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KGC Equip Extension and cmpsrs2000's Ammo System...

Cmpsr2000's script either over-rides the KGC Equip Extension (When it's placed below the KGC script) or it gets buggy, shows you can only equip a shield as ammo, and doesn't work at all... (When it's above the KGC script)

Now, I have fixed the overwrite problems that occur when I put the ammo system underneath the KGC script by commenting out some portions of it... However, it still doesn't work... It does everything except register and display the ammo being equipped, and going into battle causes this error:

331jfbp.jpg


Here are the scripts

Cmpsr2000's Disposable Ammo comes in three parts: Ammo

Code:
#-------------------------------------------------------------------------------

#                                                                   page 2 of 3

#                         Disposable Ammunition v 1.0 rc 2

#                         by cmpsr2000 @ rpgrevolution.com

#                                September 10, 2008

#

#-------------------------------------------------------------------------------

class Ammo < RPG::Weapon

  attr_reader   :amount

  attr_accessor :amountEquiped

  attr_reader   :type

  attr_accessor :equipLock

  #-----------------------------------------------------------------------------

  # Initialize - creates a new Ammo

  #   weapon  : The weapon to build the ammo from

  #-----------------------------------------------------------------------------

  def initialize(weapon)

    self.id             = weapon.id

    self.name           = weapon.name

    self.icon_index     = weapon.icon_index

    self.description    = weapon.description

    self.note           = weapon.note

    self.animation_id   = weapon.animation_id

    self.price          = weapon.price

    self.hit            = weapon.hit

    self.atk            = weapon.atk

    self.def            = weapon.def

    self.spi            = weapon.spi

    self.agi            = weapon.agi

    self.two_handed     = weapon.two_handed

    self.fast_attack    = weapon.fast_attack

    self.dual_attack    = weapon.dual_attack

    self.critical_bonus = weapon.critical_bonus

    self.element_set    = weapon.element_set

    self.state_set      = weapon.state_set

    @type               = findType

    @amount             = 0

    @amountEquiped      = 0

    @equipLock          = false

  end

  #-----------------------------------------------------------------------------

  # spendAmmo - subtracts an amount of ammo from the stack and equiped

  #   amount  : amount of ammo to spend

  #-----------------------------------------------------------------------------

  def spendAmmo(amount)

    gainAmmo(-amount)

    @amountEquiped -= amount if @amountEquiped > 0

  end

  #-----------------------------------------------------------------------------

  # gainAmmo - adds an amount of ammo to the stack

  #   amount : amount of ammo to add

  #-----------------------------------------------------------------------------

  def gainAmmo(amount)

    @amount += amount

    @amount = 0 if @amount < 0

    @amount = 99 if @amount > 99

  end

  #-----------------------------------------------------------------------------

  # findType - determines the type of ammo

  #-----------------------------------------------------------------------------

  def findType

    for ammoName in Vocab::Ammo

      return ammoName if self.note.downcase.include?(ammoName.downcase)

    end

    return nil

  end

end

Redefinitions... This placed second because of a undefined method I got when they were in order, and putting them out of place fixed it at the time.

Code:
#-------------------------------------------------------------------------------

#                                                                   page 1 of 3

#                         Disposable Ammunition v 1.0 rc 2

#                         by cmpsr2000 @ rpgrevolution.com

#                                September 10, 2008

#

#-------------------------------------------------------------------------------

module RPG

  class BaseItem

    #---------------------------------------------------------------------------

    # determins whether or not the item uses ammunition

    #---------------------------------------------------------------------------

    def usesAmmo?

      for ammoName in Vocab::Ammo

        return true if self.note.downcase.include?("<uses:" +

                                                   ammoName.downcase)

      end

      return false

    end

    #---------------------------------------------------------------------------

    # determins whether or not the item is ammunition

    #---------------------------------------------------------------------------

    def isAmmo?

      for ammoName in Vocab::Ammo

        return true if self.note.downcase.include?("<" +ammoName.downcase + ">")

      end

      return false

    end

    #---------------------------------------------------------------------------

    # determins whether or not the item consumes ammunition

    #---------------------------------------------------------------------------

    def spendsAmmo?

      return true if self.note.downcase.include?("<spendsammo:")

      return false                                          

    end

    #---------------------------------------------------------------------------

    # determines whether the item reloads

    #---------------------------------------------------------------------------

    def reloads?

      return true if self.note.downcase.include?("max:")

      return false

    end

    #---------------------------------------------------------------------------

    # determins whether the item reloads

    #--------------------------------------------------------------------------- 

    def isReloader?

      return true if self.note.downcase.include?("<reloads>")

      return false

    end

    #---------------------------------------------------------------------------

    # returns the amount of ammo spent by this item

    #---------------------------------------------------------------------------

    def amountSpent

      if self.spendsAmmo?

        return self.note.downcase.match('<spendsammo:(\d*)>')[1].to_i

      end

      return 0

    end

    #---------------------------------------------------------------------------

    # returns the amount of ammo reloaded

    #---------------------------------------------------------------------------

    def amountReloaded(ammo)

      if self.reloads?

        return self.note.downcase.match('<uses:' + ammo.type.downcase +

                                        ' max:(\d*)')[1].to_i

      end

      return 0

    end

  end

end

 

module Vocab

  #-----------------------------------------------------------------------------

  # You can define the names of your ammo types here. These are the terms used

  # in the notes field to delcare items as part of the system

  #-----------------------------------------------------------------------------

  Ammo =  [ #Ammo1 Name

            "Bullet",

          ]

  AmmoGeneric = "Ammo"

end

 

class Scene_Title

  #-----------------------------------------------------------------------------

  # Adds the $game_ammo initialization to create_game_objects

  #-----------------------------------------------------------------------------

  alias oldCreateGameObj_DisposableAmmo create_game_objects

  def create_game_objects

    oldCreateGameObj_DisposableAmmo

    $game_ammo = Game_Ammo.new

  end

end

 

class Scene_Battle < Scene_Base

  #--------------------------------------------------------------------------

  # * Update Actor Command Selection

  #--------------------------------------------------------------------------

=begin  def update_actor_command_selection

    if Input.trigger?(Input::B)

      Sound.play_cancel

      prior_actor

    elsif Input.trigger?(Input::C)

      case @actor_command_window.index

      when 0  # Attack

        if @active_battler.canAttack?

          Sound.play_decision

          @active_battler.action.set_attack

          start_target_enemy_selection

        else

          Sound.play_buzzer

        end

      when 1  # Skill

        Sound.play_decision

        start_skill_selection

      when 2  # Guard

        Sound.play_decision

        @active_battler.action.set_guard

        next_actor

      when 3  # Item

        Sound.play_decision

        start_item_selection

      end

    end

  end

=end  

  #--------------------------------------------------------------------------

  # * Execute Battle Action: Attack

  #--------------------------------------------------------------------------

  alias oldExecActionAtk_DisposableAmmo execute_action_attack

  def execute_action_attack

    oldExecActionAtk_DisposableAmmo

    if @active_battler.is_a?(Game_Actor)

      weapon = @active_battler.weapons[0]

      if not weapon.nil? and weapon.usesAmmo?

        ammo = @active_battler.weapons[1]

        ammo.spendAmmo(1)

        if ammo.amountEquiped == 0

          if $game_ammo.autoReload

            @active_battler.reload

          else

            @active_battler.change_equip(1, nil)

          end

        end

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Execute Battle Action: Skill

  #--------------------------------------------------------------------------

  alias oldExecActionSkill_DisposableAmmo execute_action_skill

  def execute_action_skill

    oldExecActionSkill_DisposableAmmo

    skill = @active_battler.action.skill

    if @active_battler.is_a?(Game_Actor)

      if skill.spendsAmmo?

        ammo = @active_battler.weapons[1]

        ammo.spendAmmo(skill.amountSpent)

        if ammo.amount == 0

          if $game_ammo.autoReload

            @active_battler.reload

          else

            @active_battler.change_equip(1, nil)

          end

        end

      end

    end

  end

end

 

=begin class Window_ActorCommand < Window_Command

  #-----------------------------------------------------------------------------

  # greys out the attack button if the actor can't attack due to ammo depletion

  #-----------------------------------------------------------------------------

#  alias oldSetup_DisposableAmmo setup

  def setup(actor)

    oldSetup_DisposableAmmo(actor)

    draw_item(0, actor.canAttack?)

  end

end

=end

class Game_Actor < Game_Battler

  

  attr_reader :lastAmmo

  #-----------------------------------------------------------------------------

  # includes the calculations for weapons that use ammunition

  #-----------------------------------------------------------------------------

  def hit

    if two_swords_style

      n1 = weapons[0] == nil ? 95 : weapons[0].hit

      n2 = weapons[1] == nil ? 95 : weapons[1].hit

      n = [n1, n2].min

    elsif weapons[0] != nil and weapons[0].usesAmmo?

      n1 = weapons[0].hit

      n2 = weapons[1] == nil ? 95 : weapons[1].hit

      case $game_ammo.hitRateCalcType

      when 0 #addative

        n = n1 + n2

      when 1 # average (rounds up)

        n = ((n1 + n2).to_f / 2).ceil

      when 2 #average (rounds down)

        n = (n1+ n2) / 2

      when 3 #min

        n = [n1, n2].min

      when 4 #max

        n = [n1, n2].max

      #-------------------------------------------------------------------------

      # scripters can add their own damage calulation for ranged weapons here

      # by adding additional "when" statements to the case

      #-------------------------------------------------------------------------

      end

    else

      n = weapons[0] == nil ? 95 : weapons[0].hit

    end

    return n

  end

  #--------------------------------------------------------------------------

  # * Get Weapon Object Array

  #--------------------------------------------------------------------------

=begin  

  def weapons

    result = []

    result.push($data_weapons[@weapon_id])

    if two_swords_style or ($data_weapons[@armor1_id] != nil and

                            $data_weapons[@armor1_id].isAmmo?)

      result.push($data_weapons[@armor1_id])

    end

    return result

  end

  #--------------------------------------------------------------------------

  # * Get Armor Object Array

  #--------------------------------------------------------------------------

  def armors

    result = []

    unless two_swords_style or ($data_weapons[@armor1_id] != nil and

                                $data_weapons[@armor1_id].isAmmo?)

      result.push($data_armors[@armor1_id])

    end

    result.push($data_armors[@armor2_id])

    result.push($data_armors[@armor3_id])

    result.push($data_armors[@armor4_id])

    return result

  end

  

  def change_equip_by_id(equip_type, item_id, test = false)

    if equip_type == 0 or (equip_type == 1 and two_swords_style)

      change_equip(equip_type, $data_weapons[item_id], test)

    else

      change_equip(equip_type, $data_armors[item_id], test)

    end

  end

=end

  #-----------------------------------------------------------------------------

  # updated to process ammunition correctly. And OMG you people so OWE me for

  # the extra work that had to be done here to make reloading work -.-

  #-----------------------------------------------------------------------------

  def change_equip(equip_type, item, test = false)

    last_item = equips[equip_type]

    unless test

      return if $game_party.item_number(item) == 0 if not item.nil?

      

      #if the item is an ammo and the equiped weapon reloads then newnumber is

      #the maximimun amount of available ammo up to the amount the weapon will

      #hold. If there is no weapon equiped or the weapon cannot use the ammo,

      #there is no restriction on the amount that can be equiped.

      if not item.nil? 

        if item.isAmmo?

          if not weapons[0].nil? and weapons[0].reloads? and

             $game_ammo.matched(weapons[0], item)

            newNumber = [item.amount, weapons[0].amountReloaded(item)].min

          else

            #no weapon, or weapon has no equip limit, or weapon and ammo don't

            #match

            newNumber = item.amount

          end

          #set the equiped amount and set the lastAmmo reference

          item.amountEquiped = newNumber

          @lastAmmo = item

        end

      end

      newNumber = 1 if newNumber.nil?

      

      #oldItem amount logic

      if not last_item.nil? and last_item.isAmmo?

        oldNumber = last_item.amountEquiped

        last_item.amountEquiped = 0 if item.nil?

      else

        oldNumber = 1

      end

      

      #equipLock insures that the item.amount attribute will not change when

      #the ammo is removed from inventory and moved to equipment

      

      #lock the equiping item

      item.equipLock = true if not item.nil? and item.isAmmo?

      

      #add the currently equiped item to the item pool. If it is ammo,

      #increment the amount

      $game_party.gain_item(last_item, oldNumber)

      

      #remove the item you are equiping from inventory. if it is ammo, 

      #decrement by the amount being equiped

      $game_party.lose_item(item, newNumber)

      

      #unlock the unequiping item

      last_item.equipLock = false if last_item != nil and last_item.isAmmo?

    end

    item_id = item == nil ? 0 : item.id

    case equip_type

    when 0  # Weapon

      @weapon_id = item_id

      unless two_hands_legal? and $game_ammo.matched(item, equips[1])

        change_equip(1, nil, test)         # Unequip from other hand

      end

      #if the item is a weapon and the item uses ammo, we may need to

      #equip or unequip some ammo. It's easiest to unequip all of it then

      #re-equip.

      if not item.nil? and item.usesAmmo? and not equips[1].nil? and

         equips[1].isAmmo? and $game_ammo.matched(item, equips[1])

        if equips[1].amountEquiped > item.amountReloaded(equips[1]) or

          (equips[1].amountEquiped < item.amountReloaded(equips[1]) and

           equips[1].amountEquiped < equips[1].amount)

          ammo = equips[1] #because equips[1] will be nil after the change!

          change_equip(1, nil, test)

          change_equip(1, ammo, test)

        end

      end

    when 1  # Shield / Ammo

      @armor1_id = item_id

      unless two_hands_legal? and $game_ammo.matched(equips[0], item)

        change_equip(0, nil, test)        # Unequip from other hand

      end

    when 2  # Head

      @armor2_id = item_id

    when 3  # Body

      @armor3_id = item_id

    when 4  # Accessory

      @armor4_id = item_id

    end

  end

  #-----------------------------------------------------------------------------

  # reloads the ammunition in use

  #-----------------------------------------------------------------------------

  def reload

    if not @lastAmmo.nil?

      if $game_party.item_number(@lastAmmo) > 0

        #remove ammo, then equip more

        change_equip(1, nil)

        change_equip(1, @lastAmmo)

      else

        for ammo in $game_ammo.ammos

          if ammo.type == @lastAmmo.type

            #remove ammo, then equip more

            change_equip(1, nil)

            change_equip(1, ammo)

          end

        end

      end

    elsif $game_ammo.allowBlindReload

      attemptBlindReload

    end

  end

  #-----------------------------------------------------------------------------

  # Attempts to reload ammo for this weapon without knowing the previous ammo.

  # This basically finds the first available ammo in the player's inventory and

  # equips it.

  #-----------------------------------------------------------------------------

  def attemptBlindReload

    unless weapons[0].nil?

      usableAmmos = weapons[0].note.downcase.match('<uses:(\w*)')

      for ammo in $game_ammo.ammos

        if usableAmmos.to_a.include?(ammo.type.downcase) and $game_party.item_number(ammo) > 0

          #remove ammo, then equip more

          change_equip(1, nil)

          change_equip(1, ammo)

          return #break if we found one!

        end

      end

    end

  end

  #-----------------------------------------------------------------------------

  # Checks to see if the actor can attack. (checks for the presence of ammo if

  # using a weapon that requires ammo)

  #-----------------------------------------------------------------------------

  def canAttack?

    if weapons[0] != nil and weapons[0].usesAmmo?

      return false if weapons[1] == nil

      return false if weapons[1].amountEquiped == 0

    elsif weapons[1] != nil and weapons[1].isAmmo?

      return false if weapons[0] == nil

    end

    return true

  end

  #-----------------------------------------------------------------------------

  # Redefined to return false if there is not enough ammo

  #-----------------------------------------------------------------------------

  alias oldSkillCanUse_DisposableAmmo skill_can_use?

  def skill_can_use?(skill)

    return false if not self.canAttack? and skill.spendsAmmo?

    if skill.amountSpent > 0 and not weapons[1].nil?

      return false unless weapons[1].amountEquiped >= skill.amountSpent

    end

    oldSkillCanUse_DisposableAmmo(skill)

  end

  #--------------------------------------------------------------------------

  # * Apply Skill Effects

  #     user  : Skill user

  #     skill : skill

  # THIS METHOD OVERIDES THE Game_Battler METHOD

  #--------------------------------------------------------------------------

  def skill_effect(user, skill)

    if skill.isReloader?

      self.reload

    end

    super

  end

end

 

class Game_Party < Game_Unit

  #-----------------------------------------------------------------------------

  # adds proccessing for ammo ammount to gain_item

  #-----------------------------------------------------------------------------

  alias oldGainItem_DisposableAmmo gain_item

  def gain_item(item, n, include_equip = false)

    oldGainItem_DisposableAmmo(item, n, include_equip)

    item.gainAmmo(n) if item != nil and item.isAmmo? and not item.equipLock

  end

end

 

class Window_Equip < Window_Selectable

  #-----------------------------------------------------------------------------

  # Adds the ammo amount next to the ammo name in the equip window and

  # draws ammo/shield according to equiped item.

  #-----------------------------------------------------------------------------

  alias oldRefresh_DisposableAmmo refresh

  def refresh

    oldRefresh_DisposableAmmo

    if not @data[1].nil? and @data[1].isAmmo?

      amount = @data[1].amountEquiped.to_s

      self.contents.draw_text(116, WLH, 172, WLH, amount, 2)

    end

    self.contents.font.color = system_color

    if (not @actor.weapons[0].nil? and @actor.weapons[0].usesAmmo?) or 

       (not @actor.weapons[1].nil? and @actor.weapons[1].isAmmo?)

      rect = Rect.new(4, WLH * 1, 92, WLH)

      self.contents.clear_rect(rect)

      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::AmmoGeneric)

    end

  end

end

 

class Window_EquipItem < Window_Item

  #-----------------------------------------------------------------------------

  # Determines whether or not to include an item in an item-list for equiping

  #-----------------------------------------------------------------------------

  def include?(item)

    return true if item == nil

    if @equip_type == 0

      return false if item.isAmmo?

      return false unless item.is_a?(RPG::Weapon)

    elsif @equip_type == 1

      return false unless item.is_a?(RPG::Armor) or item.isAmmo?

      if item.is_a?(RPG::Armor)

        return false unless item.kind == @equip_type - 1

      end

    else

      return false unless item.is_a?(RPG::Armor)

      return false unless item.kind == @equip_type - 1

    end

    return @actor.equippable?(item)

  end

end

And finally, game_ammo

Code:
-------------------------------------------------------------------------------

#                                                                   page 3 of 3

#                         Disposable Ammunition v 1.0 rc 2

#                         by cmpsr2000 @ rpgrevolution.com

#                                September 10, 2008

#

#-------------------------------------------------------------------------------

#-------------------------------------------------------------------------------

#

#   This script allows for the deffinition of Ammunitions and weapons that can

#   consume them. To build an ammunition type, first add the name to the Ammo

#   Vocab entry in the redefinitions section of the script.

#

#   To declare a weapon in the database as an ammunition:

#     Include the name of the ammo type surrounded by <> in the notes field.

#     for example: <arrow>

#

#   To declare a weapon that consumes ammunition:

#     Include the term uses: follwed by the ammo type surrounded by <> in the

#     notes field. for example: <uses:arrow>

#     

#     NOTE: weapons can use more than one type of ammo! Include multiple tags

#           for each ammo type you wish to be equipable. 

#           For example: <uses:bullet> <uses:grenade>

#

#   To restrict the maximum equipable ammo for a weapon:

#     Include the max: attribute in the uses tag followed by the amount.

#     For example: <uses:bullet max:30>

#

#     NOTE: if you include max: for one ammo type on a weapon, you must include

#           it for ALL ammo types for that weapon!

#     

#-------------------------------------------------------------------------------

class Game_Ammo

  attr_reader   :hitRateCalcType

  attr_reader   :ammos

  attr_reader   :allowBlindReload

  attr_accessor :autoReload

  def initialize

    #---------------------------------------------------------------------------

    # set the type of hit calculation for ammos here

    #   0:  Addative (weapon dmg + ammo dmg)

    #   1:  Average (rounds up)

    #   2:  Average (rounds down)

    #   3:  Min

    #   4:  Max

    #---------------------------------------------------------------------------

    @hitRateCalcType = 0

    

    #---------------------------------------------------------------------------

    # Set this to true if you would like the characters to automatically

    # reload their weapons when they expend equiped ammunition.

    #---------------------------------------------------------------------------

    @autoReload = false

    

    #---------------------------------------------------------------------------

    # Set this to true to enable the system to search for the first available

    # equipable ammo. Set to false to disable this capability.

    #---------------------------------------------------------------------------

    @allowBlindReload = true

    

    initAmmos

  end

  #-----------------------------------------------------------------------------

  # initAmmos - converts the weapons in the weapon database to Ammos

  #-----------------------------------------------------------------------------

  def initAmmos

    @ammos = []

    for weapon in $data_weapons

      if not weapon.nil? and weapon.isAmmo?

        ammo = Ammo.new(weapon)

        $data_weapons[weapon.id] = ammo

        @ammos.push(ammo)

      end

    end

  end

  #-----------------------------------------------------------------------------

  # returns true/false based on whether or not the ammo/weapon combo can be

  # used together.

  #   weapon:   The weapon to be compared

  #   ammo:     The ammo to be compared

  #-----------------------------------------------------------------------------

  def matched(weapon, ammo)

    #if either one is nil, nothing prevents equiping

    return true if weapon == nil or ammo == nil

    

    #we don't care if neither is related to the ammo system

    return true if not weapon.usesAmmo? and not ammo.isAmmo?

    

    #Matches ammos only with ammo-using weapons

    return false if weapon.usesAmmo? and not ammo.isAmmo?

    return false if ammo.isAmmo?     and not weapon.usesAmmo?

    

    #ammo must be an ammo and weapon uses ammo; need to check types now:

    weaponAmmoTypes = weapon.note.downcase.scan(/<uses:(\w*)/).flatten!

    ammoType        = ammo.note.downcase.match(/<(\w*)>/)[1]

    for weaponAmmoType in weaponAmmoTypes

      return true if weaponAmmoType == ammoType

    end

    

    #this ammo doesn't match any of the weapon's usable ammo types

    return false

  end

end

 

#-------------------------------------------------------------------------------

#

# Mithran of RPGmakerVX.net's fix for cmpsr200's ammo sytem bug.

#

#-------------------------------------------------------------------------------

class Scene_Battle < Scene_Base

  alias display_failure_reloadfix display_failure

  def display_failure(target, obj)

    return if obj != nil && obj.isReloader?

    display_failure_reloadfix(target, obj)

  end

end

 

class Scene_File < Scene_Base

  alias write_save_data_reload write_save_data

  def write_save_data(file)

    write_save_data_reload(file)

    amountsAmmo  = {}

    equippedAmountsAmmo = {}

    for item in $data_weapons

      if item.is_a?(Ammo)

        amountsAmmo[item.id] = item.amount

        equippedAmountsAmmo[item.id] = item.amountEquiped

      end

    end

    Marshal.dump(amountsAmmo, file)

    Marshal.dump(equippedAmountsAmmo, file)

  end

  

  alias read_save_data_reload read_save_data

  def read_save_data(file)

    read_save_data_reload(file)

    amountsAmmo = Marshal.load(file)

    equippedAmountsAmmo = Marshal.load(file)

    for item in $data_weapons

      if item.is_a?(Ammo)

        item.gainAmmo(amountsAmmo[item.id]) unless amountsAmmo[item.id].nil?

        item.amountEquiped = equippedAmountsAmmo[item.id] unless equippedAmountsAmmo[item.id].nil?

      end

    end

  end

end

This is the KGC Equip Extension

Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#_/   â—†                Skill CP System - KGC_SkillCPSystem               â—† VX â—†

#_/   â—‡                      Last Update: 2008/09/06                          â—‡

#_/   â—†            Translated and Extended Updates by Mr. Anonymous           â—†

#_/   â—† KGC Site:                                                             â—†

#_/   â—† [url=http://f44.aaa.livedoor.jp/~ytomy/]http://f44.aaa.livedoor.jp/~ytomy/[/url]                                    â—†

#_/   â—† Translator's Blog:                                                    â—†

#_/   â—† [url=http://mraprojects.wordpress.com]http://mraprojects.wordpress.com[/url]                                      â—†

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#_/         This script has two functions equipment-related functions.

#_/   The first function is the ability to create moire 'slots' for equipment,

#_/  such as separating Boots and Gauntlets from mere 'accessories'.

#_/  It is possible to also create additional equipment slots. See the customize

#_/  block for more details.

#_/  

#_/   The second function is an "EP" (Equipment Point) System, which allows you

#_/  to designate how many 'points' an item costs to successfully equip. A

#_/  character's total EP expenditure is increased upon leveling up.

#_/  This introduces more strategy-oriented character customization.

#_/----------------------------------------------------------------------------

#_/                        â—† Instructions For Usage â—†

#_/  To make use of these functions, you must insert the tag into the desired

#_/   item's "Notes" box located in the Armor tab of the database. For example,

#_/   you want the Leather Boots to be bound to the "Legs" slot and cost

#_/   2 EP to equip. Insert <equipkind Legs>, press enter, then add <EP 2>

#_/  

#_/                                â—† Tags â—†

#_/  <equipkind EquipType>

#_/   Where EquipType = The name of the type of equipment. See EXTRA_EQUIP_KIND

#_/                                                        below.

#_/  <EP Amount>

#_/   Where Amount = The desired amount of EP the item requires to equip.

#_/

#_/

#_/                           â—† Script Commands â—†

#_/  These commands are used in "Script" function in the third page of event

#_/   commands under "Advanced".

#_/

#_/  * set_actor_equip_type(ActorID, [EquipType])

#_/     Allows you to manually specify an actor's equipment slots. a

#_/      Ex. set_actor_equip_type(2, [0, 2, 3, 3, 3])

#_/      If "nil"(without quotations) is appointed to EquipType, the default

#_/      EQUIP_TYPE (see below) is used. Trust me, it's useful!

#_/

#_/  * change_actor_equipment(ActorID, equipslot_index, ItemID)

#_/     Allows you to change the equipment of a specified actor. 

#_/      equipslot_index works by finding the equipment slot number, which is

#_/      different from EQUIP_TYPE. Setting ItemID to 0 will remove the item.

#_/                   With the default setup, we see:

#_/      0=Weapon 1=Shield 2=Headgear 3=Armor 4=Accessory 5=Legs 6=Arms

#_/

#_/                         So, for an example:

#_/                  change_actor_equipment(1, 3, 15) 

#_/ Would change Ralph's(Actor01 in the database) armor to Chainmail(By default)

#_/                                            

#_/     

#_/============================================================================

#_/ Installation: This script must be inserted below KCG_ExtendedEquipScene

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

 

#=============================================================================#

#                           ★ Customization ★                                 #

#=============================================================================#

 

module KGC

  module EquipExtension

  #           â—† Extended Equipment Classification Names â—†

  #  You may designate the names of additional equipment slots here.

  #   Each time you designate a new equipment slot, it is assigned a number.

  #   The first four equipment types (Shield, Helmet, Armor, and Accessory) are

  #   given as 1, 2, 3, 4, respectively. Then the values below are assigned in

  #   order. By default "Legs" and "Arms" would be 4 and 5. It is possible

  #   to add additional slots.

  #  Example: EXTRA_EQUIP_KIND = ["Legs", "Arms", "Skill Book"]

  EXTRA_EQUIP_KIND = ["Legs", "Arms"]

 

  #                     â—† Equipment Placement â—†

  #  This allows you to arrange the equip slots as you see fit on the equipment

  #   menu. Note the order listed below.

  #                  ** Equipment Classification Summary **

  # 0.Shield  1.Headgear  2.Armor  3.Accessory  4. "Legs"  5."Arms"

  #  Note that these can be changed as desired. By default, we've enabled two

  #   accessory slots at the end, instead of one. If you plan on adding extra

  #   equip slots, the category's cooresponding number must be inserted in the 

  #   brackets [] below.

  EQUIP_TYPE = [0, 1, 2, 5, 4, 3, 3]

 

  #                       â—† EP (Equip Point) System â—†

  #  These settings are for the Equipment Point Limit System.

  #   This toggle allows you to use the EP system if set to true.

  #   If set to false, the EP system will be disabled.

  USE_EP_SYSTEM = false

  # VOCAB_EP appears once a character gains EP from battle. (Not Tested)

  VOCAB_EP   = "EP"

  # VOCAB_EP_A appears above the EP gauge.

  VOCAB_EP_A = "EP"

  # This toggle allows you to display the EP gauge in the actor status window.

  SHOW_STATUS_EP = true

 

  #                          â—† Default EP Cost â—† 

  #  Allows you to change the default amount an item costs to equip in EP.

  #   (When not otherwise specified.)

  DEFAULT_EP_COST   = 1

  #  This toggle allows you to hide the EP cost of an item if its cost is 0.

  #   true = hide

  #   false = show

  HIDE_ZERO_EP_COST = true

 

  #                        â—† EP Values & Level Gain â—†

  #  Maximum EP that can be spent equipping items.

  EP_MAX = 20

  # Characters begin with this amount of EP.

  EP_MIN = 5

  # â—† EP Level Gain 

  #  This is the formula for the amount of EP gained upon leveling up.

  #  The result of this formula is automatically converted to an integer.

  EP_CALC_EXP = "level * 0.3 + 4"

  # â—† Individual Actor EP Level Gain

  PERSONAL_EP_CALC_EXP = [] # <- Do not alter or remove!

  #  Below here, you may specify formulas for individual actors that dictates

  #   the amount of EP they recieve upon leveling up. Like EP_CALC_EXP, the

  #   result is converted to an integer.

  #  Format: PERSONAL_EP_CALC_EXP[ActorID] = "Formula"

  #  The format is just like EP_CALC_EXP, except each actor is defined after

  #   PERSONAL_EP_CALC_EXP in brackets [].

  #  Any actor not specified uses the EP_CALC_EXP formula. 

  #  Example:

  # PERSONAL_EP_CALC_EXP[1] = "level * 0.5 + 5"

  #                 â—† Insert Personal EP Calculations Below Here â—†

  PERSONAL_EP_CALC_EXP[1] = "level * 0.5 + 5"

  

  

  

  #                 â—† Insert Personal EP Calculations Above Here â—†

  

  #                        â—† EP Gauge Colorization â—†

  #  Allows you to change the color of the EP gauges.

  #  The color can also be determined by a red, green, and blue values.

  #  Example: GAUGE_NORMAL_START_COLOR = Color.new(255, 0, 0)  <- This is red.

  #   This method of color assignment is much like Tint Screen event command.

  #

  #  This affects the color of number that represents EP cost.

  EP_COST_COLOR        = 23

  #  This is the fill color for the early phase of the guage.

  EP_GAUGE_START_COLOR = 28

  #  This is the fill color for the late phase of the guage. (When full)

  EP_GAUGE_END_COLOR   = 29

  end

end

 

#=============================================================================#

#                          â˜… End Customization ★                              #

#=============================================================================#

 

#=================================================#

#                    IMPORT                       #

#=================================================#

 

$imported = {} if $imported == nil

$imported["EquipExtension"] = true

 

#=================================================#

 

module KGC::EquipExtension

  # Unless the EP system is used...

  unless USE_EP_SYSTEM

    SHOW_STATUS_EP = false

    HIDE_ZERO_EP_COST = true

  end

 

#==============================================================================

# â–¡ KGC::EquipExtension::Regexp

#==============================================================================

# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #

#                          Note Field Tag Strings                             #

# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #

#  Whatever word(s) are after the separator ( | ) in the following lines are 

#   what are used to determine what is searched for in the "Note" section of 

#   an item or armor.

 

  #  Regular expressions defined

  module Regexp

    # Base Item Module

    module BaseItem

      #  EP Tag String

      EP_COST = /<EP\s*(\d+)>/i

      #  Item Type Tag String 

      # Special note: I cannot get this tag to work right. If anyone knows how

      # this works or if it's bugged, please let me know.

      EQUIP_TYPE = /<(?:EQUIP_TYPE|equiptype)\s*(\d+(?:\s*,\s*\d+)*)>/

    end

 

    #  Base Armor Module

    module Armor

      #  Armor Type Tag String

      EQUIP_KIND = /<(?:EQUIP_KIND|equipkind)\s*(.+)>/i

    end

    

  end

end

 

#=================================================# 

 

#==============================================================================

# â–¡ KGC::Commands

#==============================================================================

 

module KGC

module Commands

  module_function

  #--------------------------------------------------------------------------

  # â—‹ アクターの装備を修復

  #--------------------------------------------------------------------------

  def restore_equip

    (1...$data_actors.size).each { |i|

      actor = $game_actors[i]

      actor.restore_equip

    }

  end

  #--------------------------------------------------------------------------

  # â—‹ アクターの装備タイプを設定

  #     actor_id   : アクター ID

  #     equip_type : 装備タイプ

  #--------------------------------------------------------------------------

  def set_actor_equip_type(actor_id, equip_type = nil)

    actor = $game_actors[actor_id]

    return if actor == nil

    actor.equip_type = equip_type

  end

  #--------------------------------------------------------------------------

  # â—‹ アクターの装備を変更

  #     actor_id   : アクター ID

  #     index      : 装備部位 (0~)

  #     item_id    : 武器 or 防具 ID (0 で解除)

  #--------------------------------------------------------------------------

  def change_actor_equipment(actor_id, index, item_id)

    actor = $game_actors[actor_id]

    return if actor == nil

    actor.change_equip_by_id(index, item_id)

  end

end

end

 

class Game_Interpreter

  include KGC::Commands

end

 

#=================================================#

 

#==============================================================================

# â–  Vocab

#==============================================================================

 

module Vocab

  # EP

  def self.ep

    return KGC::EquipExtension::VOCAB_EP

  end

 

  # EP (ç•¥)

  def self.ep_a

    return KGC::EquipExtension::VOCAB_EP_A

  end

 

  # 拡張防具欄

  def self.extra_armor(index)

    return KGC::EquipExtension::EXTRA_EQUIP_KIND[index]

  end

end

 

#=================================================#

 

#==============================================================================

# â–  RPG::BaseItem

#==============================================================================

 

class RPG::BaseItem

  #--------------------------------------------------------------------------

  # â—‹ 装備拡張のキャッシュを作成

  #--------------------------------------------------------------------------

  def create_equip_extension_cache

    @__ep_cost = KGC::EquipExtension::DEFAULT_EP_COST

    @__equip_type = []

 

    self.note.split(/[\r\n]+/).each { |line|

      case line

      when KGC::EquipExtension::Regexp::BaseItem::EP_COST

        # 消費 EP

        @__ep_cost = $1.to_i

      when KGC::EquipExtension::Regexp::BaseItem::EQUIP_TYPE

        # 装備タイプ

        @__equip_type = []

        $1.scan(/\d+/) { |num|

          @__equip_type << num.to_i

        }

      end

    }

 

    # EP 制を使用しない場合は消費 EP = 0

    @__ep_cost = 0 unless KGC::EquipExtension::USE_EP_SYSTEM

  end

  #--------------------------------------------------------------------------

  # â—‹ 消費 EP

  #--------------------------------------------------------------------------

  def ep_cost

    create_equip_extension_cache if @__ep_cost == nil

    return @__ep_cost

  end

  #--------------------------------------------------------------------------

  # â—‹ 装備タイプ

  #--------------------------------------------------------------------------

  def equip_type

    create_equip_extension_cache if @__equip_type == nil

    return @__equip_type

  end

end

 

#=================================================#

 

#==============================================================================

# â–  RPG::Armor

#==============================================================================

 

class RPG::Armor < RPG::BaseItem

  #--------------------------------------------------------------------------

  # â—‹ 装備拡張のキャッシュを作成

  #--------------------------------------------------------------------------

  def create_equip_extension_cache

    super

    @__kind = -1

 

    self.note.split(/[\r\n]+/).each { |line|

      if line =~ KGC::EquipExtension::Regexp::Armor::EQUIP_KIND

        # 装備種別

        e_index = KGC::EquipExtension::EXTRA_EQUIP_KIND.index($1)

        next if e_index == nil

        @__kind = e_index + 4

      end

    }

  end

 

unless $@

  #--------------------------------------------------------------------------

  # â—‹ 種別

  #--------------------------------------------------------------------------

  alias kind_KGC_EquipExtension kind

  def kind

    create_equip_extension_cache if @__kind == nil

    return (@__kind == -1 ? kind_KGC_EquipExtension : @__kind)

  end

end

 

end

 

#=================================================#

 

#==============================================================================

# â–  Game_Actor

#==============================================================================

 

class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------

  # ● 公開インスタンス変数

  #--------------------------------------------------------------------------

  attr_writer   :equip_type               # 装備タイプ

  #--------------------------------------------------------------------------

  # ● セットアップ

  #     actor_id : アクター ID

  #--------------------------------------------------------------------------

  alias setup_KGC_EquipExtension setup

  def setup(actor_id)

    actor = $data_actors[actor_id]

    @extra_armor_id = []

 

    setup_KGC_EquipExtension(actor_id)

 

    restore_equip

  end

  #--------------------------------------------------------------------------

  # â—‹ MaxEP 取得

  #--------------------------------------------------------------------------

  def maxep

    calc_exp = KGC::EquipExtension::PERSONAL_EP_CALC_EXP[self.id]

    if calc_exp == nil

      calc_exp = KGC::EquipExtension::EP_CALC_EXP

    end

    n = Integer(eval(calc_exp))

    return [[n, ep_limit].min, KGC::EquipExtension::EP_MIN].max

  end

  #--------------------------------------------------------------------------

  # â—‹ EP 取得

  #--------------------------------------------------------------------------

  def ep

    n = 0

    equips.compact.each { |item| n += item.ep_cost }

    return [maxep - n, 0].max

  end

  #--------------------------------------------------------------------------

  # â—‹ EP 上限取得

  #--------------------------------------------------------------------------

  def ep_limit

    return KGC::EquipExtension::EP_MAX

  end

  #--------------------------------------------------------------------------

  # â—‹ 防具欄の取得

  #--------------------------------------------------------------------------

  def equip_type

    if @equip_type.is_a?(Array)

      return @equip_type

    else

      return KGC::EquipExtension::EQUIP_TYPE

    end

  end

  #--------------------------------------------------------------------------

  # â—‹ 防具欄の数

  #--------------------------------------------------------------------------

  def armor_number

    return equip_type.size

  end

  #--------------------------------------------------------------------------

  # â—‹ 拡張防具欄の数

  #--------------------------------------------------------------------------

  def extra_armor_number

    return [armor_number - 4, 0].max

  end

  #--------------------------------------------------------------------------

  # â—‹ 防具 ID リストの取得

  #--------------------------------------------------------------------------

  def extra_armor_id

    @extra_armor_id = [] if @extra_armor_id == nil

    return @extra_armor_id

  end

  #--------------------------------------------------------------------------

  # ● 防具オブジェクトの配列取得

  #--------------------------------------------------------------------------

  alias armors_KGC_EquipExtension armors

  def armors

    result = armors_KGC_EquipExtension

 

    # 5番目以降の防具を追加

    extra_armor_number.times { |i|

      armor_id = extra_armor_id[i]

      result << (armor_id == nil ? nil : $data_armors[armor_id])

    }

    return result

  end

  #--------------------------------------------------------------------------

  # ● 装備の変更 (オブジェクトで指定)

  #     equip_type : 装備部位

  #     item       : 武器 or 防具 (nil なら装備解除)

  #     test       : テストフラグ (戦闘テスト、または装備画面での一時装備)

  #--------------------------------------------------------------------------

  alias change_equip_KGC_EquipExtension change_equip

  def change_equip(equip_type, item, test = false)

    change_equip_KGC_EquipExtension(equip_type, item, test)

 

    # 拡張防具欄がある場合のみ

    if extra_armor_number > 0

      item_id = item == nil ? 0 : item.id

      case equip_type

      when 5..armor_number  # 拡張防具欄

        @extra_armor_id = [] if @extra_armor_id == nil

        @extra_armor_id[equip_type - 5] = item_id

      end

    end

 

    restore_battle_skill if $imported["SkillCPSystem"]

    restore_passive_rev  if $imported["PassiveSkill"]

  end

  #--------------------------------------------------------------------------

  # ● 装備の破棄

  #     item : 破棄する武器 or 防具

  #    æ­¦å™¨ï¼é˜²å…·ã®å¢—減で「装備品も含める」のとき使用する。

  #--------------------------------------------------------------------------

  alias discard_equip_KGC_EquipExtension discard_equip

  def discard_equip(item)

    last_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]

 

    discard_equip_KGC_EquipExtension(item)

 

    curr_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]

    return unless item.is_a?(RPG::Armor)  # 防具でない

    return if last_armors != curr_armors  # 既に破棄された

 

    # 拡張防具欄を検索

    extra_armor_number.times { |i|

      if extra_armor_id[i] == item.id

        @extra_armor_id[i] = 0

        break

      end

    }

 

    restore_battle_skill if $imported["SkillCPSystem"]

    restore_passive_rev  if $imported["PassiveSkill"]

  end

  #--------------------------------------------------------------------------

  # ● 職業 ID の変更

  #     class_id : 新しい職業 ID

  #--------------------------------------------------------------------------

  alias class_id_equal_KGC_EquipExtension class_id=

  def class_id=(class_id)

    class_id_equal_KGC_EquipExtension(class_id)

 

    return if extra_armor_number == 0  # 拡張防具欄がない

 

    # 装備できない拡張防具を外す

    for i in 5..armor_number

      change_equip(i, nil) unless equippable?(equips[i])

    end

  end

  #--------------------------------------------------------------------------

  # â—‹ EP 条件クリア判定

  #     equip_type : 装備部位

  #     item       : 武器 or 防具

  #--------------------------------------------------------------------------

  def ep_condition_clear?(equip_type, item)

    return true if item == nil  # nil は解除なので OK

 

    curr_item = equips[equip_type]

    offset = (curr_item != nil ? curr_item.ep_cost : 0)

    return false if self.ep < (item.ep_cost - offset)   # EP 不足

 

    return true

  end

  #--------------------------------------------------------------------------

  # â—‹ 装備を修復

  #--------------------------------------------------------------------------

  def restore_equip

    return if @__last_equip_type == equip_type

 

    # 以前の装備品・パラメータを退避

    last_equips = equips

    last_hp = self.hp

    last_mp = self.mp

    if $imported["SkillCPSystem"]

      last_battle_skill_ids = battle_skill_ids.clone

    end

 

    # 全装備解除

    last_equips.each_index { |i| change_equip(i, nil) }

 

    # 装備品・パラメータを復元

    last_equips.compact.each { |item| equip_legal_slot(item) }

    self.hp = last_hp

    self.mp = last_mp

    if $imported["SkillCPSystem"]

      last_battle_skill_ids.each_with_index { |s, i| set_battle_skill(i, s) }

    end

    @__last_equip_type = equip_type.clone

    Graphics.frame_reset

  end

  #--------------------------------------------------------------------------

  # â—‹ 装備品を正しい箇所にセット

  #     item : 武器 or 防具

  #--------------------------------------------------------------------------

  def equip_legal_slot(item)

    if item.is_a?(RPG::Weapon)

      if @weapon_id == 0

        # 武器 1

        change_equip(0, item)

      elsif two_swords_style && @armor1_id == 0

        # 武器 2 (二刀流の場合)

        change_equip(1, item)

      end

    elsif item.is_a?(RPG::Armor)

      if !two_swords_style && item.kind == equip_type[0] && @armor1_id == 0

        # 先頭の防具 (二刀流でない場合)

        change_equip(1, item)

      else

        # 装備箇所リストを作成

        list = [-1, @armor2_id, @armor3_id, @armor4_id]

        list += extra_armor_id

        # 正しい、かつ空いている箇所にセット

        equip_type.each_with_index { |kind, i|

          if kind == item.kind && list[i] == 0

            change_equip(i + 1, item)

            break

          end

        }

      end

    end

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Window_Base

#==============================================================================

 

class Window_Base < Window

  #--------------------------------------------------------------------------

  # â—‹ EP の文字色を取得

  #     actor : アクター

  #--------------------------------------------------------------------------

  def ep_color(actor)

    return knockout_color if actor.maxep > 0 && actor.ep == 0

    return normal_color

  end

  #--------------------------------------------------------------------------

  # â—‹ EP ゲージの色 1 の取得

  #--------------------------------------------------------------------------

  def ep_gauge_color1

    color = KGC::EquipExtension::EP_GAUGE_START_COLOR

    return (color.is_a?(Integer) ? text_color(color) : color)

  end

  #--------------------------------------------------------------------------

  # â—‹ EP ゲージの色 2 の取得

  #--------------------------------------------------------------------------

  def ep_gauge_color2

    color = KGC::EquipExtension::EP_GAUGE_END_COLOR

    return (color.is_a?(Integer) ? text_color(color) : color)

  end

  #--------------------------------------------------------------------------

  # â—‹ EP の描画

  #     actor : アクター

  #     x     : 描画先 X 座標

  #     y     : 描画先 Y 座標

  #     width : å¹…

  #--------------------------------------------------------------------------

  def draw_actor_ep(actor, x, y, width = 120)

    draw_actor_ep_gauge(actor, x, y, width)

    self.contents.font.color = system_color

    self.contents.draw_text(x, y, 30, WLH, Vocab::ep_a)

    self.contents.font.color = ep_color(actor)

    xr = x + width

    if width < 120

      self.contents.draw_text(xr - 40, y, 40, WLH, actor.ep, 2)

    else

      self.contents.draw_text(xr - 90, y, 40, WLH, actor.ep, 2)

      self.contents.font.color = normal_color

      self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)

      self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxep, 2)

    end

    self.contents.font.color = normal_color

  end

  #--------------------------------------------------------------------------

  # â—‹ EP ゲージの描画

  #     actor : アクター

  #     x     : 描画先 X 座標

  #     y     : 描画先 Y 座標

  #     width : å¹…

  #--------------------------------------------------------------------------

  def draw_actor_ep_gauge(actor, x, y, width = 120)

    gw = width * actor.ep / [actor.maxep, 1].max

    gc1 = ep_gauge_color1

    gc2 = ep_gauge_color2

    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)

    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)

  end

  #--------------------------------------------------------------------------

  # â—‹ 消費 EP の描画

  #     item    : 武器 or 防具

  #     rect    : 描画する領域

  #     enabled : 許可状態

  #--------------------------------------------------------------------------

  def draw_equipment_ep_cost(item, rect, enabled = true)

    return if item == nil

    # 消費 EP 0 を表示しない場合

    return if KGC::EquipExtension::HIDE_ZERO_EP_COST && item.ep_cost == 0

 

    color = KGC::EquipExtension::EP_COST_COLOR

    self.contents.font.color = (color.is_a?(Integer) ?

      text_color(color) : color)

    self.contents.font.color.alpha = enabled ? 255 : 128

    self.contents.draw_text(rect, item.ep_cost, 2)

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Window_Equip

#==============================================================================

 

class Window_Equip < Window_Selectable

  #--------------------------------------------------------------------------

  # ● リフレッシュ

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    @data = @actor.equips.clone

    @item_max = [@data.size, @actor.armor_number + 1].min

    create_contents

 

    # 装備箇所を描画

    self.contents.font.color = system_color

    if @actor.two_swords_style

      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon1)

      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)

    else

      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon)

      name = armor_slot_name(@actor.equip_type[0])

      self.contents.draw_text(4, WLH * 1, 92, WLH, name)

    end

    for i in [email=1...@actor.armor]1...@actor.armor[/email]_number

      name = armor_slot_name(@actor.equip_type[i])

      self.contents.draw_text(4, WLH * (i + 1), 92, WLH, name)

    end

 

    # 装備品を描画

    rect = Rect.new(92, 0, self.width - 128, WLH)

    @item_max.times { |i|

      rect.y = WLH * i

      draw_item_name(@data[i], rect.x, rect.y)

      draw_equipment_ep_cost(@data[i], rect)

    }

  end

  #--------------------------------------------------------------------------

  # â—‹ 防具欄の名称を取得

  #     kind : 種別

  #--------------------------------------------------------------------------

  def armor_slot_name(kind)

    case kind

    when 0..3

      return eval("Vocab.armor#{kind + 1}")

    else

      return Vocab.extra_armor(kind - 4)

    end

  end

 

unless $imported["ExtendedEquipScene"]

  #--------------------------------------------------------------------------

  # ● カーソルを 1 ページ後ろに移動

  #--------------------------------------------------------------------------

  def cursor_pagedown

    return if Input.repeat?(Input::R)

    super

  end

  #--------------------------------------------------------------------------

  # ● カーソルを 1 ページ前に移動

  #--------------------------------------------------------------------------

  def cursor_pageup

    return if Input.repeat?(Input::L)

    super

  end

  #--------------------------------------------------------------------------

  # ● フレーム更新

  #--------------------------------------------------------------------------

  def update

    super

    return unless self.active

 

    if Input.repeat?(Input::RIGHT)

      cursor_pagedown

    elsif Input.repeat?(Input::LEFT)

      cursor_pageup

    end

  end

end

 

end

 

#=================================================#

 

#==============================================================================

# â–  Window_EquipItem

#==============================================================================

 

class Window_EquipItem < Window_Item

  #--------------------------------------------------------------------------

  # ● リフレッシュ

  #--------------------------------------------------------------------------

  def refresh

    @item_enabled = []

    super

    @data.each { |item| @item_enabled << enable?(item) }

  end

  #--------------------------------------------------------------------------

  # ● アイテムをリストに含めるかどうか

  #     item : アイテム

  #--------------------------------------------------------------------------

  def include?(item)

    return true if item == nil

    if @equip_type == 0

      return false unless item.is_a?(RPG::Weapon)

    else

      return false unless item.is_a?(RPG::Armor)

      return false unless item.kind == @equip_type - 1

    end

    return @actor.equippable?(item)

  end

  #--------------------------------------------------------------------------

  # ● アイテムを許可状態で表示するかどうか

  #     item : アイテム

  #--------------------------------------------------------------------------

  def enable?(item)

    return false unless @actor.equippable?(item)                      # 装備不可

    return false unless @actor.ep_condition_clear?(@equip_type, item)  # EP 不足

 

    return true

  end

  #--------------------------------------------------------------------------

  # ● 項目の描画

  #     index : 項目番号

  #--------------------------------------------------------------------------

  def draw_item(index)

    super(index)    

    rect = item_rect(index)

    item = @data[index]

 

    # 個数表示分の幅を削る

    cw = self.contents.text_size(sprintf(":%2d", 0)).width

    rect.width -= cw + 4

    draw_equipment_ep_cost(item, rect, enable?(item))

  end

  #--------------------------------------------------------------------------

  # â—‹ 簡易リフレッシュ

  #     equip_type : 装備部位

  #--------------------------------------------------------------------------

  def simple_refresh(equip_type)

    # 一時的に装備部位を変更

    last_equip_type = @equip_type

    @equip_type = equip_type

 

    @data.each_with_index { |item, i|

      # 許可状態が変化した項目のみ再描画

      if enable?(item) != @item_enabled[i]

        draw_item(i)

        @item_enabled[i] = enable?(item)

      end

    }

    # 装備部位を戻す

    @equip_type = last_equip_type

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Window_EquipStatus

#==============================================================================

 

class Window_EquipStatus < Window_Base

  #--------------------------------------------------------------------------

  # ● リフレッシュ

  #--------------------------------------------------------------------------

  alias refresh_KGC_EquipExtension refresh

  def refresh

    refresh_KGC_EquipExtension

 

    draw_actor_ep(@actor, 120, 0, 56) if KGC::EquipExtension::USE_EP_SYSTEM

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Window_Status

#==============================================================================

 

class Window_Status < Window_Base

 

if KGC::EquipExtension::SHOW_STATUS_EP

  #--------------------------------------------------------------------------

  # ● 基本情報の描画

  #     x : 描画先 X 座標

  #     y : 描画先 Y 座標

  #--------------------------------------------------------------------------

  alias draw_basic_info_KGC_EquipExtension draw_basic_info

  def draw_basic_info(x, y)

    draw_basic_info_KGC_EquipExtension(x, y)

 

    draw_actor_ep(@actor, x + 160, y + WLH * 4)

  end

end

 

  #--------------------------------------------------------------------------

  # ● 装備品の描画

  #     x : 描画先 X 座標

  #     y : 描画先 Y 座標

  #--------------------------------------------------------------------------

  def draw_equipments(x, y)

    self.contents.font.color = system_color

    self.contents.draw_text(x, y, 120, WLH, Vocab::equip)

 

    item_number = [@actor.equips.size, @actor.armor_number + 1].min

    item_number.times { |i|

      draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))

    }

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Window_ShopStatus

#==============================================================================

 

class Window_ShopStatus < Window_Base

  #--------------------------------------------------------------------------

  # ● アクターの現装備と能力値変化の描画

  #     actor : アクター

  #     x     : 描画先 X 座標

  #     y     : 描画先 Y 座標

  #--------------------------------------------------------------------------

  def draw_actor_parameter_change(actor, x, y)

    return if @item.is_a?(RPG::Item)

    enabled = actor.equippable?(@item)

    self.contents.font.color = normal_color

    self.contents.font.color.alpha = enabled ? 255 : 128

    self.contents.draw_text(x, y, 200, WLH, actor.name)

    if @item.is_a?(RPG::Weapon)

      item1 = weaker_weapon(actor)

    elsif actor.two_swords_style and @item.kind == 0

      item1 = nil

    else

      index = actor.equip_type.index(@item.kind)

      item1 = (index != nil ? actor.equips[1 + index] : nil)

    end

    if enabled

      if @item.is_a?(RPG::Weapon)

        atk1 = item1 == nil ? 0 : item1.atk

        atk2 = @item == nil ? 0 : @item.atk

        change = atk2 - atk1

      else

        def1 = item1 == nil ? 0 : item1.def

        def2 = @item == nil ? 0 : @item.def

        change = def2 - def1

      end

      self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)

    end

    draw_item_name(item1, x, y + WLH, enabled)

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Scene_Equip

#==============================================================================

 

class Scene_Equip < Scene_Base

  #--------------------------------------------------------------------------

  # ● 定数

  #--------------------------------------------------------------------------

  EQUIP_TYPE_MAX = KGC::EquipExtension::EXTRA_EQUIP_KIND.size + 5

  #--------------------------------------------------------------------------

  # ● オブジェクト初期化

  #     actor_index : アクターインデックス

  #     equip_index : 装備インデックス

  #--------------------------------------------------------------------------

  alias initialize_KGC_EquipExtension initialize

  def initialize(actor_index = 0, equip_index = 0)

    initialize_KGC_EquipExtension(actor_index, equip_index)

 

    unit = ($imported["LargeParty"] ?

      $game_party.all_members : $game_party.members)

    actor = unit[actor_index]

    @equip_index = [@equip_index, actor.armor_number].min

  end

  #--------------------------------------------------------------------------

  # ● アイテムウィンドウの作成

  #--------------------------------------------------------------------------

  alias create_item_windows_KGC_EquipExtension create_item_windows

  def create_item_windows

    create_item_windows_KGC_EquipExtension

 

    kind = equip_kind(@equip_index)

    EQUIP_TYPE_MAX.times { |i|

      @item_windows[i].visible = (kind == i)

    }

  end

  #--------------------------------------------------------------------------

  # ● アイテムウィンドウの更新

  #--------------------------------------------------------------------------

  def update_item_windows

    kind = equip_kind(@equip_window.index)

    for i in 0...EQUIP_TYPE_MAX

      @item_windows[i].visible = (kind == i)

      @item_windows[i].update

    end

    @item_window = @item_windows[kind]

    @item_window.simple_refresh(@equip_window.index)

  end

  #--------------------------------------------------------------------------

  # â—‹ 装備欄の種別を取得

  #     index : 装備欄インデックス

  #--------------------------------------------------------------------------

  def equip_kind(index)

    if index == 0

      return 0

    else

      return @actor.equip_type[index - 1] + 1

    end

  end

 

unless $imported["ExtendedEquipScene"]

  #--------------------------------------------------------------------------

  # ● ステータスウィンドウの更新

  #--------------------------------------------------------------------------

  def update_status_window

    if @equip_window.active

      @status_window.set_new_parameters(nil, nil, nil, nil)

    elsif @item_window.active

      temp_actor = Marshal.load(Marshal.dump(@actor))

      temp_actor.change_equip(@equip_window.index, @item_window.item, true)

      new_atk = temp_actor.atk

      new_def = temp_actor.def

      new_spi = temp_actor.spi

      new_agi = temp_actor.agi

      @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)

    end

    @status_window.update

  end

end

 

  #--------------------------------------------------------------------------

  # ● アイテム選択の更新

  #--------------------------------------------------------------------------

  alias update_item_selection_KGC_EquipExtension update_item_selection

  def update_item_selection

    if Input.trigger?(Input::C)

      # 装備不可能な場合

      index = @equip_window.index

      item = @item_window.item

      unless item == nil ||

          (@actor.equippable?(item) && @actor.ep_condition_clear?(index, item))

        Sound.play_buzzer

        return

      end

    end

 

    update_item_selection_KGC_EquipExtension

  end

end

 

#=================================================#

 

#==============================================================================

# â–  Scene_File

#==============================================================================

 

class Scene_File < Scene_Base

  #--------------------------------------------------------------------------

  # ● セーブデータの読み込み

  #     file : 読み込み用ファイルオブジェクト (オープン済み)

  #--------------------------------------------------------------------------

  alias read_save_data_KGC_EquipExtension read_save_data

  def read_save_data(file)

    read_save_data_KGC_EquipExtension(file)

 

    KGC::Commands.restore_equip

    Graphics.frame_reset

  end

end

 

If you are wondering I have the codes placed like this as I was trying to fix my problem by myself...

Ammo
KGC Equip_Extension
Redefinitions
Game_ammo

I would greatly appreciate any assistance with this issue, and thank you for your time if you are even reading this.
 

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