Visual PaperDoll Equipment Script - JayRay - 02-16-2016
Hello everyone, I need help...
I am using Yanfly Engine Ace - Ace Equip Engine v1.06 that allows to addon several new layers to equipment, and that works fine for my equipment screen. I've even got it to recognize the extra icons in Mog's Ultimate Hud for the additional layers, but here's what I'd like to do.
I've re-arranged some of the windows to show the different layers and am placing that variation of the script here. I'd like to add an additional window that takes the equipment sections and creates a paperdoll of the character. I've created a mockup of what that would sort of look like....
Code: #==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Equip Engine v1.06
# -- Last Updated: 2014.05.01
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-AceEquipEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2014.05.01 - Bug Fixed: Refresh Equip Item List when change slot.
# 2012.02.02 - Bug Fixed: Crash when changing classes to different equip slots.
# 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces.
# 2012.01.05 - Compatibility Update: Equip Dynamic Stats
# 2011.12.30 - Bug Fixed: Stats didn't update.
# 2011.12.23 - Script efficiency optimized.
# 2011.12.18 - Script efficiency optimized.
# 2011.12.13 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# The default equipment system in RPG Maker VX is the standard equipment system
# seen in all of the previous iterations, which consists of weapon, shield,
# headgear, bodygear, and accessory. To break free of that norm, this script
# allows users access to giving actors and/or classes dynamic equipment setups
# (including having multiples of the same categories). In addition to having
# different equip slot setups, newer equipment types can be made to allow for
# more diversity in armour types.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <equip slots>
# string
# string
# </equip slots>
# This sets the actor's default slots to whatever is listed in between the two
# notetags. An actor's custom equip slots will take priority over a class's
# custom equip slots, which will take priority over the default equip slots.
# Replace "string" with the proper equipment type name or when in doubt, use
# "equip type: x" with x as the equipment type.
#
# <starting gear: x>
# <starting gear: x, x>
# Adds armour x to the actor's list of starting gear. This is used primarily
# for the newer pieces of gear that can't be added through the starting set of
# equipment through the RPG Maker VX Ace editor by default. Insert multiple of
# these notetags to add more pieces of starting gear if so desired.
#
# <fixed equip: x>
# <fixed equip: x, x>
# This will fix the equip type x. Fixed equip slots mean that the equipment
# already on it are unable to be exchanged in or out by the player. This tag
# has been made so that equip types can be fixed for equip type 5 and above.
# Use multiple of these notetags to add more fixed equipment restrictions.
#
# <sealed equip: x>
# <sealed equip: x, x>
# This will seal the equip type x. Sealed equip slots mean that no equipment
# can be equipped onto that equip type slot. This tag has been made so that
# equip types can be sealed for equip type 5 and above. Use multiple of these
# notetags to add more sealed equipment restrictions.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <equip slots>
# string
# string
# </equip slots>
# This sets the class's default slots to whatever is listed in between the two
# notetags. An actor's custom equip slots will take priority over a class's
# custom equip slots, which will take priority over the default equip slots.
# Replace "string" with the proper equipment type name or when in doubt, use
# "equip type: x" with x as the equipment type.
#
# <fixed equip: x>
# <fixed equip: x, x>
# This will fix the equip type x. Fixed equip slots mean that the equipment
# already on it are unable to be exchanged in or out by the player. This tag
# has been made so that equip types can be fixed for equip type 5 and above.
# Use multiple of these notetags to add more fixed equipment restrictions.
#
# <sealed equip: x>
# <sealed equip: x, x>
# This will seal the equip type x. Sealed equip slots mean that no equipment
# can be equipped onto that equip type slot. This tag has been made so that
# equip types can be sealed for equip type 5 and above. Use multiple of these
# notetags to add more sealed equipment restrictions.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <fixed equip: x>
# <fixed equip: x, x>
# This will fix the equip type x. Fixed equip slots mean that the equipment
# already on it are unable to be exchanged in or out by the player. This tag
# has been made so that equip types can be fixed for equip type 5 and above.
# Use multiple of these notetags to add more fixed equipment restrictions.
#
# <sealed equip: x>
# <sealed equip: x, x>
# This will seal the equip type x. Sealed equip slots mean that no equipment
# can be equipped onto that equip type slot. This tag has been made so that
# equip types can be sealed for equip type 5 and above. Use multiple of these
# notetags to add more sealed equipment restrictions.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armour notebox in the database.
# -----------------------------------------------------------------------------
# <equip type: x>
# <equip type: string>
# For the newer equip types, replace x or string with the equip type ID or the
# name of the equip type respectively. This will set that armour to that
# particular equip type.
#
# <fixed equip: x>
# <fixed equip: x, x>
# This will fix the equip type x. Fixed equip slots mean that the equipment
# already on it are unable to be exchanged in or out by the player. This tag
# has been made so that equip types can be fixed for equip type 5 and above.
# Use multiple of these notetags to add more fixed equipment restrictions.
#
# <sealed equip: x>
# <sealed equip: x, x>
# This will seal the equip type x. Sealed equip slots mean that no equipment
# can be equipped onto that equip type slot. This tag has been made so that
# equip types can be sealed for equip type 5 and above. Use multiple of these
# notetags to add more sealed equipment restrictions.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <fixed equip: x>
# <fixed equip: x, x>
# This will fix the equip type x. Fixed equip slots mean that the equipment
# already on it are unable to be exchanged in or out by the player. This tag
# has been made so that equip types can be fixed for equip type 5 and above.
# Use multiple of these notetags to add more fixed equipment restrictions.
#
# <sealed equip: x>
# <sealed equip: x, x>
# This will seal the equip type x. Sealed equip slots mean that no equipment
# can be equipped onto that equip type slot. This tag has been made so that
# equip types can be sealed for equip type 5 and above. Use multiple of these
# notetags to add more sealed equipment restrictions.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module EQUIP
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Equip Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This adjusts the default equip configuration. While actors can have their
# own unique equipment configurations, it's recommended to not change too
# much as things get really hairy when it comes to proper eventing.
#
# ID Equip Type
# --- ------------
# 0 Weapon
# 1 Shield
# 2 Headgear
# 3 Bodygear
# 4 Accessory
#
# Whatever you set the below slots to, the dual wield setup will be exactly
# identical except that the second slot will be changed to a weapon (0).
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust this array to set the default slots used for all of your actors
# and classes if they do not have a custom equipment slot setup.
DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 4, 4]
# This hash adjusts the new equip types (past 4+). Adjust them to match
# their names properly. You can choose to allow certain types of equipment
# be removable or not, or whether or not optimize will affect them.
TYPES ={
# TypeID => ["Type Name", Removable?, Optimize?],
0 => [ "Weapon", false, true],
1 => [ "Shield", true, true],
2 => [ "Headgear", true, true],
3 => [ "Bodygear", true, true],
4 => ["Accessory", true, false],
5 => [ "Cloak", true, true],
6 => [ "Necklace", true, true],
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Equip Command List -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can adjust the order at which the commands appear (or even
# remove commands as you see fit). Here's a list of which does what:
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :equip Activates the manual equip window. Default.
# :optimize Optimizes equipment for the actor. Default.
# :clear Clears all equipment from the actor. Default
#
# And that's all of the currently available commands. This list will be
# updated as more scripts become available.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This array arranges the order of which the commands appear in the Equip
# Command window in the Equip Scene.
COMMAND_LIST =[
:equip,
:optimize,
:clear,
# :custom1,
# :custom2,
] # Do not remove this.
#--------------------------------------------------------------------------
# - Equip Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for
# equipping, use this hash to manage the custom commands for the Equip
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_EQUIP_COMMANDS ={
# :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
:custom1 => [ "Custom Name", 0, 0, :command_name1],
:custom2 => [ "Custom Text", 13, 0, :command_name2],
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Misc Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the minor visuals that you see inside of the newly
# organized Equip Scene. Adjust the settings as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This sets the font size used for the status window in the lower right
# corner of the screen (which shows stats and comparisons).
STATUS_FONT_SIZE = 20
# This sets the remove equip command in the item window.
REMOVE_EQUIP_ICON = 185
REMOVE_EQUIP_TEXT = "<Remove Equip>"
# This sets the no-equipment text in the slot window.
NOTHING_ICON = 185
NOTHING_TEXT = "<Empty>"
end # EQUIP
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
EQUIP_SLOTS_ON = /<(?:EQUIP_SLOTS|equip slots)>/i
EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i
EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i
EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i
STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i
FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i
SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i
end # BASEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
#--------------------------------------------------------------------------
# overwrite method: self.etype
#--------------------------------------------------------------------------
def self.etype(etype)
return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype)
return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype)
return ""
end
end # Vocab
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.remove_equip
#--------------------------------------------------------------------------
def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end
#--------------------------------------------------------------------------
# self.nothing_equip
#--------------------------------------------------------------------------
def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_aee load_database; end
def self.load_database
load_database_aee
load_notetags_aee
end
#--------------------------------------------------------------------------
# new method: load_notetags_aee
#--------------------------------------------------------------------------
def self.load_notetags_aee
groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
$data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_aee
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :base_equip_slots
attr_accessor :fixed_equip_type
attr_accessor :sealed_equip_type
attr_accessor :extra_starting_equips
#--------------------------------------------------------------------------
# common cache: load_notetags_aee
#--------------------------------------------------------------------------
def load_notetags_aee
@base_equip_slots = []
@equip_slots_on = false
@fixed_equip_type = []
@sealed_equip_type = []
@extra_starting_equips = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON
next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)
@equip_slots_on = true
when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF
next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)
@equip_slots_on = false
#---
when YEA::REGEXP::BASEITEM::STARTING_GEAR
next unless self.is_a?(RPG::Actor)
$1.scan(/\d+/).each { |num|
@extra_starting_equips.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::BASEITEM::FIXED_EQUIP
$1.scan(/\d+/).each { |num|
@fixed_equip_type.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::BASEITEM::SEALED_EQUIP
$1.scan(/\d+/).each { |num|
@sealed_equip_type.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT
next unless self.is_a?(RPG::Armor)
@etype_id = [1, $1.to_i].max
when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR
next unless self.is_a?(RPG::Armor)
for key in YEA::EQUIP::TYPES
id = key[0]
next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase
@etype_id = [1, id].max
break
end
#---
else
if @equip_slots_on
case line.upcase
when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i
id = $1.to_i
@base_equip_slots.push(id) if [0,1,2,3,4].include?(id)
@base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id)
when /WEAPON/i
@base_equip_slots.push(0)
when /SHIELD/i
@base_equip_slots.push(1)
when /HEAD/i
@base_equip_slots.push(2)
when /BODY/i, /ARMOR/i, /ARMOUR/i
@base_equip_slots.push(3)
when /ETC/i, /OTHER/i, /ACCESSOR/i
@base_equip_slots.push(4)
else
text = line.upcase.delete(" ")
for key in YEA::EQUIP::TYPES
id = key[0]
next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text
@base_equip_slots.push(id)
break
end
end
end
end
} # self.note.split
#---
return unless self.is_a?(RPG::Class)
if @base_equip_slots.empty?
@base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone
end
end
end # RPG::BaseItem
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :eds_actor
attr_accessor :scene_equip_index
attr_accessor :scene_equip_oy
end # Game_Temp
#==============================================================================
# ■ Game_BaseItem
#==============================================================================
class Game_BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :item_id
end # Game_BaseItem
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: equip_type_fixed?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_type_fixed_aee equip_type_fixed?
def equip_type_fixed?(etype_id)
return true if fixed_etypes.include?(etype_id) if actor?
return game_battlerbase_equip_type_fixed_aee(etype_id)
end
#--------------------------------------------------------------------------
# alias method: equip_type_sealed?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_type_sealed_aee equip_type_sealed?
def equip_type_sealed?(etype_id)
return true if sealed_etypes.include?(etype_id) if actor?
return game_battlerbase_equip_type_sealed_aee(etype_id)
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: init_equips
#--------------------------------------------------------------------------
alias game_actor_init_equips_aee init_equips
def init_equips(equips)
game_actor_init_equips_aee(equips)
equip_extra_starting_equips
end
#--------------------------------------------------------------------------
# new method: equip_extra_starting_equips
#--------------------------------------------------------------------------
def equip_extra_starting_equips
for equip_id in actor.extra_starting_equips
armour = $data_armors[equip_id]
next if armour.nil?
etype_id = armour.etype_id
next unless equip_slots.include?(etype_id)
slot_id = empty_slot(etype_id)
@equips[slot_id].set_equip(etype_id == 0, armour.id)
end
refresh
end
#--------------------------------------------------------------------------
# overwrite method: equip_slots
#--------------------------------------------------------------------------
def equip_slots
return equip_slots_dual if dual_wield?
return equip_slots_normal
end
#--------------------------------------------------------------------------
# new method: equip_slots_normal
#--------------------------------------------------------------------------
def equip_slots_normal
return self.actor.base_equip_slots if self.actor.base_equip_slots != []
return self.class.base_equip_slots
end
#--------------------------------------------------------------------------
# new method: equip_slots_dual
#--------------------------------------------------------------------------
def equip_slots_dual
array = equip_slots_normal.clone
array[1] = 0 if array.size >= 2
return array
end
#--------------------------------------------------------------------------
# new method: fixed_etypes
#--------------------------------------------------------------------------
def fixed_etypes
array = []
array |= self.actor.fixed_equip_type
array |= self.class.fixed_equip_type
for equip in equips
next if equip.nil?
array |= equip.fixed_equip_type
end
for state in states
next if state.nil?
array |= state.fixed_equip_type
end
return array
end
#--------------------------------------------------------------------------
# new method: sealed_etypes
#--------------------------------------------------------------------------
def sealed_etypes
array = []
array |= self.actor.sealed_equip_type
array |= self.class.sealed_equip_type
for equip in equips
next if equip.nil?
array |= equip.sealed_equip_type
end
for state in states
next if state.nil?
array |= state.sealed_equip_type
end
return array
end
#--------------------------------------------------------------------------
# alias method: change_equip
#--------------------------------------------------------------------------
alias game_actor_change_equip_aee change_equip
def change_equip(slot_id, item)
if item.nil? && !@optimize_clear
etype_id = equip_slots[slot_id]
return unless YEA::EQUIP::TYPES[etype_id][1]
elsif item.nil? && @optimize_clear
etype_id = equip_slots[slot_id]
return unless YEA::EQUIP::TYPES[etype_id][2]
end
@equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil?
game_actor_change_equip_aee(slot_id, item)
end
#--------------------------------------------------------------------------
# overwrite method: optimize_equipments
#--------------------------------------------------------------------------
def optimize_equipments
$game_temp.eds_actor = self
@optimize_clear = true
clear_equipments
@optimize_clear = false
equip_slots.size.times do |i|
next if !equip_change_ok?(i)
next unless can_optimize?(i)
items = $game_party.equip_items.select do |item|
item.etype_id == equip_slots[i] &&
equippable?(item) && item.performance >= 0
end
change_equip(i, items.max_by {|item| item.performance })
end
$game_temp.eds_actor = nil
end
#--------------------------------------------------------------------------
# new method: can_optimize?
#--------------------------------------------------------------------------
def can_optimize?(slot_id)
etype_id = equip_slots[slot_id]
return YEA::EQUIP::TYPES[etype_id][2]
end
#--------------------------------------------------------------------------
# alias method: force_change_equip
#--------------------------------------------------------------------------
alias game_actor_force_change_equip_aee force_change_equip
def force_change_equip(slot_id, item)
@equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil?
game_actor_force_change_equip_aee(slot_id, item)
end
#--------------------------------------------------------------------------
# alias method: weapons
#--------------------------------------------------------------------------
alias game_actor_weapons_aee weapons
def weapons
anti_crash_equips
return game_actor_weapons_aee
end
#--------------------------------------------------------------------------
# alias method: armors
#--------------------------------------------------------------------------
alias game_actor_armors_aee armors
def armors
anti_crash_equips
return game_actor_armors_aee
end
#--------------------------------------------------------------------------
# alias method: equips
#--------------------------------------------------------------------------
alias game_actor_equips_aee equips
def equips
anti_crash_equips
return game_actor_equips_aee
end
#--------------------------------------------------------------------------
# new method: equips
#--------------------------------------------------------------------------
def anti_crash_equips
for i in 0...@equips.size
next unless @equips[i].nil?
@equips[i] = Game_BaseItem.new
end
end
end # Game_Actor
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# overwrite method: change equip
#--------------------------------------------------------------------------
def command_319
actor = $game_actors[@params[0]]
return if actor.nil?
if @params[1] == 0 && @params[2] != 0
item = $data_weapons[@params[2]]
return unless actor.equip_slots.include?(0)
slot_id = actor.empty_slot(0)
elsif @params[2] != 0
item = $data_armors[@params[2]]
return unless actor.equip_slots.include?(item.etype_id)
slot_id = actor.empty_slot(item.etype_id)
else
slot_id = @params[1]
end
actor.change_equip_by_id(slot_id, @params[2])
end
end # Game_Interpreter
#==============================================================================
# ■ Window_EquipStatus
#==============================================================================
class Window_EquipStatus < Window_Base
#--------------------------------------------------------------------------
# overwrite method: initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, Graphics.height - dy)
@actor = nil
@temp_actor = nil
refresh
end
#--------------------------------------------------------------------------
# overwrite method: window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width * 2 / 5; end
#--------------------------------------------------------------------------
# overwrite method: refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
8.times {|i| draw_item(0, line_height * i, i) }
end
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(dx, dy, param_id)
draw_background_colour(dx, dy)
draw_param_name(dx + 4, dy, param_id)
draw_current_param(dx + 4, dy, param_id) if @actor
drx = (contents.width + 22) / 2
draw_right_arrow(drx, dy)
draw_new_param(drx + 22, dy, param_id) if @temp_actor
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_background_colour
#--------------------------------------------------------------------------
def draw_background_colour(dx, dy)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)
contents.fill_rect(rect, colour)
end
#--------------------------------------------------------------------------
# overwrite method: draw_param_name
#--------------------------------------------------------------------------
def draw_param_name(dx, dy, param_id)
contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE
change_color(system_color)
draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
end
#--------------------------------------------------------------------------
# overwrite method: draw_current_param
#--------------------------------------------------------------------------
def draw_current_param(dx, dy, param_id)
change_color(normal_color)
dw = (contents.width + 22) / 2
draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# overwrite method: draw_new_param
#--------------------------------------------------------------------------
def draw_new_param(dx, dy, param_id)
contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE
new_value = @temp_actor.param(param_id)
change_color(param_change_color(new_value - @actor.param(param_id)))
draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
reset_font_settings
end
end # Window_EquipStatus
#==============================================================================
# ■ Window_EquipCommand
#==============================================================================
class Window_EquipCommand < Window_HorzCommand
#--------------------------------------------------------------------------
# overwrite method: make_command_list
#--------------------------------------------------------------------------
def make_command_list
for command in YEA::EQUIP::COMMAND_LIST
case command
when :equip
add_command(Vocab::equip2, :equip)
when :optimize
add_command(Vocab::optimize, :optimize)
when :clear
add_command(Vocab::clear, :clear)
else
process_custom_command(command)
end
end
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.scene_equip_index = index
$game_temp.scene_equip_oy = self.oy
super
end
#--------------------------------------------------------------------------
# new method: process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)
show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0]
switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command, enabled)
end
#--------------------------------------------------------------------------
# overwrite method: window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# overwrite method: contents_width
#--------------------------------------------------------------------------
def contents_width; return width - standard_padding * 2; end
#--------------------------------------------------------------------------
# overwrite method: contents_height
#--------------------------------------------------------------------------
def contents_height
ch = height - standard_padding * 2
return [ch - ch % item_height, row_max * item_height].max
end
#--------------------------------------------------------------------------
# overwrite method: visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# overwrite method: col_max
#--------------------------------------------------------------------------
def col_max; return 1; end
#--------------------------------------------------------------------------
# overwrite method: item_rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new
rect.width = item_width
rect.height = item_height
rect.x = index % col_max * (item_width + spacing)
rect.y = index / col_max * item_height
rect
end
#--------------------------------------------------------------------------
# overwrite method: ensure_cursor_visible
#--------------------------------------------------------------------------
def ensure_cursor_visible
self.top_row = row if row < top_row
self.bottom_row = row if row > bottom_row
end
#--------------------------------------------------------------------------
# overwrite method: cursor_down
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
if index < item_max - col_max || (wrap && col_max == 1)
select((index + col_max) % item_max)
end
end
#--------------------------------------------------------------------------
# overwrite method: cursor_up
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
if index >= col_max || (wrap && col_max == 1)
select((index - col_max + item_max) % item_max)
end
end
#--------------------------------------------------------------------------
# overwrite method: process_pageup
#--------------------------------------------------------------------------
def process_pageup
Sound.play_cursor
Input.update
deactivate
call_handler(:pageup)
end
#--------------------------------------------------------------------------
# overwrite method: process_pagedown
#--------------------------------------------------------------------------
def process_pagedown
Sound.play_cursor
Input.update
deactivate
call_handler(:pagedown)
end
end # Window_EquipCommand
#==============================================================================
# ■ Window_EquipSlot
#==============================================================================
class Window_EquipSlot < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, dw)
super(dx, dy, dw, Graphics.height - dy)
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# overwrite method: window_height
#--------------------------------------------------------------------------
def window_height; return self.height; end
#--------------------------------------------------------------------------
# overwrite method: visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return item_max; end
#--------------------------------------------------------------------------
# overwrite method: refresh
#--------------------------------------------------------------------------
def refresh
create_contents
super
end
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
return unless @actor
rect = item_rect_for_text(index)
change_color(system_color, enable?(index))
draw_text(rect.x, rect.y, 92, line_height, slot_name(index))
item = @actor.equips[index]
dx = rect.x + 92
dw = contents.width - dx - 24
if item.nil?
draw_nothing_equip(dx, rect.y, false, dw)
else
draw_item_name(item, dx, rect.y, enable?(index), dw)
end
end
#--------------------------------------------------------------------------
# new method: draw_nothing_equip
#--------------------------------------------------------------------------
def draw_nothing_equip(dx, dy, enabled, dw)
change_color(normal_color, enabled)
draw_icon(Icon.nothing_equip, dx, dy, enabled)
text = YEA::EQUIP::NOTHING_TEXT
draw_text(dx + 24, dy, dw - 24, line_height, text)
end
end # Window_EquipSlot
#==============================================================================
# ■ Window_EquipItem
#==============================================================================
class Window_EquipItem < Window_ItemList
#--------------------------------------------------------------------------
# overwrite method: col_max
#--------------------------------------------------------------------------
def col_max; return 1; end
#--------------------------------------------------------------------------
# overwrite method: slot_id=
#--------------------------------------------------------------------------
def slot_id=(slot_id)
return if @slot_id == slot_id
@slot_id = slot_id
@last_item = nil
self.oy = 0
refresh
end
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
rect.width -= 4
if item.nil?
draw_remove_equip(rect)
return
end
dw = contents.width - rect.x - 24
draw_item_name(item, rect.x, rect.y, enable?(item), dw)
draw_item_number(rect, item)
end
#--------------------------------------------------------------------------
# new method: draw_remove_equip
#--------------------------------------------------------------------------
def draw_remove_equip(rect)
draw_icon(Icon.remove_equip, rect.x, rect.y)
text = YEA::EQUIP::REMOVE_EQUIP_TEXT
rect.x += 24
rect.width -= 24
draw_text(rect, text)
end
#--------------------------------------------------------------------------
# overwrite method: include?
#--------------------------------------------------------------------------
def include?(item)
if item.nil? && !@actor.nil?
etype_id = @actor.equip_slots[@slot_id]
return YEA::EQUIP::TYPES[etype_id][1]
end
return true if item.nil?
return false unless item.is_a?(RPG::EquipItem)
return false if @slot_id < 0
return false if item.etype_id != @actor.equip_slots[@slot_id]
return @actor.equippable?(item)
end
#--------------------------------------------------------------------------
# overwrite method: enable?
#--------------------------------------------------------------------------
def enable?(item)
if item.nil? && !@actor.nil?
etype_id = @actor.equip_slots[@slot_id]
return YEA::EQUIP::TYPES[etype_id][1]
end
return @actor.equippable?(item)
end
#--------------------------------------------------------------------------
# new method: show
#--------------------------------------------------------------------------
def show
@last_item = 0
update_help
super
end
#--------------------------------------------------------------------------
# overwrite method: update_help
#--------------------------------------------------------------------------
def update_help
super
return if @actor.nil?
return if @status_window.nil?
return if @last_item == item
@last_item = item
temp_actor = Marshal.load(Marshal.dump(@actor))
temp_actor.force_change_equip(@slot_id, item)
@status_window.set_temp_actor(temp_actor)
end
end # Window_EquipItem
#==============================================================================
# ■ Window_EquipActor
#==============================================================================
class Window_EquipActor < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, fitting_height(4))
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width - 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @actor
draw_actor_face(@actor, 0, 0)
draw_actor_simple_status(@actor, 108, line_height / 2)
end
end # Window_EquipActor
#==============================================================================
# ■ Scene_Equip
#==============================================================================
class Scene_Equip < Scene_MenuBase
#--------------------------------------------------------------------------
# overwrite method: create_status_window
#--------------------------------------------------------------------------
def create_status_window
#wx = Graphics.width - (Graphics.width * 2 / 5)
wx = 400
#wy = @help_window.height + 120
wy = 560
@status_window = Window_EquipStatus.new(wx, wy)
@status_window.width = 632
@status_window.viewport = @viewport
@status_window.actor = @actor
end
#--------------------------------------------------------------------------
# overwrite method: create_command_window
#--------------------------------------------------------------------------
def create_command_window
wx = 0
wy = @help_window.height
ww = 360
@command_window = Window_EquipCommand.new(wx, wy, ww)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
if !$game_temp.scene_equip_index.nil?
@command_window.select($game_temp.scene_equip_index)
@command_window.oy = $game_temp.scene_equip_oy
end
$game_temp.scene_equip_index = nil
$game_temp.scene_equip_oy = nil
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:optimize, method(:command_optimize))
@command_window.set_handler(:clear, method(:command_clear))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
process_custom_equip_commands
create_actor_window
end
#--------------------------------------------------------------------------
# new method: create_actor_window
#--------------------------------------------------------------------------
def create_actor_window
wy = @help_window.height
@actor_window = Window_EquipActor.new(@command_window.width, wy)
@actor_window.viewport = @viewport
@actor_window.actor = @actor
end
#--------------------------------------------------------------------------
# new method: process_custom_equip_commands
#--------------------------------------------------------------------------
def process_custom_equip_commands
for command in YEA::EQUIP::COMMAND_LIST
next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)
called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3]
@command_window.set_handler(command, method(called_method))
end
end
#--------------------------------------------------------------------------
# overwrite method: create_slot_window
#--------------------------------------------------------------------------
def create_slot_window
wx = 0
wy = @command_window.y + @command_window.height
#ww = Graphics.width - @status_window.width
ww = 400
@slot_window = Window_EquipSlot.new(wx, wy, ww)
@slot_window.viewport = @viewport
@slot_window.help_window = @help_window
@slot_window.status_window = @status_window
@slot_window.actor = @actor
@slot_window.set_handler(:ok, method(:on_slot_ok))
@slot_window.set_handler(:cancel, method(:on_slot_cancel))
end
#--------------------------------------------------------------------------
# overwrite method: create_item_window
#--------------------------------------------------------------------------
def create_item_window
wx = @slot_window.x
wy = @slot_window.y
ww = @slot_window.width
wh = @slot_window.height
@item_window = Window_EquipItem.new(wx, wy, ww, wh)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.status_window = @status_window
@item_window.actor = @actor
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@slot_window.item_window = @item_window
@item_window.hide
end
#--------------------------------------------------------------------------
# alias method: command_optimize
#--------------------------------------------------------------------------
alias scene_equip_command_optimize_aee command_optimize
def command_optimize
scene_equip_command_optimize_aee
@actor_window.refresh
end
#--------------------------------------------------------------------------
# alias method: command_clear
#--------------------------------------------------------------------------
alias scene_equip_command_clear_aee command_clear
def command_clear
scene_equip_command_clear_aee
@actor_window.refresh
end
#--------------------------------------------------------------------------
# alias method: on_slot_ok
#--------------------------------------------------------------------------
alias scene_equip_on_slot_ok_aee on_slot_ok
def on_slot_ok
scene_equip_on_slot_ok_aee
@slot_window.hide
@item_window.refresh
@item_window.show
end
#--------------------------------------------------------------------------
# alias method: on_item_ok
#--------------------------------------------------------------------------
alias scene_equip_on_item_ok_aee on_item_ok
def on_item_ok
scene_equip_on_item_ok_aee
@actor_window.refresh
@slot_window.show
@item_window.hide
end
#--------------------------------------------------------------------------
# alias method: on_item_cancel
#--------------------------------------------------------------------------
alias scene_equip_on_item_cancel_aee on_item_cancel
def on_item_cancel
scene_equip_on_item_cancel_aee
@slot_window.show
@item_window.hide
end
#--------------------------------------------------------------------------
# alias method: on_actor_change
#--------------------------------------------------------------------------
alias scene_equip_on_actor_change_aee on_actor_change
def on_actor_change
scene_equip_on_actor_change_aee
@actor_window.actor = @actor
end
#--------------------------------------------------------------------------
# new method: command_name1
#--------------------------------------------------------------------------
def command_name1
# Do nothing.
end
#--------------------------------------------------------------------------
# new method: command_name2
#--------------------------------------------------------------------------
def command_name2
# Do nothing.
end
end # Scene_Equip
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
here's what I sorta want it to look like. Now, also, I wanted it to be known that this is for a point and click adventure game, not necessarily a sprite visual equipment, but I WOULD want a version of the window that can also be used in HUD on the main screen too, possibly as an extension of Ventwig's HUD
here's the mockup of sort of what I'm going for.
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