#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? Equipment Skills System - KGC_EquipLearnSkill ? VX ?
#_/ ? Last Update: 2008/02/10 ?
#_/ ? Translation by Mr. Anonymous ?
#_/-----------------------------------------------------------------------------
#_/ This script allows you to assign skills that can be "learned" by equipping
#_/ designated equipment. Everytime the party defeats an enemy, they recieve
#_/ TP (Training Points) that go toward mastering a skill. Once a skill is
#_/ mastered (with the default setting of NEED_FULL_AP = true), that skill is
#_/ learned. This system is much like the one in Final Fantasy Tactics Advance.
#_/=============================================================================
#_/ ? Instructions For Usage ?
#_/ To make use of these functions, you must insert the desired tag into the
#_/ "Notes" box located in the specified section of the database.
#_/ <learnskill> is for equipment, <needTP> is for Skills, and <TP> for enemies.
#_/ For example, you want the Club to supply the Dual Attack skill and be
#_/ mastered at 20 TP. You would locate the Club in the weapons tab of the
#_/ database and insert <learnskill 1>. Then, you'd locate Dual Attack in
#_/ the Skills tab of the database and insert <needTP 20>. Simple, effective.
#_/
#_/ Key: n = Number
#_/ SkillID = The ID number of the desired skill in the skills database
#_/ Amount = The desired amount of TP.
#_/
#_/ <learnskill SkillID>
#_/ Assigns the given skill to the designated equipment for the actor to use.
#_/
#_/ <needTP Amount>
#_/ Assigns a specified amount of TP the actor must aquire in order to master
#_/ the skill.
#_/ <TP Amount>
#_/ Assigns a specified amount of TP earned from defeating the enemy.
#_/
#_/
#_/ ? Script Commands ?
#_/ These commands are used in "Script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ * gain_actor_ap(ActorID, AP Amount, show)
#_/ Allows you to give an actor a specified amount of AP.
#_/ "Show" is a toggle. If set to true, if the skill is mastered, it will
#_/ display the "Skill Mastered" screen. (Ex. gain_actor_ap (1, 50, true))
#_/
#_/ * change_actor_ap(ActorID, SkillID, AP Amount)
#_/ Allows you to modify the amount of AP a specified skill has.
#_/ (Ex. change_actor_ap (1, 3, 100)
#_/
#_/ * call_ap_viewer(index: ActorID)
#_/ This calls the AP Viewer screen. If you exclude (index:), the first
#_/ actor in the index is automatically called.
#_/ Note: To use this properly, Ex. call_ap_viewer(index: 2) would pull up
#_/ the AP Viewer screen for the second actor.
#_/
#_/ [Further, please see "Equipment Exclusion" and "Skills Exclusion" located]
#_/ [near the bottom of the Customize block for more control. ]
#_/
#_/=============================================================================
#_/ Installation: Install above KCG_SkillCPSystem, if you use that script.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================#
# ? Customization ? #
#==============================================================================#
module KGC
module EquipLearnSkill
# Note: To avoid confusion with the KCG_DistributeParameter script, I use TP
# (Training Point) as the default abbreviation. KGC uses AP.
# ? AP Name ?
# This allows you to change the abbreviation of AP.
VOCAB_AP = "AP"
# ? AP Default Value ?
# This allows you to change the default value of AP gained by an enemy when
# not manually specified using the <TP n> tag.
DEFAULT_AP = 1
# ? Skill Use Mastery ?
# This toggle allows you to change whether a skill is usable when AP hasn't
# been maxed out.
# true = Skill cannot be used until the skill has been mastered.
# false = Skills are usable regardless of AP amount, however, when the item
# that provides that skill is unequipped, the skill is removed.
NEED_FULL_AP = false
# ? AP Result Screen Aquisition Display ?
# The allows you to change the AP aquired message for battle results.
# %s : aquired AP amount
VOCAB_RESULT_OBTAIN_AP = "Aquired %s #{VOCAB_AP}!"
# ? Display message when skill is mastered on results screen
# (beginning of message).
# %s : Actor Name
VOCAB_RESULT_MASTER_SKILL = "%s's"
# ? Display message when skill mastered on results screen.
# (ending of message)
# %s : Name of mastered skill
VOCAB_RESULT_MASTER_SKILL_NAME = "%s was mastered!"
# ? Command Menu ?
# This toggle adds the "AP Viewer" (Training Skills) selection to the main
# command menu.
USE_MENU_AP_VIEWER_COMMAND = false
# ? Text of the Equip Skills selection on the main command window.
# Could also be written: VOCAB_MENU_AP_VIEWER = "#{VOCAB_AP} Skills"
VOCAB_MENU_AP_VIEWER = "View AP"
# ? AP Viewer Screen ?
# Mastered AP skills column display.
VOCAB_MASTER_SKILL = "[Mastered]"
# This toggle shows/hides skills that have 0 AP.
# This also evidently affects the skill's usability, though untested.
# true = show
# false = Hide
SHOW_ZERO_AP_SKILL = false
# This toggle allows you to hide the name of a skill if the skill has 0 AP.
# true = mask the skill name
# false = unmask the skill name
MASK_ZERO_AP_SKILL_NAME = true
# This allows you to change the text of a 0 AP masked skill.
# (When MASK_ZERO_AP_SKILL_NAME = true)
ZERO_AP_NAME_MASK = "Unavailable"
# This toggle allows you to mask the text displayed in the "Help" (topmost)
# window of a skill that has 0 AP.
# true = mask the skill's help text
# false = display the text normally
HIDE_ZERO_AP_SKILL_HELP = true
# This allows you to change the text displayed in the "Help" (topmost) window
# of a skill that has 0 AP. (When HIDE_ZERO_AP_SKILL_HELP = true)
ZERO_AP_SKILL_HELP = "This skill is unavailable."
# ? Equipment Exclusion ?
# The following lines make it possible for a specified actor to not gain
# skills granted by certain Weapons and Armors.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_WEAPONS = [] # Weapons
EXCLUDE_ARMORS = [] # Armor
# Example:
# ActorID:1 WeaponID:50 and 70
# EXCLUDE_WEAPONS[1] = [50, 70]
# Ralph cannot aquire the skills given by the weapon of WeaponID 50 and 70.
# ? Skills Exclusion ?
# The following line makes it possible for a specified actor to not gain
# certain skills provided by any equipment that may normally grant them.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_SKILLS = []
# Example:
# ActorID:1 SkillID:30
# EXCLUDE_SKILLS[1] = [30]
# Ralph cannot aquire the skill in SkillID 30 granted by any equipped goods.
# ? Call AP Viewer from the Skills Window ?
# This allows you to change what key/button is pressed on the skills window
# to shift to the AP Viewer window.
# When set to nil, this is disabled. ( CALL_EQUIPSKILLKEY = Input::nil )
# Note: Currently this only works with KGC_CategorizeSkill
# I'll revise this later so you may do so without that script.
# I also need to add a couple more methods to this anyhow.
CALL_APVIEWERKEY = Input::nil
# ? Call Skills Window from the AP Viewer ?
# This allows you to change what key/button is pressed on the AP Viewer
# to shift to the skills window.
# When set to nil, this is disabled. ( CALL_SKILLSKEY = Input::nil )
CALL_SKILLSKEY = Input::nil
end
end
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Unless you know what you're doing, it's best not to alter anything beyond #
# this point, as this only affects the tags used for "Notes" in database. #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Whatever word(s) are after the separator ( | ) in the following lines are
# what are used to determine what is searched for in the "Notes" section.
$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
module KGC::EquipLearnSkill
# Regular Expressions Defined
module Regexp
# Base Item Module
module BaseItem
# Learn Skill tag string
LEARN_SKILL = /<(?:LEARN_SKILL|learnskill)[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i
end
# Base Skill Module
module Skill
# Need AP tag string
NEED_AP = /<(?:NEED_AP|needTP)[ ]*(\d+)>/i
end
# Base Enemy Module
module Enemy
# AP given tag string
AP = /<TP[ ]*(\d+)>/i
end
end
end
#==============================================================================
# ? KGC::Commands
#==============================================================================
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# ? AP ???
# actor_id : ???? ID
# ap : ?? AP
# show : ?????????
#--------------------------------------------------------------------------
def gain_actor_ap(actor_id, ap, show = false)
$game_actors[actor_id].gain_ap(ap, show)
end
#--------------------------------------------------------------------------
# ? AP ???
# actor_id : ???? ID
# skill_id : ??? ID
# ap : AP
#--------------------------------------------------------------------------
def change_actor_ap(actor_id, skill_id, ap)
skill = $data_skills[skill_id]
return if skill == nil
$game_actors[actor_id].change_ap(skill, ap)
end
#--------------------------------------------------------------------------
# ? AP ?????????
# actor_index : ??????????
#--------------------------------------------------------------------------
def call_ap_viewer(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :ap_viewer
$game_temp.next_scene_actor_index = actor_index
end
end
class Game_Interpreter
include KGC::Commands
end
#==============================================================================
# ? Vocab
#==============================================================================
module Vocab
# ?????????
ObtainAP = KGC::EquipLearnSkill::VOCAB_RESULT_OBTAIN_AP
ResultFullAPSkill = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL
ResultFullAPSkillName = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL_NAME
# AP
def self.ap
return KGC::EquipLearnSkill::VOCAB_AP
end
# ?????????
def self.full_ap_skill
return KGC::EquipLearnSkill::VOCAB_MASTER_SKILL
end
# AP ????
def self.ap_viewer
return KGC::EquipLearnSkill::VOCAB_MENU_AP_VIEWER
end
end
#==============================================================================
# ? RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ? ???????????????
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__learn_skills = []
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::BaseItem::LEARN_SKILL # ?????
$1.scan(/\d+/).each { |num|
skill_id = num.to_i
# ????????????????
@__learn_skills << skill_id if $data_skills[skill_id] != nil
}
end
}
end
#--------------------------------------------------------------------------
# ? ??????? ID ???
#--------------------------------------------------------------------------
def learn_skills
create_equip_learn_skill_cache if @__learn_skills == nil
return @__learn_skills
end
end
#==============================================================================
# ? RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
@@__masked_name =
KGC::EquipLearnSkill::ZERO_AP_NAME_MASK # ????
@@__expand_masked_name = false # ???????????
if @@__expand_masked_name != nil
@@__expand_masked_name = (@@__masked_name.scan(/./).size == 1)
end
#--------------------------------------------------------------------------
# ? ???????????????
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__need_ap = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Skill::NEED_AP # ?? AP
@__need_ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def masked_name
if KGC::EquipLearnSkill::MASK_ZERO_AP_SKILL_NAME
if @@__expand_masked_name
# ???????????
return @@__masked_name * self.name.scan(/./).size
else
return @@__masked_name
end
else
return self.name
end
end
#--------------------------------------------------------------------------
# ? ?????? AP
#--------------------------------------------------------------------------
def need_ap
create_equip_learn_skill_cache if @__need_ap == nil
return @__need_ap
end
end
#==============================================================================
# ? RPG::Enemy
#==============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# ? ???????????????
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__ap = KGC::EquipLearnSkill::DEFAULT_AP
self.note.split(/[\r\n]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Enemy::AP # ?? AP
@__ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ? ?? AP
#--------------------------------------------------------------------------
def ap
create_equip_learn_skill_cache if @__ap == nil
return @__ap
end
end
#==============================================================================
# ? Game_Temp
#==============================================================================
unless $imported["CustomMenuCommand"]
class Game_Temp
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :next_scene_actor_index # ????????????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_EquipLearnSkill initialize
def initialize
initialize_KGC_EquipLearnSkill
@next_scene_actor_index = 0
end
end
end
#==============================================================================
# ? Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ??????
# actor_id : ???? ID
#--------------------------------------------------------------------------
alias setup_KGC_EquipLearnSkill setup
def setup(actor_id)
setup_KGC_EquipLearnSkill(actor_id)
@skill_ap = []
end
#--------------------------------------------------------------------------
# ? ?????? AP ??
# skill_id : ??? ID
#--------------------------------------------------------------------------
def skill_ap(skill_id)
@skill_ap = [] if @skill_ap == nil
return (@skill_ap[skill_id] != nil ? @skill_ap[skill_id] : 0)
end
#--------------------------------------------------------------------------
# ? AP ??
# skill : ???
# ap : ??? AP
#--------------------------------------------------------------------------
def change_ap(skill, ap)
@skill_ap = [] if @skill_ap == nil
@skill_ap[skill.id] = [[ap, skill.need_ap].min, 0].max
end
#--------------------------------------------------------------------------
# ? ????????????
# new_skills : ???????????????
#--------------------------------------------------------------------------
def display_full_ap_skills(new_skills)
$game_message.new_page
text = sprintf(Vocab::ResultFullAPSkill, name)
$game_message.texts.push(text)
new_skills.each { |skill|
text = sprintf(Vocab::ResultFullAPSkillName, skill.name)
$game_message.texts.push(text)
}
end
#--------------------------------------------------------------------------
# ? AP ??
# ap : AP ????
# show : ????????????
#--------------------------------------------------------------------------
def gain_ap(ap, show)
last_full_ap_skills = full_ap_skills
# ???????????????? AP ???
equipment_skills(true).each { |skill|
change_ap(skill, skill_ap(skill.id) + ap)
}
# ????????????
if show && last_full_ap_skills != full_ap_skills
display_full_ap_skills(full_ap_skills - last_full_ap_skills)
end
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
alias skills_KGC_EquipLearnSkill skills
def skills
result = skills_KGC_EquipLearnSkill
# ???? AP ???????????
additional_skills = equipment_skills | full_ap_skills
return (result | additional_skills).sort! { |a, b| a.id <=> b.id }
end
#--------------------------------------------------------------------------
# ? ???????????
# all : ?????????????
#--------------------------------------------------------------------------
def equipment_skills(all = false)
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # ????????
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # ?????????
if !all && KGC::EquipLearnSkill::NEED_FULL_AP # ??????
next unless ap_full?(skill) # ???????
end
result << skill
}
}
return result
end
#--------------------------------------------------------------------------
# ? ???????????
# item : ????
#--------------------------------------------------------------------------
def exclude_learnable_equipment?(item)
case item
when RPG::Weapon # ??
# ?????????????
if KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id].include?(item.id)
return true
end
when RPG::Armor # ??
# ?????????????
if KGC::EquipLearnSkill::EXCLUDE_ARMORS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_ARMORS[id].include?(item.id)
return true
end
else # ?????
return true
end
return false
end
#--------------------------------------------------------------------------
# ? ???????????????
# skill : ???
#--------------------------------------------------------------------------
def exclude_equipment_skill?(skill)
# ????????????
if KGC::EquipLearnSkill::EXCLUDE_SKILLS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_SKILLS[id].include?(skill.id)
return true
end
return false
end
#--------------------------------------------------------------------------
# ? AP ???????????
#--------------------------------------------------------------------------
def full_ap_skills
result = []
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
result << skill if ap_full?(skill) && !exclude_equipment_skill?(skill)
}
return result
end
#--------------------------------------------------------------------------
# ? AP ???????????
#--------------------------------------------------------------------------
def can_gain_ap_skills
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # ????????
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # ?????????
result << skill
}
}
return (result - full_ap_skills) # ???????????
end
#--------------------------------------------------------------------------
# ? AP ??????
# skill : ???
#--------------------------------------------------------------------------
def ap_full?(skill)
return false if skill == nil # ?????????
return false if skill.need_ap == 0 # ?? AP ? 0
return false if @skills.include?(skill.id) # ????
return (skill_ap(skill.id) >= skill.need_ap)
end
#--------------------------------------------------------------------------
# ? ??????????
# skill : ???
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return super
end
end
#==============================================================================
# ? Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ? AP ???
#--------------------------------------------------------------------------
def ap
return enemy.ap
end
end
#==============================================================================
# ? Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ? AP ?????
#--------------------------------------------------------------------------
def ap_total
ap = 0
for enemy in dead_members
ap += enemy.ap unless enemy.hidden
end
return ap
end
end
#==============================================================================
# ? Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ? ???????
# ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end
#==============================================================================
# ? Window_APViewer
#------------------------------------------------------------------------------
# ?AP ?????????????????????
#==============================================================================
class Window_APViewer < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
# x : ?????? X ??
# y : ?????? Y ??
# width : ???????
# height : ????????
# actor : ????
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@can_gain_ap_skills = []
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
@data = []
@can_gain_ap_skills = @actor.can_gain_ap_skills
equipment_skills = @actor.equipment_skills(true)
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
next if skill.need_ap == 0
unless KGC::EquipLearnSkill::SHOW_ZERO_AP_SKILL
# AP ? 0 ???????????????????
if @actor.skill_ap(skill.id) == 0 && !equipment_skills.include?(skill)
next
end
end
@data.push(skill)
}
@item_max = @data.size
create_contents
@item_max.times { |i| draw_item(i) }
end
#--------------------------------------------------------------------------
# ? ?????
# index : ????
#--------------------------------------------------------------------------
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, enable?(skill))
if @actor.ap_full?(skill) || @actor.skill_learn?(skill)
# ????
text = Vocab.full_ap_skill
else
# AP ???
text = sprintf("%s %4d/%4d",
Vocab.ap, @actor.skill_ap(skill.id), skill.need_ap)
end
# AP ???
self.contents.font.color = normal_color
self.contents.draw_text(rect, text, 2)
end
end
#--------------------------------------------------------------------------
# ? ?????????????????
# skill : ???
#--------------------------------------------------------------------------
def enable?(skill)
return true if @actor.skill_learn?(skill) # ????
return true if @actor.ap_full?(skill) # ????
return true if @can_gain_ap_skills.include?(skill) # AP ????
return false
end
#--------------------------------------------------------------------------
# ? ??????????????????
# skill : ???
#--------------------------------------------------------------------------
def no_mask?(skill)
return true if @actor.skill_learn?(skill) # ????
return true if @actor.skill_ap(skill.id) > 0 # AP ? 1 ??
return true if @can_gain_ap_skills.include?(skill) # AP ????
return false
end
#--------------------------------------------------------------------------
# ? ????????
# item : ???? (????????????)
# x : ??? X ??
# y : ??? Y ??
# enabled : ??????false ?????????
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true)
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH,
no_mask?(item) ? item.name : item.masked_name)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
return unless self.active
if Input.repeat?(Input::RIGHT)
cursor_pagedown
elsif Input.repeat?(Input::LEFT)
cursor_pageup
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
if KGC::EquipLearnSkill::HIDE_ZERO_AP_SKILL_HELP && !no_mask?(skill)
@help_window.set_text(KGC::EquipLearnSkill::ZERO_AP_SKILL_HELP)
else
@help_window.set_text(skill == nil ? "" : skill.description)
end
end
end
#==============================================================================
# ? Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_scene_change_KGC_EquipLearnSkill update_scene_change
def update_scene_change
return if $game_player.moving? # ??????????
if $game_temp.next_scene == :ap_viewer
call_ap_viewer
return
end
update_scene_change_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ? AP ??????????
#--------------------------------------------------------------------------
def call_ap_viewer
$game_temp.next_scene = nil
$scene = Scene_APViewer.new($game_temp.next_scene_actor_index,
0, Scene_APViewer::HOST_MAP)
end
end
#==============================================================================
# ? Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
if KGC::EquipLearnSkill::USE_MENU_AP_VIEWER_COMMAND
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
alias create_command_window_KGC_EquipLearnSkill create_command_window
def create_command_window
create_command_window_KGC_EquipLearnSkill
return if $imported["CustomMenuCommand"]
@__command_ap_viewer_index = @command_window.add_command(Vocab.ap_viewer)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_command_selection_KGC_EquipLearnSkill update_command_selection
def update_command_selection
call_ap_viewer_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_ap_viewer_index # AP ????
call_ap_viewer_flag = true
end
end
# AP ???????
if call_ap_viewer_flag
if $game_party.members.size == 0
Sound.play_buzzer
return
end
Sound.play_decision
start_actor_selection
return
end
update_command_selection_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_actor_selection_KGC_EquipLearnSkill 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_ap_viewer_index # AP ????
$scene = Scene_APViewer.new(@status_window.index,
@__command_ap_viewer_index, Scene_APViewer::HOST_MENU)
return
end
end
update_actor_selection_KGC_EquipLearnSkill
end
end
#==============================================================================
# ? Scene_APViewer
#------------------------------------------------------------------------------
# AP ????????????????
#==============================================================================
class Scene_APViewer < Scene_Base
HOST_MENU = 0
HOST_MAP = 1
#--------------------------------------------------------------------------
# ? ?????????
# actor_index : ??????????
# menu_index : ?????????????
# host_scene : ????? (0..???? 1..???)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
if $imported["HelpExtension"]
@help_window.row_max = KGC::HelpExtension::ROW_MAX
end
@status_window = Window_SkillStatus.new(0, @help_window.height, @actor)
dy = @help_window.height + @status_window.height
@skill_window = Window_APViewer.new(0, dy,
Graphics.width, Graphics.height - dy, @actor)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
@status_window.dispose
@skill_window.dispose
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@skill_window.update
@status_window.update
if @skill_window.active
update_skill_selection
end
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def update_skill_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 KGC::EquipLearnSkill::CALL_SKILLSKEY != nil &&
Input.trigger?(KGC::EquipLearnSkill::CALL_SKILLSKEY)
Sound.play_decision
$scene = Scene_Skill.new(@actor_index)
end
end
end
#==============================================================================
# ? Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
alias wait_for_message_KGC_EquipLearnSkill wait_for_message
def wait_for_message
return if @ignore_wait_for_message # ?????????????????
wait_for_message_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
alias display_exp_and_gold_KGC_EquipLearnSkill display_exp_and_gold
def display_exp_and_gold
@ignore_wait_for_message = true
display_exp_and_gold_KGC_EquipLearnSkill
display_ap
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias display_level_up_KGC_EquipLearnSkill display_level_up
def display_level_up
display_level_up_KGC_EquipLearnSkill
display_master_equipment_skill
end
#--------------------------------------------------------------------------
# ? ?? AP ???
#--------------------------------------------------------------------------
def display_ap
ap = $game_troop.ap_total
if ap > 0
text = sprintf(Vocab::ObtainAP, ap)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def display_master_equipment_skill
ap = $game_troop.ap_total
$game_party.existing_members.each { |actor|
last_skills = actor.skills
actor.gain_ap(ap, true)
}
wait_for_message
end
end
#==============================================================================
# ? Scene_Skill
#==============================================================================
# Added by Mr. Anonymous
#==============================================================================
if $imported["CategorizeSkill"]
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# Update Actor
#--------------------------------------------------------------------------
alias update_category_selection_KGC_EquipLearnSkill update_category_selection
def update_category_selection
if KGC::EquipLearnSkill::CALL_APVIEWERKEY != nil &&
Input.trigger?(KGC::EquipLearnSkill::CALL_APVIEWERKEY)
Sound.play_decision
$scene = Scene_APViewer.new(@actor_index)
end
update_category_selection_KGC_EquipLearnSkill
end
end
end
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/equip&tech=equip_extension
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_