#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ #_/ ◆ Skill CP System - KGC_SkillCPSystem ◆ VX ◆ #_/ ◇ Last Update: 03/31/2009 #_/ ◆ Written by TOMY #_/ ◆ Translation by Mr. Anonymous #_/ ◆ KGC Site: #_/ ◆ http://ytomy.sakura.ne.jp/ #_/ ◆ Translator's Blog: #_/ ◆ http://mraprojects.wordpress.com #_/----------------------------------------------------------------------------- #_/ This script allows the designer to limit the amount of skills the player #_/ may have at his disposal in battle. The player may assign skills the #_/ actor has learned to an available skills list by using CP. Additional CP #_/ is gained upon level-up. #_/----------------------------------------------------------------------------- #_/ ◆ Instructions For Usage ◆ #_/ ◆ Assign CP Cost to a skill: #_/ To manually set individual CP requirements to a given skill, locate the #_/ desired skill in the Skills tab of the database, and enter: #_/ #_/ #_/ #_/ into that skill's "Note" box. #_/ Where Value = the desired number of CP it costs to assign that skill to #_/ a skill slot. #_/ Example: You'd like Dual Strike to cost 2 CP to equip. You'd locate #_/ 'Dual Strike' in the database an insert in the notebox. #_/ #_/ ◆ Increase/Decrease MAX CP by equipping item: #_/ To create an equipable item that changes an actor's MAX CP, locate the #_/ desired item in the Weapons or Armors tab of the database, and enter: #_/ #_/ OR #_/ #_/ into that item's "Note" box. #_/ Where Modifier = + (Addition) or - (Subtraction) #_/ Where Value = the desired number of CP that is increased/decreased. #_/ #_/ Example: You'd like Long Sword to add 1 CP when equipped. You'd locate #_/ 'Long Sword' in the database an insert in the notebox. #_/ #_/ ◆ Increase/Decrease Max Battle Skill Slots by equipping item: #_/ To create an equipable item that changes an actor's max battle skill slots, #_/ locate the desired item in the Weapons or Armors tab of the database, enter: #_/ #_/ OR #_/ #_/ into that item's "Note" box. #_/ Where Modifier = + (Addition) or - (Subtraction) #_/ Where Value = the desired number of slots that to increase/decrease. #_/ #_/ Example: You'd like Leather Shield to reduce the actor's maximum battle #_/ skill slots by 2 when equipped. You'd locate 'Leather Shield' in the #_/ armor database an insert in the notebox. #_/ #_/ #_/ ◆ Script Commands ◆ #_/ These commands are used in "Script" function in the third page of event #_/ commands under "Advanced". #_/ #_/ * set_own_cp(ActorID, Value) #_/ This allows you to set an individual actor's CP. This value cannot #_/ exceed the default settings for CP_MAX (See the Customization block.) #_/ #_/ * set_battle_skill_max(ActorID, Value) #_/ This allows you to set the maximum amount of skill slots available to #_/ a individual actors in battle. When the value is omitted, the default #_/ value of MAX_SKILLS is returned. (See the Customization block.) #_/ #_/ * set_battle_skill(ActorID, SkillSlot_index, SkillID) #_/ This function is still under testing. #_/ #_/ * add_battle_skill(ActorID, SkillID) #_/ Adds a skill to the actor's available skill slots. If the slot is #_/ unavailable, nothing is added. #_/ #_/ * gain_actor_cp(ActorID, Value) #_/ Allows you to change the amount of skill slots an actor has. #_/ #_/ * clear_battle_skill(ActorID) #_/ All skills are removed from the actor's skill slots. (State: Amnesia!) #_/ #_/ * call_set_battle_skill(ActorID) #_/ This calls the Set Skills screen for the selected actor. #_/ #_/ [ Quick Key: ] #_/ [ ActorID = The ID number of the selected Actor in the database. ] #_/ [ ] #_/ [ SkillID = The ID number of the selected Skill in the database. ] #_/ [ ] #_/ [ Value = A set numerical value. ] #_/ [ ] #_/ [ SkillSlot_Index = The position of the actor's skill slots. ] #_/ [ ] #_/============================================================================= #_/ Install: Insert below KGC_EquipLearnSkill, if applicable. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ #==============================================================================# # ★ Customization ★ # #==============================================================================# module KGC module SkillCPSystem # ◆ Skill CP Window Display Settings ◆ # ◆ The maximum amount of skills a character is permitted to assign. MAX_SKILLS = 9 # ◆ CP Display Text VOCAB_CP = "CP" # ◆ CP Display Text (Abbreviation) VOCAB_CP_A = "CP" # ◆ Display CP in status screen. SHOW_STATUS_CP = true # ◆ CP Values & Level Gain ◆ # Default CP cost when not manually assigned to a skill using the tag. DEFAULT_CP_COST = 1 # This affects the maximum amount of CP that can be gained. CP_MAX = 15 # This affects the amount of CP actors will begin with when initialized into # the party, including when the player starts the game. CP_MIN = 1 # ◆ Revised CP Maximum # This affects the maximum amount of CP that can be gained when items that # increase CP are equipped. REVISED_CP_MAX = 20 # ◆ Revised CP Minimum REVISED_CP_MIN = 0 # ◆ CP Level Gain Calculation # Even if the result of this formula is a decimal, it's automatically # converted into an integer. # You may set this value to 0 if you plan on manually assigning each actor's # CP individually. CP_CALC_EXP = "level * 0.6 + 1.0" # ◆ Individual Actor CP Level Gain PERSONAL_CP_CALC_EXP = [] # <- Do not alter or remove! # Below here, you may specify formulas for individual actors that dictates # the amount of CP they recieve upon leveling up. Like CP_CALC_EXP, the # result is converted to an integer. # Format: PERSONAL_CP_CALC_EXP[ActorID] = "Formula" # The format is just like CP_CALC_EXP, except each actor is defined after # PERSONAL_CP_CALC_EXP in brackets []. # Any actor not specified uses the CP_CALC_EXP formula. # Example: # PERSONAL_CP_CALC_EXP[1] = "level * 0.8 + 2.0" # ◆ Insert Personal CP Calculations Below Here ◆ PERSONAL_CP_CALC_EXP[1] = "level * 0.8 + 2.0" # ◆ Disable Skill CP System During Battle Test # true : Disables the Skill CP System during Battle Test # false : Enables the Skill CP System during Battle Test (may cause errors) DISABLE_IN_BATTLETEST = true # ◆ Misc CP Settings Toggles ◆ # This toggle allows you to show skills in the Set Skills window when the # actor doesn't meet the requirements to use that skill, such as # insufficient MP. # true = Unusuable skills are shown (and able to be set/assigned). # false = Unusuable skills are hidden. SHOW_UNUSABLE_SKILL = true # ◆ This toggle allows the player to use CP skills even if the CP value is 0. USABLE_COST_ZERO_SKILL = true # This toggle allows you to change whether Passive Skills (KCG_PassiveSkill) # need to be set by the player it order for their effects to take place. # *Note: As of now, KCG_HiddenSkills takes no effect on this menu even if # PASSIVE_NEED_TO_SET = false # true = Passive Skills must be set by the player. # false = Passive Skills effects are automatically in effect. PASSIVE_NEED_TO_SET = false # ◆ Automatically Set New Skills # This toggle allows you to specify whether new skills are automatically # assigned to skill slots. # true : Automatically assign new skills to skill slots. # * Skills aquired from KGC_EquipLearnSkill are not automatically set. # false : Require new skills to be set manually. AUTO_SET_NEW_SKILL = true # ◆ Display 0 CP Cost # true : 0 CP Cost is displayed # false : Only 0 or higher CP cost is displayed SHOW_ZERO_COST = false # ◆ CP Gauge Colorization ◆ # This allows you to change the color of the guages that appear under in the # CP bar. By default, the colors are determined by system colors (the same as # changing the color of text (\c[n]) in the 'Show Message...' event command). # The color can also be determined by red, green, and blue values: # Example: GAUGE_END_COLOR = Color.new(255, 0, 0) <- This is red. # This is the fill color for the early phase of the guage. GAUGE_START_COLOR = 13 # This is the fill color for the late phase of the guage. (When Full) GAUGE_END_COLOR = 5 # ◆ Command Menu ◆ # This toggle adds the "Assign Skills" (Set Skills) selection to the main # command menu. USE_MENU_SET_SKILL_COMMAND = true # Text of the Set Skills selection on the main command window. VOCAB_MENU_SET_SKILL = "Skill Slots" # ◆ Misc Vocab Settings ◆ # This allows you to change the text displayed in empty skill slots. BLANK_TEXT = "- EMPTY -" # This allows you to change the text in the assigned skills header. RELEASE_TEXT = "(- Available Skills -)" end end #=============================================================================# # ★ End Customization ★ # #=============================================================================# #=================================================# # IMPORT # #=================================================# $imported = {} if $imported == nil $imported["SkillCPSystem"] = true #=================================================# #============================================================================== # □ KGC::SkillCPSystem::Regexp #============================================================================== # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Note Field Tag Strings # # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the "Note" section of a # skill or equipment. module KGC::SkillCPSystem # Regular Expressions Module module Regexp # Base Item Module module BaseItem # Max CP Plus tag string MAXCP_PLUS = /<(?:MAX|max)CP\s*([\-\+]?\d+)>/ # Max Battle Skill Plus tag string BATTLE_SKILL_MAX = /<(?:BATTLE_SKILL_MAX|max_battle_skill)\s*([\-\+]?\d+)>/i end # Skill Module module Skill # CP Cost tag string CP_COST = //i end end end #=================================================# #============================================================================== # □ KGC::Commands #============================================================================== module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ MaxCP 補正値の取得 # actor_id : アクター ID # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_actor_own_cp(actor_id, variable_id = 0) value = $game_actors[actor_id].maxcp_plus $game_variables[variable_id] = value if variable_id > 0 return value end alias get_own_cp get_actor_own_cp #-------------------------------------------------------------------------- # ○ MaxCP 補正値の変更 # actor_id : アクター ID # value : MaxCP 補正値 #-------------------------------------------------------------------------- def set_actor_own_cp(actor_id, value) $game_actors[actor_id].maxcp_plus = value end alias set_own_cp set_actor_own_cp #-------------------------------------------------------------------------- # ○ アクターの MaxCP 補正値の増加 # actor_id : アクター ID # value : 増加量 #-------------------------------------------------------------------------- def gain_actor_cp(actor_id, value) $game_actors[actor_id].maxcp_plus += value end #-------------------------------------------------------------------------- # ○ 登録スキル最大数の取得 # actor_id : アクター ID # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_battle_skill_max(actor_id, variable_id = 0) value = $game_actors[actor_id].battle_skill_max $game_variables[variable_id] = value if variable_id > 0 return value end #-------------------------------------------------------------------------- # ○ 登録スキル最大数の変更 # actor_id : アクター ID # value : 登録可能数 #-------------------------------------------------------------------------- def set_battle_skill_max(actor_id, value = -1) $game_actors[actor_id].battle_skill_max = value end #-------------------------------------------------------------------------- # ○ スキルが登録されているか # actor_id : アクター ID # skill_id : 確認するスキル ID #-------------------------------------------------------------------------- def battle_skill_set?(actor_id, skill_id) return $game_actors[actor_id].battle_skill_ids.include?(skill_id) end #-------------------------------------------------------------------------- # ○ スキルの登録 # actor_id : アクター ID # index : 登録箇所 # skill_id : 登録するスキル ID (nil で解除) #-------------------------------------------------------------------------- def set_battle_skill(actor_id, index, skill_id = nil) actor = $game_actors[actor_id] if skill_id.is_a?(Integer) # 登録 skill = $data_skills[skill_id] return unless actor.battle_skill_settable?(index, skill) # セット不可 actor.set_battle_skill(index, skill) actor.restore_battle_skill else # 解除 actor.remove_battle_skill(index) end end #-------------------------------------------------------------------------- # ○ スキルの追加登録 # actor_id : アクター ID # skill_id : 登録するスキル ID #-------------------------------------------------------------------------- def add_battle_skill(actor_id, skill_id) actor = $game_actors[actor_id] skill = $data_skills[skill_id] return if actor == nil || skill == nil actor.add_battle_skill(skill) end #-------------------------------------------------------------------------- # ○ スキルの全解除 # actor_id : アクター ID #-------------------------------------------------------------------------- def clear_battle_skill(actor_id) $game_actors[actor_id].clear_battle_skill end #-------------------------------------------------------------------------- # ○ スキル設定画面の呼び出し # actor_index : アクターインデックス #-------------------------------------------------------------------------- def call_set_battle_skill(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :set_battle_skill $game_temp.next_scene_actor_index = actor_index end end end class Game_Interpreter include KGC::Commands end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Vocab #============================================================================== module Vocab # CP def self.cp return KGC::SkillCPSystem::VOCAB_CP end # CP (略) def self.cp_a return KGC::SkillCPSystem::VOCAB_CP_A end # スキル設定 def self.set_battle_skill return KGC::SkillCPSystem::VOCAB_MENU_SET_SKILL end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ RPG::BaseItem #============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # ○ スキルCP制のキャッシュを生成 #-------------------------------------------------------------------------- def create_skill_cp_system_cache @__maxcp_plus = 0 @__battle_skill_max_plus = 0 self.note.each_line { |line| case line when KGC::SkillCPSystem::Regexp::BaseItem::MAXCP_PLUS # 最大 CP @__maxcp_plus += $1.to_i when KGC::SkillCPSystem::Regexp::BaseItem::BATTLE_SKILL_MAX # 登録スキル数 @__battle_skill_max_plus += $1.to_i end } end #-------------------------------------------------------------------------- # ○ 最大 CP 補正 #-------------------------------------------------------------------------- def maxcp_plus create_skill_cp_system_cache if @__maxcp_plus == nil return @__maxcp_plus end #-------------------------------------------------------------------------- # ○ 登録スキル数補正 #-------------------------------------------------------------------------- def battle_skill_max_plus create_skill_cp_system_cache if @__battle_skill_max_plus == nil return @__battle_skill_max_plus end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ RPG::Skill #============================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # ○ スキルCP制のキャッシュを生成 #-------------------------------------------------------------------------- def create_skill_cp_system_cache @__cp_cost = KGC::SkillCPSystem::DEFAULT_CP_COST self.note.each_line { |line| case line when KGC::SkillCPSystem::Regexp::Skill::CP_COST # 消費 CP @__cp_cost = $1.to_i end } end #-------------------------------------------------------------------------- # ○ 消費 CP #-------------------------------------------------------------------------- def cp_cost create_skill_cp_system_cache if @__cp_cost == nil return @__cp_cost end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # ○ 戦闘用スキルセット済み判定 # skill : スキル #-------------------------------------------------------------------------- def battle_skill_set?(skill) return true end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_writer :maxcp_plus # MaxCP 補正値 #-------------------------------------------------------------------------- # ○ MaxCP 取得 #-------------------------------------------------------------------------- def maxcp calc_exp = KGC::SkillCPSystem::PERSONAL_CP_CALC_EXP[self.id] if calc_exp == nil calc_exp = KGC::SkillCPSystem::CP_CALC_EXP end n = Integer(eval(calc_exp)) n = [[n, cp_limit].min, KGC::SkillCPSystem::CP_MIN].max n += maxcp_plus + maxcp_plus_equip return [[n, revised_cp_limit].min, KGC::SkillCPSystem::REVISED_CP_MIN].max end #-------------------------------------------------------------------------- # ○ CP 取得 #-------------------------------------------------------------------------- def cp return [maxcp - consumed_cp, 0].max end #-------------------------------------------------------------------------- # ○ CP 消費量取得 #-------------------------------------------------------------------------- def consumed_cp n = 0 battle_skills.compact.each { |skill| n += skill.cp_cost } return n end #-------------------------------------------------------------------------- # ○ CP 上限取得 #-------------------------------------------------------------------------- def cp_limit return KGC::SkillCPSystem::CP_MAX end #-------------------------------------------------------------------------- # ○ 補正後の CP 上限取得 #-------------------------------------------------------------------------- def revised_cp_limit return KGC::SkillCPSystem::REVISED_CP_MAX end #-------------------------------------------------------------------------- # ○ MaxCP 補正値取得 #-------------------------------------------------------------------------- def maxcp_plus if @maxcp_plus == nil if @own_cp != nil @maxcp_plus = @own_cp @own_cp = nil else @maxcp_plus = 0 end end return @maxcp_plus end #-------------------------------------------------------------------------- # ○ 装備品による MaxCP 補正値取得 #-------------------------------------------------------------------------- def maxcp_plus_equip n = 0 equips.compact.each { |item| n += item.maxcp_plus } return n end #-------------------------------------------------------------------------- # ● スキル取得 #-------------------------------------------------------------------------- alias skills_KGC_SkillCPSystem skills def skills return (skill_cp_restrict? ? restricted_skills : skills_KGC_SkillCPSystem) end #-------------------------------------------------------------------------- # ○ スキルを制限するか #-------------------------------------------------------------------------- def skill_cp_restrict? if $game_temp.in_battle # 戦闘テストでないか、戦闘テストでも制限する場合 return true unless $BTEST && KGC::SkillCPSystem::DISABLE_IN_BATTLETEST end return false end #-------------------------------------------------------------------------- # ○ スキルを制限 #-------------------------------------------------------------------------- def restricted_skills result = all_skills result.each_with_index { |skill, i| # 消費 CP > 0 のスキルを除外 if !KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL || skill.cp_cost > 0 result[i] = nil end # パッシブスキルを除外 if $imported["PassiveSkill"] && KGC::SkillCPSystem::PASSIVE_NEED_TO_SET if skill.passive && (!KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL || skill.cp_cost > 0) result[i] = nil end end } result.compact! # 戦闘スキルを追加 result |= battle_skills result.sort! { |a, b| a.id <=> b.id } return result end #-------------------------------------------------------------------------- # ○ 全スキル取得 #-------------------------------------------------------------------------- def all_skills # 一時的に非戦闘中にする last_in_battle = $game_temp.in_battle $game_temp.in_battle = false result = skills_KGC_SkillCPSystem if $imported["EquipLearnSkill"] result |= (equipment_skills | full_ap_skills) result.sort! { |a, b| a.id <=> b.id } end # 戦闘中フラグを戻す $game_temp.in_battle = last_in_battle return result end #-------------------------------------------------------------------------- # ○ 登録スキル最大数取得 #-------------------------------------------------------------------------- def battle_skill_max @battle_skill_max = -1 if @battle_skill_max == nil n = (@battle_skill_max < 0 ? KGC::SkillCPSystem::MAX_SKILLS : @battle_skill_max) n += equipment_battle_skill_max_plus return [n, 0].max end #-------------------------------------------------------------------------- # ○ 装備品による登録スキル数補正 #-------------------------------------------------------------------------- def equipment_battle_skill_max_plus n = 0 equips.compact.each { |item| n += item.battle_skill_max_plus } return n end #-------------------------------------------------------------------------- # ○ 登録スキル最大数設定 #-------------------------------------------------------------------------- def battle_skill_max=(value) @battle_skill_max = value if @battle_skills == nil @battle_skills = [] else @battle_skills = @battle_skills[0...value] end restore_passive_rev if $imported["PassiveSkill"] end #-------------------------------------------------------------------------- # ○ 戦闘用スキル ID 取得 #-------------------------------------------------------------------------- def battle_skill_ids @battle_skills = [] if @battle_skills == nil return @battle_skills end #-------------------------------------------------------------------------- # ○ 戦闘用スキル取得 #-------------------------------------------------------------------------- def battle_skills result = [] battle_skill_ids.each { |i| next if i == nil # 無効なスキルは無視 result << $data_skills[i] } return result end #-------------------------------------------------------------------------- # ○ 戦闘用スキル登録 # index : 位置 # skill : スキル (nil で解除) #-------------------------------------------------------------------------- def set_battle_skill(index, skill) if skill == nil @battle_skills[index] = nil else return unless skill.is_a?(RPG::Skill) # スキル以外 return if cp < skill.cp_cost # CP 不足 return if KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL && skill.cp_cost == 0 @battle_skills[index] = skill.id end restore_passive_rev if $imported["PassiveSkill"] end #-------------------------------------------------------------------------- # ○ 戦闘用スキル追加登録 # skill : スキル #-------------------------------------------------------------------------- def add_battle_skill(skill) return unless skill.is_a?(RPG::Skill) # スキル以外 skills = battle_skill_ids return if skills.include?(skill.id) # 登録済み return if cp < skill.cp_cost # CP 不足 return if KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL && skill.cp_cost == 0 battle_skill_max.times { |i| # 空きがあれば登録 if skills[i] == nil set_battle_skill(i, skill) break end } restore_battle_skill end #-------------------------------------------------------------------------- # ○ 戦闘用スキル解除 # index : 位置 #-------------------------------------------------------------------------- def remove_battle_skill(index) @battle_skills[index] = nil restore_passive_rev if $imported["PassiveSkill"] end #-------------------------------------------------------------------------- # ○ 戦闘用スキル全解除 #-------------------------------------------------------------------------- def clear_battle_skill @battle_skills = [] restore_passive_rev if $imported["PassiveSkill"] end #-------------------------------------------------------------------------- # ○ 戦闘用スキルセット可否判定 # index : 位置 # skill : スキル #-------------------------------------------------------------------------- def battle_skill_settable?(index, skill) return false if battle_skill_max <= index # 範囲外 return true if skill == nil # nil は解除なので OK return false if battle_skill_ids.include?(skill.id) # セット済み skill_id = battle_skill_ids[index] curr_skill = (skill_id != nil ? $data_skills[skill_id] : nil) offset = (curr_skill != nil ? curr_skill.cp_cost : 0) return false if self.cp < (skill.cp_cost - offset) # CP 不足 return true end #-------------------------------------------------------------------------- # ○ 戦闘用スキルを修復 #-------------------------------------------------------------------------- def restore_battle_skill result = battle_skill_ids.clone usable_skills = all_skills result.each_with_index { |n, i| next if n == nil # 未修得の場合は解除 if (usable_skills.find { |s| s.id == n }) == nil result[i] = nil end } @battle_skills = result[0...battle_skill_max] # CP 不足のスキルを下から順に外す (battle_skill_max - 1).downto(0) { |i| @battle_skills[i] = nil if maxcp - consumed_cp < 0 } end #-------------------------------------------------------------------------- # ● 装備の変更 (オブジェクトで指定) # equip_type : 装備部位 (0..4) # item : 武器 or 防具 (nil なら装備解除) # test : テストフラグ (戦闘テスト、または装備画面での一時装備) #-------------------------------------------------------------------------- alias change_equip_KGC_SkillCPSystem change_equip def change_equip(equip_type, item, test = false) change_equip_KGC_SkillCPSystem(equip_type, item, test) unless test restore_battle_skill restore_passive_rev if $imported["PassiveSkill"] end end #-------------------------------------------------------------------------- # ● 装備の破棄 # item : 破棄する武器 or 防具 # 武器/防具の増減で「装備品も含める」のとき使用する。 #-------------------------------------------------------------------------- alias discard_equip_KGC_SkillCPSystem discard_equip def discard_equip(item) discard_equip_KGC_SkillCPSystem(item) restore_battle_skill restore_passive_rev if $imported["PassiveSkill"] end #-------------------------------------------------------------------------- # ● 経験値の変更 # exp : 新しい経験値 # show : レベルアップ表示フラグ #-------------------------------------------------------------------------- alias change_exp_KGC_SkillCPSystem change_exp def change_exp(exp, show) # 習得したスキルを表示するため、戦闘中フラグを一時的に解除 last_in_battle = $game_temp.in_battle $game_temp.in_battle = false change_exp_KGC_SkillCPSystem(exp, show) $game_temp.in_battle = last_in_battle end if KGC::SkillCPSystem::AUTO_SET_NEW_SKILL #-------------------------------------------------------------------------- # ● スキルを覚える # skill_id : スキル ID #-------------------------------------------------------------------------- alias learn_skill_KGC_SkillCPSystem learn_skill def learn_skill(skill_id) learn_skill_KGC_SkillCPSystem(skill_id) add_battle_skill($data_skills[skill_id]) end end # <- if KGC::SkillCPSystem::AUTO_SET_NEW_SKILL #-------------------------------------------------------------------------- # ● スキルを忘れる # skill_id : スキル ID #-------------------------------------------------------------------------- alias forget_skill_KGC_SkillCPSystem forget_skill def forget_skill(skill_id) # 忘れるスキルを戦闘用スキルから削除 battle_skill_ids.each_with_index { |s, i| remove_battle_skill(i) if s == skill_id } forget_skill_KGC_SkillCPSystem(skill_id) end #-------------------------------------------------------------------------- # ○ 戦闘用スキルセット済み判定 # skill : スキル #-------------------------------------------------------------------------- def battle_skill_set?(skill) return false unless skill.is_a?(RPG::Skill) # スキル以外 return battle_skill_ids.include?(skill.id) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ○ CP の文字色を取得 # actor : アクター #-------------------------------------------------------------------------- def cp_color(actor) return knockout_color if actor.maxcp > 0 && actor.cp == 0 return normal_color end #-------------------------------------------------------------------------- # ○ CP ゲージの色 1 の取得 #-------------------------------------------------------------------------- def cp_gauge_color1 color = KGC::SkillCPSystem::GAUGE_START_COLOR return (color.is_a?(Integer) ? text_color(color) : color) end #-------------------------------------------------------------------------- # ○ CP ゲージの色 2 の取得 #-------------------------------------------------------------------------- def cp_gauge_color2 color = KGC::SkillCPSystem::GAUGE_END_COLOR return (color.is_a?(Integer) ? text_color(color) : color) end #-------------------------------------------------------------------------- # ○ CP の描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 # width : 幅 #-------------------------------------------------------------------------- def draw_actor_cp(actor, x, y, width = 120) draw_actor_cp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::cp_a) self.contents.font.color = cp_color(actor) xr = x + width if width < 120 self.contents.draw_text(xr - 40, y, 40, WLH, actor.cp, 2) else self.contents.draw_text(xr - 90, y, 40, WLH, actor.cp, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2) self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxcp, 2) end self.contents.font.color = normal_color end #-------------------------------------------------------------------------- # ○ CP ゲージの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 # width : 幅 #-------------------------------------------------------------------------- def draw_actor_cp_gauge(actor, x, y, width = 120) gw = width * actor.cp / [actor.maxcp, 1].max gc1 = cp_gauge_color1 gc2 = cp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Window_Command #============================================================================== class Window_Command < Window_Selectable unless method_defined?(:add_command) #-------------------------------------------------------------------------- # ○ コマンドを追加 # 追加した位置を返す #-------------------------------------------------------------------------- def add_command(command) @commands << command @item_max = @commands.size item_index = @item_max - 1 refresh_command draw_item(item_index) return item_index end #-------------------------------------------------------------------------- # ○ コマンドをリフレッシュ #-------------------------------------------------------------------------- def refresh_command buf = self.contents.clone self.height = [self.height, row_max * WLH + 32].max create_contents self.contents.blt(0, 0, buf, buf.rect) buf.dispose end #-------------------------------------------------------------------------- # ○ コマンドを挿入 #-------------------------------------------------------------------------- def insert_command(index, command) @commands.insert(index, command) @item_max = @commands.size refresh_command refresh end #-------------------------------------------------------------------------- # ○ コマンドを削除 #-------------------------------------------------------------------------- def remove_command(command) @commands.delete(command) @item_max = @commands.size refresh end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Window_Status #============================================================================== if KGC::SkillCPSystem::SHOW_STATUS_CP class Window_Status < Window_Base #-------------------------------------------------------------------------- # ● 基本情報の描画 # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- alias draw_basic_info_KGC_SkillCPSystem draw_basic_info def draw_basic_info(x, y) draw_basic_info_KGC_SkillCPSystem(x, y) draw_actor_cp(@actor, x, y + WLH * 4) end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_BattleSkillStatus #------------------------------------------------------------------------------ # 戦闘スキル設定画面で、設定者のステータスを表示するウィンドウです。 #============================================================================== class Window_BattleSkillStatus < 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, WLH + 32) @actor = actor refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_level(@actor, 140, 0) draw_actor_cp(@actor, 240, 0) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_BattleSkillSlot #------------------------------------------------------------------------------ # 戦闘スキル選択画面で、設定したスキルの一覧を表示するウィンドウです。 #============================================================================== class Window_BattleSkillSlot < Window_Selectable #-------------------------------------------------------------------------- # ● 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) super(x, y, width, height) @actor = actor self.index = 0 self.active = false refresh end #-------------------------------------------------------------------------- # ○ スキルの取得 #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @data = [] skill_ids = @actor.battle_skill_ids @actor.battle_skill_max.times { |i| if skill_ids[i] != nil @data << $data_skills[skill_ids[i]] else @data << nil end } @item_max = @data.size create_contents @item_max.times { |i| draw_item(i) } end #-------------------------------------------------------------------------- # ○ 消費 CP 描画判定 #-------------------------------------------------------------------------- def cp_cost_show?(skill) return true if KGC::SkillCPSystem::SHOW_ZERO_COST return (skill.cp_cost > 0) end #-------------------------------------------------------------------------- # ○ 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 draw_item_name(skill, rect.x, rect.y) self.contents.draw_text(rect, skill.cp_cost, 2) if cp_cost_show?(skill) else self.contents.draw_text(rect, KGC::SkillCPSystem::BLANK_TEXT, 1) end end #-------------------------------------------------------------------------- # ● カーソルを 1 ページ後ろに移動 #-------------------------------------------------------------------------- def cursor_pagedown return if Input.repeat?(Input::R) super end #-------------------------------------------------------------------------- # ● カーソルを 1 ページ前に移動 #-------------------------------------------------------------------------- def cursor_pageup return if Input.repeat?(Input::L) super end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super return unless self.active if Input.repeat?(Input::RIGHT) Sound.play_cursor cursor_pagedown elsif Input.repeat?(Input::LEFT) Sound.play_cursor cursor_pageup end end #-------------------------------------------------------------------------- # ● ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(skill == nil ? "" : skill.description) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_BattleSkillList #------------------------------------------------------------------------------ # 戦闘スキル選択画面で、設定できるスキルの一覧を表示するウィンドウです。 #============================================================================== class Window_BattleSkillList < Window_Selectable #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :slot_index # スロット番号 #-------------------------------------------------------------------------- # ● 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) super(x, y, width, height) @actor = actor @slot_index = 0 self.index = 0 self.active = false refresh end #-------------------------------------------------------------------------- # ○ スキルの取得 #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @data = [nil] # 選択可能なスキルのみを取得 @actor.all_skills.each { |skill| @data.push(skill) if selectable?(skill) } @item_max = @data.size create_contents @item_max.times { |i| draw_item(i) } end #-------------------------------------------------------------------------- # ○ スキル選択可否判定 # skill : スキル #-------------------------------------------------------------------------- def selectable?(skill) return false if skill == nil # 消費 CP 0 なら常に使用可能な場合 if KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL && skill.cp_cost == 0 return false end # 戦闘時に使用可能ならOK return true if skill.battle_ok? # 使用不可でもセット可能な場合 if KGC::SkillCPSystem::SHOW_UNUSABLE_SKILL && skill.occasion == 3 return true end return false end #-------------------------------------------------------------------------- # ○ 消費 CP 描画判定 #-------------------------------------------------------------------------- def cp_cost_show?(skill) return true if KGC::SkillCPSystem::SHOW_ZERO_COST return (skill.cp_cost > 0) end #-------------------------------------------------------------------------- # ○ 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = @actor.battle_skill_settable?(@slot_index, skill) draw_item_name(skill, rect.x, rect.y, enabled) self.contents.draw_text(rect, skill.cp_cost, 2) if cp_cost_show?(skill) else self.contents.draw_text(rect, KGC::SkillCPSystem::RELEASE_TEXT, 1) end end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super return unless self.active if Input.repeat?(Input::RIGHT) cursor_pagedown elsif Input.repeat?(Input::LEFT) cursor_pageup end end #-------------------------------------------------------------------------- # ● ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(skill == nil ? "" : skill.description) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● 画面切り替えの実行 #-------------------------------------------------------------------------- alias update_scene_change_KGC_SkillCPSystem update_scene_change def update_scene_change return if $game_player.moving? # プレイヤーの移動中? if $game_temp.next_scene == :set_battle_skill call_set_battle_skill return end update_scene_change_KGC_SkillCPSystem end #-------------------------------------------------------------------------- # ○ スキル設定画面への切り替え #-------------------------------------------------------------------------- def call_set_battle_skill $game_temp.next_scene = nil $scene = Scene_SetBattleSkill.new( $game_temp.next_scene_actor_index, 0, Scene_SetBattleSkill::HOST_MAP) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Menu #============================================================================== class Scene_Menu < Scene_Base if KGC::SkillCPSystem::USE_MENU_SET_SKILL_COMMAND #-------------------------------------------------------------------------- # ● コマンドウィンドウの作成 #-------------------------------------------------------------------------- alias create_command_window_KGC_SkillCPSystem create_command_window def create_command_window create_command_window_KGC_SkillCPSystem return if $imported["CustomMenuCommand"] @__command_set_battle_skill_index = @command_window.add_command(Vocab.set_battle_skill) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end @command_window.index = @menu_index end end #-------------------------------------------------------------------------- # ● コマンド選択の更新 #-------------------------------------------------------------------------- alias update_command_selection_KGC_SkillCPSystem update_command_selection def update_command_selection call_set_battle_skill_flag = false if Input.trigger?(Input::C) case @command_window.index when @__command_set_battle_skill_index # スキル設定 call_set_battle_skill_flag = true end end # スキル設定画面に移行 if call_set_battle_skill_flag if $game_party.members.size == 0 Sound.play_buzzer return end Sound.play_decision start_actor_selection return end update_command_selection_KGC_SkillCPSystem end #-------------------------------------------------------------------------- # ● アクター選択の更新 #-------------------------------------------------------------------------- alias update_actor_selection_KGC_SkillCPSystem update_actor_selection def update_actor_selection if Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when @__command_set_battle_skill_index # スキル設定 $scene = Scene_SetBattleSkill.new( @status_window.index, @__command_set_battle_skill_index, Scene_SetBattleSkill::HOST_MENU) return end end update_actor_selection_KGC_SkillCPSystem end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Scene_SetBattleSkill #------------------------------------------------------------------------------ # 戦闘スキル設定画面の処理を行うクラスです。 #============================================================================== class Scene_SetBattleSkill < Scene_Base #-------------------------------------------------------------------------- # ○ 定数 #-------------------------------------------------------------------------- HOST_MENU = 0 # 呼び出し元 : メニュー HOST_MAP = 1 # 呼び出し元 : マップ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # actor_index : アクターインデックス # menu_index : コマンドのカーソル初期位置 # host_scene : 呼び出し元 (0..メニュー 1..マップ) #-------------------------------------------------------------------------- def initialize(actor_index = 0, menu_index = 0, host_scene = HOST_MENU) @actor_index = actor_index @menu_index = menu_index @host_scene = host_scene end #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- def start super create_menu_background @actor = $game_party.members[@actor_index] create_windows end #-------------------------------------------------------------------------- # ○ ウィンドウ作成 #-------------------------------------------------------------------------- def create_windows @help_window = Window_Help.new if $imported["HelpExtension"] @help_window.row_max = KGC::HelpExtension::ROW_MAX end dy = @help_window.height @status_window = Window_BattleSkillStatus.new(0, dy, @actor) dy += @status_window.height @slot_window = Window_BattleSkillSlot.new( 0, dy, Graphics.width / 2, Graphics.height - dy, @actor) @slot_window.help_window = @help_window @slot_window.active = true @list_window = Window_BattleSkillList.new( Graphics.width - @slot_window.width, dy, Graphics.width - @slot_window.width, Graphics.height - dy, @actor) @list_window.help_window = @help_window end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose @status_window.dispose @slot_window.dispose @list_window.dispose end #-------------------------------------------------------------------------- # ○ 元の画面へ戻る #-------------------------------------------------------------------------- def return_scene case @host_scene when HOST_MENU $scene = Scene_Menu.new(@menu_index) when HOST_MAP $scene = Scene_Map.new end end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super update_menu_background update_window if @slot_window.active update_slot elsif @list_window.active update_list end end #-------------------------------------------------------------------------- # ○ ウィンドウ更新 #-------------------------------------------------------------------------- def update_window @help_window.update @status_window.update @slot_window.update @list_window.update end #-------------------------------------------------------------------------- # ○ ウィンドウ再描画 #-------------------------------------------------------------------------- def refresh_window @status_window.refresh @slot_window.refresh @list_window.refresh end #-------------------------------------------------------------------------- # ○ 次のアクターの画面に切り替え #-------------------------------------------------------------------------- def next_actor @actor_index += 1 @actor_index %= $game_party.members.size $scene = Scene_SetBattleSkill.new(@actor_index, @menu_index, @host_scene) end #-------------------------------------------------------------------------- # ○ 前のアクターの画面に切り替え #-------------------------------------------------------------------------- def prev_actor @actor_index += $game_party.members.size - 1 @actor_index %= $game_party.members.size $scene = Scene_SetBattleSkill.new(@actor_index, @menu_index, @host_scene) end #-------------------------------------------------------------------------- # ○ フレーム更新 (スロットウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_slot # 選択項目が変化した場合 if @last_slot_index != @slot_window.index @list_window.slot_index = @slot_window.index @list_window.refresh @last_slot_index = @slot_window.index end if Input.trigger?(Input::A) Sound.play_decision # 選択しているスキルを外す @actor.remove_battle_skill(@slot_window.index) refresh_window elsif Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) Sound.play_decision # リストウィンドウに切り替え @slot_window.active = false @list_window.active = true elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor end end #-------------------------------------------------------------------------- # ○ フレーム更新 (リストウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_list if Input.trigger?(Input::B) Sound.play_cancel # スロットウィンドウに切り替え @slot_window.active = true @list_window.active = false elsif Input.trigger?(Input::C) skill = @list_window.skill # セットできない場合 unless @actor.battle_skill_settable?(@slot_window.index, skill) Sound.play_buzzer return end Sound.play_decision set_skill(@slot_window.index, skill) # スロットウィンドウに切り替え @slot_window.active = true @list_window.active = false end end #-------------------------------------------------------------------------- # ○ スキル設定 # index : 設定する場所 # skill : 設定するスキル #-------------------------------------------------------------------------- def set_skill(index, skill) @actor.remove_battle_skill(index) if skill != nil @actor.set_battle_skill(index, skill) end refresh_window end end