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| #============================================================================== | |
| # | |
| # ▼ Yanfly Engine Ace - Ace Equip Engine v1.06 | |
| # -- Last Updated: 2014.05.01 | |
| # -- Level: Normal, Hard | |
| # -- Requires: n/a | |
| # | |
| #============================================================================== | |
| $imported = {} if $imported.nil? | |
| $imported["YEA-AceEquipEngine"] = true | |
| #============================================================================== | |
| # ▼ Updates | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # 2014.05.01 - Bug Fixed: Refresh Equip Item List when change slot. | |
| # 2012.02.02 - Bug Fixed: Crash when changing classes to different equip slots. | |
| # 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces. | |
| # 2012.01.05 - Compatibility Update: Equip Dynamic Stats | |
| # 2011.12.30 - Bug Fixed: Stats didn't update. | |
| # 2011.12.23 - Script efficiency optimized. | |
| # 2011.12.18 - Script efficiency optimized. | |
| # 2011.12.13 - Started Script and Finished. | |
| # | |
| #============================================================================== | |
| # ▼ Introduction | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # The default equipment system in RPG Maker VX is the standard equipment system | |
| # seen in all of the previous iterations, which consists of weapon, shield, | |
| # headgear, bodygear, and accessory. To break free of that norm, this script | |
| # allows users access to giving actors and/or classes dynamic equipment setups | |
| # (including having multiples of the same categories). In addition to having | |
| # different equip slot setups, newer equipment types can be made to allow for | |
| # more diversity in armour types. | |
| # | |
| #============================================================================== | |
| # ▼ Instructions | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # To install this script, open up your script editor and copy/paste this script | |
| # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Actor Notetags - These notetags go in the actors notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <equip slots> | |
| # string | |
| # string | |
| # </equip slots> | |
| # This sets the actor's default slots to whatever is listed in between the two | |
| # notetags. An actor's custom equip slots will take priority over a class's | |
| # custom equip slots, which will take priority over the default equip slots. | |
| # Replace "string" with the proper equipment type name or when in doubt, use | |
| # "equip type: x" with x as the equipment type. | |
| # | |
| # <starting gear: x> | |
| # <starting gear: x, x> | |
| # Adds armour x to the actor's list of starting gear. This is used primarily | |
| # for the newer pieces of gear that can't be added through the starting set of | |
| # equipment through the RPG Maker VX Ace editor by default. Insert multiple of | |
| # these notetags to add more pieces of starting gear if so desired. | |
| # | |
| # <fixed equip: x> | |
| # <fixed equip: x, x> | |
| # This will fix the equip type x. Fixed equip slots mean that the equipment | |
| # already on it are unable to be exchanged in or out by the player. This tag | |
| # has been made so that equip types can be fixed for equip type 5 and above. | |
| # Use multiple of these notetags to add more fixed equipment restrictions. | |
| # | |
| # <sealed equip: x> | |
| # <sealed equip: x, x> | |
| # This will seal the equip type x. Sealed equip slots mean that no equipment | |
| # can be equipped onto that equip type slot. This tag has been made so that | |
| # equip types can be sealed for equip type 5 and above. Use multiple of these | |
| # notetags to add more sealed equipment restrictions. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Class Notetags - These notetags go in the class notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <equip slots> | |
| # string | |
| # string | |
| # </equip slots> | |
| # This sets the class's default slots to whatever is listed in between the two | |
| # notetags. An actor's custom equip slots will take priority over a class's | |
| # custom equip slots, which will take priority over the default equip slots. | |
| # Replace "string" with the proper equipment type name or when in doubt, use | |
| # "equip type: x" with x as the equipment type. | |
| # | |
| # <fixed equip: x> | |
| # <fixed equip: x, x> | |
| # This will fix the equip type x. Fixed equip slots mean that the equipment | |
| # already on it are unable to be exchanged in or out by the player. This tag | |
| # has been made so that equip types can be fixed for equip type 5 and above. | |
| # Use multiple of these notetags to add more fixed equipment restrictions. | |
| # | |
| # <sealed equip: x> | |
| # <sealed equip: x, x> | |
| # This will seal the equip type x. Sealed equip slots mean that no equipment | |
| # can be equipped onto that equip type slot. This tag has been made so that | |
| # equip types can be sealed for equip type 5 and above. Use multiple of these | |
| # notetags to add more sealed equipment restrictions. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Weapon Notetags - These notetags go in the weapons notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <fixed equip: x> | |
| # <fixed equip: x, x> | |
| # This will fix the equip type x. Fixed equip slots mean that the equipment | |
| # already on it are unable to be exchanged in or out by the player. This tag | |
| # has been made so that equip types can be fixed for equip type 5 and above. | |
| # Use multiple of these notetags to add more fixed equipment restrictions. | |
| # | |
| # <sealed equip: x> | |
| # <sealed equip: x, x> | |
| # This will seal the equip type x. Sealed equip slots mean that no equipment | |
| # can be equipped onto that equip type slot. This tag has been made so that | |
| # equip types can be sealed for equip type 5 and above. Use multiple of these | |
| # notetags to add more sealed equipment restrictions. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Armour Notetags - These notetags go in the armour notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <equip type: x> | |
| # <equip type: string> | |
| # For the newer equip types, replace x or string with the equip type ID or the | |
| # name of the equip type respectively. This will set that armour to that | |
| # particular equip type. | |
| # | |
| # <fixed equip: x> | |
| # <fixed equip: x, x> | |
| # This will fix the equip type x. Fixed equip slots mean that the equipment | |
| # already on it are unable to be exchanged in or out by the player. This tag | |
| # has been made so that equip types can be fixed for equip type 5 and above. | |
| # Use multiple of these notetags to add more fixed equipment restrictions. | |
| # | |
| # <sealed equip: x> | |
| # <sealed equip: x, x> | |
| # This will seal the equip type x. Sealed equip slots mean that no equipment | |
| # can be equipped onto that equip type slot. This tag has been made so that | |
| # equip types can be sealed for equip type 5 and above. Use multiple of these | |
| # notetags to add more sealed equipment restrictions. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # State Notetags - These notetags go in the states notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <fixed equip: x> | |
| # <fixed equip: x, x> | |
| # This will fix the equip type x. Fixed equip slots mean that the equipment | |
| # already on it are unable to be exchanged in or out by the player. This tag | |
| # has been made so that equip types can be fixed for equip type 5 and above. | |
| # Use multiple of these notetags to add more fixed equipment restrictions. | |
| # | |
| # <sealed equip: x> | |
| # <sealed equip: x, x> | |
| # This will seal the equip type x. Sealed equip slots mean that no equipment | |
| # can be equipped onto that equip type slot. This tag has been made so that | |
| # equip types can be sealed for equip type 5 and above. Use multiple of these | |
| # notetags to add more sealed equipment restrictions. | |
| # | |
| #============================================================================== | |
| # ▼ Compatibility | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that | |
| # it will run with RPG Maker VX without adjusting. | |
| # | |
| #============================================================================== | |
| module YEA | |
| module EQUIP | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - General Equip Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This adjusts the default equip configuration. While actors can have their | |
| # own unique equipment configurations, it's recommended to not change too | |
| # much as things get really hairy when it comes to proper eventing. | |
| # | |
| # ID Equip Type | |
| # --- ------------ | |
| # 0 Weapon | |
| # 1 Shield | |
| # 2 Headgear | |
| # 3 Bodygear | |
| # 4 Accessory | |
| # | |
| # Whatever you set the below slots to, the dual wield setup will be exactly | |
| # identical except that the second slot will be changed to a weapon (0). | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # Adjust this array to set the default slots used for all of your actors | |
| # and classes if they do not have a custom equipment slot setup. | |
| DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 4, 4] | |
| # This hash adjusts the new equip types (past 4+). Adjust them to match | |
| # their names properly. You can choose to allow certain types of equipment | |
| # be removable or not, or whether or not optimize will affect them. | |
| TYPES ={ | |
| # TypeID => ["Type Name", Removable?, Optimize?], | |
| 0 => [ "Weapon", false, true], | |
| 1 => [ "Shield", true, true], | |
| 2 => [ "Headgear", true, true], | |
| 3 => [ "Bodygear", true, true], | |
| 4 => ["Accessory", true, false], | |
| 5 => [ "Cloak", true, true], | |
| 6 => [ "Necklace", true, true], | |
| } # Do not remove this. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Equip Command List - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # Here, you can adjust the order at which the commands appear (or even | |
| # remove commands as you see fit). Here's a list of which does what: | |
| # | |
| # ------------------------------------------------------------------------- | |
| # :command Description | |
| # ------------------------------------------------------------------------- | |
| # :equip Activates the manual equip window. Default. | |
| # :optimize Optimizes equipment for the actor. Default. | |
| # :clear Clears all equipment from the actor. Default | |
| # | |
| # And that's all of the currently available commands. This list will be | |
| # updated as more scripts become available. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This array arranges the order of which the commands appear in the Equip | |
| # Command window in the Equip Scene. | |
| COMMAND_LIST =[ | |
| :equip, | |
| :optimize, | |
| :clear, | |
| # :custom1, | |
| # :custom2, | |
| ] # Do not remove this. | |
| #-------------------------------------------------------------------------- | |
| # - Equip Custom Commands - | |
| # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
| # For those who use scripts to that may produce unique effects for | |
| # equipping, use this hash to manage the custom commands for the Equip | |
| # Command Window. You can disable certain commands or prevent them from | |
| # appearing by using switches. If you don't wish to bind them to a switch, | |
| # set the proper switch to 0 for it to have no impact. | |
| #-------------------------------------------------------------------------- | |
| CUSTOM_EQUIP_COMMANDS ={ | |
| # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], | |
| :custom1 => [ "Custom Name", 0, 0, :command_name1], | |
| :custom2 => [ "Custom Text", 13, 0, :command_name2], | |
| } # Do not remove this. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Misc Window Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This section adjusts the minor visuals that you see inside of the newly | |
| # organized Equip Scene. Adjust the settings as you see fit. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This sets the font size used for the status window in the lower right | |
| # corner of the screen (which shows stats and comparisons). | |
| STATUS_FONT_SIZE = 20 | |
| # This sets the remove equip command in the item window. | |
| REMOVE_EQUIP_ICON = 185 | |
| REMOVE_EQUIP_TEXT = "<Remove Equip>" | |
| # This sets the no-equipment text in the slot window. | |
| NOTHING_ICON = 185 | |
| NOTHING_TEXT = "<Empty>" | |
| end # EQUIP | |
| end # YEA | |
| #============================================================================== | |
| # ▼ Editting anything past this point may potentially result in causing | |
| # computer damage, incontinence, explosion of user's head, coma, death, and/or | |
| # halitosis so edit at your own risk. | |
| #============================================================================== | |
| module YEA | |
| module REGEXP | |
| module BASEITEM | |
| EQUIP_SLOTS_ON = /<(?:EQUIP_SLOTS|equip slots)>/i | |
| EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i | |
| EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i | |
| EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i | |
| STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i | |
| FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i | |
| SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i | |
| end # BASEITEM | |
| end # REGEXP | |
| end # YEA | |
| #============================================================================== | |
| # ■ Vocab | |
| #============================================================================== | |
| module Vocab | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: self.etype | |
| #-------------------------------------------------------------------------- | |
| def self.etype(etype) | |
| return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype) | |
| return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype) | |
| return "" | |
| end | |
| end # Vocab | |
| #============================================================================== | |
| # ■ Icon | |
| #============================================================================== | |
| module Icon | |
| #-------------------------------------------------------------------------- | |
| # self.remove_equip | |
| #-------------------------------------------------------------------------- | |
| def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end | |
| #-------------------------------------------------------------------------- | |
| # self.nothing_equip | |
| #-------------------------------------------------------------------------- | |
| def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end | |
| end # Icon | |
| #============================================================================== | |
| # ■ Numeric | |
| #============================================================================== | |
| class Numeric | |
| #-------------------------------------------------------------------------- | |
| # new method: group_digits | |
| #-------------------------------------------------------------------------- | |
| unless $imported["YEA-CoreEngine"] | |
| def group; return self.to_s; end | |
| end # $imported["YEA-CoreEngine"] | |
| end # Numeric | |
| #============================================================================== | |
| # ■ DataManager | |
| #============================================================================== | |
| module DataManager | |
| #-------------------------------------------------------------------------- | |
| # alias method: load_database | |
| #-------------------------------------------------------------------------- | |
| class <<self; alias load_database_aee load_database; end | |
| def self.load_database | |
| load_database_aee | |
| load_notetags_aee | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: load_notetags_aee | |
| #-------------------------------------------------------------------------- | |
| def self.load_notetags_aee | |
| groups = [$data_actors, $data_classes, $data_weapons, $data_armors, | |
| $data_states] | |
| for group in groups | |
| for obj in group | |
| next if obj.nil? | |
| obj.load_notetags_aee | |
| end | |
| end | |
| end | |
| end # DataManager | |
| #============================================================================== | |
| # ■ RPG::BaseItem | |
| #============================================================================== | |
| class RPG::BaseItem | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :base_equip_slots | |
| attr_accessor :fixed_equip_type | |
| attr_accessor :sealed_equip_type | |
| attr_accessor :extra_starting_equips | |
| #-------------------------------------------------------------------------- | |
| # common cache: load_notetags_aee | |
| #-------------------------------------------------------------------------- | |
| def load_notetags_aee | |
| @base_equip_slots = [] | |
| @equip_slots_on = false | |
| @fixed_equip_type = [] | |
| @sealed_equip_type = [] | |
| @extra_starting_equips = [] | |
| #--- | |
| self.note.split(/[\r\n]+/).each { |line| | |
| case line | |
| #--- | |
| when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON | |
| next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) | |
| @equip_slots_on = true | |
| when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF | |
| next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) | |
| @equip_slots_on = false | |
| #--- | |
| when YEA::REGEXP::BASEITEM::STARTING_GEAR | |
| next unless self.is_a?(RPG::Actor) | |
| $1.scan(/\d+/).each { |num| | |
| @extra_starting_equips.push(num.to_i) if num.to_i > 0 } | |
| when YEA::REGEXP::BASEITEM::FIXED_EQUIP | |
| $1.scan(/\d+/).each { |num| | |
| @fixed_equip_type.push(num.to_i) if num.to_i > 0 } | |
| when YEA::REGEXP::BASEITEM::SEALED_EQUIP | |
| $1.scan(/\d+/).each { |num| | |
| @sealed_equip_type.push(num.to_i) if num.to_i > 0 } | |
| #--- | |
| when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT | |
| next unless self.is_a?(RPG::Armor) | |
| @etype_id = [1, $1.to_i].max | |
| when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR | |
| next unless self.is_a?(RPG::Armor) | |
| for key in YEA::EQUIP::TYPES | |
| id = key[0] | |
| next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase | |
| @etype_id = [1, id].max | |
| break | |
| end | |
| #--- | |
| else | |
| if @equip_slots_on | |
| case line.upcase | |
| when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i | |
| id = $1.to_i | |
| @base_equip_slots.push(id) if [0,1,2,3,4].include?(id) | |
| @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id) | |
| when /WEAPON/i | |
| @base_equip_slots.push(0) | |
| when /SHIELD/i | |
| @base_equip_slots.push(1) | |
| when /HEAD/i | |
| @base_equip_slots.push(2) | |
| when /BODY/i, /ARMOR/i, /ARMOUR/i | |
| @base_equip_slots.push(3) | |
| when /ETC/i, /OTHER/i, /ACCESSOR/i | |
| @base_equip_slots.push(4) | |
| else | |
| text = line.upcase.delete(" ") | |
| for key in YEA::EQUIP::TYPES | |
| id = key[0] | |
| next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text | |
| @base_equip_slots.push(id) | |
| break | |
| end | |
| end | |
| end | |
| end | |
| } # self.note.split | |
| #--- | |
| return unless self.is_a?(RPG::Class) | |
| if @base_equip_slots.empty? | |
| @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone | |
| end | |
| end | |
| end # RPG::BaseItem | |
| #============================================================================== | |
| # ■ Game_Temp | |
| #============================================================================== | |
| class Game_Temp | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :eds_actor | |
| attr_accessor :scene_equip_index | |
| attr_accessor :scene_equip_oy | |
| end # Game_Temp | |
| #============================================================================== | |
| # ■ Game_BaseItem | |
| #============================================================================== | |
| class Game_BaseItem | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :item_id | |
| end # Game_BaseItem | |
| #============================================================================== | |
| # ■ Game_BattlerBase | |
| #============================================================================== | |
| class Game_BattlerBase | |
| #-------------------------------------------------------------------------- | |
| # alias method: equip_type_fixed? | |
| #-------------------------------------------------------------------------- | |
| alias game_battlerbase_equip_type_fixed_aee equip_type_fixed? | |
| def equip_type_fixed?(etype_id) | |
| return true if fixed_etypes.include?(etype_id) if actor? | |
| return game_battlerbase_equip_type_fixed_aee(etype_id) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: equip_type_sealed? | |
| #-------------------------------------------------------------------------- | |
| alias game_battlerbase_equip_type_sealed_aee equip_type_sealed? | |
| def equip_type_sealed?(etype_id) | |
| return true if sealed_etypes.include?(etype_id) if actor? | |
| return game_battlerbase_equip_type_sealed_aee(etype_id) | |
| end | |
| end # Game_BattlerBase | |
| #============================================================================== | |
| # ■ Game_Actor | |
| #============================================================================== | |
| class Game_Actor < Game_Battler | |
| #-------------------------------------------------------------------------- | |
| # alias method: init_equips | |
| #-------------------------------------------------------------------------- | |
| alias game_actor_init_equips_aee init_equips | |
| def init_equips(equips) | |
| game_actor_init_equips_aee(equips) | |
| equip_extra_starting_equips | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: equip_extra_starting_equips | |
| #-------------------------------------------------------------------------- | |
| def equip_extra_starting_equips | |
| for equip_id in actor.extra_starting_equips | |
| armour = $data_armors[equip_id] | |
| next if armour.nil? | |
| etype_id = armour.etype_id | |
| next unless equip_slots.include?(etype_id) | |
| slot_id = empty_slot(etype_id) | |
| @equips[slot_id].set_equip(etype_id == 0, armour.id) | |
| end | |
| refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: equip_slots | |
| #-------------------------------------------------------------------------- | |
| def equip_slots | |
| return equip_slots_dual if dual_wield? | |
| return equip_slots_normal | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: equip_slots_normal | |
| #-------------------------------------------------------------------------- | |
| def equip_slots_normal | |
| return self.actor.base_equip_slots if self.actor.base_equip_slots != [] | |
| return self.class.base_equip_slots | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: equip_slots_dual | |
| #-------------------------------------------------------------------------- | |
| def equip_slots_dual | |
| array = equip_slots_normal.clone | |
| array[1] = 0 if array.size >= 2 | |
| return array | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: fixed_etypes | |
| #-------------------------------------------------------------------------- | |
| def fixed_etypes | |
| array = [] | |
| array |= self.actor.fixed_equip_type | |
| array |= self.class.fixed_equip_type | |
| for equip in equips | |
| next if equip.nil? | |
| array |= equip.fixed_equip_type | |
| end | |
| for state in states | |
| next if state.nil? | |
| array |= state.fixed_equip_type | |
| end | |
| return array | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: sealed_etypes | |
| #-------------------------------------------------------------------------- | |
| def sealed_etypes | |
| array = [] | |
| array |= self.actor.sealed_equip_type | |
| array |= self.class.sealed_equip_type | |
| for equip in equips | |
| next if equip.nil? | |
| array |= equip.sealed_equip_type | |
| end | |
| for state in states | |
| next if state.nil? | |
| array |= state.sealed_equip_type | |
| end | |
| return array | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: change_equip | |
| #-------------------------------------------------------------------------- | |
| alias game_actor_change_equip_aee change_equip | |
| def change_equip(slot_id, item) | |
| if item.nil? && !@optimize_clear | |
| etype_id = equip_slots[slot_id] | |
| return unless YEA::EQUIP::TYPES[etype_id][1] | |
| elsif item.nil? && @optimize_clear | |
| etype_id = equip_slots[slot_id] | |
| return unless YEA::EQUIP::TYPES[etype_id][2] | |
| end | |
| @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil? | |
| game_actor_change_equip_aee(slot_id, item) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: optimize_equipments | |
| #-------------------------------------------------------------------------- | |
| def optimize_equipments | |
| $game_temp.eds_actor = self | |
| @optimize_clear = true | |
| clear_equipments | |
| @optimize_clear = false | |
| equip_slots.size.times do |i| | |
| next if !equip_change_ok?(i) | |
| next unless can_optimize?(i) | |
| items = $game_party.equip_items.select do |item| | |
| item.etype_id == equip_slots[i] && | |
| equippable?(item) && item.performance >= 0 | |
| end | |
| change_equip(i, items.max_by {|item| item.performance }) | |
| end | |
| $game_temp.eds_actor = nil | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: can_optimize? | |
| #-------------------------------------------------------------------------- | |
| def can_optimize?(slot_id) | |
| etype_id = equip_slots[slot_id] | |
| return YEA::EQUIP::TYPES[etype_id][2] | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: force_change_equip | |
| #-------------------------------------------------------------------------- | |
| alias game_actor_force_change_equip_aee force_change_equip | |
| def force_change_equip(slot_id, item) | |
| @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil? | |
| game_actor_force_change_equip_aee(slot_id, item) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: weapons | |
| #-------------------------------------------------------------------------- | |
| alias game_actor_weapons_aee weapons | |
| def weapons | |
| anti_crash_equips | |
| return game_actor_weapons_aee | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: armors | |
| #-------------------------------------------------------------------------- | |
| alias game_actor_armors_aee armors | |
| def armors | |
| anti_crash_equips | |
| return game_actor_armors_aee | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: equips | |
| #-------------------------------------------------------------------------- | |
| alias game_actor_equips_aee equips | |
| def equips | |
| anti_crash_equips | |
| return game_actor_equips_aee | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: equips | |
| #-------------------------------------------------------------------------- | |
| def anti_crash_equips | |
| for i in 0...@equips.size | |
| next unless @equips[i].nil? | |
| @equips[i] = Game_BaseItem.new | |
| end | |
| end | |
| end # Game_Actor | |
| #============================================================================== | |
| # ■ Game_Interpreter | |
| #============================================================================== | |
| class Game_Interpreter | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: change equip | |
| #-------------------------------------------------------------------------- | |
| def command_319 | |
| actor = $game_actors[@params[0]] | |
| return if actor.nil? | |
| if @params[1] == 0 && @params[2] != 0 | |
| item = $data_weapons[@params[2]] | |
| return unless actor.equip_slots.include?(0) | |
| slot_id = actor.empty_slot(0) | |
| elsif @params[2] != 0 | |
| item = $data_armors[@params[2]] | |
| return unless actor.equip_slots.include?(item.etype_id) | |
| slot_id = actor.empty_slot(item.etype_id) | |
| else | |
| slot_id = @params[1] | |
| end | |
| actor.change_equip_by_id(slot_id, @params[2]) | |
| end | |
| end # Game_Interpreter | |
| #============================================================================== | |
| # ■ Window_EquipStatus | |
| #============================================================================== | |
| class Window_EquipStatus < Window_Base | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: initialize | |
| #-------------------------------------------------------------------------- | |
| def initialize(dx, dy) | |
| super(dx, dy, window_width, Graphics.height - dy) | |
| @actor = nil | |
| @temp_actor = nil | |
| refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: window_width | |
| #-------------------------------------------------------------------------- | |
| def window_width; return Graphics.width * 2 / 5; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: refresh | |
| #-------------------------------------------------------------------------- | |
| def refresh | |
| contents.clear | |
| 8.times {|i| draw_item(0, line_height * i, i) } | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: draw_item | |
| #-------------------------------------------------------------------------- | |
| def draw_item(dx, dy, param_id) | |
| draw_background_colour(dx, dy) | |
| draw_param_name(dx + 4, dy, param_id) | |
| draw_current_param(dx + 4, dy, param_id) if @actor | |
| drx = (contents.width + 22) / 2 | |
| draw_right_arrow(drx, dy) | |
| draw_new_param(drx + 22, dy, param_id) if @temp_actor | |
| reset_font_settings | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: draw_background_colour | |
| #-------------------------------------------------------------------------- | |
| def draw_background_colour(dx, dy) | |
| colour = Color.new(0, 0, 0, translucent_alpha/2) | |
| rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2) | |
| contents.fill_rect(rect, colour) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: draw_param_name | |
| #-------------------------------------------------------------------------- | |
| def draw_param_name(dx, dy, param_id) | |
| contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE | |
| change_color(system_color) | |
| draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id)) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: draw_current_param | |
| #-------------------------------------------------------------------------- | |
| def draw_current_param(dx, dy, param_id) | |
| change_color(normal_color) | |
| dw = (contents.width + 22) / 2 | |
| draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2) | |
| reset_font_settings | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: draw_new_param | |
| #-------------------------------------------------------------------------- | |
| def draw_new_param(dx, dy, param_id) | |
| contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE | |
| new_value = @temp_actor.param(param_id) | |
| change_color(param_change_color(new_value - @actor.param(param_id))) | |
| draw_text(0, dy, contents.width-4, line_height, new_value.group, 2) | |
| reset_font_settings | |
| end | |
| end # Window_EquipStatus | |
| #============================================================================== | |
| # ■ Window_EquipCommand | |
| #============================================================================== | |
| class Window_EquipCommand < Window_HorzCommand | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: make_command_list | |
| #-------------------------------------------------------------------------- | |
| def make_command_list | |
| for command in YEA::EQUIP::COMMAND_LIST | |
| case command | |
| when :equip | |
| add_command(Vocab::equip2, :equip) | |
| when :optimize | |
| add_command(Vocab::optimize, :optimize) | |
| when :clear | |
| add_command(Vocab::clear, :clear) | |
| else | |
| process_custom_command(command) | |
| end | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # process_ok | |
| #-------------------------------------------------------------------------- | |
| def process_ok | |
| $game_temp.scene_equip_index = index | |
| $game_temp.scene_equip_oy = self.oy | |
| super | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_custom_command | |
| #-------------------------------------------------------------------------- | |
| def process_custom_command(command) | |
| return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) | |
| show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2] | |
| continue = show <= 0 ? true : $game_switches[show] | |
| return unless continue | |
| text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0] | |
| switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1] | |
| enabled = switch <= 0 ? true : $game_switches[switch] | |
| add_command(text, command, enabled) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: window_width | |
| #-------------------------------------------------------------------------- | |
| def window_width; return 160; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: contents_width | |
| #-------------------------------------------------------------------------- | |
| def contents_width; return width - standard_padding * 2; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: contents_height | |
| #-------------------------------------------------------------------------- | |
| def contents_height | |
| ch = height - standard_padding * 2 | |
| return [ch - ch % item_height, row_max * item_height].max | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: visible_line_number | |
| #-------------------------------------------------------------------------- | |
| def visible_line_number; return 4; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: col_max | |
| #-------------------------------------------------------------------------- | |
| def col_max; return 1; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: item_rect | |
| #-------------------------------------------------------------------------- | |
| def item_rect(index) | |
| rect = Rect.new | |
| rect.width = item_width | |
| rect.height = item_height | |
| rect.x = index % col_max * (item_width + spacing) | |
| rect.y = index / col_max * item_height | |
| rect | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: ensure_cursor_visible | |
| #-------------------------------------------------------------------------- | |
| def ensure_cursor_visible | |
| self.top_row = row if row < top_row | |
| self.bottom_row = row if row > bottom_row | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: cursor_down | |
| #-------------------------------------------------------------------------- | |
| def cursor_down(wrap = false) | |
| if index < item_max - col_max || (wrap && col_max == 1) | |
| select((index + col_max) % item_max) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: cursor_up | |
| #-------------------------------------------------------------------------- | |
| def cursor_up(wrap = false) | |
| if index >= col_max || (wrap && col_max == 1) | |
| select((index - col_max + item_max) % item_max) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: process_pageup | |
| #-------------------------------------------------------------------------- | |
| def process_pageup | |
| Sound.play_cursor | |
| Input.update | |
| deactivate | |
| call_handler(:pageup) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: process_pagedown | |
| #-------------------------------------------------------------------------- | |
| def process_pagedown | |
| Sound.play_cursor | |
| Input.update | |
| deactivate | |
| call_handler(:pagedown) | |
| end | |
| end # Window_EquipCommand | |
| #============================================================================== | |
| # ■ Window_EquipSlot | |
| #============================================================================== | |
| class Window_EquipSlot < Window_Selectable | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: initialize | |
| #-------------------------------------------------------------------------- | |
| def initialize(dx, dy, dw) | |
| super(dx, dy, dw, Graphics.height - dy) | |
| @actor = nil | |
| refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: window_height | |
| #-------------------------------------------------------------------------- | |
| def window_height; return self.height; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: visible_line_number | |
| #-------------------------------------------------------------------------- | |
| def visible_line_number; return item_max; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: refresh | |
| #-------------------------------------------------------------------------- | |
| def refresh | |
| create_contents | |
| super | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: draw_item | |
| #-------------------------------------------------------------------------- | |
| def draw_item(index) | |
| return unless @actor | |
| rect = item_rect_for_text(index) | |
| change_color(system_color, enable?(index)) | |
| draw_text(rect.x, rect.y, 92, line_height, slot_name(index)) | |
| item = @actor.equips[index] | |
| dx = rect.x + 92 | |
| dw = contents.width - dx - 24 | |
| if item.nil? | |
| draw_nothing_equip(dx, rect.y, false, dw) | |
| else | |
| draw_item_name(item, dx, rect.y, enable?(index), dw) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: draw_nothing_equip | |
| #-------------------------------------------------------------------------- | |
| def draw_nothing_equip(dx, dy, enabled, dw) | |
| change_color(normal_color, enabled) | |
| draw_icon(Icon.nothing_equip, dx, dy, enabled) | |
| text = YEA::EQUIP::NOTHING_TEXT | |
| draw_text(dx + 24, dy, dw - 24, line_height, text) | |
| end | |
| end # Window_EquipSlot | |
| #============================================================================== | |
| # ■ Window_EquipItem | |
| #============================================================================== | |
| class Window_EquipItem < Window_ItemList | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: col_max | |
| #-------------------------------------------------------------------------- | |
| def col_max; return 1; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: slot_id= | |
| #-------------------------------------------------------------------------- | |
| def slot_id=(slot_id) | |
| return if @slot_id == slot_id | |
| @slot_id = slot_id | |
| @last_item = nil | |
| self.oy = 0 | |
| refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: draw_item | |
| #-------------------------------------------------------------------------- | |
| def draw_item(index) | |
| item = @data[index] | |
| rect = item_rect(index) | |
| rect.width -= 4 | |
| if item.nil? | |
| draw_remove_equip(rect) | |
| return | |
| end | |
| dw = contents.width - rect.x - 24 | |
| draw_item_name(item, rect.x, rect.y, enable?(item), dw) | |
| draw_item_number(rect, item) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: draw_remove_equip | |
| #-------------------------------------------------------------------------- | |
| def draw_remove_equip(rect) | |
| draw_icon(Icon.remove_equip, rect.x, rect.y) | |
| text = YEA::EQUIP::REMOVE_EQUIP_TEXT | |
| rect.x += 24 | |
| rect.width -= 24 | |
| draw_text(rect, text) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: include? | |
| #-------------------------------------------------------------------------- | |
| def include?(item) | |
| if item.nil? && !@actor.nil? | |
| etype_id = @actor.equip_slots[@slot_id] | |
| return YEA::EQUIP::TYPES[etype_id][1] | |
| end | |
| return true if item.nil? | |
| return false unless item.is_a?(RPG::EquipItem) | |
| return false if @slot_id < 0 | |
| return false if item.etype_id != @actor.equip_slots[@slot_id] | |
| return @actor.equippable?(item) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: enable? | |
| #-------------------------------------------------------------------------- | |
| def enable?(item) | |
| if item.nil? && !@actor.nil? | |
| etype_id = @actor.equip_slots[@slot_id] | |
| return YEA::EQUIP::TYPES[etype_id][1] | |
| end | |
| return @actor.equippable?(item) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: show | |
| #-------------------------------------------------------------------------- | |
| def show | |
| @last_item = 0 | |
| update_help | |
| super | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: update_help | |
| #-------------------------------------------------------------------------- | |
| def update_help | |
| super | |
| return if @actor.nil? | |
| return if @status_window.nil? | |
| return if @last_item == item | |
| @last_item = item | |
| temp_actor = Marshal.load(Marshal.dump(@actor)) | |
| temp_actor.force_change_equip(@slot_id, item) | |
| @status_window.set_temp_actor(temp_actor) | |
| end | |
| end # Window_EquipItem | |
| #============================================================================== | |
| # ■ Window_EquipActor | |
| #============================================================================== | |
| class Window_EquipActor < Window_Base | |
| #-------------------------------------------------------------------------- | |
| # initialize | |
| #-------------------------------------------------------------------------- | |
| def initialize(dx, dy) | |
| super(dx, dy, window_width, fitting_height(4)) | |
| @actor = nil | |
| end | |
| #-------------------------------------------------------------------------- | |
| # window_width | |
| #-------------------------------------------------------------------------- | |
| def window_width; return Graphics.width - 160; end | |
| #-------------------------------------------------------------------------- | |
| # actor= | |
| #-------------------------------------------------------------------------- | |
| def actor=(actor) | |
| return if @actor == actor | |
| @actor = actor | |
| refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # refresh | |
| #-------------------------------------------------------------------------- | |
| def refresh | |
| contents.clear | |
| return unless @actor | |
| draw_actor_face(@actor, 0, 0) | |
| draw_actor_simple_status(@actor, 108, line_height / 2) | |
| end | |
| end # Window_EquipActor | |
| #============================================================================== | |
| # ■ Scene_Equip | |
| #============================================================================== | |
| class Scene_Equip < Scene_MenuBase | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: create_status_window | |
| #-------------------------------------------------------------------------- | |
| def create_status_window | |
| wx = Graphics.width - (Graphics.width * 2 / 5) | |
| wy = @help_window.height + 120 | |
| @status_window = Window_EquipStatus.new(wx, wy) | |
| @status_window.viewport = @viewport | |
| @status_window.actor = @actor | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: create_command_window | |
| #-------------------------------------------------------------------------- | |
| def create_command_window | |
| wx = 0 | |
| wy = @help_window.height | |
| ww = 160 | |
| @command_window = Window_EquipCommand.new(wx, wy, ww) | |
| @command_window.viewport = @viewport | |
| @command_window.help_window = @help_window | |
| if !$game_temp.scene_equip_index.nil? | |
| @command_window.select($game_temp.scene_equip_index) | |
| @command_window.oy = $game_temp.scene_equip_oy | |
| end | |
| $game_temp.scene_equip_index = nil | |
| $game_temp.scene_equip_oy = nil | |
| @command_window.set_handler(:equip, method(:command_equip)) | |
| @command_window.set_handler(:optimize, method(:command_optimize)) | |
| @command_window.set_handler(:clear, method(:command_clear)) | |
| @command_window.set_handler(:cancel, method(:return_scene)) | |
| @command_window.set_handler(:pagedown, method(:next_actor)) | |
| @command_window.set_handler(:pageup, method(:prev_actor)) | |
| process_custom_equip_commands | |
| create_actor_window | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: create_actor_window | |
| #-------------------------------------------------------------------------- | |
| def create_actor_window | |
| wy = @help_window.height | |
| @actor_window = Window_EquipActor.new(@command_window.width, wy) | |
| @actor_window.viewport = @viewport | |
| @actor_window.actor = @actor | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_custom_equip_commands | |
| #-------------------------------------------------------------------------- | |
| def process_custom_equip_commands | |
| for command in YEA::EQUIP::COMMAND_LIST | |
| next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) | |
| called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3] | |
| @command_window.set_handler(command, method(called_method)) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: create_slot_window | |
| #-------------------------------------------------------------------------- | |
| def create_slot_window | |
| wx = 0 | |
| wy = @command_window.y + @command_window.height | |
| ww = Graphics.width - @status_window.width | |
| @slot_window = Window_EquipSlot.new(wx, wy, ww) | |
| @slot_window.viewport = @viewport | |
| @slot_window.help_window = @help_window | |
| @slot_window.status_window = @status_window | |
| @slot_window.actor = @actor | |
| @slot_window.set_handler(:ok, method(:on_slot_ok)) | |
| @slot_window.set_handler(:cancel, method(:on_slot_cancel)) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: create_item_window | |
| #-------------------------------------------------------------------------- | |
| def create_item_window | |
| wx = @slot_window.x | |
| wy = @slot_window.y | |
| ww = @slot_window.width | |
| wh = @slot_window.height | |
| @item_window = Window_EquipItem.new(wx, wy, ww, wh) | |
| @item_window.viewport = @viewport | |
| @item_window.help_window = @help_window | |
| @item_window.status_window = @status_window | |
| @item_window.actor = @actor | |
| @item_window.set_handler(:ok, method(:on_item_ok)) | |
| @item_window.set_handler(:cancel, method(:on_item_cancel)) | |
| @slot_window.item_window = @item_window | |
| @item_window.hide | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: command_optimize | |
| #-------------------------------------------------------------------------- | |
| alias scene_equip_command_optimize_aee command_optimize | |
| def command_optimize | |
| scene_equip_command_optimize_aee | |
| @actor_window.refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: command_clear | |
| #-------------------------------------------------------------------------- | |
| alias scene_equip_command_clear_aee command_clear | |
| def command_clear | |
| scene_equip_command_clear_aee | |
| @actor_window.refresh | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_slot_ok | |
| #-------------------------------------------------------------------------- | |
| alias scene_equip_on_slot_ok_aee on_slot_ok | |
| def on_slot_ok | |
| scene_equip_on_slot_ok_aee | |
| @slot_window.hide | |
| @item_window.refresh | |
| @item_window.show | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_item_ok | |
| #-------------------------------------------------------------------------- | |
| alias scene_equip_on_item_ok_aee on_item_ok | |
| def on_item_ok | |
| scene_equip_on_item_ok_aee | |
| @actor_window.refresh | |
| @slot_window.show | |
| @item_window.hide | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_item_cancel | |
| #-------------------------------------------------------------------------- | |
| alias scene_equip_on_item_cancel_aee on_item_cancel | |
| def on_item_cancel | |
| scene_equip_on_item_cancel_aee | |
| @slot_window.show | |
| @item_window.hide | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_actor_change | |
| #-------------------------------------------------------------------------- | |
| alias scene_equip_on_actor_change_aee on_actor_change | |
| def on_actor_change | |
| scene_equip_on_actor_change_aee | |
| @actor_window.actor = @actor | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_name1 | |
| #-------------------------------------------------------------------------- | |
| def command_name1 | |
| # Do nothing. | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_name2 | |
| #-------------------------------------------------------------------------- | |
| def command_name2 | |
| # Do nothing. | |
| end | |
| end # Scene_Equip | |
| #============================================================================== | |
| # | |
| # ▼ End of File | |
| # | |
| #============================================================================== |