>
- # Allows the armour to drop the TP cost of skills to x% when worn.
- #
- # -----------------------------------------------------------------------------
- # Enemy Notetags - These notetags go in the enemies notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost rate: x%>
- # Allows the enemy to drop the HP cost of skills to x%.
- #
- # <tp cost rate: x%>
- # Allows the enemy to drop the TP cost of skills to x%.
- #
- # -----------------------------------------------------------------------------
- # State Notetags - These notetags go in the states notebox in the database.
- # -----------------------------------------------------------------------------
- # <hp cost rate: x%>
- # Allows the state to drop the HP cost of skills to x% when afflicted.
- #
- # <tp cost rate: x%>
- # Allows the state to drop the TP cost of skills to x% when afflicted.
- #
- # <gold cost rate: x%>
- # Allows the state to drop the Gold cost of skills to x% when afflicted.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module SKILL_COST
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - HP Cost Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # New to this script are HP costs. HP costs require the battler to have
- # sufficient HP before being able to use the skill. The text colour that's
- # used, the suffix, or whether or not to use an icon. If you do not wish
- # to use an icon, set the icon to 0.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- HP_COST_COLOUR = 21 # Colour used from "Window" skin.
- HP_COST_SIZE = 20 # Font size used for HP costs.
- HP_COST_SUFFIX = "%sHP" # Suffix used for HP costs.
- HP_COST_ICON = 0 # Icon used for HP costs. Set 0 to disable.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - MP Cost Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Here, you can change the settings for MP costs: the text colour that's
- # used, the suffix, or whether or not to use an icon. If you do not wish
- # to use an icon, set the icon to 0.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- MP_COST_COLOUR = 23 # Colour used from "Window" skin. Default: 23
- MP_COST_SIZE = 20 # Font size used for MP costs. Default: 24
- MP_COST_SUFFIX = "%sMP" # Suffix used for MP costs. No suffix default.
- MP_COST_ICON = 0 # Icon used for MP costs. Set 0 to disable.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - TP Cost Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Here, you can change the settings for TP costs: the text colour that's
- # used, the suffix, or whether or not to use an icon. If you do not wish
- # to use an icon, set the icon to 0.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- TP_COST_COLOUR = 2 # Colour used from "Window" skin. Default: 29
- TP_COST_SIZE = 20 # Font size used for TP costs. Default: 24
- TP_COST_SUFFIX = "%sTP" # Suffix used for TP costs. No suffix default.
- TP_COST_ICON = 0 # Icon used for TP costs. Set 0 to disable.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Gold Cost Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # New to this script are Gold costs. Gold costs require the party to have
- # enough gold before being able to use the skill. The text colour that's
- # used, the suffix, or whether or not to use an icon. If you do not wish
- # to use an icon, set the icon to 0.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- GOLD_COST_COLOUR = 6 # Colour used from "Window" skin.
- GOLD_COST_SIZE = 20 # Font size used for Gold costs.
- GOLD_COST_SUFFIX = "%sGold" # Suffix used for Gold costs.
- GOLD_COST_ICON = 0 # Icon used for Gold costs. Set 0 to disable.
- end # SKILL_COST
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- module YEA
- module REGEXP
- module BASEITEM
- HP_COST_RATE = /<(?:HP_COST_RATE|hp cost rate):[ ](\d+)([%%])>/i
- TP_COST_RATE = /<(?:TP_COST_RATE|tp cost rate):[ ](\d+)([%%])>/i
- GOLD_COST_RATE = /<(?:GOLD_COST_RATE|gold cost rate):[ ](\d+)([%%])>/i
- end # BASEITEM
- module SKILL
- HP_COST_SET = /<(?:HP_COST|hp cost):[ ](\d+)>/i
- HP_COST_PER = /<(?:HP_COST|hp cost):[ ](\d+)([%%])>/i
- MP_COST_SET = /<(?:MP_COST|mp cost):[ ](\d+)>/i
- MP_COST_PER = /<(?:MP_COST|mp cost):[ ](\d+)([%%])>/i
- TP_COST_SET = /<(?:TP_COST|tp cost):[ ](\d+)>/i
- TP_COST_PER = /<(?:TP_COST|tp cost):[ ](\d+)([%%])>/i
- GOLD_COST_SET = /<(?:GOLD_COST|gold cost):[ ](\d+)>/i
- GOLD_COST_PER = /<(?:GOLD_COST|gold cost):[ ](\d+)([%%])>/i
- CUSTOM_COST_TEXT = /<(?:CUSTOM_COST|custom cost):[ ](.*)>/i
- CUSTOM_COST_COLOUR =
- /<(?:CUSTOM_COST_COLOUR|custom cost colour|custom cost color):[ ](\d+)>/i
- CUSTOM_COST_SIZE = /<(?:CUSTOM_COST_SIZE|custom cost size):[ ](\d+)>/i
- CUSTOM_COST_ICON = /<(?:CUSTOM_COST_ICON|custom cost icon):[ ](\d+)>/i
- CUSTOM_COST_REQUIREMENT_ON =
- /<(?:CUSTOM_COST_REQUIREMENT|custom cost requirement)>/i
- CUSTOM_COST_REQUIREMENT_OFF =
- /<\/(?:CUSTOM_COST_REQUIREMENT|custom cost requirement)>/i
- CUSTOM_COST_PERFORM_ON =
- /<(?:CUSTOM_COST_PERFORM|custom cost perform)>/i
- CUSTOM_COST_PERFORM_OFF =
- /<\/(?:CUSTOM_COST_PERFORM|custom cost perform)>/i
- HP_COST_MIN = /<(?:HP_COST_MIN|hp cost min):[ ](\d+)>/i
- HP_COST_MAX = /<(?:HP_COST_MIN|hp cost max):[ ](\d+)>/i
- MP_COST_MIN = /<(?:MP_COST_MIN|mp cost min):[ ](\d+)>/i
- MP_COST_MAX = /<(?:MP_COST_MIN|mp cost max):[ ](\d+)>/i
- TP_COST_MIN = /<(?:TP_COST_MIN|tp cost min):[ ](\d+)>/i
- TP_COST_MAX = /<(?:TP_COST_MIN|tp cost max):[ ](\d+)>/i
- GOLD_COST_MIN = /<(?:GOLD_COST_MIN|gold cost min):[ ](\d+)>/i
- GOLD_COST_MAX = /<(?:GOLD_COST_MIN|gold cost max):[ ](\d+)>/i
- end # SKILL
- end # REGEXP
- end # YEA
- #==============================================================================
- # ■ Icon
- #==============================================================================
- module Icon
- #--------------------------------------------------------------------------
- # self.mp_cost
- #--------------------------------------------------------------------------
- def self.mp_cost; return YEA::SKILL_COST::MP_COST_ICON; end
- #--------------------------------------------------------------------------
- # self.tp_cost
- #--------------------------------------------------------------------------
- def self.tp_cost; return YEA::SKILL_COST::TP_COST_ICON; end
- #--------------------------------------------------------------------------
- # self.hp_cost
- #--------------------------------------------------------------------------
- def self.hp_cost; return YEA::SKILL_COST::HP_COST_ICON; end
- #--------------------------------------------------------------------------
- # self.gold_cost
- #--------------------------------------------------------------------------
- def self.gold_cost; return YEA::SKILL_COST::GOLD_COST_ICON; end
- end # Icon
- #==============================================================================
- # ■ Numeric
- #==============================================================================
- class Numeric
- #--------------------------------------------------------------------------
- # new method: group_digits
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def group; return self.to_s; end
- end # $imported["YEA-CoreEngine"]
- end # Numeric
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_scm load_database; end
- def self.load_database
- load_database_scm
- load_notetags_scm
- end
- #--------------------------------------------------------------------------
- # new method: load_notetags_scm
- #--------------------------------------------------------------------------
- def self.load_notetags_scm
- groups = [$data_actors, $data_classes, $data_skills, $data_weapons,
- $data_armors, $data_enemies, $data_states]
- for group in groups
- for obj in group
- next if obj.nil?
- obj.load_notetags_scm
- end
- end
- end
- end # DataManager
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- class RPG::BaseItem
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :tp_cost_rate
- attr_accessor :hp_cost_rate
- attr_accessor :gold_cost_rate
- #--------------------------------------------------------------------------
- # common cache: load_notetags_scm
- #--------------------------------------------------------------------------
- def load_notetags_scm
- @tp_cost_rate = 1.0
- @hp_cost_rate = 1.0
- @gold_cost_rate = 1.0
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::BASEITEM::TP_COST_RATE
- @tp_cost_rate = $1.to_i * 0.01
- when YEA::REGEXP::BASEITEM::HP_COST_RATE
- @hp_cost_rate = $1.to_i * 0.01
- when YEA::REGEXP::BASEITEM::GOLD_COST_RATE
- @gold_cost_rate = $1.to_i * 0.01
- #---
- end
- } # self.note.split
- #---
- end
- end # RPG::BaseItem
- #==============================================================================
- # ■ RPG::Skill
- #==============================================================================
- class RPG::Skill < RPG::UsableItem
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :hp_cost
- attr_accessor :hp_cost_percent
- attr_accessor :mp_cost_percent
- attr_accessor :tp_cost_percent
- attr_accessor :gold_cost
- attr_accessor :gold_cost_percent
- attr_accessor :hp_cost_min
- attr_accessor :hp_cost_max
- attr_accessor :mp_cost_min
- attr_accessor :mp_cost_max
- attr_accessor :tp_cost_min
- attr_accessor :tp_cost_max
- attr_accessor :gold_cost_min
- attr_accessor :gold_cost_max
- attr_accessor :use_custom_cost
- attr_accessor :custom_cost_text
- attr_accessor :custom_cost_colour
- attr_accessor :custom_cost_size
- attr_accessor :custom_cost_icon
- attr_accessor :custom_cost_requirement
- attr_accessor :custom_cost_perform
- #--------------------------------------------------------------------------
- # common cache: load_notetags_scm
- #--------------------------------------------------------------------------
- def load_notetags_scm
- @hp_cost = 0
- @gold_cost = 0
- @hp_cost_percent = 0.0
- @mp_cost_percent = 0.0
- @tp_cost_percent = 0.0
- @gold_cost_percent = 0.0
- @custom_cost_text = "0"
- @custom_cost_colour = 0
- @custom_cost_size = 20
- @custom_cost_icon = 0
- @custom_cost_requirement = ""
- @custom_cost_perform = ""
- @use_custom_cost = false
- @custom_cost_req_on = false
- @custom_cost_per_on = false
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::SKILL::MP_COST_SET
- @mp_cost = $1.to_i
- when YEA::REGEXP::SKILL::MP_COST_PER
- @mp_cost_percent = $1.to_i * 0.01
- when YEA::REGEXP::SKILL::TP_COST_SET
- @tp_cost = $1.to_i
- when YEA::REGEXP::SKILL::TP_COST_PER
- @tp_cost_percent = $1.to_i * 0.01
- when YEA::REGEXP::SKILL::HP_COST_SET
- @hp_cost = $1.to_i
- when YEA::REGEXP::SKILL::HP_COST_PER
- @hp_cost_percent = $1.to_i * 0.01
- when YEA::REGEXP::SKILL::GOLD_COST_SET
- @gold_cost = $1.to_i
- when YEA::REGEXP::SKILL::GOLD_COST_PER
- @gold_cost_percent = $1.to_i * 0.01
- #---
- when YEA::REGEXP::SKILL::HP_COST_MIN
- @hp_cost_min = $1.to_i
- when YEA::REGEXP::SKILL::HP_COST_MAX
- @hp_cost_max = $1.to_i
- when YEA::REGEXP::SKILL::MP_COST_MIN
- @mp_cost_min = $1.to_i
- when YEA::REGEXP::SKILL::MP_COST_MAX
- @mp_cost_max = $1.to_i
- when YEA::REGEXP::SKILL::TP_COST_MIN
- @tp_cost_min = $1.to_i
- when YEA::REGEXP::SKILL::TP_COST_MAX
- @tp_cost_max = $1.to_i
- when YEA::REGEXP::SKILL::GOLD_COST_MIN
- @gold_cost_min = $1.to_i
- when YEA::REGEXP::SKILL::GOLD_COST_MAX
- @gold_cost_max = $1.to_i
- #---
- when YEA::REGEXP::SKILL::CUSTOM_COST_TEXT
- @custom_cost_text = $1.to_s
- when YEA::REGEXP::SKILL::CUSTOM_COST_COLOUR
- @custom_cost_colour = $1.to_i
- when YEA::REGEXP::SKILL::CUSTOM_COST_SIZE
- @custom_cost_size = $1.to_i
- when YEA::REGEXP::SKILL::CUSTOM_COST_ICON
- @custom_cost_icon = $1.to_i
- when YEA::REGEXP::SKILL::CUSTOM_COST_REQUIREMENT_ON
- @custom_cost_req_on = true
- @use_custom_cost = true
- when YEA::REGEXP::SKILL::CUSTOM_COST_REQUIREMENT_OFF
- @custom_cost_req_on = false
- @use_custom_cost = true
- when YEA::REGEXP::SKILL::CUSTOM_COST_PERFORM_ON
- @custom_cost_per_on = true
- @use_custom_cost = true
- when YEA::REGEXP::SKILL::CUSTOM_COST_PERFORM_OFF
- @custom_cost_per_on = false
- @use_custom_cost = true
- else
- @custom_cost_requirement += line.to_s if @custom_cost_req_on
- @custom_cost_perform += line.to_s if @custom_cost_per_on
- #---
- end
- } # self.note.split
- #---
- end
- end # RPG::Skill
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
- #--------------------------------------------------------------------------
- # alias method: skill_cost_payable?
- #--------------------------------------------------------------------------
- alias game_battlerbase_skill_cost_payable_scm skill_cost_payable?
- def skill_cost_payable?(skill)
- return false if hp <= skill_hp_cost(skill)
- return false unless gold_cost_met?(skill)
- return false unless custom_cost_met?(skill)
- return game_battlerbase_skill_cost_payable_scm(skill)
- end
- #--------------------------------------------------------------------------
- # new method: gold_cost_met?
- #--------------------------------------------------------------------------
- def gold_cost_met?(skill)
- return true unless actor?
- return $game_party.gold >= skill_gold_cost(skill)
- end
- #--------------------------------------------------------------------------
- # new method: custom_cost_met?
- #--------------------------------------------------------------------------
- def custom_cost_met?(skill)
- return true unless skill.use_custom_cost
- return eval(skill.custom_cost_requirement)
- end
- #--------------------------------------------------------------------------
- # alias method: pay_skill_cost
- #--------------------------------------------------------------------------
- alias game_battlerbase_pay_skill_cost_scm pay_skill_cost
- def pay_skill_cost(skill)
- game_battlerbase_pay_skill_cost_scm(skill)
- self.hp -= skill_hp_cost(skill)
- $game_party.lose_gold(skill_gold_cost(skill)) if actor?
- pay_custom_cost(skill)
- end
- #--------------------------------------------------------------------------
- # new method: pay_custom_cost
- #--------------------------------------------------------------------------
- def pay_custom_cost(skill)
- return unless skill.use_custom_cost
- eval(skill.custom_cost_perform)
- end
- #--------------------------------------------------------------------------
- # alias method: skill_mp_cost
- #--------------------------------------------------------------------------
- alias game_battlerbase_skill_mp_cost_scm skill_mp_cost
- def skill_mp_cost(skill)
- n = game_battlerbase_skill_mp_cost_scm(skill)
- n += skill.mp_cost_percent * mmp * mcr
- n = [n.to_i, skill.mp_cost_max].min unless skill.mp_cost_max.nil?
- n = [n.to_i, skill.mp_cost_min].max unless skill.mp_cost_min.nil?
- return n.to_i
- end
- #--------------------------------------------------------------------------
- # alias method: skill_tp_cost
- #--------------------------------------------------------------------------
- alias game_battlerbase_skill_tp_cost_scm skill_tp_cost
- def skill_tp_cost(skill)
- n = game_battlerbase_skill_tp_cost_scm(skill) * tcr_y
- n += skill.tp_cost_percent * max_tp * tcr_y
- n = [n.to_i, skill.tp_cost_max].min unless skill.tp_cost_max.nil?
- n = [n.to_i, skill.tp_cost_min].max unless skill.tp_cost_min.nil?
- return n.to_i
- end
- #--------------------------------------------------------------------------
- # new method: tcr_y
- #--------------------------------------------------------------------------
- def tcr_y
- n = 1.0
- if actor?
- n *= self.actor.tp_cost_rate
- n *= self.class.tp_cost_rate
- for equip in equips
- next if equip.nil?
- n *= equip.tp_cost_rate
- end
- else
- n *= self.enemy.tp_cost_rate
- if $imported["YEA-Doppelganger"] && !self.class.nil?
- n *= self.class.tp_cost_rate
- end
- end
- for state in states
- next if state.nil?
- n *= state.tp_cost_rate
- end
- return n
- end
- #--------------------------------------------------------------------------
- # new method: skill_hp_cost
- #--------------------------------------------------------------------------
- def skill_hp_cost(skill)
- n = skill.hp_cost * hcr
- n += skill.hp_cost_percent * mhp * hcr
- n = [n.to_i, skill.hp_cost_max].min unless skill.hp_cost_max.nil?
- n = [n.to_i, skill.hp_cost_min].max unless skill.hp_cost_min.nil?
- return n.to_i
- end
- #--------------------------------------------------------------------------
- # new method: hcr
- #--------------------------------------------------------------------------
- def hcr
- n = 1.0
- if actor?
- n *= self.actor.hp_cost_rate
- n *= self.class.hp_cost_rate
- for equip in equips
- next if equip.nil?
- n *= equip.hp_cost_rate
- end
- else
- n *= self.enemy.hp_cost_rate
- if $imported["YEA-Doppelganger"] && !self.class.nil?
- n *= self.class.hp_cost_rate
- end
- end
- for state in states
- next if state.nil?
- n *= state.hp_cost_rate
- end
- return n
- end
- #--------------------------------------------------------------------------
- # new method: skill_gold_cost
- #--------------------------------------------------------------------------
- def skill_gold_cost(skill)
- n = skill.gold_cost * gcr
- n += skill.gold_cost_percent * $game_party.gold * gcr
- n = [n.to_i, skill.gold_cost_max].min unless skill.gold_cost_max.nil?
- n = [n.to_i, skill.gold_cost_min].max unless skill.gold_cost_min.nil?
- return n.to_i
- end
- #--------------------------------------------------------------------------
- # new method: gcr
- #--------------------------------------------------------------------------
- def gcr
- n = 1.0
- n *= self.actor.gold_cost_rate
- n *= self.class.gold_cost_rate
- for equip in equips
- next if equip.nil?
- n *= equip.gold_cost_rate
- end
- for state in states
- next if state.nil?
- n *= state.gold_cost_rate
- end
- return n
- end
- end # Game_BattlerBase
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # overwrite methods: cost_colours
- #--------------------------------------------------------------------------
- def mp_cost_color; text_color(YEA::SKILL_COST::MP_COST_COLOUR); end;
- def tp_cost_color; text_color(YEA::SKILL_COST::TP_COST_COLOUR); end;
- def hp_cost_color; text_color(YEA::SKILL_COST::HP_COST_COLOUR); end;
- def gold_cost_color; text_color(YEA::SKILL_COST::GOLD_COST_COLOUR); end;
- end # Window_Base
- #==============================================================================
- # ■ Window_SkillList
- #==============================================================================
- class Window_SkillList < Window_Selectable
- #--------------------------------------------------------------------------
- # overwrite method: draw_skill_cost
- #--------------------------------------------------------------------------
- def draw_skill_cost(rect, skill)
- draw_tp_skill_cost(rect, skill) unless $imported["YEA-BattleEngine"]
- draw_mp_skill_cost(rect, skill)
- draw_tp_skill_cost(rect, skill) if $imported["YEA-BattleEngine"]
- draw_hp_skill_cost(rect, skill)
- draw_gold_skill_cost(rect, skill)
- draw_custom_skill_cost(rect, skill)
- end
- #--------------------------------------------------------------------------
- # new method: draw_mp_skill_cost
- #--------------------------------------------------------------------------
- def draw_mp_skill_cost(rect, skill)
- return unless @actor.skill_mp_cost(skill) > 0
- change_color(mp_cost_color, enable?(skill))
- #---
- icon = Icon.mp_cost
- if icon > 0
- draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
- rect.width -= 24
- end
- #---
- contents.font.size = YEA::SKILL_COST::MP_COST_SIZE
- cost = @actor.skill_mp_cost(skill)
- text = sprintf(YEA::SKILL_COST::MP_COST_SUFFIX, cost.group)
- draw_text(rect, text, 2)
- cx = text_size(text).width + 4
- rect.width -= cx
- reset_font_settings
- end
- #--------------------------------------------------------------------------
- # new method: draw_tp_skill_cost
- #--------------------------------------------------------------------------
- def draw_tp_skill_cost(rect, skill)
- return unless @actor.skill_tp_cost(skill) > 0
- change_color(tp_cost_color, enable?(skill))
- #---
- icon = Icon.tp_cost
- if icon > 0
- draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
- rect.width -= 24
- end
- #---
- contents.font.size = YEA::SKILL_COST::TP_COST_SIZE
- cost = @actor.skill_tp_cost(skill)
- text = sprintf(YEA::SKILL_COST::TP_COST_SUFFIX, cost.group)
- draw_text(rect, text, 2)
- cx = text_size(text).width + 4
- rect.width -= cx
- reset_font_settings
- end
- #--------------------------------------------------------------------------
- # new method: draw_hp_skill_cost
- #--------------------------------------------------------------------------
- def draw_hp_skill_cost(rect, skill)
- return unless @actor.skill_hp_cost(skill) > 0
- change_color(hp_cost_color, enable?(skill))
- #---
- icon = Icon.hp_cost
- if icon > 0
- draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
- rect.width -= 24
- end
- #---
- contents.font.size = YEA::SKILL_COST::HP_COST_SIZE
- cost = @actor.skill_hp_cost(skill)
- text = sprintf(YEA::SKILL_COST::HP_COST_SUFFIX, cost.group)
- draw_text(rect, text, 2)
- cx = text_size(text).width + 4
- rect.width -= cx
- reset_font_settings
- end
- #--------------------------------------------------------------------------
- # new method: draw_gold_skill_cost
- #--------------------------------------------------------------------------
- def draw_gold_skill_cost(rect, skill)
- return unless @actor.skill_gold_cost(skill) > 0
- change_color(gold_cost_color, enable?(skill))
- #---
- icon = Icon.gold_cost
- if icon > 0
- draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
- rect.width -= 24
- end
- #---
- contents.font.size = YEA::SKILL_COST::GOLD_COST_SIZE
- cost = @actor.skill_gold_cost(skill)
- text = sprintf(YEA::SKILL_COST::GOLD_COST_SUFFIX, cost.group)
- draw_text(rect, text, 2)
- cx = text_size(text).width + 4
- rect.width -= cx
- reset_font_settings
- end
- #--------------------------------------------------------------------------
- # new method: draw_custom_skill_cost
- #--------------------------------------------------------------------------
- def draw_custom_skill_cost(rect, skill)
- return unless skill.use_custom_cost
- change_color(text_color(skill.custom_cost_colour), enable?(skill))
- icon = skill.custom_cost_icon
- if icon > 0
- draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
- rect.width -= 24
- end
- contents.font.size = skill.custom_cost_size
- text = skill.custom_cost_text
- draw_text(rect, text, 2)
- cx = text_size(text).width + 4
- rect.width -= cx
- reset_font_settings
- end
- end # Window_SkillList
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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