#==============================================================================
# ** Equipment Skills
#------------------------------------------------------------------------------
# SephirothSpawn
# 2006-04-05
# Version 2
#------------------------------------------------------------------------------
# * Instructions
#
# ~ Skill Learning Types (Choose 1, or neither for cannot learn)
# - Learn_By_Level = true (On) or false (Off)
# - Learn_By_AP = true (On) or false (Off)
#
# ~ Disabling Moves Until Learned
# - Disable_Until_Learned = true (On) or false (Off)
# - Only Required For Learn By AP
#
# ~ Learn One Skill At A Time
# - Learn_One_Skill = true (On) or false (Off)
#
# ~ Victory Window Options
# - Show Victory Window
# Show_Victory_Skills = true (On) or false (Off)
# - Show Only Newly Mastered Skills
# Show_Only_Mastered = true (On) or false (Off)
#
# ~ Enemy AP Values
# - Default_Enemy_AP = Default Enemy AP
# - Enemy_AP_Values = { enemy_id => ap given, ... }
#
# ~ Weapon Skills & Armor Skills
# - Weapon_Skills or Armor_Skills
# - = { equipment_id => { skill_id => Ap or Level Required, ... }, ... }
#------------------------------------------------------------------------------
# ~ One Skill At a Time Feature Requires
# Near Fantastica's Keyboard Input Module
#------------------------------------------------------------------------------
# Do not edit the script in any manner to remove the SDK
# The Script was designed for usage with SDK only
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
#==============================================================================
# ** Equipment_Skills
#==============================================================================
module Equipment_Skills
#--------------------------------------------------------------------------
# * Learning Types
# (If Both are false, you cannot learn skills)
#--------------------------------------------------------------------------
Learn_By_Level = false
Learn_By_AP = true
#--------------------------------------------------------------------------
# * Disable Until Learned
#--------------------------------------------------------------------------
Disable_Until_Learned = false
#--------------------------------------------------------------------------
# * Only Learn One Skill at a time
# (Must assign the current skill each time)
#--------------------------------------------------------------------------
Learn_One_Skill = false
#--------------------------------------------------------------------------
# * Show Victory Skills Window after Battle
# * Show Only Newly Learned Skills
#--------------------------------------------------------------------------
Show_Victory_Skills = false
Show_Only_Mastered = false
#--------------------------------------------------------------------------
# * Default AP Given By Enemy
#--------------------------------------------------------------------------
Default_Enemy_AP = 1
#--------------------------------------------------------------------------
# * Assigned AP for enemies
# ~ enemy_id => ap
#--------------------------------------------------------------------------
Enemy_AP_Values = {
1 => 2,
2 => 3
}
#--------------------------------------------------------------------------
# * Weapon Skills
# ~ weapon_id => { skill_id, required_ap }
#--------------------------------------------------------------------------
Weapon_Skills = {
1 => { 1 => 5 },
2 => { 1 => 5 }
}
#--------------------------------------------------------------------------
# * Armor Skills
# ~ armor_id => { skill_id, required_ap }
#--------------------------------------------------------------------------
Armor_Skills = {}
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Include Equipment_Skills
#--------------------------------------------------------------------------
include Equipment_Skills
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :skill_ap_totals
attr_accessor :weapon_skill_target
attr_accessor :armor1_skill_target
attr_accessor :armor2_skill_target
attr_accessor :armor3_skill_target
attr_accessor :armor4_skill_target
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_weaponskills_gameactor_setup setup
alias seph_weaponskills_gameactor_equip equip
alias seph_weaponskills_gameactor_skills skills
alias seph_weaponskills_gameactor_scu skill_can_use?
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
# Creates Equipment AP
@skill_ap_totals = {}
# Mastered Skills
@mastered_skills = []
# Sets Equipment Skill Targets to Nil
@weapon_skill_target = nil
@armor1_skill_target = nil
@armor2_skill_target = nil
@armor3_skill_target = nil
@armor4_skill_target = nil
# Adds In Weapon Skills and AP Amounts
for skill_data in Weapon_Skills.values + Armor_Skills.values
for skill_id in skill_data.keys
unless @skill_ap_totals.has_key?(skill_id)
@skill_ap_totals[skill_id] = 0
end
end
end
# Original Initialization
seph_weaponskills_gameactor_setup(actor_id)
end
#--------------------------------------------------------------------------
# * Change Equipment
# equip_type : type of equipment
# id : weapon or armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip(equip_type, id)
# Original Equip Method
seph_weaponskills_gameactor_equip(equip_type, id)
# Clears Skill Targets
case equip_type
when 0 # Weapon
if id == 0 or $game_party.weapon_number(id) > 0
@weapon_skill_target = nil
end
when 1 # Shield
if id == 0 or $game_party.armor_number(id) > 0
@armor1_skill_target = nil
end
when 2 # Head
if id == 0 or $game_party.armor_number(id) > 0
@armor2_skill_target = nil
end
when 3 # Body
if id == 0 or $game_party.armor_number(id) > 0
@armor3_skill_target = nil
end
when 4 # Accessory
if id == 0 or $game_party.armor_number(id) > 0
@armor4_skill_target = nil
end
end
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
if self.skills.include?(skill_id)
return super
end
# Original Skill Can use Method
seph_weaponskills_gameactor_scu(skill_id)
end
#--------------------------------------------------------------------------
# * Skills
#--------------------------------------------------------------------------
def skills
# Gets Previous Skills
s = seph_weaponskills_gameactor_skills.dup
# Adds in Equipped Skills
s << get_current_equipped_skills
# Adds in Mastered Skills
s << get_mastered_skills
# Returns New Skills
return s.flatten.sort.uniq.dup
end
#--------------------------------------------------------------------------
# * Get Current Equipped Skills
#--------------------------------------------------------------------------
def get_current_equipped_skills
# Returns Empty if Cannot Learn Until Mastered
return [] if Disable_Until_Learned
# Creates Skills Array
skills = []
# Checks For Equipped Weapon
unless @weapon_id == 0
# If Weapon Has Skill
if Weapon_Skills.has_key?(@weapon_id)
# Adds Weapon Skills
Weapon_Skills[@weapon_id].each do | skill_id, value |
if Learn_By_Level
unless skills.include?(skill_id)
skills << skill_id if @level >= value
end
else
skills << skill_id unless skills.include?(skill_id)
end
end
end
end
# Checks For Equipped Armor
for i in 1..4
unless (eval "@armor#{i}_id") == 0
# If Armor Has Skill
if Armor_Skills.has_key?(eval "@armor#{i}_id")
Armor_Skills[(eval "@armor#{i}_id")].each do | skill_id, value |
if Learn_By_Level
unless skills.include?(skill_id)
skills << skill_id if @level >= value
end
else
skills << skill_id unless skills.include?(skill_id)
end
end
end
end
end
# Sends Skills Array
return skills
end
#--------------------------------------------------------------------------
# * Get Mastered Skills
#--------------------------------------------------------------------------
def get_mastered_skills
# Returns Empty if Cannot Learn Skills
return [] unless Learn_By_AP
# Starts Skills Array
skills = []
# Checks for Mastered AP
for skill_data in Weapon_Skills.values + Armor_Skills.values
# Checks Skill Data
skill_data.each do | skill_id, master |
# Unless 0
unless master == 0
# If AP Total is Reached
if @skill_ap_totals[skill_id] == master
# Adds Skills
skills << skill_id unless skills.include?(skill_id)
end
end
end
end
# Sends Skills Array
return skills
end
#--------------------------------------------------------------------------
# * Earn AP
#--------------------------------------------------------------------------
def earn_ap(amount = 0)
# Exits if Cannot Learn Skills or Learns By Level
return unless Learn_By_AP
# Earns Weapon AP
unless @weapon_id == 0
# If Weapon Has Skills
if Weapon_Skills.has_key?(@weapon_id)
# If One at a time
if Learn_One_Skill
# If Skill has been Set
unless @weapon_skill_target.nil?
# Gets Current And Max
current = @skill_ap_totals[@weapon_skill_target]
max = Weapon_Skills[@weapon_id][@weapon_skill_target]
# Increases AP
@skill_ap_totals[@weapon_skill_target] = [current + amount, max].min
end
# If Learn All
else
Weapon_Skills[@weapon_id].each do | skill_id, max |
# Gets Current AP
current = @skill_ap_totals[skill_id]
# Increases AP
@skill_ap_totals[skill_id] = [current + amount, max].min
end
end
end
end
# Earns Armor AP
for i in 1..4
# If Armor Equipped
unless (eval "@armor#{i}_id") == 0
# If Armor Has Skills
if Armor_Skills.has_key?(eval "@armor#{i}_id")
# If One at a time
if Learn_One_Skill
# If Skill has been Set
unless (eval "@armor#{i}_skill_target.nil?")
# Gets Current And Max
current = @skill_ap_totals[(eval "@armor#{i}_skill_target")]
max = Armor_Skills[(eval "@armor#{i}_id")][(eval "@armor#{i}_skill_target")]
# Increases AP
@skill_ap_totals[(eval "@armor#{i}_skill_target")] = [current + amount, max].min
end
# If Learn All
else
Armor_Skills[(eval "@armor#{i}_id")].each do | skill_id, max |
# Gets Current AP
current = @skill_ap_totals[skill_id]
# Increases AP
@skill_ap_totals[skill_id] = [current + amount, max].min
end
end
end
end
end
end
#--------------------------------------------------------------------------
# * Get Newly Mastered Skills
#--------------------------------------------------------------------------
def get_learning_skills
# Unless Learn By AP
return [] unless Learn_By_AP
skills = []
unless @weapon_id == 0
if Weapon_Skills.has_key?(@weapon_id)
Weapon_Skills[@weapon_id].each do |skill_id, max|
unless max == 0
skills << skill_id unless skills.include?(skill_id)
end
end
end
end
for i in 1..4
unless (eval "@armor#{i}_id") == 0
if Armor_Skills.has_key?(eval "@armor#{i}_id")
Armor_Skills[(eval "@armor#{i}_id")].each do |skill_id, max|
unless max == 0
skills << skill_id unless skills.include?(skill_id)
end
end
end
end
end
return skills.uniq.sort
end
#--------------------------------------------------------------------------
# * Get Newly Mastered Skills
#--------------------------------------------------------------------------
def get_newly_mastered_skills
# Unless Learn By AP
return [] unless Learn_By_AP
mastered = []
for skill_id in get_mastered_skills.dup.uniq.sort
unless @mastered_skills.include?(skill_id)
mastered << skill_id
@mastered_skills << skill_id
end
end
return mastered.sort
end
end
#==============================================================================
# ** Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Include Equipment_Skills
#--------------------------------------------------------------------------
include Equipment_Skills
#--------------------------------------------------------------------------
# Draw Bar
#--------------------------------------------------------------------------
def draw_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0), end_color = Color.new(255, 255, 60))
# Draw Background
self.contents.fill_rect(x, y, width, height, Color.new(50, 50, 50, 255))
# Draws Bar
for i in 1..( (min.to_f / max.to_f) * width - 3)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + 1 + i, y + 1, 1, height - 2,
Color.new(r, g, b, a))
end
end
end
#==============================================================================
# ** Window_Skill
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_weaponskills_windskill_drawitem draw_item
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
# If Learn By AP
unless Learn_By_AP
# Original Draw Item Method
seph_weaponskills_windskill_drawitem(index)
return
end
# If Equipment Skill
skill = @data[index]
# Unless In Battle
unless $game_temp.in_battle
# If Skill is a Equipment Skill
if @actor.skill_ap_totals.has_key?(skill.id)
# Gets AP
ap = @actor.skill_ap_totals[skill.id]
# Alters Font Properties
self.contents.font.size = 16
self.contents.font.bold = true
# Original Draw Item Method
seph_weaponskills_windskill_drawitem(index)
# Location Coordinate
x, y = 4 + index % 2 * (288 + 32), index / 2 * 32
# Default Max
max = 0
# Searches for Max
for weapon in Weapon_Skills.keys
Weapon_Skills[weapon].each do | skill_id, m |
max = m if skill.id == skill_id
end
end
for armor in Armor_Skills.keys
Armor_Skills[armor].each do | skill_id, m |
max = m if skill.id == skill_id
end
end
# Draws Status Bar
draw_bar(x + 132, y + 10, ap, max, 96, 14)
# Draws Progress
text = ap == max ? 'Mastered' : "#{ap} / #{max}"
temp_font = contents.font.dup
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + 133, y + 1, 92, 32, text, 2)
self.contents.font = temp_font
self.contents.draw_text(x + 132, y, 92, 32, text, 2)
end
return
end
# Alters Font Properties
self.contents.font.size = 22
self.contents.font.bold = false
# Original Draw Item Method
seph_weaponskills_windskill_drawitem(index)
end
end
#==============================================================================
# ** Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh Skill Status
#--------------------------------------------------------------------------
def refresh_skills_status
# Unless Can Learn By AP
unless Learn_By_AP
refresh
return
end
# Actors Skills
@actors_skills = []
# Alters Windows Contents
if Show_Only_Mastered
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@actors_skills << actor.get_newly_mastered_skills
end
else
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@actors_skills << actor.get_learning_skills
end
end
max = 128
for i in 0..3
max = [max, @actors_skills[i].size * 32 + 32].max
end
self.contents = Bitmap.new(width - 32, max)
# Draws Skill Stuff
for i in 0...$game_party.actors.size
# Gets Actor
actor = $game_party.actors[i]
actor_x = i * 160 + 4
# Sets Font
self.contents.font.size = 22
self.contents.font.bold = false
# If No Skills
if @actors_skills[i].size == 0
draw_actor_name(actor, actor_x, 0)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
next
end
# Draws Heading
self.contents.draw_text(actor_x, 0, 120, 32, 'Skill Progress', 1)
# Fixes Font
self.contents.font.size = 14
self.contents.font.bold = true
# Draws Skills
for j in 0...@actors_skills[i].size
y = j * 32 + 32
# Gets AP Amouts
ap = actor.skill_ap_totals[@actors_skills[i][j]]
max = get_max_ap(@actors_skills[i][j])
# Draws Progress
draw_skill_progress(@actors_skills[i][j], ap, max, actor_x, y, 120)
end
end
end
#--------------------------------------------------------------------------
# * Get Max AP Points
#--------------------------------------------------------------------------
def get_max_ap(skill_id)
for weapon_id in Weapon_Skills.keys
Weapon_Skills[weapon_id].each do |s_id, value|
if s_id == skill_id
return value
end
end
end
for armor_id in Armor_Skills.keys
Armor_Skills[armor_id].each do |s_id, value|
if s_id == skill_id
return value
end
end
end
return 0
end
#--------------------------------------------------------------------------
# * Draw Skill Progress
#--------------------------------------------------------------------------
def draw_skill_progress(skill_id, min, max, x, y, width)
# Gets Skill
skill = $data_skills[skill_id]
# Gets Icon
bitmap = RPG::Cache.icon(skill.icon_name)
# Draws Icon
self.contents.blt(x + 4, y + 4, bitmap, Rect.new(0, 0, 24, 24))
# Draws Skill Name
self.contents.draw_text(x + 32, y, width - 32, 16, skill.name)
# Draws Status Bar
draw_bar(x + width - 64, y + 16, min, max, 64, 14)
# Draws Progress
text = min == max ? 'Mastered' : "#{min} / #{max}"
self.contents.font.color = Color.new(0, 0, 0)
self.contents.draw_text(x + width - 63, y + 16, 60, 14, text, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + width - 64, y + 16, 60, 14, text, 2)
end
end
#==============================================================================
# ** Window_BattleResult_AP
#==============================================================================
class Window_BattleResult_AP < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(y)
super(160, y, 320, $game_troop.enemies.size * 24 + 56)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
self.visible = false
self.z = 9999
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Gets Troop ID
troop_id = $game_temp.battle_troop_id
# Gets AP Earned
ap = 0
for enemy in $data_troops[troop_id].members
enemy = $data_enemies[enemy.enemy_id]
ap += (Enemy_AP_Values.has_key?(enemy.id) ?
Enemy_AP_Values[enemy.id] : Default_Enemy_AP)
end
# Draws Heading
self.contents.font.color = system_color
self.contents.draw_text(16, 0, contents.width - 32, 24, 'AP Aquired:')
self.contents.draw_text(16, 0, contents.width - 32, 24, ap.to_s, 2)
# Draws Enemies Names, and AP Given
self.contents.font.color = normal_color
enemies = $data_troops[troop_id].members
for i in 0...enemies.size
enemy = $data_enemies[enemies[i].enemy_id]
self.contents.draw_text(4, i * 24 + 24, 280, 24, enemy.name)
ap = Enemy_AP_Values.has_key?(enemy.id) ?
Enemy_AP_Values[enemy.id] : Default_Enemy_AP
self.contents.draw_text(4, i * 24 + 24, contents.width - 8, 24,
ap.to_s, 2)
end
end
end
#==============================================================================
# ** Window_EquipmentSkills
#==============================================================================
class Window_EquipmentSkills < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :item_max
attr_reader :skills
attr_accessor :target_index
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 272, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor_id, equipment)
# Gets Actor
@actor = $game_party.actors[actor_id]
# Sets Up Skills & Target index
@skills = []
@target_index = nil
@item_max = 0
# Clears & Sets Up Contents
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 22
self.contents.font.bold = false
# If No Equipment
if equipment.nil?
self.contents.draw_text(0, 0, 240, 32, 'Nothing Equipped', 1)
return
end
# If Equipment is a item
if equipment.is_a?(RPG::Item)
self.contents.draw_text(0, 0, 240, 32, 'No Skills for Items', 1)
return
end
# Draws Equipment
bitmap = RPG::Cache.icon(equipment.icon_name)
self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(32, 0, 208, 32, equipment.name, 1)
# Gets Equipment Skills
if equipment.is_a?(RPG::Weapon)
equipment_skills = Weapon_Skills.has_key?(equipment.id) ?
Weapon_Skills[equipment.id] : []
elsif equipment.is_a?(RPG::Armor)
equipment_skills = Armor_Skills.has_key?(equipment.id) ?
Armor_Skills[equipment.id] : []
end
# Draws Skills
self.contents.font.color = normal_color
self.contents.font.size = 14
self.contents.font.bold = true
if equipment_skills.size == 0
self.contents.draw_text(0, 32, 240, 32, 'None', 1)
return
else
equipment_skills.each {| skill_id, max | @skills << [skill_id, max]}
@skills.sort! {|a, b| a[0] <=> b[0]}
for i in 0...@skills.size
# Gets AP Total
actor = $game_party.actors[actor_id]
skill_id = @skills[i][0]
ap = actor_id == - 1 ? 0 :actor.skill_ap_totals[skill_id]
max = @skills[i][1]
draw_skill_progress(skill_id, ap, max, 0, 40 + i * 24, 236)
end
end
@item_max = @skills.size
# If One Target
if Learn_One_Skill
case equipment
when RPG::Weapon
skill_target = @actor.weapon_skill_target
when RPG::Armor
case equipment.kind
when 0
skill_target = @actor.armor1_skill_target
when 1
skill_target = @actor.armor2_skill_target
when 2
skill_target = @actor.armor3_skill_target
when 3
skill_target = @actor.armor4_skill_target
end
end
for i in 0...@skills.size
if @skills[i][0] == skill_target
@target_index = i + 1
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Learn_One_Skill
update_cursor_rect
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @target_index.nil?
self.cursor_rect.empty
else
self.cursor_rect.set(0, 40 + (@target_index - 1) * 24, 240, 24)
end
end
#--------------------------------------------------------------------------
# * Draw Skill Progress
#--------------------------------------------------------------------------
def draw_skill_progress(skill_id, min, max, x, y, width)
# Gets Skill
skill = $data_skills[skill_id]
# Gets Icon
bitmap = RPG::Cache.icon(skill.icon_name)
# Draws Icon
self.contents.blt(x + 4, y, bitmap, Rect.new(0, 0, 24, 24))
# Draws Skill Name
self.contents.draw_text(x + 32, y, 240 - x - 32, 24, skill.name)
# Draws Status Bar
draw_bar(x + width - 96, y + 2, min, max, 96, 20)
# Draws Progress
text = min == max ? 'Mastered' : "#{min} / #{max}"
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + width - 99, y + 1, 96, 24, text, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + width - 100, y, 96, 24, text, 2)
end
end
#==============================================================================
# ** Scene_Equip
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_weaponskills_sceneequip_main main
alias seph_weaponskills_sceneequip_update update
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Equipment Skill Status Window
@equipment_skill_status = Window_EquipmentSkills.new
# Stores Indexes
@r_index, @i_index = @equip_index, 0
# Original Main Method
seph_weaponskills_sceneequip_main
# Disposes Skill Status Window
@equipment_skill_status.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update Keyboard Input Module
#Keyboard.update
# Updates Equipment Skills Window
@equipment_skill_status.update
# If A Button is Pressed
if Input.trigger?(Input::A)
# Play Cursor SE
$game_system.se_play($data_system.cursor_se)
# If Window is off
unless @equipment_skill_status.visible
# Turn On Window
@equipment_skill_status.visible = true
# Refresh Window
refresh_equipment_skills
else
# Turns Off Window
@equipment_skill_status.visible = false
end
end
# If Window On
if @equipment_skill_status.visible
# If Right Window Active
if @right_window.active
# If Index is different
unless @right_window.index == @r_index
@r_index = @right_window.index
# Refresh Weappn Skills
refresh_equipment_skills
end
elsif @item_window.active
# If Index is different
unless @item_window.index == @i_index
@i_index = @item_window.index
# Refresh Equipment Skills
refresh_equipment_skills
end
end
end
# Original Update Method
seph_weaponskills_sceneequip_update
# One Skill Assignment
if Equipment_Skills::Learn_One_Skill
if @equipment_skill_status.visible
max = @equipment_skill_status.item_max
return if max == 0
@help_window.set_text("Press 1 - #{max} to Assign Skill Target")
# If Key is Pressed
for i in 1..max
if Keyboard.trigger?(Keyboard::Numberkeys[i])
@equipment_skill_status.target_index = i
skill_id = @equipment_skill_status.skills[i - 1][0]
case @right_window.item
when RPG::Weapon
@actor.weapon_skill_target = skill_id
when RPG::Armor
case @right_window.item.kind
when 0
@actor.armor1_skill_target = skill_id
when 1
@actor.armor2_skill_target = skill_id
when 2
@actor.armor3_skill_target = skill_id
when 3
@actor.armor4_skill_target = skill_id
end
end
end
end
end
end
end
#--------------------------------------------------------------------------
# * Refresh : Weappn Skills Window
#--------------------------------------------------------------------------
def refresh_equipment_skills
# Refresh Window
if @right_window.active
@equipment_skill_status.refresh(@actor_index, @right_window.item)
elsif @item_window.active
@equipment_skill_status.refresh(@actor_index, @item_window.item)
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Include Equipment_Skills
#--------------------------------------------------------------------------
include Equipment_Skills
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_weaponskills_scenebattle_main main
alias seph_weaponskills_scenebattle_sp5 start_phase5
alias seph_weaponskills_scenebattle_up5 update_phase5
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Original Main Method
seph_weaponskills_scenebattle_main
# Disposes AP Aquired Window
@ap_result_window.dispose unless @ap_result_window.nil?
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Orignal Start Phase 5 Method
seph_weaponskills_scenebattle_sp5
# If Learn By AP
if Learn_By_AP
# Gets AP Total
ap = 0
for enemy in $data_troops[@troop_id].members
enemy = $data_enemies[enemy.enemy_id]
ap += (Enemy_AP_Values.has_key?(enemy.id) ?
Enemy_AP_Values[enemy.id] : Default_Enemy_AP)
end
# Earns AP
for actor in $game_party.actors
actor.earn_ap(ap)
end
# Creates Aquired Ap Window
@ap_result_window = Window_BattleResult_AP.new(160 + @result_window.height / 2)
end
end
#--------------------------------------------------------------------------
# * Frame Update (after battle phase)
#--------------------------------------------------------------------------
def update_phase5
# Orignal Update Phase 5 Method
seph_weaponskills_scenebattle_up5
# Show AP Result Window
unless @ap_result_window.nil?
@ap_result_window.visible = @result_window.visible
end
# Show Victory Skills Window
if Show_Victory_Skills
if @phase5_wait_count == 0
@phase5_wait_count -= 1
@status_window.refresh_skills_status
end
if @status_window.contents.height > 128
if Input.press?(Input::UP)
if @status_window.oy > 0
@status_window.oy -= 8
end
elsif Input.press?(Input::DOWN)
if @status_window.oy < @status_window.contents.height - 128
@status_window.oy += 8
end
end
end
end
end
end
#==============================================================================
# ** Scene_Shop
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_weaponskills_sceneshop_main main
alias seph_weaponskills_sceneshop_update update
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Weapon Skill Status Window
@equipment_skill_status = Window_EquipmentSkills.new
@equipment_skill_status.x = 368
@equipment_skill_status.y = 288
# Stores Index
@b_index, @s_index = 0, 0
# Original Main Method
seph_weaponskills_sceneshop_main
# Disposes Skill Status Window
@equipment_skill_status.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If buy window is active: call update_buy
if @buy_window.active || @sell_window.active
# Update Weapon Skills
update_seph_equipment_skills
else
if @equipment_skill_status.visible
@equipment_skill_status.visible = false
end
end
# Orignal Update Method
seph_weaponskills_sceneshop_update
end
#--------------------------------------------------------------------------
# * Frame Update : Equipment Skills
#--------------------------------------------------------------------------
def update_seph_equipment_skills
# If A Button is Pressed
if Input.trigger?(Input::A)
# Play Cursor SE
$game_system.se_play($data_system.cursor_se)
# If Window is off
unless @equipment_skill_status.visible
# Turn On Window
@equipment_skill_status.visible = true
# Refresh Equipment Skills
refresh_equipment_skills
else
# Turns Off Window
@equipment_skill_status.visible = false
end
end
# If Equipment Skills On
if @equipment_skill_status.visible
# If Right Window Active
if @buy_window.active
# If Index is different
unless @buy_window.index == @b_index
@b_index = @buy_window.index
# Refresh Equipment Skills
refresh_equipment_skills
end
elsif @sell_window.active
# If Index is different
unless @sell_window.index == @s_index
@s_index = @sell_window.index
# Refresh Equipment Skills
refresh_equipment_skills
end
end
end
end
#--------------------------------------------------------------------------
# * Refresh : Equipment Skills Window
#--------------------------------------------------------------------------
def refresh_equipment_skills
# Refresh Window
if @buy_window.active
@equipment_skill_status.refresh(-1, @buy_window.item)
elsif @sell_window.active
@equipment_skill_status.refresh(-1, @sell_window.item)
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------