Im getting an error with the materia script
this is the lines
It only does it on 2 of them so i thinks its how there set up
Im also getting an error if i use an all with a restorative type spell
this is the whole script
undefined method `return_paired_materia` for nil:NillClass
this is the lines
Code:
seph_materiasystem_scenebattle_skillselect
# Gets Active Battlers Paired Mater
paired_materia_set = @active_battler.return_paired_materia <-Error line
for paired_set in paired_materia_set
materia = paired_set[2]
other_materia = paired_set[3]
It only does it on 2 of them so i thinks its how there set up
Code:
Materia.new(10, 'Exit', 'Skill', [-2, 2, -1, 0, 0, 1], [], [], 10000, 700000,
[30, 31], [5000, 20000, 38000]),
Materia.new(11, 'Full Cure', 'Skill', [-10, 10, -2, -1, 0, 2], [], [], 0, 1,
[55, 32], [3000, 100000]),
Im also getting an error if i use an all with a restorative type spell
Cant dup NilClass
Code:
if skill_id == @skill.id
# Duplicates Skill and Changes ID
new_skill = @skill.dup <- error line
new_skill.scope = 2 if @skill.scope == 1
this is the whole script
Code:
#==============================================================================
# Materia System
#==============================================================================
# SephirothSpawn
# 1.28.06
# Version 2.01
#==============================================================================
#------------------------------------------------------------------------------
# * Explanations:
#------------------------------------------------------------------------------
# ~ Weapon & Armor Materia Slots
# - Basic Syntax: Item ID # => Slots Array
# - Slots Array: [Number of Paired Slots, Single Slots]
# ** You must not exceed 8 (Paired * 2 + Single * 1 <= 10)
# ~ Materia List
# * Creating Your Own Materia
# - Basic Syntax: Materia.new(id, name, type, stat_effects,
# elements, states, new_value, m_value,
# skills, exp_levels, special_effect)
#
# - id : The Idea Number of you materia. Start from 1 and add 1
# - name : The Name of your materia
# - type : The Type Of Materia. Choose From One of The Following:
# 'Skill', 'Command', 'Summon', 'Support', 'Independent'
# - stat_effects : The Percent of each stat that materia will effect
# [ Hp, Sp, Str, Dex, Agi, Int ]
# - elements : An Array of each Element ID from the systems tab
# - states : An Array of each State Id from the Status tab
# - new_value : The cost to buy the Materia
# - master_value : The value of the Materia when Mastered
# - Skills : An array of the skills you learn from the Materia.
# (Use for Skill, Command & Summon)
# - Exp Levels : An array of the experience required to level
# The First value in the array is required to get level 2
# - Special Effect : A special Effect of the Materia.
# ~ All
# ~ Elemental
# ~ Status
# ~ Steal As Well
# ~ HP Absorb
# ~ MP Absorb
# ~ MP Turbo
# ~ Exp Plus
# ~ Gil Plus
# ~ HP Plus
# ~ SP Plus
# ~ Strength Plus
# ~ Defense Plus
# ~ Speed Plus
# ~ Magic Plus
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Materia System', 'SephirothSpawn', 1, '1.27.06')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Materia System') == true
#==============================================================================
# ** RPG
#==============================================================================
module RPG
#============================================================================
# ** Weapon
#============================================================================
class Weapon
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :paired_materia
attr_accessor :single_materia
#--------------------------------------------------------------------------
# * Set Materia Slots
#--------------------------------------------------------------------------
def set_materia_slots(slots)
@paired_materia, @single_materia = slots[0], slots[1]
end
end
#============================================================================
# ** Armor
#============================================================================
class Armor
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :paired_materia
attr_accessor :single_materia
#--------------------------------------------------------------------------
# * Set Materia Slots
#--------------------------------------------------------------------------
def set_materia_slots(slots)
@paired_materia, @single_materia = slots[0], slots[1]
end
end
end
#==============================================================================
# ** Materia
#==============================================================================
class Materia
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :id
attr_accessor :name
attr_accessor :type
attr_accessor :stat_effects
attr_accessor :elements
attr_accessor :states
attr_accessor :new_value
attr_accessor :master_value
attr_accessor :skills
attr_accessor :exp_levels
attr_accessor :special_effect
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(id, name, type, stat_effects = [], elements = [], states = [],
n_value = 500, m_value = 1000, skills = [], exp_levels = [], s_effect = nil)
# Sets Parameters
@id, @name, @type, @stat_effects, @elements, @states,
@new_value, @master_value, @skills, @exp_levels, @special_effect =
id, name, type, stat_effects, elements, states,
n_value, m_value, skills, exp_levels, s_effect
# Sets Exp
@experience = 0
end
#--------------------------------------------------------------------------
# * Experince
#--------------------------------------------------------------------------
def experience
return @experience
end
#--------------------------------------------------------------------------
# * Experince
#--------------------------------------------------------------------------
def experience=(num)
@experience = [num, @exp_levels[@exp_levels.size - 1]].min
end
#--------------------------------------------------------------------------
# * Level
#--------------------------------------------------------------------------
def level
for i in 0...@exp_levels.size
if @experience >= @exp_levels[@exp_levels.size - (1 + i)]
return @exp_levels.size - i + 1
end
end
return 1
end
#--------------------------------------------------------------------------
# * Buy Value
#--------------------------------------------------------------------------
def buy_value
return @new_value
end
#--------------------------------------------------------------------------
# * Sell Value
#--------------------------------------------------------------------------
def sell_value
return [(@master_value * (@experience / @exp_levels[@exp_levels.size - 1].to_f)).to_i,
@new_value / 2].max
end
#--------------------------------------------------------------------------
# * Get Hue
#--------------------------------------------------------------------------
def get_hue
case @type
when 'Skill'
hue = 130
when 'Command'
hue = 60
when 'Summon'
hue = 10
when 'Support'
hue = 180
when 'Independent'
hue = 300
end
return hue
end
end
#==============================================================================
# ** Materia_System
#==============================================================================
module Materia_System
#==============================================================================
# ** CONSTANTS
#==============================================================================
# ~ Weapons Materia Slots
WEAPON_MATERIA_SLOTS = {
#example: 1 => [1, 1],
1 => [1, 1]
}
# ~ Armors Materia Slots
ARMORS_MATERIA_SLOTS = {
#example: 1 => [1, 1],
1 => [1, 1],
}
# ~ Materia List
# (id, name, type, stat_effects = [], elements = [], states = [],
# n_value = 500, m_value = 1000, skills = [], exp_levels = [], s_effect = nil)
MATERIA_LIST = [nil,
#Skills
Materia.new(1, 'Restore', 'Skill', [-2, 2, 1, 0, 0, 1 ], [], [], 750, 52500,
[1, 2, 3, 4], [2500, 25000, 40000, 40000]),
Materia.new(2, 'Lightning', 'Skill', [-2, 2, 1, 0, 0, 1], [3], [], 600, 42000,
[5, 6, 7], [2000, 18000, 35000]),
Materia.new(3, 'Ice', 'Skill', [-2, 2, 1, 0, 0, 1], [2], [], 600, 42000,
[8, 9, 10], [2000, 18000, 35000]),
Materia.new(4, 'Fire', 'Skill', [-2, 2, -1, 0, 0, 1], [1], [], 600, 42000,
[11, 12, 13], [2000, 18000, 35000]),
Materia.new(5, 'Barrier', 'Skill', [-5, 5, -2, -1, 0, 2], [], [17, 18, 19], 10000, 700000,
[14, 15, 16, 17], [5000, 15000, 30000, 45000]),
Materia.new(6, 'Comet', 'Skill', [-5, 5, -2, -1, 0, 2], [5], [], 0, 1400000,
[18, 19], [12000, 60000]),
Materia.new(7, 'Contain', 'Skill', [-10, 10, -4, 2, 0, 4], [], [8], 0, 1,
[20, 21, 22, 23], [5000, 10000, 15000, 60000]),
Materia.new(8, 'Destruct', 'Skill', [-5, 5, -2, -1, 0, 2], [], [], 9000, 630000,
[24, 25, 26], [6000, 10000, 45000]),
Materia.new(9, 'Earth', 'Skill', [-2, 2, -1, 0, 0, 1], [5], [], 1500, 105000,
[27, 28, 29], [6000, 40000, 40000]),
Materia.new(10, 'Exit', 'Skill', [-2, 2, -1, 0, 0, 1], [], [], 10000, 700000,
[30, 31], [5000, 20000, 38000]),
Materia.new(11, 'Full Cure', 'Skill', [-10, 10, -2, -1, 0, 2], [], [], 0, 1,
[55, 32], [3000, 100000]),
#Support
Materia.new(12, 'All', 'Support', [0, 0, 0, 0, 0, 0], [], [], 0, 1400000,
[], [1500, 6000, 25000, 50000], 'All')
] #Stats Hp, Sp, Str, Dex, Agi, Int
end
#==============================================================================
# ** Game_Battler (part 3)
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_materiasystem_gamebattler_skilleffect skill_effect
#--------------------------------------------------------------------------
# * Apply Skill Effects
# user : the one using skills (battler)
# skill : skill
#--------------------------------------------------------------------------
def skill_effect(user, skill)
# Orginal Skill Effects Method
seph_materiasystem_gamebattler_skilleffect(user, skill)
if user.is_a?(Game_Actor)
# Gets Paired Materia
materia_set = user.return_paired_materia
for paired_set in materia_set
materia = paired_set[2]
other_materia = paired_set[3]
# HP Absorb
if materia.special_effect == 'HP Absorb'
for skill_id in other_materia.skills
unless skill_id == 0
m_skill = $data_skills[skill_id]
if skill == m_skill
hp = (user.maxhp * 0.1).to_i
user.hp += [hp, user.maxhp - hp].min
user.damage = - [hp, user.maxhp - hp].min
user.damage_pop = true
end
end
end
end
# MP Absorb
if materia.special_effect == 'MP Absorb'
for skill_id in other_materia.skills
unless skill_id == 0
m_skill = $data_skills[skill_id]
if skill == m_skill
sp = (user.maxsp * 0.1).to_i
user.sp += [sp, user.maxsp - sp].min
user.damage = - [sp, user.maxsp - sp].min
user.damage_pop = true
end
end
end
end
# MP Turbo
if materia.special_effect == 'MP Turbo'
for skill_id in other_materia.skills
unless skill_id == 0
m_skill = $data_skills[skill_id]
if skill == m_skill
unless user.sp < skill.sp_cost * 2
if self.damage > 0
self.damage *= 2
user.sp -= skill.sp_cost
user.damage = 'MP TURBO!'
user.damage_pop = true
end
end
end
end
end
end
# Steal As Well
if materia.special_effect == 'Steal as well'
for skill_id in other_materia.skills
unless skill_id == 0
m_skill = $data_skills[skill_id]
if skill == m_skill
if self.is_a?(Game_Battler)
if (rand(100) < self.treasure_prob)
unless self.item_id == 0
item = $data_items[self.item_id]
end
unless self.weapon_id == 0
item = $data_weapons[self.weapon_id]
end
unless self.armor_id == 0
item = $data_armors[self.armor_id]
end
unless item.nil?
case item
when RPG::Item
$game_party.gain_item(self.item_id, 1)
when RPG::Weapon
$game_party.gain_weapon(self.weapon_id, 1)
when RPG::Armor
$game_party.gain_armor(self.armor_id, 1)
end
user.damage = "Stole #{item.name}"
user.damage_pop = true
end
end
end
end
end
end
end
end
end
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :weapon_materia
attr_accessor :armor1_materia
attr_accessor :armor2_materia
attr_accessor :armor3_materia
attr_accessor :armor4_materia
attr_accessor :materia_skills
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_materiasystem_gameactor_init initialize
alias seph_materiasystem_gameactor_setup setup
alias seph_materiasystem_gameactor_skills skills
alias seph_materiasystem_gameactor_maxhp maxhp
alias seph_materiasystem_gameactor_maxsp maxsp
alias seph_materiasystem_gameactor_str str
alias seph_materiasystem_gameactor_dex dex
alias seph_materiasystem_gameactor_agi agi
alias seph_materiasystem_gameactor_int int
alias seph_materiasystem_gameactor_equip equip
alias seph_materiasystem_gameactor_exp exp
alias seph_materiasystem_gameactor_elementrate element_rate
alias seph_materiasystem_gameactor_stateguard? state_guard?
alias seph_materiasystem_gameactor_elementset element_set
alias seph_materiasystem_gameactor_plusstateset plus_state_set
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor_id)
# Sets Up Materia Slots
@weapon_materia = Array.new
@armor1_materia = Array.new
@armor2_materia = Array.new
@armor3_materia = Array.new
@armor4_materia = Array.new
# Orginal Initialization Method
seph_materiasystem_gameactor_init(actor_id)
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor_id)
# Orginal Setup Method
seph_materiasystem_gameactor_setup(actor_id)
# Materia Skills
@materia_skills = []
# Adds Weapon Materia
sn = $data_weapons[@weapon_id].paired_materia * 2 +
$data_weapons[@weapon_id].single_materia unless @weapon_id == 0
@weapon_materia = @weapon_id == 0 ? [] : Array.new(sn, nil)
# Adds Shield Materia
sn = $data_armors[@armor1_id].paired_materia * 2 +
$data_armors[@armor1_id].single_materia unless @armor1_id == 0
@armor1_materia = @armor1_id == 0 ? [] : Array.new(sn, nil)
# Adds Head Materia
sn = $data_armors[@armor2_id].paired_materia * 2 +
$data_armors[@armor2_id].single_materia unless @armor2_id == 0
@armor2_materia = @armor2_id == 0 ? [] : Array.new(sn, nil)
# Adds Body Materia
sn = $data_armors[@armor3_id].paired_materia * 2 +
$data_armors[@armor3_id].single_materia unless @armor3_id == 0
@armor3_materia = @armor3_id == 0 ? [] : Array.new(sn, nil)
# Adds Accessory Materia
sn = $data_armors[@armor4_id].paired_materia * 2 +
$data_armors[@armor4_id].single_materia unless @armor4_id == 0
@armor4_materia = @armor4_id == 0 ? [] : Array.new(sn, nil)
end
#--------------------------------------------------------------------------
# * Skills
#--------------------------------------------------------------------------
def skills
# Deletes Materia Skills
for skill_id in @materia_skills
self.forget_skill(skill_id)
end
# Original Skills Method
skills = seph_materiasystem_gameactor_skills
# Adds Skills Attached to Weapon & Armors
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
self.learn_materia_skill(materia)
end
end
# Returns Skills
return @skills
end
#--------------------------------------------------------------------------
# * Learn Materia Skill
#--------------------------------------------------------------------------
def learn_materia_skill(materia)
# If Skill Materia
if materia.type == 'Skill' || materia.type == 'Command' || materia.type == 'Summon'
for i in 0...materia.level
skill_id = materia.skills[i]
# Learn Skill
self.learn_skill(skill_id)
# Adds Skills To Materia Skills
@materia_skills << skill_id
end
end
end
#--------------------------------------------------------------------------
# * Get Maximum HP
#--------------------------------------------------------------------------
def maxhp
# Orginal Max Hp Method
n = seph_materiasystem_gameactor_maxhp
# Collects HP Difference From Materia
variance = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
variance += materia.stat_effects[0]
if materia.special_effect == 'HP Plus'
variance += (materia.level * 10)
end
end
end
# Takes Percentage
n *= ((100 + variance) / 100.0)
n = [[Integer(n), 0].max, 9999].min
return n
end
#--------------------------------------------------------------------------
# * Get HP
#--------------------------------------------------------------------------
def hp
@hp = [@hp, maxhp].min
return @hp
end
#--------------------------------------------------------------------------
# * Get Maximum SP
#--------------------------------------------------------------------------
def maxsp
# Orginal Max Sp Method
n = seph_materiasystem_gameactor_maxsp
# Collects SP Difference From Materia
variance = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
variance += materia.stat_effects[1]
if materia.special_effect == 'SP Plus'
variance += (materia.level * 10)
end
end
end
# Takes Percentage
n *= ((100 + variance) / 100.0)
n = [[Integer(n), 0].max, 9999].min
return n
end
#--------------------------------------------------------------------------
# * Get SP
#--------------------------------------------------------------------------
def sp
@sp = [@sp, maxsp].min
return @sp
end
#--------------------------------------------------------------------------
# * Get Strength (STR)
#--------------------------------------------------------------------------
def str
# Orginal Max Str Method
n = seph_materiasystem_gameactor_str
# Collects SP Difference From Materia
variance = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
variance += materia.stat_effects[2]
if materia.special_effect == 'Strength Plus'
variance += (materia.level * 5)
end
end
end
# Takes Percentage
n *= ((100 + variance) / 100.0)
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get Dexterity (DEX)
#--------------------------------------------------------------------------
def dex
# Orginal Max Dex Method
n = seph_materiasystem_gameactor_dex
# Collects SP Difference From Materia
variance = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
variance += materia.stat_effects[3]
if materia.special_effect == 'Defense Plus'
variance += (materia.level * 5)
end
end
end
# Takes Percentage
n *= ((100 + variance) / 100.0)
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get Agility (AGI)
#--------------------------------------------------------------------------
def agi
# Orginal Max Agi Method
n = seph_materiasystem_gameactor_agi
# Collects SP Difference From Materia
variance = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
variance += materia.stat_effects[4]
if materia.special_effect == 'Speed Plus'
variance += (materia.level * 5)
end
end
end
# Takes Percentage
n *= ((100 + variance) / 100.0)
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Get Intelligence (INT)
#--------------------------------------------------------------------------
def int
# Orginal Max Int Method
n = seph_materiasystem_gameactor_int
# Collects SP Difference From Materia
variance = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
variance += materia.stat_effects[5]
if materia.special_effect == 'Magic Plus'
variance += (materia.level * 5)
end
end
end
# Takes Percentage
n *= ((100 + variance) / 100.0)
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# * Change Equipment
# equip_type : type of equipment
# id : weapon or armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip(equip_type, id)
# Removes Equipped Materia
case equip_type
when 0 # Weapon
for materia in @weapon_materia
$game_party.materia << materia unless materia.nil?
end
when 1 # Shield
for materia in @armor1_materia
$game_party.materia << materia unless materia.nil?
end
when 2 # Head
for materia in @armor2_materia
$game_party.materia << materia unless materia.nil?
end
when 3 # Body
for materia in @armor3_materia
$game_party.materia << materia unless materia.nil?
end
when 4 # Accessory
for materia in @armor4_materia
$game_party.materia << materia unless materia.nil?
end
end
# Orginal Eqip Method
seph_materiasystem_gameactor_equip(equip_type, id)
# Resets Materia Slots
case equip_type
when 0 # Weapon
sn = $data_weapons[@weapon_id].paired_materia * 2 +
$data_weapons[@weapon_id].single_materia unless @weapon_id == 0
@weapon_materia = @weapon_id == 0 ? [] : Array.new(sn, nil)
when 1 # Shield
sn = $data_armors[@armor1_id].paired_materia * 2 +
$data_armors[@armor1_id].single_materia unless @armor1_id == 0
@armor1_materia = @armor1_id == 0 ? [] : Array.new(sn, nil)
when 2 # Head
sn = $data_armors[@armor2_id].paired_materia * 2 +
$data_armors[@armor2_id].single_materia unless @armor2_id == 0
@armor2_materia = @armor2_id == 0 ? [] : Array.new(sn, nil)
when 3 # Body
sn = $data_armors[@armor3_id].paired_materia * 2 +
$data_armors[@armor3_id].single_materia unless @armor3_id == 0
@armor3_materia = @armor3_id == 0 ? [] : Array.new(sn, nil)
when 4 # Accessory
sn = $data_armors[@armor4_id].paired_materia * 2 +
$data_armors[@armor4_id].single_materia unless @armor4_id == 0
@armor4_materia = @armor4_id == 0 ? [] : Array.new(sn, nil)
end
end
#--------------------------------------------------------------------------
# * Change EXP
# exp : new EXP
#--------------------------------------------------------------------------
def exp=(exp)
# If Gaining Exp
if exp > @exp
# Gets New Exp
new_exp = exp - @exp
# Sets Exp + % to 0
exp_plus = 0
for materia in @weapon_materia + @armor1_materia + @armor2_materia +
@armor3_materia + @armor4_materia
unless materia.nil?
# Gains Exp
materia.experience += new_exp
if materia.special_effect == 'Exp Plus'
exp_plus += (materia.level * 10)
end
end
end
new_exp *= ((100 + exp_plus) / 100.0)
exp = new_exp.to_i + @exp
end
# Orginal Exp Method
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
while @exp < @exp_list[@level]
@level -= 1
end
# Correction if exceeding current max HP and max SP
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Get Element Revision Value : Defense
#--------------------------------------------------------------------------
def element_rate(element_id)
# Gets Orginal Element Set
result = seph_materiasystem_gameactor_elementrate(element_id)
# Gets Paired Materia list
paired = return_paired_materia
# Checks each set
for set in paired
# Checks Armors
if set[0] > 0
# Checks Support Materia
materia = set[2]
if materia.special_effect == 'Elemental'
other_materia = set[3]
if other_materia.elements.include?(element_id)
result /= 2
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine State Guard
#--------------------------------------------------------------------------
def state_guard?(state_id)
result = seph_materiasystem_gameactor_stateguard?(state_id)
unless result
# Gets Paired Materia list
paired = return_paired_materia
# Checks each set
for set in paired
# Checks Armors
if set[0] > 0
# Checks Support Materia
materia = set[2]
if materia.special_effect == 'Status'
other_materia = set[3]
if other_materia.states.include?(state_id)
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
# Gets Previous Element Set
result = seph_materiasystem_gameactor_elementset
# Adds Materia Element Sets
# Gets Paired Materia list
paired = return_paired_materia
# Checks each set
for set in paired
# Checks Weapon
if set[0] == 0
# Checks Support Materia
materia = set[2]
if materia.special_effect == 'Elemental'
other_materia = set[3]
for elem_id in other_materia.elements
result << elem_id unless set.include?(elem_id)
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
# Gets Previous Status Set
result = seph_materiasystem_gameactor_plusstateset
# Gets Paired Materia list
paired = return_paired_materia
# Checks each set
for set in paired
# Checks Weapon
if set[0] == 0
# Checks Support Materia
materia = set[2]
if materia.special_effect == 'Status'
other_materia = set[3]
for state_id in other_materia.states
result << state_id unless set.include?(state_id)
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Equip Materia
# equip_type : type of equipment
# slot_index : index of materia
# index : index in $game_party.materia
#--------------------------------------------------------------------------
def equip_materia(equip_type, slot_index, index)
# Gets Materia
new_materia = $game_party.materia[index]
# Unequip Materia
materia = equip_type == 0 ?
@weapon_materia[slot_index] : (eval "@armor#{equip_type}_materia")[slot_index]
unless materia.nil?
$game_party.materia << materia
end
# Modifies Materia
case equip_type
when 0 # Weapon
return if @weapon_materia.size == 0
@weapon_materia[slot_index] = new_materia
when 1 # Shield
return if @armor1_materia.size == 0
@armor1_materia[slot_index] = new_materia
when 2 # Head
return if @armor2_materia.size == 0
@armor2_materia[slot_index] = new_materia
when 3 # Body
return if @armor3_materia.size == 0
@armor3_materia[slot_index] = new_materia
when 4 # Accessory
return if @armor4_materia.size == 0
@armor4_materia[slot_index] = new_materia
end
# Deletes Materia From Party: Materia
$game_party.materia.delete_at(index)
end
#--------------------------------------------------------------------------
# * Equip Materia
# equip_type : type of equipment
# slot_index : index of materia
#--------------------------------------------------------------------------
def unequip_materia(equip_type, slot_index)
materia = equip_type == 0 ?
@weapon_materia[slot_index] : (eval "@armor#{equip_type}_materia")[slot_index]
unless materia.nil?
$game_party.materia << materia
end
equip_type == 0 ?
@weapon_materia[slot_index] = nil : (eval "@armor#{equip_type}_materia")[slot_index] = nil
end
#--------------------------------------------------------------------------
# * Return Paired Materia
#--------------------------------------------------------------------------
def return_paired_materia
# Creates Your Return Array
paired = []
# Checks Weapon
unless @weapon_id == 0
if $data_weapons[@weapon_id].paired_materia > 0
for i in 0...($data_weapons[@weapon_id].paired_materia * 2)
materia = @weapon_materia[i]
if materia.type == 'Support'
o_i = i + ([0, 2, 4, 6].include?(i) ? 1 : - 1)
other_materia = @weapon_materia[o_i]
unless other_materia.nil?
paired << [0, [i, o_i].min, materia, other_materia]
end
end
end
end
end
# Checks Armors
for a in 1..4
unless (eval "@armor#{a}_id") == 0
if (eval "$data_armors[@armor#{a}_id].paired_materia") > 0
for i in 0...((eval "$data_armors[@armor#{a}_id].paired_materia") * 2)
materia = (eval "@armor#{a}_materia")[i]
if materia.type == 'Support'
o_i = i + ([0, 2, 4, 6].include?(i) ? 1 : - 1)
other_materia = (eval "@armor#{a}_materia")[o_i]
unless other_materia.nil?
paired << [a, [i, o_i].min, materia, other_materia]
end
end
end
end
end
end
return paired
end
end
#==============================================================================
# ** Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :materia
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_materiasystem_gameparty_init initialize
alias seph_materiasystem_gameparty_gaingold gain_gold
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Orginal Initialization Method
seph_materiasystem_gameparty_init
# Sets Up Materia Listings
@materia = []
end
#--------------------------------------------------------------------------
# * Gain Materia
#--------------------------------------------------------------------------
def gain_materia(materia_index)
# Adds Materia
@materia << $data_materia[materia_index].dup
end
#--------------------------------------------------------------------------
# * Gain Gold (or lose)
# n : amount of gold
#--------------------------------------------------------------------------
def gain_gold(n)
gil_plus = 0
for actor in @actors
for materia in actor.weapon_materia + actor.armor1_materia +
actor.armor2_materia + actor.armor3_materia + actor.armor4_materia
unless materia.nil?
if materia.special_effect == 'Gil Plus'
gil_plus += (materia.level * 5)
end
end
end
end
n *= (100 + gil_plus) / 100.0
# Orginal Gain Gold Method
seph_materiasystem_gameparty_gaingold(n.to_i)
end
end
#==============================================================================
# Window Horizontal Command
#==============================================================================
class Window_HorizCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(commands, width = 640, height = 64)
super(0, 0, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = commands
@item_max = @commands.size
@column_max = @commands.size
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
x = width / @item_max * index
off = width / @item_max - 32
self.contents.draw_text(x, 0, off, 32, @commands[index], 1)
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# ** Window_MateriaBio
#==============================================================================
class Window_MateriaBio < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(240, 128, 400, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(materia)
self.contents.clear
# If no Materia
return if materia.nil?
# Gets Icon Hue
hue = materia.get_hue
# Draws Materia Icon
bitmap = RPG::Cache.icon('Materia Icon').dup
bitmap.hue_change(hue)
self.contents.blt(4, 0, bitmap, Rect.new(0, 0, 24, 24))
# Draws Materia Name
self.contents.font.size = 22
self.contents.font.color = normal_color
self.contents.font.bold = false
self.contents.draw_text(32, 0, contents.width, 24, materia.name)
# Gets Star Bitmap & Changes Hue
bitmap = RPG::Cache.icon('Star - Icon').dup
bitmap.hue_change(hue)
# Gets Start of Star X Coordinate
star_x = contents.width / 2 - 20
# Draws Level Stars
materia.level.times do
self.contents.blt(star_x += 24, 0, bitmap, Rect.new(0, 0, 24, 24))
end
# Draws Un-Leveled Stars
(materia.exp_levels.size + 1 - materia.level).times do
self.contents.blt(star_x += 24, 0, bitmap, Rect.new(0, 0, 24, 24), 100)
end
# Draws Level
self.contents.draw_text(contents.width / 2 + 4, 52, contents.width / 2, 24, 'Level:')
lev = materia.level == materia.exp_levels.size + 1 ? 'Mastered' : materia.level.to_s
self.contents.draw_text(contents.width / 2 - 4, 52, contents.width / 2, 24, lev, 2)
# Draws Experience
self.contents.draw_text(contents.width / 2 + 4, 76, contents.width / 2, 24, 'Experience:')
self.contents.draw_text(contents.width / 2 - 4, 76, contents.width / 2, 24, materia.experience.to_s, 2)
# Draws Next Level
self.contents.draw_text(contents.width / 2 + 4, 100, contents.width / 2, 24, 'Next Level:')
nxt = lev == 'Mastered' ? 'N/A' : materia.exp_levels[materia.level - 1] - materia.experience
self.contents.draw_text(contents.width / 2 - 4, 100, contents.width / 2, 24, nxt.to_s, 2)
# Draws Skills
self.contents.draw_text(4, 28, contents.width, 24, 'Skills:')
for i in 0...(materia.level)
self.contents.font.color = normal_color
unless materia.skills[i].nil?
self.contents.draw_text(8, 52 + i * 24, contents.width / 2 - 8, 24, $data_skills[materia.skills[i]].name)
end
end
for i in (materia.level)...materia.skills.size
self.contents.font.color = disabled_color
unless materia.skills[i].nil?
self.contents.draw_text(8, 52 + i * 24, contents.width / 2 - 8, 24, $data_skills[materia.skills[i]].name)
end
end
if materia.skills.size == 0
self.contents.draw_text(8, 52, contents.width / 2 - 8, 24, 'Nothing')
end
# Draws Special Effect
self.contents.font.color = normal_color
se = materia.special_effect.nil? ? 'Nothing' : materia.special_effect
self.contents.draw_text(8, 172, contents.width, 24, "Special Effect: #{se}")
# Draw Buy Value
self.contents.font.size = 16
self.contents.font.bold = true
ox = contents.width / 3
self.contents.draw_text(4, 200, ox, 16, "Buy Value: #{materia.new_value}")
# Draw Sell Value
self.contents.draw_text(ox, 200, ox, 16, "Sell Value: #{materia.sell_value}", 1)
# Draw Mater Value
self.contents.draw_text(ox * 2 - 4, 200, ox, 16, "Master Value: #{materia.master_value}", 2)
# Draws Stat Effects
self.contents.font.size = 14
self.contents.draw_text(8, 222, contents.width / 2, 14, 'Attributes Effects:')
stat_names = ['hp', 'sp', 'str', 'dex', 'agi', 'int'].collect! {|x| eval "$data_system.words.#{x}" }
for i in 0...materia.stat_effects.size
self.contents.draw_text(8, 222 + (i + 1) * 14, contents.width / 2, 14, stat_names[i])
self.contents.draw_text(- 8, 222 + (i + 1) * 14, contents.width / 2, 14, "#{materia.stat_effects[i]} %", 2)
end
# Draws Element & Status Effects
self.contents.font.size = 14
x, y = contents.width / 2 + 4, 222
self.contents.draw_text(x, y, contents.width / 2, 14, 'Element & Status Effects:')
if materia.elements.size + materia.states.size == 0
self.contents.draw_text(x + 4, y + 14, contents.width / 2, 14, 'None')
else
# Draws Elements
total = 1
for i in 0...materia.elements.size
total += 1
ox = 4 + total % 2 * (contents.width / 4)
oy = total / 2 * 14
self.contents.draw_text(x + ox, y + oy, contents.width / 2, 14, $data_system.elements[materia.elements[i]])
end
# Draws States
for i in 0...materia.states.size
total += 1
ox = 4 + total % 2 * (contents.width / 4)
oy = total / 2 * 14
self.contents.draw_text(x + ox, y + oy, contents.width / 2, 14, $data_states[materia.states[i]].name)
end
end
end
end
#==============================================================================
# ** Window_MateriaList
#==============================================================================
class Window_MateriaList < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(buying, materia_list = nil, show_cost = true)
super(0, 128, 240, 352)
self.visible = self.active = false
# Creates Materia List
if buying
@materia = []
for index in materia_list
@materia << $data_materia[index].dup
end
else
@materia = $game_party.materia.sort! {|a, b| a.id <=> b.id}
end
@buying, @show_cost = buying, show_cost
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Get Materia
#--------------------------------------------------------------------------
def materia
return @materia[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clears Contents
if self.contents != nil
self.contents.dispose
self.contents = nil
end
# If item count is not 0, make a bit map and draw all items
@materia.sort! {|a, b| a.id <=> b.id}
@item_max = @materia.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Materia
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
# Checks to See if Selling materia
if @buying
self.contents.font.color = materia.buy_value > $game_party.gold ?
disabled_color : normal_color
end
# Gets Materia
materia = @materia[index]
# Gets Icon Hue
hue = materia.get_hue
# Clears Bitmap Contents
self.contents.fill_rect(Rect.new(0, index * 32, contents.width, 32), Color.new(0, 0, 0, 0))
# Draws Materia Icon
bitmap = RPG::Cache.icon('Materia Icon').dup
bitmap.hue_change(hue)
self.contents.blt(4, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
# Draws Materia Name
self.contents.draw_text(32, index * 32, contents.width, 32, materia.name)
# If Show Cost
if @show_cost
# Draws Materia Cost
value = @buying ? materia.buy_value : materia.sell_value
self.contents.draw_text(- 4, index * 32, contents.width, 32, ": #{value}", 2)
end
end
end
#==============================================================================
# ** Window_MateriaActor
#==============================================================================
class Window_MateriaActor < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 152)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
@frame = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor = @actor)
self.contents.clear
# Draws Actor Sprite
draw_actor_sprite
# Draw Actor Information
draw_actor_bio
# Draws Actor Equipment
draw_actor_equipment
# Draws Actor Materia
draw_actor_materia
end
#--------------------------------------------------------------------------
# * Draw Actor Sprite
#--------------------------------------------------------------------------
def draw_actor_sprite
# Clears Actor Bitmap Arena
self.contents.fill_rect(0, 0, 80, 120, Color.new(0, 0, 0, 0))
# Gets Actor Bitmap
bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
# Transfer Actor Frame to src_bitmap
self.contents.stretch_blt(Rect.new(0, 0, 80, 120), bitmap,
Rect.new(bitmap.width / 4 * @frame, 0, bitmap.width / 4, bitmap.height / 4))
end
#--------------------------------------------------------------------------
# * Draw Actor Bio
#--------------------------------------------------------------------------
def draw_actor_bio
# Clears Bio Space
self.contents.fill_rect(92, 0, 140, 120, Color.new(0, 0, 0, 0))
# Draws Actor name
self.contents.font.color = normal_color
self.contents.draw_text(92, 0, 140, 22, @actor.name)
# Draws Level
self.contents.draw_text(92, 22, 140, 22, "Level : #{@actor.level}")
# Draws Actor Class
self.contents.draw_text(92, 44, 410, 22, "Class : #{$data_classes[@actor.class_id].name}")
# Draws HP
self.contents.draw_text(92, 66, 140, 22, "HP : #{@actor.hp} / #{@actor.maxhp}")
draw_slant_bar(92, 90, @actor.hp, @actor.maxhp.to_f, 136, 4)
# Draws SP
self.contents.draw_text(92, 92, 140, 22, "SP : #{@actor.sp} / #{@actor.maxsp}")
draw_slant_bar(92, 116, @actor.sp, @actor.maxsp.to_f, 136, 4,
Color.new(0, 0, 200), Color.new(0, 170, 0))
end
#--------------------------------------------------------------------------
# * Draw Actor Equipment
#--------------------------------------------------------------------------
def draw_actor_equipment
# Clears Equipment Space
self.contents.fill_rect(240, 0, 176, 120, Color.new(0, 0, 0, 0))
# Draws Equipment
draw_equipment(240, 0, $data_weapons[@actor.weapon_id], 0)
draw_equipment(240, 24, $data_armors[@actor.armor1_id], 1)
draw_equipment(240, 48, $data_armors[@actor.armor2_id], 2)
draw_equipment(240, 72, $data_armors[@actor.armor3_id], 3)
draw_equipment(240, 96, $data_armors[@actor.armor4_id], 4)
end
#--------------------------------------------------------------------------
# * Draw Actor Materia
#--------------------------------------------------------------------------
def draw_actor_materia
# Clears Materia Space
self.contents.fill_rect(416, 0, 192, 120, Color.new(0, 0, 0, 0))
# Draws Materia Slots Background
for i in 0..4
self.contents.fill_rect(416, i * 24 + 2, 192, 22, Color.new(0, 0, 0, 50))
end
# Draws Materia Slots
for i in 0..4
slots_x, y = 416 - 24, i * 24
if i == 0
if @actor.weapon_id == 0
p_times, s_times = 0, 0
else
p_times = $data_weapons[@actor.weapon_id].paired_materia
s_times = $data_weapons[@actor.weapon_id].single_materia
end
else
if (eval "@actor.armor#{i}_id") == 0
p_times, s_times = 0, 0
else
p_times = eval "$data_armors[@actor.armor#{i}_id].paired_materia"
s_times = eval "$data_armors[@actor.armor#{i}_id].single_materia"
end
end
# Draws Paired Materia
p_times.times do
bitmap = RPG::Cache.icon('Materia Paired Left')
self.contents.blt(slots_x += 24, y, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon('Materia Paired Right')
self.contents.blt(slots_x += 24, y, bitmap, Rect.new(0, 0, 24, 24))
end
# Draws Single Materia
s_times.times do
bitmap = RPG::Cache.icon('Materia Single')
self.contents.blt(slots_x += 24, y, bitmap, Rect.new(0, 0, 24, 24))
end
end
# Draws Equipped Materia
for i in [email=0...@actor.weapon]0...@actor.weapon[/email]_materia.size
materia = @actor.weapon_materia[i]
unless materia.nil?
# Gets Icon Hue
hue = materia.get_hue
# Draws Icon
bitmap = RPG::Cache.icon('Materia Icon').dup
bitmap.hue_change(hue)
self.contents.blt(416 + i * 24, 0, bitmap, Rect.new(0, 0, 24, 24))
end
end
for h in 1..4
size = eval "@actor.armor#{h}_materia.size"
for i in 0...size
list = eval "@actor.armor#{h}_materia"
materia = list[i]
unless materia.nil?
# Gets Icon Hue
hue = materia.get_hue
# Draws Icon
bitmap = RPG::Cache.icon('Materia Icon').dup
bitmap.hue_change(hue)
self.contents.blt(416 + i * 24, 24 * h, bitmap, Rect.new(0, 0, 24, 24))
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Checks to Update Picture
if Graphics.frame_count % 10 == 0
@frame == 3 ? @frame = 0 : @frame += 1
draw_actor_sprite
end
end
#--------------------------------------------------------------------------
# * Draw Slant Bar
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max) * width - 1)
for j in 1..(height - 1)
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 + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# * Draw Equipment
#--------------------------------------------------------------------------
def draw_equipment(x, y, item, type)
if item.nil?
case type
when 0 # Weapon
bitmap = RPG::Cache.icon("001-Weapon01")
when 1 # Shield
bitmap = RPG::Cache.icon("009-Shield01")
when 2 # Helmet
bitmap = RPG::Cache.icon("010-Head01")
when 3 # Armor
bitmap = RPG::Cache.icon("014-Body02")
when 4 # Accessory
bitmap = RPG::Cache.icon("016-Accessory01")
end
contents.font.color, text, opacity = disabled_color, 'Nothing', disabled_color.alpha
else
bitmap = RPG::Cache.icon(item.icon_name)
contents.font.color, text, opacity = normal_color, item.name, 255
end
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 148, 24, text, 1)
end
end
#==============================================================================
# ** Window_MateriaEquipBio
#==============================================================================
class Window_MateriaEquipBio < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 152, 400, 328)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(materia)
self.contents.clear
# If no Materia
return if materia.nil?
# Gets Icon Hue
hue = materia.get_hue
# Draws Materia Icon
bitmap = RPG::Cache.icon('Materia Icon').dup
bitmap.hue_change(hue)
self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 24, 24))
# Draws Materia Name
self.contents.font.color = normal_color
self.contents.font.size = 22
self.contents.font.bold = false
self.contents.draw_text(32, 0, contents.width, 24, materia.name)
# Gets Star Bitmap & Changes Hue
bitmap = RPG::Cache.icon('Star - Icon').dup
bitmap.hue_change(hue)
# Gets Start of Star X Coordinate
star_x = contents.width / 2 - 20
# Draws Level Stars
materia.level.times do
self.contents.blt(star_x += 24, 0, bitmap, Rect.new(0, 0, 24, 24))
end
# Draws Un-Leveled Stars
(materia.exp_levels.size + 1 - materia.level).times do
self.contents.blt(star_x += 24, 0, bitmap, Rect.new(0, 0, 24, 24), 100)
end
# Draws Skills
self.contents.font.size = 16
self.contents.font.bold = true
self.contents.draw_text(4, 28, contents.width, 16, 'Skills:')
for i in 0...(materia.level)
self.contents.font.color = normal_color
unless materia.skills[i].nil?
self.contents.draw_text(16, 44 + i * 16, contents.width / 2 - 8, 16, $data_skills[materia.skills[i]].name)
end
end
for i in (materia.level)...materia.skills.size
self.contents.font.color = disabled_color
unless materia.skills[i].nil?
self.contents.draw_text(16, 44 + i * 16, contents.width / 2 - 8, 16, $data_skills[materia.skills[i]].name)
end
end
# Draws Level
self.contents.font.color = normal_color
self.contents.draw_text(contents.width / 2 + 4, 44, contents.width / 2, 16, 'Level:')
lev = materia.level == materia.exp_levels.size + 1 ? 'Mastered' : materia.level.to_s
self.contents.draw_text(contents.width / 2 - 4, 44, contents.width / 2, 16, lev, 2)
# Draws Experience
self.contents.draw_text(contents.width / 2 + 4, 60, contents.width / 2, 16, 'Experience:')
self.contents.draw_text(contents.width / 2 - 4, 60, contents.width / 2, 16, materia.experience.to_s, 2)
# Draws Next Level
self.contents.draw_text(contents.width / 2 + 4, 76, contents.width / 2, 16, 'Next Level:')
nxt = lev == 'Mastered' ? 'N/A' : materia.exp_levels[materia.level - 1] - materia.experience
self.contents.draw_text(contents.width / 2 - 4, 76, contents.width / 2, 16, nxt.to_s, 2)
# Draws Special Effect
se = materia.special_effect.nil? ? 'Nothing' : materia.special_effect
self.contents.draw_text(8, 124, contents.width, 16, "Special Effect: #{se}")
# Draw Buy Value
ox = contents.width / 3
self.contents.draw_text(4, 156, ox, 16, "Buy Value: #{materia.new_value}")
# Draw Sell Value
self.contents.draw_text(ox, 156, ox, 16, "Sell Value: #{materia.sell_value}", 1)
# Draw Mater Value
self.contents.draw_text(ox * 2 - 4, 156, ox, 16, "Master Value: #{materia.master_value}", 2)
# Draws Stat Effects
self.contents.draw_text(8, 188, contents.width / 2, 16, 'Attributes Effects:')
stat_names = ['hp', 'sp', 'str', 'dex', 'agi', 'int'].collect! {|x| eval "$data_system.words.#{x}" }
for i in 0...materia.stat_effects.size
self.contents.draw_text(8, 188 + (i + 1) * 14, contents.width / 2, 16, stat_names[i])
self.contents.draw_text(- 8, 188 + (i + 1) * 14, contents.width / 2, 16, "#{materia.stat_effects[i]} %", 2)
end
# Draws Element & Status Effects
x, y = contents.width / 2 + 4, 188
self.contents.draw_text(x, y, contents.width / 2, 16, 'Element & Status Effects:')
if materia.elements.size + materia.states.size == 0
self.contents.draw_text(x + 4, y + 14, contents.width / 2, 16, 'None')
else
# Draws Elements
total = 1
for i in 0...materia.elements.size
total += 1
ox = 4 + total % 2 * (contents.width / 4)
oy = total / 2 * 16
self.contents.draw_text(x + ox, y + oy, contents.width / 2, 16, $data_system.elements[materia.elements[i]])
end
# Draws States
for i in 0...materia.states.size
total += 1
ox = 4 + total % 2 * (contents.width / 4)
oy = total / 2 * 16
self.contents.draw_text(x + ox, y + oy, contents.width / 2, 16, $data_states[materia.states[i]].name)
end
end
end
end
#==============================================================================
# ** Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_materiasystem_scenetitle_main main
alias seph_materiasystem_scenetitle_newgame command_new_game
alias seph_materiasystem_scenetitle_continue command_continue
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Orginal Main Method
seph_materiasystem_scenetitle_main
# Creates Materia Data List
$data_materia = Materia_System::MATERIA_LIST
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Sets Weapon Materia Slots
for i in 1...$data_weapons.size
$data_weapons[i].set_materia_slots(Materia_System::WEAPON_MATERIA_SLOTS[i])
end
# Sets Armors Materia Slots
for i in 1...$data_armors.size
$data_armors[i].set_materia_slots(Materia_System::ARMORS_MATERIA_SLOTS[i])
end
# Orginal Command: New Game Method
seph_materiasystem_scenetitle_newgame
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# Orginal Continue Method
seph_materiasystem_scenetitle_continue
# Sets Weapon Materia Slots
for i in 1...$data_weapons.size
$data_weapons[i].set_materia_slots(Materia_System::WEAPON_MATERIA_SLOTS[i])
end
# Sets Armors Materia Slots
for i in 1...$data_armors.size
$data_armors[i].set_materia_slots(Materia_System::ARMORS_MATERIA_SLOTS[i])
end
end
end
#==============================================================================
# ** Scene_MateriaShop
#==============================================================================
class Scene_MateriaShop
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(materia_avialable = [])
@materia_avialable = materia_avialable
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Help Window
@help_window = Window_Help.new
@help_window.set_text('What Would You like to Do?')
# Shop Commands Window
@shop_options_window = Window_HorizCommand.new(
['Buy Materia', 'Sell Materia', 'Exit'], 480)
@shop_options_window.y = 64
# Party Gold Window
@gold_window = Window_Gold.new
@gold_window.x, @gold_window.y = 480, 64
# Dummy Window
@dummy_window = Window_Base.new(0, 128, 640, 352)
# Buy Materia Window
@buy_items = Window_MateriaList.new(true, @materia_avialable)
# Sell Materia Window
@sell_items = Window_MateriaList.new(false)
# Materia Bio Window
@materia_bio = Window_MateriaBio.new
# Scene Objects
@objects = [@help_window, @shop_options_window, @gold_window, @buy_items,
@sell_items, @dummy_window, @materia_bio]
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphi