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[Aporte]Script aprender técnicas mediante uso

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[Aporte]Script aprender técnicas mediante uso

Mensaje por luistop12 el Sáb 26 Ene 2013, 12:21 pm

Este script hace que aprendas técnica usando otras, es decir has usado 50 veces fire y aprendes fire 2 o tambien puedes hacer que al aprender fire2 se olvide fire 1 cool :3

este es el metodo de aprendisaje poner todo los tag el las notas del skill

para aprender técnicas

\ROOT_SKILL[6, 100] (el 9 es la técnica que aprenderás, y el 100 el numero de veces que debes usarla para aprenderla)

\ROOT_SKILL[6, 100, 1] (igual que el anterior solo que el skill 1 será olvidado)

\PROHIBIT_CLASS[x] (remplazar x por el numero de clase, esto hace que dicha calse no pueda aprender el skill)

\MIN_LEVEL[x] (Remplazar x por el nivel requerido, este tag hace que la técnica a aprender requiera cierto nivel para ser aprendida





Código:
#==============================================================================
#    Learn Skills By Use
#    Version: 2.0c
#    Author: modern algebra (rmrk.net)
#    Date: October 19, 2011
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  NB: If you wish to use the learn immediately option of the script, then
#  Zeriab's Dialog System is required and he should be credited. You can find
#  it here: http://rmrk.net/index.php/topic,24828.0.html
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script allows you to have actors learn skills by using other skills.
#  For instance, you could set it so that an actor will learn Fire II only
#  after he has used Fire 50 times. You can also set it so that there can be
#  multiple paths to learning a skill and multiple skill requirements. For
#  instance, that same actor could also learn Fire II if he has used Flame
#  60 times and Flame II 25 times. However, you can also set class
#  prohibitions and level requirements, so if you never want a Paladin to
#  learn Fire II no matter how many times he uses its root skills, then it is
#  easy to set that up, and if you don't want Fire II to be learned by any
#  actor until they are at least level 7, then that can be setup too. You may
#  also set it up so that it is like an upgrade - Fire becomes obsolete once
#  Fire II is learned, and so you can simply forget Fire once you have Fire II
#  It also has two options of ways to show the number of times you've used a
#  skill.
#
#    Also, you can set it so that the actor either learns the new skill
#  immediately upon meeting use requirements, or at his/her next level.
#
#    Further, this doesn't interfere with the regular skill learning system, so
#  if you set it that a mage will learn Fire II at level 6 in the Class Tab
#  of the database, than the mage will learn Fire II at level 6 no matter if
#  she has met the use requirements of its root skills, and no matter what
#  the class prohibitions or level requirements are.
#
#    There are also a number of options you can set regarding how to show the
#  number of uses in the help window, and you can do it by either pressing a
#  button or it will show up at the same time as the description. There is
#  also a new set of mastery options.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script above Main and below Materials in the Editor. It should
#  also be below any custom levelup scripts you may have. If set to learn
#  immediately, then Zeriab's Dialog System is required above this script:
#      http://rmrk.net/index.php/topic,24828.0.html
#
#    To set up a skill to be learned through use, you must use this code in a
#  notes box:
#
#      \ROOT_SKILL[skill_id, number_of_uses, <supplement_skills>, forget]
#        skill_id : The ID of the root skill that leads to this skill.
#        number_of_uses : An integer - the number of times the root skill has
#          be used before it teaches this skill.
#        <supplement_skills> : a list of skill IDs that also have to have their
#          root requirements fulfilled before the skill will be learned. It is
#          of the format: <x, y, z> where x, y, and z are the IDs of the other
#          skills that must have usage requirements met. You can have as many
#          as you like. Note, however, that you must set up one of these
#          requirements notes for each of the other skills as well, and you
#          must cross-reference the skills in this path. Defaults to <>,
#          meaning that the only usage requirements needed to be filled is this
#          one
#        forget : If this is set to 1, then the root skills will be forgotten
#          once this skill is learned. If left blank or set to any other digit,
#          than the root skills will be retained.
#
#  EXAMPLE A:
#
#    This code in the notebox of a skill:
#
#      \ROOT_SKILL[9, 100]
#
#    There is only one path to learning this skill:
#      (i) Use the skill with ID 9 at least 100 times.
#
#    No skill is forgotten
#
#  EXAMPLE B:
#
#    These codes in the notebox of a skill:
#
#      \ROOT_SKILL[1, 20, 1]
#      \ROOT_SKILL[4, 15, <5>]
#      \ROOT_SKILL[5, 8, <4>]
#
#    With these codes, there are two paths to learning this skill.
#      (i)  Use the skill with ID 1 at least 20 times.
#      (ii) Use the skill with ID 4 at least 15 times and use the skill with
#        ID 5 at least 8 times.
#
#    No matter which path is taken to the skill, the skill with ID 1 will be
#  forgotten as soon as the new skill is learned.
#
#  EXAMPLE C:
#
#    The following codes in the notebox of a skill:
#
#      \ROOT_SKILL[6, 100]
#      \ROOT_SKILL[7, 100]
#      \ROOT_SKILL[6, 20, <7, 8>]
#      \ROOT_SKILL[7, 25, <6, 8>]
#      \ROOT_SKILL[8, 15, <6, 7>]
#
#    With these codes, there are three paths to learning this skill.
#      (i)  Use the skill with ID 6 at least 100 times
#      (ii)  Use the skill with ID 7 at least 100 times
#      (iii) Use the skill with ID 6 at least 20 times, the skill with ID 7 at
#          least 25 times, and the skill with ID 8 at least 15 times.
#
#    No matter which path is taken, no skills will be forgotten.
#
#    To prohibit a class from learning a skill through usage requirements,
#  put this code in a notebox of a skill:
#
#      \PROHIBIT_CLASS[class_id]
#        class_id : ID of class not allowed to learn this skill through use
#
#    To set a minimum level for learning a skill through usage requirements,
#  put this code in the notebox of a skill:
#
#      \MIN_LEVEL[x]
#        x : an integer that is the minimum level. An actor cannot learn
#          the skill until his level is at least equal to x.

#  Next, you may want to setup if and how the use count is displayed. To, set the text that you
#  want to signify the count under LSU_VOCAB_USECOUNT at line 159, and you can
#  set the color of the text at line 165 - LSU_COUNT_FONTCOLOR. If this is an
#  integer, it takes the color from the windowskin palette. You could also set
#  it as an array of the form: [red, green, blue, alpha].
#  Alternatively, you could set it up to only show the skill count if the
#  player presses a specified button. You would not get to choose the color in
#  that case, but would get to specify alignment.
#
#  Lastly, there is now an option to show "Mastery". You can specify a number
#  of uses to meet this threshold. When showing use count, it will show up as
#  # of uses / mastery threshold, and once reached, it will be replaced by any
#  text you choose. Those options are between lines 162 and 168. To set the
#  threshold for a skill individually, use the following code:
#      \MASTER[x]
#        x : the number of uses to reach mastery.
#==============================================================================

#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  EDITABLE REGION
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
LSU_LEARN_IMMEDIATELY = true # Whether to learn the skill immediately upon
                            #  meeting usage requirements or to wait for level
                            #  If true, you MUST have Zeriab's Dialog System:
                            #  http://rmrk.net/index.php/topic,24828.0.html
LSU_VOCAB_OBTAIN_SKILL = "%n has learned %s!" # The message shown when an actor
                            # learns a new skill if immediate and not on level
LSU_SE_OBTAIN_SKILL = "Skill" # The SE that plays when an actor learns a new
                            # skill. Again, only applies if on immediate.
#``````````````````````````````````````````````````````````````````````````````
LSU_SHOW_USE = true          # Whether or not to show use count at all in the
                            #  the help window.
LSU_VOCAB_USECOUNT = "Used: " # Text to label skill count
LSU_BUTTONSHOW = false      # Whether or not it shows up with the description
                            #  or is drawn only when pressing a button
  LSU_BUTTON = Input::SHIFT  # If LSU_BUTTONSHOW is true, what button needs to
                            #  be pressed to show the skill use count
  LSU_SHOWCOUNT_ALIGN = 0    # Alignment of text if LSU_BUTTONSHOW is true
LSU_COUNT_FONTCOLOR = 16    # Font color if LSU_BUTTONSHOW is false
#``````````````````````````````````````````````````````````````````````````````
LSU_SHOW_MASTERY = false    # Whether or not to show some the word for mastery
                            #  when a script has been used to its maximum
                            #  efficiency or to a stated goal.
LSU_DEFAULT_MASTERY = 100    # The default number of uses for mastery
LSU_VOCAB_MASTERY = "[MASTERED]" # The word to show once skill use reaches goal
LSU_MASTER_REPLACE = true    # Whether to replace the Used: x text or simply be
                            #  placed after it.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////////

if LSU_LEARN_IMMEDIATELY
#==============================================================================
# ** Dialog_DiscoverFavourite
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class processes when a favourite item is discovered
#==============================================================================

class Dialog_LearnSkill < Dialog
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * A show method
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(actor, skill)
    @actor = actor
    @skill = skill
    begin
      (RPG::SE.new (*skill.ma_learn_se)).play
    rescue
      (RPG::SE.new ("Skill")).play
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create the windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def main_window
    text = help_text
    tw = [@background_sprite.bitmap.text_size (text).width + 40, Graphics.width].min
    @learn_window = Window_Help.new
    @learn_window.width = tw
    @learn_window.create_contents
    @learn_window.x = (Graphics.width - tw) / 2
    @learn_window.y = (Graphics.height - @learn_window.height) / 2
    @learn_window.z = STARTING_Z_VALUE + 1
    @learn_window.set_text (text, 1)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Help Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def help_text
    text = LSU_VOCAB_OBTAIN_SKILL.gsub (/%s/) { @skill.name }
    text.gsub! (/%n/) { @actor.name }
    return text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose the windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def main_dispose
    @learn_window.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    if Input.trigger?(Input::B) || Input.trigger?(Input::C)
      mark_to_close
      self.value = false
    end
  end
end
end

#==============================================================================
# ** Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public variables - ma_root_skills; ma_descendant_skills;
#      ma_level_requirement; ma_prohibited classes
#    new methods - ma_learn_se; ma_cache_lsu_skill_stats
#==============================================================================

class RPG::Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :ma_root_skills
  attr_accessor :ma_descendant_skills
  attr_accessor :ma_level_requirement
  attr_accessor :ma_prohibited_classes
  attr_accessor :ma_master_uses
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Learn SE
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_learn_se
    # Not cached because it will only rarely be accessed. Better to use RAM
    if self.note[/\\LEARN_SE\[(.+?),?\s*(\d*?),?\s*(\d*?)\]/i] != nil
      learn_se = [$1.to_s]
      learn_se.push ($2.to_i) unless $2.empty?
      learn_se.push ($3.to_i) unless $3.empty?
    else
      return LSU_SE_OBTAIN_SKILL
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Cache LSU stats
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_cache_lsu_skill_stats
    # Get skill paths and descendants
    @ma_root_skills, @ma_prohibited_classes = [], []
    @ma_descendant_skills = [] if @ma_descendant_skills.nil?
    @ma_master_uses, @ma_level_requirement = LSU_DEFAULT_MASTERY, 1
    # Level Requirements
    @ma_level_requirement = $1.to_i if self.note[/\\MIN_LEVEL\[(\d+)\]/i] != nil
    @ma_master_uses = $1.to_i if self.note[/\\MASTERY?\[(\d+)\]/i] != nil && $1.to_i > 0
    root_paths = {}
    root_skills = []
    (self.note.scan (/\\ROOT_SKILL\[(\d+),?\s*(\d*),?\s*?<?([\d ,;:]*?)>?,?\s*?([F1]?)\]/i)).each { |match|
    id = match[0].to_i
    n = match[1].to_i
    supplement_skills = []
    (match[2].scan (/\d+/)).each { |id2| supplement_skills.push (id2.to_i) } unless match[2].empty?
    forget = !match[3].empty?
      root_skills.push ([id, n, forget, supplement_skills])
    }
    root_skills.each { |array|
      key = ([array[0]] + array[3]).sort
      root_paths[key] = [] if !root_paths[key]
      root_paths[key].push (array[0, 3])
    }
    root_paths.each { |key, path|
      if path.size < key.size
        key.each { |key2|
          exists = false
          path.each { |array| exists = true if path[0] == key2 }
          path.push ([key2, 0, false]) if !exists
        }
      end
      path.sort! { |a, b| a[0] <=> b[0] }
      @ma_root_skills.push (path)
    }
    @ma_root_skills.each { |path|
      path.each { |d_id, n, forget|
        $data_skills[d_id].ma_descendant_skills = [] if $data_skills[d_id].ma_descendant_skills.nil?
        d_skills = $data_skills[d_id].ma_descendant_skills
        d_skills.push (self.id) unless d_skills.include? (self.id)
      }
    }
    # Prohibited Classes
    (self.note.scan (/\\PROHIBIT_CLASS\[(\d+)\]/i)).each { |id|
      @ma_prohibited_classes.push (id[0].to_i)
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Compatibility with Note Editor + General Compatibility Patch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  if self.method_defined? (:ma_reset_note_values)
    alias malg_lsu_rsetnote_8uk2 ma_reset_note_values
    def ma_reset_note_values (*args)
      malg_lsu_rsetnote_8uk2 (*args) # Run Original Method
      @ma_root_skills.each { |path|
        path.each { |a| $data_skills[a[0]].ma_descendant_skills.delete (self.id) }
      }
      ma_cache_lsu_skill_stats      # Recache skill stats for LSU
    end
  end
end

#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - initialize; level_up
#    new method - lsu_skill_requirements_met?; learn_skill_by_use; skill_count;
#      increase_skill_count; skill_mastered?
#==============================================================================

class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_brnchskill_stp_1xc3 setup
  def setup (*args)
    @lsbu_skill_count = []
    # Run Original Method
    modalg_brnchskill_stp_1xc3(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Level Up
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_skl_brnches_byuse_lvlplus_0kb2 level_up
  def level_up (*args)
    # Run Original Method
    malg_skl_brnches_byuse_lvlplus_0kb2 (*args)
    # Check all skills to see if requirements have been met to learn the skill
    skills.each { |skill|
      skill.ma_descendant_skills.each { |descendant_id|
        descen = $data_skills[descendant_id]
        if !@skills.include? (descen.id) && lsu_skill_requirements_met? (descen)
          # Learn Skill
          learn_skill_by_use (descen.id)
        end
      }
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if this actor meets requirements to learn skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def lsu_skill_requirements_met? (skill)
    return false if skill.ma_prohibited_classes.include? (@class_id)
    return false if @level < skill.ma_level_requirement
    skill.ma_root_skills.each { |path|
      path_complete = true
      path.each { |reqs|
        if skill_count (reqs[0]) < reqs[1]
          path_complete = false
          break
        end
      }
      return true if path_complete        # If all requirements met
    }
    return false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Learn Skill By Use
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def learn_skill_by_use (skill_id)
    forgets = []
    $data_skills[skill_id].ma_root_skills.each { |path|
      path.each { |reqs| forgets.push (reqs[0]) if reqs[2] }
    }
    forgets.each { |forget_id| forget_skill (forget_id) }
    learn_skill (skill_id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Retrieve Skill Count
  #    skill_id : ID of skill checked
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def skill_count (skill_id)
    @lsbu_skill_count[skill_id] = 0 if @lsbu_skill_count[skill_id].nil?
    return @lsbu_skill_count[skill_id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Increase Skill Count
  #    skill_id : ID of skill increased
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def increase_skill_count (skill_id)
    @lsbu_skill_count[skill_id] = skill_count (skill_id) + 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Mastered?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def skill_mastered? (skill)
    return skill_count (skill.id) >= skill.ma_master_uses
  end
end

#==============================================================================
# ** Window_Help
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - lsu_set_secondary_text
#==============================================================================

class Window_Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Secondary Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def lsu_insert_secondary_text (text, align = 2)
    # Check if real text has changed
    if (@lsu_changed_text != @text) || (@lsu_changed_align != @align)
      if LSU_COUNT_FONTCOLOR.is_a? (Integer)
        self.contents.font.color = text_color (LSU_COUNT_FONTCOLOR)
      else
        self.contents.font.color = Color.new (*LSU_COUNT_FONTCOLOR)
      end
      self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
      @lsu_changed_text, @lsu_changed_align = @text, @align
    end
  end
end

#==============================================================================
# ** Window_Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - update_help
#==============================================================================

class Window_Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Help Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_lsu_updhelp_uses_8kh2 update_help
  def update_help (*args)
    if LSU_BUTTONSHOW
      if Input.press? (LSU_BUTTON) && @actor
        @help_window.set_text  (ma_use_text, LSU_SHOWCOUNT_ALIGN)
      else
        ma_lsu_updhelp_uses_8kh2 (*args)
      end
    else
      ma_lsu_updhelp_uses_8kh2 (*args)
      return unless @actor && skill
      @help_window.lsu_insert_secondary_text (ma_use_text)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Use Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_use_text
    add = ""
    if LSU_SHOW_MASTERY
      if @actor.skill_mastered? (skill)
        return LSU_VOCAB_MASTERY if LSU_MASTER_REPLACE
        add = LSU_VOCAB_MASTERY
      else
        add = " / #{skill.ma_master_uses}"
      end
    end
    return LSU_VOCAB_USECOUNT + @actor.skill_count(skill.id).to_s + add
  end
end

#==============================================================================
# ** Scene_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - lsu_advance_skill_count
#==============================================================================

class Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Advance Skill Count
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def lsu_advance_skill_count (user, skill)
    # Increase skill count
    user.increase_skill_count (skill.id)
    if LSU_LEARN_IMMEDIATELY
      new_skills = []
      skill.ma_descendant_skills.each { |descendant_id|
        descendant = $data_skills[descendant_id]
        # Check requirements
        if !user.skill_learn? (descendant) && user.lsu_skill_requirements_met? (descendant)
          new_skills.push (descendant)
        end
      }
      for new_skill in new_skills
        user.learn_skill_by_use (new_skill.id)
        Dialog_LearnSkill.show (user, new_skill)
      end
    end
  end
end

#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - load_database; load_bt_database
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Database
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malsu_lddata_5yj7 load_database
  def load_database (*args)
    malsu_lddata_5yj7 (*args) # Run Original Method
    $data_skills.each { |skill| skill.ma_cache_lsu_skill_stats if !skill.nil? }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Battle Test Database
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_lsu_btdat_6yh1 load_bt_database
  def load_bt_database (*args)
    malg_lsu_btdat_6yh1 (*args) # Run Original Method
    $data_skills.each { |skill| skill.ma_cache_lsu_skill_stats if !skill.nil? }
  end
end

#==============================================================================
# ** Scene_Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - use_skill_nontarget
#==============================================================================

class Scene_Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Use Skill Nontarget
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_lsu_uskll_7uj2 use_skill_nontarget
  def use_skill_nontarget (*args)
    ma_lsu_uskll_7uj2 (*args)                # Run Original Method
    lsu_advance_skill_count (@actor, @skill) # Advance Skill Count
  end
end

#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - execute_action_skill
#==============================================================================

class Scene_Battle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Execute Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalg_exctskl_lsbu_4nv2 execute_action_skill
  def execute_action_skill (*args)
    mdrnalg_exctskl_lsbu_4nv2 (*args) # Run Original Method
    # Increase User's skill count if actor
    lsu_advance_skill_count (@active_battler, @active_battler.action.skill) if @active_battler.actor?
  end
end
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