01-22-2019, 12:58 AM
KItemRefill XP
by Kyonides
Introduction
This script will let your heroes depend on a flask or potion bottle to get healed, it can be refilled at anytime or you could break it on purpose... MWAHAHAHAHA!
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Since version 1.2.0, the potion or flask can be destroyed.
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Just add the item ID to the TOTAL_LOSS_IDS Constant and that's it!
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Scripts
Latest Version
Code:
# * KItemRefill XP
# Scripter : Kyonides-Arkanthes
# v 1.2.0 - 2024-05-03
# * Script Calls *
# - Just refill the flask with whatever you want to.
# KItemRefill.refill(ID)
# - Increase the number of sips. Hiccup! XD
# KItemRefill.improve(ID)
# - Break the darn flask because you are evil!
# KItemRefill.break(ID)
# - Is the flask broken?
# KItemRefill.broken?(ID)
# - Fix the broken flask.
# KItemRefill.replace(ID)
# - Heal depending on its mode
# KItemRefill.new_mode(ID, MODE)
# Modes: nil : Database setup, :hp & :mp are self evident
# Many calls are optional, you are not forced to improve it or change its mode
# so use your preferred calls instead.
# Recommended Object Description:
# Some Description. Uses Left:\u
# The label should appear on the opposite side of the hero selection window.
# SETTINGS
# Pick one or more Non Consumable items, add them to the IDS array.
# ITEM_KIND defines how the item will be used (1 out of 3 options)
# Without ID nor any value or ID => nil : Based on Database settings
# :hp => HP, :sp => SP or MP
# USAGE_LIMITS: set ID => Maximum Number of Uses for each ID.
# USAGE_INCREASE: set ID => Increase Uses for each ID.
# MAX_LEVEL: set ID => Maximum Level (0 or higher) for each ID.
# Don't forget to add as many commas as deemed necessary as a separator for
# all key value pairs: 36 => 8, 37 => 5
# REFILL_AFTER_IMPROVEMENT: set if you want the flask to be refilled or not
# whenever it gets improved.
# FILL_EMPTY_ITEM: set if the item should be filled at the beginning.
module KItemRefill
IDS = [33]
TOTAL_LOSS_IDS = [33]
# Kind of Usage: ID => Use (nil, :hp, :sp)
ITEM_KIND = { 33 => :hp }
# Initial Maximum Level: ID => Level
USAGE_LIMITS = { 33 => 8 }
# Maximum Number of Improvements: ID => Maximum Number of Improvements
USAGE_INCREASE = { 33 => 3 }
# Maximum Level (0 or higher) : ID => Maximum Level
MAX_LEVEL = { 33 => 4 }
# Refill item after improving it? true OR false
REFILL_AFTER_IMPROVEMENT = true
# Refill item after getting it from some NPC? true OR false
FILL_EMPTY_ITEM = true
extend self
def refill(id)
$game_system.refill_items[id].refill
end
def improve(id)
$game_system.refill_items[id].improve
end
def break(id)
$game_system.refill_items[id].broken = true
end
def broken?(id)
$game_system.refill_items[id].broken
end
def replace(id)
$game_system.refill_items[id].broken = nil
end
def new_mode(id,mode)
$game_system.refill_items[id].change_mode(mode)
end
end
module ItemAddOns
attr_accessor :sips, :broken
attr_reader :sip_max, :level, :mode
def level_max
KItemRefill::MAX_LEVEL[@id]
end
def change_mode(new_mode)
@mode = new_mode
end
def lose_refill?
KItemRefill::TOTAL_LOSS_IDS.include?(@id)
end
def refill_empty?
@sips == 0
end
def consume
@sips -= 1 if @sips > 0
$game_party.lose_item(@id, 1) if lose_refill? and refill_empty?
end
def fill
@level = 0
@mode = KItemRefill::ITEM_KIND[@id]
refill_item
@sips = KItemRefill::FILL_EMPTY_ITEM ? @sip_max : 0
end
def refill
return @sips if @broken
refill_item
@sips = @sip_max
end
def improve
return @sips if @broken
@level += 1 if @level < KItemRefill::MAX_LEVEL[@id]
limit = KItemRefill::USAGE_LIMITS[@id]
@sip_max = (limit + (@level * KItemRefill::USAGE_INCREASE[@id]))
@sips = @sip_max if KItemRefill::REFILL_AFTER_IMPROVEMENT
end
private
def refill_item
limit = KItemRefill::USAGE_LIMITS[@id]
@sip_max = (limit + (@level * KItemRefill::USAGE_INCREASE[@id]))
end
end
class Game_System
attr_reader :refill_items
alias kyon_item_refill_gm_sys_init initialize
def initialize
@refill_items = {}
KItemRefill::IDS.each do |id|
item = $data_items[id].dup
item.extend(ItemAddOns)
item.fill
@refill_items[id] = item
end
kyon_item_refill_gm_sys_init
end
end
class Game_Actor
alias :kitemrefill_gm_actor_item_effect :item_effect
def item_effect(item)
refill_items = $game_system.refill_items
refill_item = refill_items[item.id]
if !refill_item or !refill_item.mode
effective = kitemrefill_gm_actor_item_effect(item)
else
effective = refill_item_effect(refill_item)
refill_item.consume if effective
end
effective
end
def refill_item_effect(item)
@critical = false
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
return false
end
effective = false
# Set effective flag if common ID is effective
effective |= item.common_event_id > 0
hit_result = (rand(100) < item.hit)
unless hit_result
@damage = $game_temp.in_battle ? "Miss" : nil
return false
end
# Set effective flag is skill is uncertain
effective |= item.hit < 100
if item.mode == :hp
return effective = refill_hp_effect(item, effective)
elsif item.mode == :sp
return effective = refill_sp_effect(item, effective)
end
end
def refill_hp_effect(item, effective)
# Calculate amount of recovery
recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
if recover_hp < 0
recover_hp += self.pdef * item.pdef_f / 20
recover_hp += self.mdef * item.mdef_f / 20
recover_hp = [recover_hp, 0].min
end
# Element correction
recover_hp *= elements_correct(item.element_set)
recover_hp /= 100
# Dispersion
if item.variance > 0 and recover_hp.abs > 0
amp = [recover_hp.abs * item.variance / 100, 1].max
recover_hp += rand(amp+1) + rand(amp+1) - amp
end
# If recovery code is negative, guard correction
recover_hp /= 2 if recover_hp < 0 and self.guarding?
# Set damage value and reverse HP recovery amount
@damage = -recover_hp
# HP recovery
last_hp = self.hp
self.hp += recover_hp
effective |= self.hp != last_hp
# State change
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# If parameter value increase is effective
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Max HP
@maxhp_plus += item.parameter_points
when 2 # Max SP
@maxsp_plus += item.parameter_points
when 3 # Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_hp_rate == 0 and item.recover_hp == 0
# Set damage to empty string
@damage = ""
# If recovery amount is 0, and parameter increase value is ineffective.
if item.parameter_type == 0 or item.parameter_points == 0
# If state is unchanged Set damage to "Miss"
@damage = "Miss" unless @state_changed
end
end
return effective
end
def refill_sp_effect(item, effective)
# Calculate amount of recovery
recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
recover_sp *= elements_correct(item.element_set)
recover_sp /= 100
# Dispersion
if item.variance > 0 and recover_sp.abs > 0
amp = [recover_sp.abs * item.variance / 100, 1].max
recover_sp += rand(amp+1) + rand(amp+1) - amp
end
# SP recovery
last_sp = self.sp
self.sp += recover_sp
effective |= self.sp != last_sp
# State change
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# If parameter value increase is effective
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Max HP
@maxhp_plus += item.parameter_points
when 2 # Max SP
@maxsp_plus += item.parameter_points
when 3 # Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_sp_rate == 0 and item.recover_sp == 0
# Set damage to empty string
@damage = ""
# If SP recovery rate / recovery amount are 0, and parameter increase
# value is ineffective.
if item.parameter_type == 0 or item.parameter_points == 0
# If state is unchanged # Set damage to "Miss"
@damage = "Miss" unless @state_changed
end
end
return effective
end
end
class Window_Help
def set_text(item_id, text=nil, align=0)
if text.is_a?(String)
text = text.gsub(/\\[Uu]/){$game_system.refill_items[item_id].sips.to_s}
elsif text.is_a?(Integer)
align = text
text = item_id
else
text = item_id
end
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
class Window_Item
def update_help
a = @index % 2 == 0 ? 0 : 2
obj = self.item
id, desc = self.item ? [obj.id, obj.description] : ["", nil]
@help_window.set_text(id, desc, a)
end
end
class Scene_Item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
elsif Input.trigger?(Input::C)
@item = @item_window.item
if !@item.is_a?(RPG::Item) or !$game_party.item_can_use?(@item.id)
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
@infinite_potion = KItemRefill::IDS.include?(@item.id)
if @item.scope >= 3 or @infinite_potion
if @infinite_potion
@item = $game_system.refill_items[@item.id]
if @item.sips == 0
$game_system.se_play($data_system.buzzer_se)
@infinite_potion = nil
return
end
end
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
$game_system.map_interpreter.update
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@item_window.refresh unless $game_party.item_can_use?(@item.id)
@infinite_potion = nil
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
elsif Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
if @infinite_potion
if @item.sips == 0
$game_system.se_play($data_system.buzzer_se)
return
end
end
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
@item_window.update_help if @infinite_potion and used
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
$game_system.se_play($data_system.buzzer_se) unless used
return
end
end
end
Old Scripts
English Version
Spanish Version
Default Battle System Add-On
Code:
# * KItemRefill XP
# Scripter : Kyonides-Arkanthes
# v 1.1.2 - 2019-01-21
# * Script Calls *
# KItemRefill.refill(ID)
# Just refill the flask with whatever you want to.
# KItemRefill.improve(ID)
# Increase the number of sips. Hiccup! XD
# KItemRefill.break(ID)
# Break the darn flask because you are evil!
# KItemRefill.broken?(ID)
# Is the flask broken?
# KItemRefill.replace(ID)
# Fix the broken flask.
# KItemRefill.new_mode(ID, MODO)
# Heal depending on its mode: nil : Database setup, :hp & :mp are self evident
# Many calls are optional, you are not forced to improve it or change its mode
# so use your preferred calls instead.
# Object Description : Uses Left:\u
# The label should appear on the opposite side of the hero selection window.
# SETTINGS
# Pick one or more Non Consumable items, add them to the IDS array.
# ITEM_KIND defines how the item will be used (1 out of 3 options)
# Without ID nor any value or ID => nil : Based on Database settings
# :hp => HP, :sp => SP or MP
# USAGE_LIMITS: set ID => Maximum Number of Uses for each ID.
# USAGE_INCREASE: set ID => Increase Uses for each ID.
# MAX_LEVEL: set ID => Maximum Level (0 or higher) for each ID.
# Don't forget to add as many commas as deemed necessary as a separator for
# all key value pairs: 36 => 8, 37 => 5
# REFILL_AFTER_IMPROVEMENT: set if you want the flask to be refilled or not
# whenever it gets improved.
# FILL_EMPTY_ITEM: set if the item should be filled at the beginning.
module KItemRefill
IDS = [33]
# Kind of Usage : ID => Use (nil, :hp, :sp)
ITEM_KIND = { 33 => :hp }
# Initial Maximum Level : ID => Level
USAGE_LIMITS = { 33 => 8 }
# Maximum Number of Improvements : ID => Maximum Number of Improvements
USAGE_INCREASE = { 33 => 3 }
# Maximum Level (0 or higher) : ID => Maximum Level
MAX_LEVEL = { 33 => 4 }
# Refill item after improving it? Yeah : true, No : false
REFILL_AFTER_IMPROVEMENT = true
# Refill item after getting it from some NPC? Yeah : true, No : false
FILL_EMPTY_ITEM = true
def self.refill(id) $game_system.refill_items[id].refill end
def self.improve(id) $game_system.refill_items[id].improve end
def self.break(id) $game_system.refill_items[id].broken = true end
def self.broken?(id) $game_system.refill_items[id].broken end
def self.replace(id) $game_system.refill_items[id].broken = nil end
def self.new_mode(id,mode) $game_system.refill_items[id].change_mode(mode) end
end
module ItemAddOns
attr_accessor :sips, :broken
attr_reader :sip_max, :level, :mode
def level_max() KItemRefill::MAX_LEVEL[@id] end
def change_mode(new_mode) @mode = new_mode end
def fill
@level = 0
@mode = KItemRefill::ITEM_KIND[@id]
refill_item
@sips = KItemRefill::FILL_EMPTY_ITEM ? @sip_max : 0
end
def refill
return @sips if @broken
refill_item
@sips = @sip_max
end
def improve
return @sips if @broken
@level += 1 if @level < KItemRefill::MAX_LEVEL[@id]
limit = KItemRefill::USAGE_LIMITS[@id]
@sip_max = (limit + (@level * KItemRefill::USAGE_INCREASE[@id]))
@sips = @sip_max if KItemRefill::REFILL_AFTER_IMPROVEMENT
end
private
def refill_item
limit = KItemRefill::USAGE_LIMITS[@id]
@sip_max = (limit + (@level * KItemRefill::USAGE_INCREASE[@id]))
end
end
class Game_System
attr_reader :refill_items
alias kyon_item_refill_gm_sys_init initialize
def initialize
@refill_items = {}
KItemRefill::IDS.each do |id|
@refill_items[id] = $data_items[id].dup
@refill_items[id].extend(ItemAddOns)
@refill_items[id].fill
end
kyon_item_refill_gm_sys_init
end
end
class Game_Actor
alias kitemrefill_gm_actor_item_effect item_effect
def item_effect(item)
refill_item = $game_system.refill_items[item.id]
return false if refill_item and refill_item.sips == 0
if !refill_item or (refill_item and !refill_item.mode)
effective = kitemrefill_gm_actor_item_effect(item)
else
effective = refill_item_effect(refill_item)
end
refill_item.sips -= 1 if effective and refill_item and refill_item.sips > 0
effective
end
def refill_item_effect(item)
self.critical = false
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
return false
end
effective = false
# Set effective flag if common ID is effective
effective |= item.common_event_id > 0
hit_result = (rand(100) < item.hit)
unless hit_result
self.damage = $game_temp.in_battle ? "Miss" : nil
return false
end
# Set effective flag is skill is uncertain
effective |= item.hit < 100
if item.mode == :hp
return effective = refill_hp_effect(item, effective)
elsif item.mode == :sp
return effective = refill_sp_effect(item, effective)
end
end
def refill_hp_effect(item, effective)
# Calculate amount of recovery
recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
if recover_hp < 0
recover_hp += self.pdef * item.pdef_f / 20
recover_hp += self.mdef * item.mdef_f / 20
recover_hp = [recover_hp, 0].min
end
# Element correction
recover_hp *= elements_correct(item.element_set)
recover_hp /= 100
# Dispersion
if item.variance > 0 and recover_hp.abs > 0
amp = [recover_hp.abs * item.variance / 100, 1].max
recover_hp += rand(amp+1) + rand(amp+1) - amp
end
# If recovery code is negative, guard correction
recover_hp /= 2 if recover_hp < 0 and self.guarding?
# Set damage value and reverse HP recovery amount
self.damage = -recover_hp
# HP recovery
last_hp = self.hp
self.hp += recover_hp
effective |= self.hp != last_hp
# State change
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# If parameter value increase is effective
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Max HP
@maxhp_plus += item.parameter_points
when 2 # Max SP
@maxsp_plus += item.parameter_points
when 3 # Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_hp_rate == 0 and item.recover_hp == 0
# Set damage to empty string
self.damage = ""
# If recovery amount is 0, and parameter increase value is ineffective.
if item.parameter_type == 0 or item.parameter_points == 0
# If state is unchanged Set damage to "Miss"
self.damage = "Miss" unless @state_changed
end
end
return effective
end
def refill_sp_effect(item, effective)
# Calculate amount of recovery
recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
recover_sp *= elements_correct(item.element_set)
recover_sp /= 100
# Dispersion
if item.variance > 0 and recover_sp.abs > 0
amp = [recover_sp.abs * item.variance / 100, 1].max
recover_sp += rand(amp+1) + rand(amp+1) - amp
end
# SP recovery
last_sp = self.sp
self.sp += recover_sp
effective |= self.sp != last_sp
# State change
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# If parameter value increase is effective
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Max HP
@maxhp_plus += item.parameter_points
when 2 # Max SP
@maxsp_plus += item.parameter_points
when 3 # Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_sp_rate == 0 and item.recover_sp == 0
# Set damage to empty string
self.damage = ""
# If SP recovery rate / recovery amount are 0, and parameter increase
# value is ineffective.
if item.parameter_type == 0 or item.parameter_points == 0
# If state is unchanged # Set damage to "Miss"
self.damage = "Miss" unless @state_changed
end
end
return effective
end
end
class Window_Help
def set_text(item_id, text=nil, align=0)
if text.is_a?(String)
text = text.gsub(/\\[Uu]/){$game_system.refill_items[item_id].sips.to_s}
elsif text.is_a?(Integer)
align = text
text = item_id
else
text = item_id
end
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
class Window_Item
def update_help
a = @index % 2 == 0 ? 0 : 2
obj = self.item
id, desc = self.item ? [obj.id, obj.description] : ["", nil]
@help_window.set_text(id, desc, a)
end
end
class Scene_Item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
elsif Input.trigger?(Input::C)
@item = @item_window.item
if !@item.is_a?(RPG::Item) or !$game_party.item_can_use?(@item.id)
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
@infinite_potion = KItemRefill::IDS.include?(@item.id)
if @item.scope >= 3 or @infinite_potion
if @infinite_potion
@item = $game_system.refill_items[@item.id]
if @item.sips == 0
$game_system.se_play($data_system.buzzer_se)
@infinite_potion = nil
return
end
end
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
$game_system.map_interpreter.update
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@item_window.refresh unless $game_party.item_can_use?(@item.id)
@infinite_potion = nil
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
elsif Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
if @infinite_potion
if @item.sips == 0
$game_system.se_play($data_system.buzzer_se)
return
end
end
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
@item_window.update_help if @infinite_potion and used
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
$game_system.se_play($data_system.buzzer_se) unless used
return
end
end
end
Spanish Version
Code:
# * KItemRefill XP
# Scripter : Kyonides-Arkanthes
# v 1.1.2 - 2019-01-21
# Llamados a Script
# KItemRefill.refill(ID)
# Esto les permite rellenar el objeto, sea una poción, aceite, perfume, etc.
# KItemRefill.improve(ID)
# Esto les permite mejorar el objeto en cantidad de usos antes de recargarlo.
# KItemRefill.break(ID)
# Esto quebrará el frasco con ese ID.
# KItemRefill.broken?(ID)
# Esto verifica si ese frasco está roto o no lo está.
# KItemRefill.replace(ID)
# Esto reemplaza o repara el frasco roto.
# KItemRefill.new_mode(ID, MODO)
# Esto curará según el modo: nil : Lo que diga Base de Datos, :hp PV, :mp PM
# El segundo y el tercer llamado son opcionales, si no quieren mejorarlo o no
# quieren cambiar lo que cura o reestablece, no los usen.
# En la descripción del objeto seleccionado : Usos Restantes:\u
# Esa leyenda se correrá al lado opuesto de la ventana de selección de héroes.
# CONFIGURACIÓN
# Elijan uno o más objetos No consumibles, agréguenlos al array IDS.
# En ITEM_KIND definen qué uso tendrá el objeto (1 de 3 opciones)
# Sin ID ni valor o ID => nil : lo que diga la Base de Datos (PV o PM o ambos)
# :hp será para PV, :sp será para PM
# En USAGE_LIMITS colocan el ID => Máximo de Usos para cada ID.
# En USAGE_INCREASE colocan el ID => Incremento de Usos para cada ID.
# En MAX_LEVEL colocan el ID => Nivel Máximo (empieza en cero) para cada ID.
# Al final de cada valor excepto en el último deben colocar una coma como el
# separador de los pares de ID y sus valores.: 36 => 8, 37 => 5
# En REFILL_AFTER_IMPROVEMENT definen si quieren o no quieren rellenar el
# Objeto (¿la poción?) al Mejorarlo.
# En FILL_EMPTY_ITEM definen si el objeto debe ser entregado lleno o vacío.
module KItemRefill
IDS = [33]
# Tipo de Uso : ID => Uso (nil, :hp, :sp) o sin la información para PV Y PM
ITEM_KIND = { 33 => :hp }
# Máximo Inicial del Objeto : ID => Máximo Inicial
USAGE_LIMITS = { 33 => 8 }
# Máximo Número de Mejoras para el Objeto : ID => Máximo de Mejoras
USAGE_INCREASE = { 33 => 3 }
# Nivel Máximo del Objeto Contando desde Cero : ID => Máximo
MAX_LEVEL = { 33 => 4 }
# ¿Debe rellenarse el Objeto al Mejorarlo? (Dejarlo al nuevo Máximo Nivel)
REFILL_AFTER_IMPROVEMENT = true
# ¿Se llenará el Objeto al obtenerlo de un NPC? Sí : true, No : false
FILL_EMPTY_ITEM = true
def self.refill(id) $game_system.refill_items[id].refill end
def self.improve(id) $game_system.refill_items[id].improve end
def self.break(id) $game_system.refill_items[id].broken = true end
def self.broken?(id) $game_system.refill_items[id].broken end
def self.replace(id) $game_system.refill_items[id].broken = nil end
def self.new_mode(id,mode) $game_system.refill_items[id].change_mode(mode) end
end
module ItemAddOns
attr_accessor :sips, :broken
attr_reader :sip_max, :level, :mode
def level_max() KItemRefill::MAX_LEVEL[@id] end
def change_mode(new_mode) @mode = new_mode end
def fill
@level = 0
@mode = KItemRefill::ITEM_KIND[@id]
refill_item
@sips = KItemRefill::FILL_EMPTY_ITEM ? @sip_max : 0
end
def refill
return @sips if @broken
refill_item
@sips = @sip_max
end
def improve
return @sips if @broken
@level += 1 if @level < KItemRefill::MAX_LEVEL[@id]
limit = KItemRefill::USAGE_LIMITS[@id]
@sip_max = (limit + (@level * KItemRefill::USAGE_INCREASE[@id]))
@sips = @sip_max if KItemRefill::REFILL_AFTER_IMPROVEMENT
end
private
def refill_item
limit = KItemRefill::USAGE_LIMITS[@id]
@sip_max = (limit + (@level * KItemRefill::USAGE_INCREASE[@id]))
end
end
class Game_System
attr_reader :refill_items
alias kyon_item_refill_gm_sys_init initialize
def initialize
@refill_items = {}
KItemRefill::IDS.each do |id|
@refill_items[id] = $data_items[id].dup
@refill_items[id].extend(ItemAddOns)
@refill_items[id].fill
end
kyon_item_refill_gm_sys_init
end
end
class Game_Actor
alias kitemrefill_gm_actor_item_effect item_effect
def item_effect(item)
refill_item = $game_system.refill_items[item.id]
return false if refill_item and refill_item.sips == 0
if !refill_item or (refill_item and !refill_item.mode)
effective = kitemrefill_gm_actor_item_effect(item)
else
effective = refill_item_effect(refill_item)
end
refill_item.sips -= 1 if effective and refill_item and refill_item.sips > 0
effective
end
def refill_item_effect(item)
self.critical = false
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
return false
end
effective = false
# Set effective flag if common ID is effective
effective |= item.common_event_id > 0
hit_result = (rand(100) < item.hit)
unless hit_result
self.damage = $game_temp.in_battle ? "Miss" : nil
return false
end
# Set effective flag is skill is uncertain
effective |= item.hit < 100
if item.mode == :hp
return effective = refill_hp_effect(item, effective)
elsif item.mode == :sp
return effective = refill_sp_effect(item, effective)
end
end
def refill_hp_effect(item, effective)
# Calculate amount of recovery
recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
if recover_hp < 0
recover_hp += self.pdef * item.pdef_f / 20
recover_hp += self.mdef * item.mdef_f / 20
recover_hp = [recover_hp, 0].min
end
# Element correction
recover_hp *= elements_correct(item.element_set)
recover_hp /= 100
# Dispersion
if item.variance > 0 and recover_hp.abs > 0
amp = [recover_hp.abs * item.variance / 100, 1].max
recover_hp += rand(amp+1) + rand(amp+1) - amp
end
# If recovery code is negative, guard correction
recover_hp /= 2 if recover_hp < 0 and self.guarding?
# Set damage value and reverse HP recovery amount
self.damage = -recover_hp
# HP recovery
last_hp = self.hp
self.hp += recover_hp
effective |= self.hp != last_hp
# State change
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# If parameter value increase is effective
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Max HP
@maxhp_plus += item.parameter_points
when 2 # Max SP
@maxsp_plus += item.parameter_points
when 3 # Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_hp_rate == 0 and item.recover_hp == 0
# Set damage to empty string
self.damage = ""
# If recovery amount is 0, and parameter increase value is ineffective.
if item.parameter_type == 0 or item.parameter_points == 0
# If state is unchanged Set damage to "Miss"
self.damage = "Miss" unless @state_changed
end
end
return effective
end
def refill_sp_effect(item, effective)
# Calculate amount of recovery
recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
recover_sp *= elements_correct(item.element_set)
recover_sp /= 100
# Dispersion
if item.variance > 0 and recover_sp.abs > 0
amp = [recover_sp.abs * item.variance / 100, 1].max
recover_sp += rand(amp+1) + rand(amp+1) - amp
end
# SP recovery
last_sp = self.sp
self.sp += recover_sp
effective |= self.sp != last_sp
# State change
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# If parameter value increase is effective
if item.parameter_type > 0 and item.parameter_points != 0
case item.parameter_type
when 1 # Max HP
@maxhp_plus += item.parameter_points
when 2 # Max SP
@maxsp_plus += item.parameter_points
when 3 # Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
effective = true
end
if item.recover_sp_rate == 0 and item.recover_sp == 0
# Set damage to empty string
self.damage = ""
# If SP recovery rate / recovery amount are 0, and parameter increase
# value is ineffective.
if item.parameter_type == 0 or item.parameter_points == 0
# If state is unchanged # Set damage to "Miss"
self.damage = "Miss" unless @state_changed
end
end
return effective
end
end
class Window_Help
def set_text(item_id, text=nil, align=0)
if text.is_a?(String)
text = text.gsub(/\\[Uu]/){$game_system.refill_items[item_id].sips.to_s}
elsif text.is_a?(Integer)
align = text
text = item_id
else
text = item_id
end
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
class Window_Item
def update_help
a = @index % 2 == 0 ? 0 : 2
obj = self.item
id, desc = self.item ? [obj.id, obj.description] : ["", nil]
@help_window.set_text(id, desc, a)
end
end
class Scene_Item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
elsif Input.trigger?(Input::C)
@item = @item_window.item
if !@item.is_a?(RPG::Item) or !$game_party.item_can_use?(@item.id)
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
@infinite_potion = KItemRefill::IDS.include?(@item.id)
if @item.scope >= 3 or @infinite_potion
if @infinite_potion
@item = $game_system.refill_items[@item.id]
if @item.sips == 0
$game_system.se_play($data_system.buzzer_se)
@infinite_potion = nil
return
end
end
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
$game_system.map_interpreter.update
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@item_window.refresh unless $game_party.item_can_use?(@item.id)
@infinite_potion = nil
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
elsif Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
if @infinite_potion
if @item.sips == 0
$game_system.se_play($data_system.buzzer_se)
return
end
end
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
@item_window.update_help if @infinite_potion and used
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
$game_system.se_play($data_system.buzzer_se) unless used
return
end
end
end
Default Battle System Add-On
Code:
# * KItemRefill Standard Battle System AddOn
# Scripter : Kyonides-Arkanthes
class Scene_Battle
def update_phase3_item_select
@item_window.visible = true
@item_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_item_select
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
item = $game_system.refill_items[@item.id]
if item and item.sips == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.item_id = @item.id
@item_window.visible = false
# If effect scope is single enemy
if @item.scope == 1
start_enemy_select
# If effect scope is single ally
elsif @item.scope == 3 or @item.scope == 5
start_actor_select
# If effect scope is not single
else
end_item_select
phase3_next_actor
end
return
end
end
def make_item_action_result
@item = $data_items[@active_battler.current_action.item_id]
# If unable to use due to items running out
unless $game_party.item_can_use?(@item.id)
# Shift to step 1
@phase4_step = 1
return
end
# If consumable decrease used item by 1
$game_party.lose_item(@item.id, 1) if @item.consumable
@help_window.set_text(@item.name, 1)
# Set animation ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# Set common event ID
@common_event_id = @item.common_event_id
# Decide on target
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
set_target_battlers(@item.scope)
refill_item = $game_system.refill_items[@item.id]
# Apply item effect
unless refill_item
@target_battlers.each {|target| effective = target.item_effect(@item) }
else
@target_battlers.each {|target| effective = target.item_effect(@item)
@animation2_id = 0 unless effective }
end
end
end
Terms & Conditions
Free for use in ANY
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Due credit is mandatory.
That's it!
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