#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Expanded Equip Scene - KGC_ExtendedEquipScene ◆ VX ◆ #_/ ◇ Last Update: 2009/02/15 ◇ #_/ ◆ Translation by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://ytomy.sakura.ne.jp/ ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ This script expands the equipment scene by adding a popup menu that allows #_/ the player to manually equip, automatically equip, or remove all current #_/ equipment. Also, this script will show more detailed information on what #_/ stats are increased/decreased when equipping items, such as Accuracy. #_/============================================================================ #_/ Install: Insert below KCG_HelpExtension, below KGC_EquipLearnSkill and #_/ above KCG_EquipExtension #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ $data_system = load_data("Data/System.rvdata") if $data_system == nil #==============================================================================# # ★ Customization ★ # #==============================================================================# module KGC module ExtendedEquipScene # ◆ Parameter Names ◆ # This affects the text displayed on the extended equip screen for these # additional, normally hidden attribute bonuses. VOCAB_PARAM = { :hit => "Accuracy", # Hit Ratio, AKA Accuracy :eva => "Evasion", # Evasion :cri => "Critical", # Critical }#<- Do Not Remove! # ◆ Equip Parameters ◆ # This is the default order in which parameters are displayed on the Equip # screen. # :maxhp .. Maximum HP # :maxmp .. Maximum MP # :atk .. Attack # :def .. Defense # :spi .. Spirit (AKA Intelligence) # :agi .. Agility # :hit .. Hit Ratio (AKA Accuracy) # :eva .. Evasion # :cri .. Critical # You may alter this order by rearranging the parameters in the brackets []. EQUIP_PARAMS = [ :atk, :def, :spi, :agi, :hit, :eva, :cri ] # ◆ Enhanced Command Menu ◆ # This toggle allows you to enable or disable the "Equip/Optimize/Remove All" # command window. # true : Window is enabled. # false : Window is disabled. USE_COMMAND_WINDOW = true # ◆ Equipment Command Names ◆ # This affects the text displayed on the Equip command popup menu. COMMANDS = [ "Equip", # Equip/De-equip an item. "Optimize", # Optimize equipment configuration. "Remove All", # Remove all currently equipped items. ]# <- Do Not Remove! # ◆ Descriptive "Help" Window Text ◆ # This affects the text displayed in the "Help" (Top) Window when the # cooresponding item from above has been selected. COMMAND_HELP = [ "Change Equipment", # Equip/De-equip an item. "Optimize Equipment", # Optimize equipment configuration. "Remove All Equipment", # Remove all currently equipped items. ]# <- Do Not Remove! # ◆ Optimize Equipment ◆ # Allows you to change what items are not automatically equipped when using # the "Optimize" command. The numbers in the brackets will be excluded from # automatic equipping with the optimize command. # -1.Weapon 0.Shield 1.Headgear # 2.Bodygear 3.Accessory 4 & 5. Equipment Expansions (See EquipExtention) IGNORE_STRONGEST_KIND = [3, 5] # ◆ Optimize Equipment Prioritization ◆ # Allows you the change the order in which equipment bonuses to parameters # are prioritorized for the "Optimize" command. # Parameters are as follows: # :maxhp .. Maximum HP # :maxmp .. Maximum MP # :atk .. Attack # :def .. Defense # :spi .. Spirit (AKA Intelligence) # :agi .. Agility # :hit .. Hit Ratio (AKA Accuracy) # :eva .. Evasion # :cri .. Critical # This affects the parameter order. # You may alter or add to this order by rearranging the parameters in the # brackets []. STRONGEST_WEAPON_PARAM_ORDER = [ :atk, :spi, :agi, :def ] # This affects the armor (body gear) order. STRONGEST_ARMOR_PARAM_ORDER = [ :def, :spi, :agi, :atk ] # ◆ Show AP Window ◆ # This adds a sub-window into the equipment window which displays any AP(TP # in my translation of KGC_EquipLearnSkill script) skills that are aquired # from highlighted equipment. NOTE: Only works with KGC_EquipLearnSkill # true : Window is enabled. # false : Window is disabled. SHOW_AP_WINDOW = true # ◆ AP Window Skill Display # This allows you to change the amount of AP skills that are displayed in # the AP window. As such, it also changes the AP window's size accordingly. # Due to this, 4 or less are recommended. Higher numbers will result in bugs. AP_WINDOW_SKILLS = 3 # ◆ Aquired AP Skill Window Caption AP_WINDOW_CAPTION = "Bonus #{Vocab.skill}" # ◆ AP Window Display Key # This allows you to assign a key that shows/hides the AP window. AP_WINDOW_BUTTON = Input::X end end #=============================================================================# # ★ End Customization ★ # #=============================================================================# #=================================================# # IMPORT # #=================================================# $imported = {} if $imported == nil $imported["ExtendedEquipScene"] = true #=================================================# #============================================================================== # □ KGC::ExtendedEquipScene #============================================================================== module KGC::ExtendedEquipScene # Obtain paramaeters for processing GET_PARAM_PROC = { :atk => Proc.new { |n| n.atk }, :def => Proc.new { |n| n.def }, :spi => Proc.new { |n| n.spi }, :agi => Proc.new { |n| n.agi }, } StrongestItem = Struct.new("StrongestItem", :index, :item) end #=================================================# #============================================================================== # ■ Vocab #============================================================================== module Vocab # 命中率 def self.hit return KGC::ExtendedEquipScene::VOCAB_PARAM[:hit] end # 回避率 def self.eva return KGC::ExtendedEquipScene::VOCAB_PARAM[:eva] end # クリティカル率 def self.cri return KGC::ExtendedEquipScene::VOCAB_PARAM[:cri] end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_ExtendedEquipCommand #------------------------------------------------------------------------------ # 拡張装備画面で、実行する操作を選択するウィンドウです。 #============================================================================== class Window_ExtendedEquipCommand < Window_Command #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(160, KGC::ExtendedEquipScene::COMMANDS) self.active = false self.z = 1000 end #-------------------------------------------------------------------------- # ● ヘルプウィンドウの更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(KGC::ExtendedEquipScene::COMMAND_HELP[self.index]) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_EquipBaseInfo #------------------------------------------------------------------------------ # 装備画面で、アクターの基本情報を表示するウィンドウです。 #============================================================================== class Window_EquipBaseInfo < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # actor : アクター #-------------------------------------------------------------------------- def initialize(x, y, actor) super(x, y, Graphics.width / 2, WLH + 32) @actor = actor refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 0, 0) # EP 制を使用する場合は EP を描画 if $imported["EquipExtension"] && KGC::EquipExtension::USE_EP_SYSTEM draw_actor_ep(@actor, 116, 0, Graphics.width / 2 - 148) end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Window_Equip #============================================================================== class Window_Equip < Window_Selectable unless KGC::ExtendedEquipScene::USE_COMMAND_WINDOW #-------------------------------------------------------------------------- # ● カーソルを 1 ページ後ろに移動 #-------------------------------------------------------------------------- def cursor_pagedown return if Input.repeat?(Input::R) super end #-------------------------------------------------------------------------- # ● カーソルを 1 ページ前に移動 #-------------------------------------------------------------------------- def cursor_pageup return if Input.repeat?(Input::L) super end end # <-- unless KGC::ExtendedEquipScene::USE_COMMAND_WINDOW #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super return unless self.active if Input.repeat?(Input::RIGHT) Sound.play_cursor cursor_pagedown elsif Input.repeat?(Input::LEFT) Sound.play_cursor cursor_pageup end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Window_EquipItem #============================================================================== class Window_EquipItem < Window_Item #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ # actor : アクター # equip_type : 装備部位 #-------------------------------------------------------------------------- alias initialize_KGC_ExtendedEquipScene initialize def initialize(x, y, width, height, actor, equip_type) width = Graphics.width / 2 initialize_KGC_ExtendedEquipScene(x, y, width, height, actor, equip_type) @column_max = 1 refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- alias refresh_KGC_ExtendedEquipScene refresh unless $@ def refresh return if @column_max == 2 # 無駄な描画はしない refresh_KGC_ExtendedEquipScene end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_ExtendedEquipStatus #------------------------------------------------------------------------------ # 拡張装備画面で、アクターの能力値変化を表示するウィンドウです。 #============================================================================== class Window_ExtendedEquipStatus < Window_EquipStatus #-------------------------------------------------------------------------- # ○ 公開インスタンス変数 #-------------------------------------------------------------------------- attr_writer :equip_type # 装備タイプ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # actor : アクター #-------------------------------------------------------------------------- def initialize(x, y, actor) @equip_type = -1 @caption_cache = nil super(x, y, actor) @new_item = nil @new_param = {} refresh end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose super @caption_cache.dispose if @caption_cache != nil end #-------------------------------------------------------------------------- # ● ウィンドウ内容の作成 #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(Graphics.width / 2 - 32, height - 32) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh return if @equip_type < 0 if @caption_cache == nil create_cache else self.contents.clear self.contents.blt(0, 0, @caption_cache, @caption_cache.rect) end draw_item_name(@actor.equips[@equip_type], 0, 0) draw_item_name(@new_item, 24, WLH) KGC::ExtendedEquipScene::EQUIP_PARAMS.each_with_index { |param, i| draw_parameter(0, WLH * (i + 2), param) } end #-------------------------------------------------------------------------- # ○ キャッシュ生成 #-------------------------------------------------------------------------- def create_cache create_contents self.contents.font.color = system_color self.contents.draw_text(0, WLH, 20, WLH, "→") # パラメータ描画 KGC::ExtendedEquipScene::EQUIP_PARAMS.each_with_index { |param, i| draw_parameter_name(0, WLH * (i + 2), param) } @caption_cache = Bitmap.new(self.contents.width, self.contents.height) @caption_cache.blt(0, 0, self.contents, self.contents.rect) end #-------------------------------------------------------------------------- # ○ 能力値名の描画 # x : 描画先 X 座標 # y : 描画先 Y 座標 # type : 能力値の種類 #-------------------------------------------------------------------------- def draw_parameter_name(x, y, type) case type when :maxhp name = Vocab.hp when :maxmp name = Vocab.mp when :atk name = Vocab.atk when :def name = Vocab.def when :spi name = Vocab.spi when :agi name = Vocab.agi when :hit name = Vocab.hit when :eva name = Vocab.eva when :cri name = Vocab.cri end self.contents.font.color = system_color self.contents.draw_text(x + 4, y, 96, WLH, name) self.contents.font.color = system_color self.contents.draw_text(x + 156, y, 20, WLH, "→", 1) end #-------------------------------------------------------------------------- # ● 装備変更後の能力値設定 # new_param : 装備変更後のパラメータの配列 # new_item : 変更後の装備 #-------------------------------------------------------------------------- def set_new_parameters(new_param, new_item) changed = false # パラメータ変化判定 KGC::ExtendedEquipScene::EQUIP_PARAMS.each { |k| if @new_param[k] != new_param[k] changed = true break end } changed |= (@new_item != new_item) if changed @new_item = new_item @new_param = new_param refresh end end #-------------------------------------------------------------------------- # ● 能力値の描画 # x : 描画先 X 座標 # y : 描画先 Y 座標 # type : 能力値の種類 #-------------------------------------------------------------------------- def draw_parameter(x, y, type) case type when :maxhp value = @actor.maxhp when :maxmp value = @actor.maxmp when :atk value = @actor.atk when :def value = @actor.def when :spi value = @actor.spi when :agi value = @actor.agi when :hit value = @actor.hit when :eva value = @actor.eva when :cri value = @actor.cri end new_value = @new_param[type] self.contents.font.color = normal_color self.contents.draw_text(x + 106, y, 48, WLH, value, 2) if new_value != nil self.contents.font.color = new_parameter_color(value, new_value) self.contents.draw_text(x + 176, y, 48, WLH, new_value, 2) end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_ExtendedEquipAPViewer #------------------------------------------------------------------------------ # 拡張装備画面で、習得スキルを表示するウィンドウです。 #============================================================================== if $imported["EquipLearnSkill"] class Window_ExtendedEquipAPViewer < Window_APViewer #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :item # 表示対象のアイテム #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ # actor : アクター #-------------------------------------------------------------------------- def initialize(x, y, width, height, actor) @item = nil super self.index = -1 self.active = false end #-------------------------------------------------------------------------- # ○ アイテム設定 #-------------------------------------------------------------------------- def item=(new_item) @item = new_item refresh end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh @data = [] @can_gain_ap_skills = @actor.can_gain_ap_skills @equipment_skills = @actor.equipment_skills(true) skills = (@item == nil ? [] : @item.learn_skills) skills.each { |i| @data << $data_skills[i] } @item_max = @data.size create_contents draw_caption @item_max.times { |i| draw_item(i) } end #-------------------------------------------------------------------------- # ○ キャプションを描画 #-------------------------------------------------------------------------- def draw_caption self.contents.font.color = system_color self.contents.draw_text(0, 0, width - 96, WLH, KGC::ExtendedEquipScene::AP_WINDOW_CAPTION, 1) self.contents.draw_text(width - 96, 0, 64, WLH, Vocab.ap, 1) self.contents.font.color = normal_color end #-------------------------------------------------------------------------- # ○ スキルをマスク表示するかどうか # skill : スキル #-------------------------------------------------------------------------- def mask?(skill) return false end #-------------------------------------------------------------------------- # ○ 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) rect.y += WLH self.contents.clear_rect(rect) skill = @data[index] if skill != nil draw_item_name(skill, rect.x, rect.y) if skill.need_ap > 0 if @actor.ap_full?(skill) || @actor.skill_learn?(skill) # マスター text = Vocab.full_ap_skill else # AP 蓄積中 text = sprintf("%4d/%4d", @actor.skill_ap(skill.id), skill.need_ap) end end # AP を描画 rect.x = rect.width - 80 rect.width = 80 self.contents.font.color = normal_color self.contents.draw_text(rect, text, 2) end end end end # <-- if $imported["EquipLearnSkill"] #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Equip #============================================================================== class Scene_Equip < Scene_Base #-------------------------------------------------------------------------- # ○ 定数 #-------------------------------------------------------------------------- STANDARD_WIDTH = Graphics.width / 2 ANIMATION_SPPED = 8 #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- alias start_KGC_ExtendedEquipScene start def start start_KGC_ExtendedEquipScene # ステータスウィンドウを作り直す @status_window.dispose @status_window = Window_ExtendedEquipStatus.new(0, 0, @actor) create_command_window @last_item = RPG::Weapon.new @base_info_window = Window_EquipBaseInfo.new( 0, @help_window.height, @actor) if $imported["EquipLearnSkill"] && KGC::ExtendedEquipScene::SHOW_AP_WINDOW @ap_window = Window_ExtendedEquipAPViewer.new(0, 0, 64, 64, @actor) end adjust_window_for_extended_equiop_scene Graphics.frame_reset end #-------------------------------------------------------------------------- # ○ ウィンドウの座標・サイズを拡張装備画面向けに調整 #-------------------------------------------------------------------------- def adjust_window_for_extended_equiop_scene @base_info_window.width = @equip_window.width @equip_window.x = 0 @equip_window.y = @base_info_window.y + @base_info_window.height @equip_window.height = Graphics.height - @equip_window.y @equip_window.active = false @equip_window.z = 100 @status_window.x = 0 @status_window.y = @equip_window.y @status_window.width = STANDARD_WIDTH @status_window.height = @equip_window.height @status_window.visible = false @status_window.z = 100 @item_windows.each { |window| window.x = @equip_window.width window.y = @help_window.height window.z = 50 window.height = Graphics.height - @help_window.height } if @ap_window != nil @ap_window.width = @item_windows[0].width @ap_window.height = (KGC::ExtendedEquipScene::AP_WINDOW_SKILLS + 1) * Window_Base::WLH + 32 @ap_window.x = @equip_window.width @ap_window.y = Graphics.height - @ap_window.height @ap_window.z = @item_windows[0].z + 10 @ap_window.refresh end # コマンドウィンドウ不使用の場合 unless KGC::ExtendedEquipScene::USE_COMMAND_WINDOW @command_window.visible = false @command_window.active = false @equip_window.active = true @equip_window.call_update_help end end #-------------------------------------------------------------------------- # ○ コマンドウィンドウの作成 #-------------------------------------------------------------------------- def create_command_window @command_window = Window_ExtendedEquipCommand.new @command_window.help_window = @help_window @command_window.active = true @command_window.x = (Graphics.width - @command_window.width) / 2 @command_window.y = (Graphics.height - @command_window.height) / 2 @command_window.update_help # 装備固定なら「最強装備」「すべて外す」を無効化 if @actor.fix_equipment @command_window.draw_item(1, false) @command_window.draw_item(2, false) end end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- alias terminate_KGC_ExtendedEquipScene terminate def terminate terminate_KGC_ExtendedEquipScene @command_window.dispose @base_info_window.dispose @ap_window.dispose if @ap_window != nil end #-------------------------------------------------------------------------- # ○ ウィンドウをリフレッシュ #-------------------------------------------------------------------------- def refresh_window @base_info_window.refresh @equip_window.refresh @status_window.refresh @item_windows.each { |window| window.refresh } @ap_window.refresh if @ap_window != nil Graphics.frame_reset end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_ExtendedEquipScene update def update update_command_window if @command_window.active update_KGC_ExtendedEquipScene update_command_selection else update_KGC_ExtendedEquipScene update_ap_window end end #-------------------------------------------------------------------------- # ○ コマンドウィンドウの更新 #-------------------------------------------------------------------------- def update_command_window @command_window.update end #-------------------------------------------------------------------------- # ● ステータスウィンドウの更新 #-------------------------------------------------------------------------- def update_status_window @base_info_window.update @status_window.update if @command_window.active || @equip_window.active @status_window.set_new_parameters({}, nil) elsif @item_window.active return if @last_item == @item_window.item @last_item = @item_window.item temp_actor = Marshal.load(Marshal.dump(@actor)) temp_actor.change_equip(@equip_window.index, @item_window.item, true) param = { :maxhp => temp_actor.maxhp, :maxmp => temp_actor.maxmp, :atk => temp_actor.atk, :def => temp_actor.def, :spi => temp_actor.spi, :agi => temp_actor.agi, :hit => temp_actor.hit, :eva => temp_actor.eva, :cri => temp_actor.cri, } @status_window.equip_type = @equip_window.index @status_window.set_new_parameters(param, @last_item) Graphics.frame_reset end end #-------------------------------------------------------------------------- # ○ AP ウィンドウの更新 #-------------------------------------------------------------------------- def update_ap_window return if @ap_window == nil # 表示/非表示切り替え button = KGC::ExtendedEquipScene::AP_WINDOW_BUTTON if button != nil && Input.trigger?(button) Sound.play_decision if @ap_window.openness == 255 @ap_window.close else @ap_window.open end end # 表示内容更新 @ap_window.update new_item = (@equip_window.active ? @equip_window.item : @item_window.item) @ap_window.item = new_item if @ap_window.item != new_item # 位置更新 ay = @ap_window.y ayb = @ap_window.y + @ap_window.height # AP window: Bottom cy = @item_window.y + 16 cy += @item_window.cursor_rect.y if @item_window.active cyb = cy + Window_Base::WLH # Cursor rect: Bottom bottom = (ay != @item_window.y) if bottom # 下で被る @ap_window.y = @item_window.y if ay < cyb else # 上で被る @ap_window.y = Graphics.height - @ap_window.height if cy < ayb end end #-------------------------------------------------------------------------- # ○ コマンド選択の更新 #-------------------------------------------------------------------------- def update_command_selection update_window_position_for_equip_selection if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) case @command_window.index when 0 # 装備変更 Sound.play_decision # 装備部位ウィンドウに切り替え @equip_window.active = true @command_window.active = false @command_window.close when 1 # 最強装備 if @actor.fix_equipment Sound.play_buzzer return end Sound.play_equip process_equip_strongest when 2 # すべて外す if @actor.fix_equipment Sound.play_buzzer return end Sound.play_equip process_remove_all end end end #-------------------------------------------------------------------------- # ● 装備部位選択の更新 #-------------------------------------------------------------------------- alias update_equip_selection_KGC_ExtendedEquipScene update_equip_selection def update_equip_selection update_window_position_for_equip_selection if Input.trigger?(Input::A) if @actor.fix_equipment Sound.play_buzzer return end # 選択している装備品を外す Sound.play_equip @actor.change_equip(@equip_window.index, nil) refresh_window elsif Input.trigger?(Input::B) Sound.play_cancel if KGC::ExtendedEquipScene::USE_COMMAND_WINDOW show_command_window else # コマンドウィンドウ不使用なら終了 return_scene end return elsif Input.trigger?(Input::R) unless KGC::ExtendedEquipScene::USE_COMMAND_WINDOW # コマンドウィンドウ不使用時のみ切り替え Sound.play_cursor next_actor return end elsif Input.trigger?(Input::L) unless KGC::ExtendedEquipScene::USE_COMMAND_WINDOW # コマンドウィンドウ不使用時のみ切り替え Sound.play_cursor prev_actor return end elsif Input.trigger?(Input::C) # 前回のアイテムをダミーにする @last_item = RPG::Weapon.new end update_equip_selection_KGC_ExtendedEquipScene end #-------------------------------------------------------------------------- # ○ コマンドウィンドウに切り替え #-------------------------------------------------------------------------- def show_command_window @equip_window.active = false @command_window.active = true @command_window.open end #-------------------------------------------------------------------------- # ● アイテム選択の更新 #-------------------------------------------------------------------------- alias update_item_selection_KGC_ExtendedEquipScene update_item_selection def update_item_selection update_window_position_for_item_selection update_item_selection_KGC_ExtendedEquipScene if Input.trigger?(Input::C) @base_info_window.refresh end end #-------------------------------------------------------------------------- # ○ ウィンドウ位置の更新 (装備部位選択) #-------------------------------------------------------------------------- def update_window_position_for_equip_selection return if @item_window.x == @equip_window.width @base_info_window.width = @equip_window.width @item_window.x = [@item_window.x + ANIMATION_SPPED, @equip_window.width].min if @ap_window != nil @ap_window.x = @item_window.x end @equip_window.visible = true @status_window.visible = false end #-------------------------------------------------------------------------- # ○ ウィンドウ位置の更新 (アイテム選択) #-------------------------------------------------------------------------- def update_window_position_for_item_selection return if @item_window.x == STANDARD_WIDTH @base_info_window.width = STANDARD_WIDTH @item_window.x = [@item_window.x - ANIMATION_SPPED, STANDARD_WIDTH].max if @ap_window != nil @ap_window.x = @item_window.x end @equip_window.visible = false @status_window.visible = true end #-------------------------------------------------------------------------- # ○ 最強装備の処理 #-------------------------------------------------------------------------- def process_equip_strongest # 以前のパラメータを保存 last_hp = @actor.hp last_mp = @actor.mp # 最強装備対象の種別を取得 types = [-1] types += ($imported["EquipExtension"] ? @actor.equip_type : [0, 1, 2, 3]) ignore_types = KGC::ExtendedEquipScene::IGNORE_STRONGEST_KIND.clone judged_indices = [] weapon_range = 0..(@actor.two_swords_style ? 1 : 0) # 装備対象の武具をすべて外す types.each_with_index { |t, i| @actor.change_equip(i, nil) unless ignore_types.include?(t) } # 最強武器装備 weapon_range.each { |i| judged_indices << i # 1本目が両手持ちの場合は2本目を装備しない if @actor.two_swords_style weapon = @actor.weapons[0] next if weapon != nil && weapon.two_handed end weapon = get_strongest_weapon(i) @actor.change_equip(i, weapon) if weapon != nil } # 両手持ち武器を持っている場合は盾 (防具1) を装備しない weapon = @actor.weapons[0] if weapon != nil && weapon.two_handed judged_indices |= [1] end # 最強防具装備 exist = true while exist strongest = get_strongest_armor(types, ignore_types, judged_indices) if strongest != nil @actor.change_equip(strongest.index, strongest.item) judged_indices << strongest.index else exist = false end end # 以前のパラメータを復元 @actor.hp = last_hp @actor.mp = last_mp refresh_window end #-------------------------------------------------------------------------- # ○ 最も強力な武器を取得 # equip_type : 装備部位 # 該当するアイテムがなければ nil を返す。 #-------------------------------------------------------------------------- def get_strongest_weapon(equip_type) # 装備可能な武器を取得 equips = $game_party.items.find_all { |item| valid = item.is_a?(RPG::Weapon) && @actor.equippable?(item) if valid && $imported["EquipExtension"] valid = @actor.ep_condition_clear?(equip_type, item) end valid } return nil if equips.empty? param_order = KGC::ExtendedEquipScene::STRONGEST_WEAPON_PARAM_ORDER return get_strongest_item(equips, param_order) end #-------------------------------------------------------------------------- # ○ 最も強力なアイテムを取得 # equips : 装備品リスト # param_order : パラメータ優先順位 #-------------------------------------------------------------------------- def get_strongest_item(equips, param_order) result = [] param_order.each { |param| # パラメータ順にソート get_proc = KGC::ExtendedEquipScene::GET_PARAM_PROC[param] equips = equips.sort_by { |item| -get_proc.call(item) } # 最もパラメータが高いアイテムを取得 highest = equips[0] result = equips.find_all { |item| get_proc.call(highest) == get_proc.call(item) } # 候補が1つに絞れたら終了 break if result.size == 1 equips = result.clone } # 最も ID が大きいアイテムを取得 return (result.sort_by { |v| -v.id })[0] end #-------------------------------------------------------------------------- # ○ 最も強力な防具を取得 (StrongestItem) # types : 装備部位リスト # ignore_types : 無視する部位リスト # judged_indices : 判定済み部位番号リスト # 該当するアイテムがなければ nil を返す。 #-------------------------------------------------------------------------- def get_strongest_armor(types, ignore_types, judged_indices) # 装備可能な防具を取得 equips = $game_party.items.find_all { |item| item.is_a?(RPG::Armor) && !ignore_types.include?(item.kind) && @actor.equippable?(item) } return nil if equips.empty? param_order = KGC::ExtendedEquipScene::STRONGEST_ARMOR_PARAM_ORDER # 最強防具を探す until equips.empty? armor = get_strongest_item(equips, param_order) types.each_with_index { |t, i| next if judged_indices.include?(i) next if armor.kind != t if $imported["EquipExtension"] next unless @actor.ep_condition_clear?(i, armor) end return KGC::ExtendedEquipScene::StrongestItem.new(i, armor) } equips.delete(armor) end return nil end #-------------------------------------------------------------------------- # ○ すべて外す処理 #-------------------------------------------------------------------------- def process_remove_all type_max = ($imported["EquipExtension"] ? @actor.equip_type.size : 4) + 1 type_max.times { |i| @actor.change_equip(i, nil) } refresh_window end end