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Materia System (FF:VII)

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Materia System (FF:VII) Empty Materia System (FF:VII)

Сообщение  Moonwolf Ср Фев 04, 2015 5:27 am

Код:
#==============================================================================
# Materia System (FF:VII)
#==============================================================================
# Original Script from XP by SephirothSpawn
# && Converted for VXa by Atoa
#------------------------------------------------------------------------------
# Sorry if these translations are a bit messy, its because
# this is a direct translation but the instructions provided
# here is originaly made by Atoa (copied && pasted)
# So more thanks to Atoa for a great convertion! Yay!
#==============================================================================
=begin
===================================================
Materia Icons
===================================================

You can set individual icons for each materia, the icon must be on the
graphics/system folder.
The name of the icon must be the same of the Materia + "_m"

E.g
Cure materia icon must be named "Cure_m"
Ultima materia icon must be named "Ultima_m"

Materias without individual icons will have the default materia icon, the color
of defaut icon depends on the materia type

===================================================
Configurating Materias
===================================================

To configure the materias, look for lines like these in the "module
Materia_Config"

Materia_List << [ID, name, type, status, elements, status effects, price,
master price, ap, skill, special effect]

    * ID = Materia ID
    * name = materia Name
    * type = materia type (can be "Magic", "Command", "Summon", "Support"
    && "Independent", they arent translated in demo)
    * status = status change of the materia.[hp, sp, str, dex, agi, int] in
    XP, [hp, mp, atk, def, spi, agi] in VX
    * elements = element id of materia. used when paired with elemental
    spuport materia. must be an array
    * status effect = status effect id of materia. used when paired with
    added effect spuport materia must. be an array
    * price = Price of materia with 0 AP
    * master price = Price of an level max materia
    * ap = ap nedded to level up. must be an array. the first value is the
    ap to level 2. Here is the place where you set the max level of materia,
    depending on how many values yoi add on the array.

E.G
[1000, 2000 ,3000] = the materia will have 4 levels
[2500, 5000, 10000, 20000, 40000] = the materia will have 6 levels

    * skills = skills of the materia. must be an array. you can make an
    instace of this array = nil, so materia will "skip" this level

E.G
[2,7,20] = materia gain skill ID 2 in level 1, skill ID 7 in level 2, &&
skill ID 20 in level 3.
[nil,6,nil,13] = materia gain no skill in level 1, skill ID in level 2, no
skill in level 3, && skill ID 13 in level 4.

    * special effects = special effects of materia. one of these: "All",
    "Elemental", "Added Effect", "HP Absorb", "MP Absorb", "MP Turbo",
    "Reduce Cost", "EXP plus", "Gil Plus", "Escape Plus", "HP <> MP"

    You can also use one of the Parameters, Ex-Parameter or Sp-Parameter such
    as MHP, ATK, DEF, HIT, EVA, TRG && all Parameters available on the trait
    list using "[param] plus".
    Ex: "STR Plus", "HIT Plus", "REC Plus"
   
===================================================   
Gain new Materia
===================================================

Use the Script Call event && add this code:
$game_party.gain_materia(ID)
where ID = the ID of materia

===================================================
Materia Shop
===================================================

to open an materia shop use the Script Call event && add this code:
$materia_shop_list = [X, Y, Z]
SceneManager.call(Scene_MateriaShop)

X,Y,Z = the ID of Materias
You can add how many IDs you want.

===================================================
Set Enemy AP
===================================================

to set enemy AP, look for lines like these in the "module Materia_Config"

Enemy_Ap[ID] = X

ID = Enemy ID
X = AP given by enemy

Enemys that don't have their IDs added to the list will give AP = their EXP/10

#==============================================================================

You can set individual icons for each materia, the icon must be on the System
folder.
The name of the icon must be the same of the Materia + "_m"

E.g
Cure materia icon must be named "Cure_m"
Ultima materia icon must be named "Ultima_m"

Materias without individual icons will have the default materia icon, the color
of defaut icon depends on the materia type

Equipment Slots

To set the slots of equipment, look for lines like these in the
"module Materia_Config"

Weapon_Materia_Slots[ID] = [X , Y] for weapons
Armors_Materia_Slots[ID] = [X , Y] for armors

ID = Equipment ID
X = number of paired slots (count as 2 single slots)
Y = nuber of single slots

The total slots will never be greater than 8, if you set more than 8 slots,
the extra slots will be ignored

E.g
Armors_Materia_Slots[5] = [2, 2]
The armor ID 5 will have 6 slots
(2 * 2) + 2 = 6

Weapon_Materia_Slots[3] = [1, 5]
The weapon ID 5 will have 7 slots
(1 * 2) + 5 = 7

If you don't add an equipment ID on the list, the equip of this ID will have
0 slots

Configurating Materias

To configure the materias, look for lines like these in the "module
Materia_Config"

Materia_List << [ID, name, type, status, elements, status effects, price,
master price, ap, skill, special effect]

    * ID = Materia ID
    * name = materia Name
    * type = materia type (can be "Magic", "Command", "Summon", "Support"
    and "Independent")
    * status = materia status change. [hp, mp, atk, def, mat, mdf, agi, luk]
    * elements = element id of materia. used when paired with elemental
    spuport materia. must be an array
    * status effect = status effect id of materia. used when paired with
    added effect spuport materia must. be an array
    * price = Price of materia with 0 AP
    * master price = Price of an level max materia
    * ap = ap nedded to level up. must be an array. the first value is the
    ap to level 2. Here is the place where you set the max level of materia,
    depending on how many values yoi add on the array.

E.G
[1000, 2000 ,3000] = the materia will have 4 levels
[2500, 5000, 10000, 20000, 40000] = the materia will have 6 levels

    * skills = skills of the materia. must be an array. you can make an
    instace of this array = nil, so materia will "skip" this level

E.G
[2,7,20] = materia gain skill ID 2 in level 1, skill ID 7 in level 2, &&
skill ID 20 in level 3.
[nil,6,nil,13] = materia gain no skill in level 1, skill ID in level 2, no
skill in level 3, && skill ID 13 in level 4.

    * special effects = special effects of materia. one of these: "All",
    "Elemental", "Added Effect", "HP Absorb", "MP Absorb", "MP Turbo",
    "Reduce Cost", "EXP plus", "Gil Plus", "Escape Plus", "HP <> MP"

    You can also use one of the Parameters, Ex-Parameter or Sp-Parameter such
    as MHP, ATK, DEF, HIT, EVA, TRG && all Parameters available on the trait
    list using "[param] plus".
    Ex: "STR Plus", "HIT Plus", "REC Plus"


Gain new Materia

Use the Script Call event && add this code:
$game_party.gain_materia(ID)
where ID = the ID of materia

Materia Shop

to open an materia shop use the Script Call event && add this code:
materia_avaliable = [ X, Y, Z]
$scene = Scene_MateriaShop.new(materia_avaliable)

X,Y,Z = the ID of Materias
You can add how many IDs you want.

Set Enemy AP

to set enemy AP, look for lines like these in the "module Materia_Config"

Enemy_Ap[ID] = X

ID = Enemy ID
X = AP given by enemy

Enemys that don't have their IDs added to the list will give AP = their EXP/10
=end

module Materia_Config
 
  # Do not Erase the lines
  Weapon_Materia_Slots = []
  Armors_Materia_Slots = []
  Materia_List = []
  Enemy_Ap = []
  # Do not Erase the lines
 
  # If true, when a materia reach a maximum level, you gain another
  # Stat in level 1, if false, nothing will happen
  Materia_Breeding = true
 
  # Configuration of skill that ignores special effects
  Negate_Absorb = [] # Skills that ignore "HP/MP Absorb" effect
  Negate_Turbo  = [] # Skills that ignore "MP Turbo" effect
  Negate_All    = [] # Skills that ignore "All" effec

  # Materia Shop Message Configuration
  Shop_Message  = 'How can I help you?'                # Shop Message
  Buy_Message  = 'What Materia would you like to buy?' # Buy Message
  Sell_Message  = 'Which materia you want to sell?'    # Selling Message
  Buy_Command  = 'Buy Materia'  # Purchase Materias
  Sell_Command  = 'Sell Materia' # Sell Materias
  Empty_Message = 'None'        # Message when unequiped
  Master_Text  = 'Master'      # Max level materia text
  AP_Total      = 'Total AP:'    # AP Name

  Default_Icon      = 'Materia Icon'        # Default Materia Icon
  Materia_Cursor    = 'Materia Cursor'      # Cursor Graphic Icon
  Single_Slot      = 'Materia Single'      # Single-Slot Icon
  Paired_Slot_Left  = 'Materia Paired Left'  # Paired-Slot Icon (Left)
  Paired_Slot_Right = 'Materia Paired Right' # Paired-Slot Icon (Right)
  Materia_Level    = 'Star - Icon'          # Level Icon
 

=begin
===================================================
Equipment Slots
===================================================

To set the slots of equipment, look for lines like these in the
"module Materia_Config"

Weapon_Materia_Slots[ID] = [X , Y] for weapons
Armors_Materia_Slots[ID] = [X , Y] for armors

ID = Equipment ID
X = number of paired slots (count as 2 single slots)
Y = nuber of single slots

The total slots will never be greater than 8, if you set more than 8 slots,
the extra slots will be ignored

E.g
Armors_Materia_Slots[5] = [2, 2]
The armor ID 5 will have 6 slots
(2 * 2) + 2 = 6

Weapon_Materia_Slots[3] = [1, 5]
The weapon ID 5 will have 7 slots
(1 * 2) + 5 = 7

If you don't add an equipment ID on the list, the equip of this ID will have
0 slots
=end
#================================================================================
  # Weapon SLots
  Weapon_Materia_Slots[1] = [0 , 2]
  Weapon_Materia_Slots[2] = [1 , 0]
  Weapon_Materia_Slots[3] = [0 , 3]
  Weapon_Materia_Slots[4] = [1 , 1]
  Weapon_Materia_Slots[5] = [1 , 0]
  Weapon_Materia_Slots[6] = [1 , 1]
  Weapon_Materia_Slots[7] = [1 , 2]
  Weapon_Materia_Slots[8] = [2 , 0]
  Weapon_Materia_Slots[9] = [2 , 1]
  Weapon_Materia_Slots[10] = [1 , 3]
  Weapon_Materia_Slots[11] = [0 , 6]
  Weapon_Materia_Slots[12] = [1 , 3]
  Weapon_Materia_Slots[13] = [1 , 2]
  Weapon_Materia_Slots[14] = [0 , 4]
  Weapon_Materia_Slots[15] = [1 , 2]
  Weapon_Materia_Slots[16] = [2 , 0]
  Weapon_Materia_Slots[17] = [0 , 5]
  Weapon_Materia_Slots[18] = [3 , 0]
  Weapon_Materia_Slots[19] = [1 , 3]
  Weapon_Materia_Slots[20] = [2 , 1]
  Weapon_Materia_Slots[21] = [2 , 2]
  Weapon_Materia_Slots[22] = [2 , 3]
  Weapon_Materia_Slots[23] = [1 , 4]
  Weapon_Materia_Slots[24] = [2 , 2]
  Weapon_Materia_Slots[25] = [4 , 0]
  Weapon_Materia_Slots[26] = [1 , 5]
  Weapon_Materia_Slots[27] = [2 , 3]
  Weapon_Materia_Slots[28] = [3 , 1]
  Weapon_Materia_Slots[29] = [2 , 4]
  Weapon_Materia_Slots[30] = [4 , 0]
 
  # Armor Slots
  Armors_Materia_Slots[1] = [0 , 2]
  Armors_Materia_Slots[2] = [1 , 2]
  Armors_Materia_Slots[3] = [1 , 3]
  Armors_Materia_Slots[4] = [1 , 3]
  Armors_Materia_Slots[5] = [2 , 2]
  Armors_Materia_Slots[6] = [3 , 0]
  Armors_Materia_Slots[7] = [0 , 1]
  Armors_Materia_Slots[8] = [1 , 1]
  Armors_Materia_Slots[9] = [1 , 3]
  Armors_Materia_Slots[10] = [2 , 2]
  Armors_Materia_Slots[11] = [1 , 3]
  Armors_Materia_Slots[12] = [1 , 5]
  Armors_Materia_Slots[13] = [1 , 0]
  Armors_Materia_Slots[14] = [0 , 2]
  Armors_Materia_Slots[15] = [1 , 1]
  Armors_Materia_Slots[16] = [2 , 0]
  Armors_Materia_Slots[17] = [1 , 2]
  Armors_Materia_Slots[18] = [2 , 2]
  Armors_Materia_Slots[19] = [1 , 4]
  Armors_Materia_Slots[20] = [3 , 2]
  Armors_Materia_Slots[21] = [0 , 7]
  Armors_Materia_Slots[22] = [2 , 4]
  Armors_Materia_Slots[23] = [1 , 2]
  Armors_Materia_Slots[24] = [1 , 2]
  Armors_Materia_Slots[25] = [1 , 2]
  Armors_Materia_Slots[26] = [1 , 2]
  Armors_Materia_Slots[27] = [1 , 2]
  Armors_Materia_Slots[28] = [1 , 2]
  Armors_Materia_Slots[29] = [0 , 8]
  Armors_Materia_Slots[30] = [4 , 0]
 
  #=#================================================================#=#
  #=#                          Enemy APs                            #=#
  #=#================================================================#=#
  #=# Enemy_Ap[ID] = x                                              #=#
  #=# where ID = Enemy ID in the database                            #=#
  #=# &&                                                            #=#
  #=# X is the AP that you will get from them.                      #=#
  #=# ex: Enemy_Ap[1] = 2                                            #=#
  #=# You will get 2 AP from a slime[ID:001] in the database        #=#
  #=#================================================================#=#
  Enemy_Ap[1] = 2
  Enemy_Ap[2] = 3
  Enemy_Ap[3] = 5
  Enemy_Ap[4] = 9
  Enemy_Ap[5] = 11
  Enemy_Ap[6] = 16
  Enemy_Ap[7] = 21
  Enemy_Ap[8] = 28
  Enemy_Ap[9] = 32
  Enemy_Ap[10] = 37
  Enemy_Ap[11] = 42
  Enemy_Ap[12] = 46
  Enemy_Ap[13] = 51
  Enemy_Ap[14] = 57
  Enemy_Ap[15] = 64
  Enemy_Ap[16] = 72
  Enemy_Ap[17] = 80
  Enemy_Ap[18] = 93
  Enemy_Ap[19] = 175
  Enemy_Ap[20] = 214
  Enemy_Ap[21] = 126
  Enemy_Ap[22] = 153
  Enemy_Ap[23] = 344
  Enemy_Ap[24] = 198
  Enemy_Ap[25] = 415
  Enemy_Ap[26] = 530
  Enemy_Ap[27] = 725
  Enemy_Ap[28] = 986
  Enemy_Ap[29] = 1200
  Enemy_Ap[30] = 3000
 
  # List of Materias
  #[id, name, type, attribute = [], elements = [], effects = [],
  # AP needed = min.500, Mastered AP Needed = min.1000,
  # skills = [], exp = [], special = nil]
 
  # Magics
                  #ID  Name      Type    HP MP ATK DEF MAT MDF AGI, LUK element Effect AP MasterAP          EXP              SKILLS
  Materia_List << [0, 'Cure',  'Magic', [ -5, 5, -3, 0, 3, 0, 0, 0], [], [],    1000, 10000, [1000, 3000, 6000, 10000], [26,27,28]]
  Materia_List << [1, 'Remedy', 'Magic', [ -4, 4, -3, 0, 3, 0, 0, 0], [], [],    750, 5000, [2000, 3000,5000], [31,32]]
  Materia_List << [2, 'Fire',  'Magic', [ -3, 3, -1, 0, 1, 0, 0, 0], [9], [],  1000, 7500, [1000, 2000, 3000,5000], [51,53,52,54]]
  Materia_List << [3, 'Ice',    'Magic', [ -3, 3, -1, 0, 1, 0, 0, 0], [10], [],  1000, 7500, [1000, 2000, 3000,5000], [63,65,64,66]]
  Materia_List << [4, 'Thunder','Magic', [ -3, 3, -1, 0, 1, 0, 0, 0], [11], [],  1000, 7500, [1000, 2000, 3000,5000], [67,69,68,70]]
  Materia_List << [5, 'Water',  'Magic', [ -4, 4, -2, 0, 2, 0, 0, 0], [12], [],  1000, 7500, [3000, 8000], [71,72]]
  Materia_List << [6, 'Earth',  'Magic', [ -4, 4, -2, 0, 2, 0, 0, 0], [13], [],  1000, 7500, [3000, 8000], [73,74]]
  Materia_List << [7, 'Wind',  'Magic', [ -4, 4, -2, 0, 2, 0, 0, 0], [14], [],  1000, 7500, [3000, 8000], [75,76]]
  Materia_List << [8, 'Light',  'Magic', [ -4, 4, -2, 0, 2, 0, 0, 0], [15], [],  1000, 7500, [3000, 8000], [77,78]]
  Materia_List << [9, 'Darkness','Magic', [ -4, 4, -2, 0, 2, 0, 0, 0], [16], [], 1000, 7500, [3000,8000], [79,80]]
  Materia_List << [10,'Ultima', 'Magic', [ -5, 5, -3, 0, 3, 0, 0, 0], [9,10,11,12,13,14,15], [], 10000,50000, [10000, 30000, 50000], [nil,81,82]]
  Materia_List << [11,'Poison', 'Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [2],    750, 4500, [1500, 4500], [15,16]]
  Materia_List << [12,'Blind',  'Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [3],    750, 4500, [1500, 4500], [17,18]]
  Materia_List << [13,'Silence','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [4],    750, 4500, [1500, 4500], [19,20]]
  Materia_List << [14,'Confusion','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [5],  750, 4500, [1500, 4500], [21,22]]
  Materia_List << [15,'Sono',  'Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [6],    750, 4500, [1500, 4500], [23,24]]
  Materia_List << [16,'Paralize','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [7],  750, 4500, [1500, 4500], [25,26]]
  Materia_List << [17,'Weakness','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [12],  750, 4500, [5000], [53]]
  Materia_List << [18,'Tiredness','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [14], 750, 4500, [5000], [54]]
  Materia_List << [19,'Fever',  'Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [15],  750, 4500, [5000], [55]]
  Materia_List << [20,'Slow',  'Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [16],  750, 4500, [5000], [56]]
  Materia_List << [21,'Strength','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [9],  750, 4500, [2000,4000], [nil, 49]]
  Materia_List << [22,'Protect','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [10],  750, 4500, [2000,4000], [nil, 50]]
  Materia_List << [23,'Spirit', 'Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [11],  750, 4500, [2000,4000], [nil, 51]]
  Materia_List << [24,'Speed up','Magic', [ -2, 2, 0, 0, 0, 0, 0, 0], [], [12],  750, 4500, [2000,4000], [nil, 52]]
  # Command
  Materia_List << [25, 'Dual Combo', 'Command', [0, 0, 5, 3, - 5, - 3, 0, 0, 0], [], [], 3000, 20000, [2500, 5000, 9000, 14000], [2]]
  Materia_List << [26, 'Death Blow', 'Command', [2, -2, 4, 4, -6, -2, 0, 0, 0], [], [], 3000, 20000, [2500, 5000, 9000, 14000], [3]]
  Materia_List << [27, 'Venomous', 'Command', [4, -2, 6, 4, -8, -4, 0, 0, 0], [], [], 3000, 20000, [2500, 5000, 9000, 14000], [4]]
  Materia_List << [28, 'Blindness', 'Command', [0, -2, 2, -2, -2, 8, 0, 0, 0], [], [], 3000, 20000, [2500, 5000, 9000, 14000], [5]]
  Materia_List << [29, 'Sleep', 'Command', [-3, 2, -3, -2, 4, 4, 0, 0, 0], [], [], 3000, 20000, [2500, 5000, 9000, 14000], [6]]
  Materia_List << [30, 'Shock', 'Command', [-2, 0, 3, -4, 2, 5, 0, 0, 0], [], [], 3000, 20000, [2500, 5000, 9000, 14000], [7]]
  # Summon Materia
  Materia_List << [31, 'Summon 1', 'Summon', [-10, 10, -5, -5, 0, 10, 0, 0, 0], [], [], 5000, 25000, [6500, 15000, 25000, 50000], [83]]
  Materia_List << [32, 'Summon 2', 'Summon', [-10, 10, -5, -5, 0, 10, 0, 0, 0], [], [], 5000, 25000, [6500, 15000, 25000, 50000], [84]]
  Materia_List << [33, 'Summon 3', 'Summon', [-10, 10, -5, -5, 0, 10, 0, 0, 0], [], [], 5000, 25000, [6500, 15000, 25000, 50000], [85]]
  # Support Materia
  Materia_List << [34, 'All', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'All']
  Materia_List << [35, 'Elemental', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Elemental']
  Materia_List << [36, 'Added Effect', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Added Effect']
  Materia_List << [37, 'Absorb HP', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Absorb HP']
  Materia_List << [38, 'Absorb MP', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Absorb MP']
  Materia_List << [39, 'MP Turbo', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'MP Turbo']
  Materia_List << [40, 'Reduce Cost', 'Support', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Reduce Cost']
  # Independent Materia
  Materia_List << [41, 'Exp Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Exp Plus']
  Materia_List << [42, 'Gil Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Gil Plus']
  Materia_List << [43, 'HP Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'HP Plus']
  Materia_List << [44, 'MP Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'MP Plus']
  Materia_List << [45, 'ATK Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'ATK Plus']
  Materia_List << [46, 'DEF Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'DEF Plus']
  Materia_List << [47, 'MAT Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'MAT Plus']
  Materia_List << [48, 'MDF Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'MDF Plus']
  Materia_List << [49, 'AGI Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'AGI Plus']
  Materia_List << [50, 'LUK Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'LUK Plus']
  Materia_List << [51, 'HIT Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'HIT Plus']
  Materia_List << [52, 'EVA Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'EVA Plus']
  Materia_List << [53, 'MEV Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'MEV Plus']
  Materia_List << [54, 'Escape Plus', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'Escape Plus']
  Materia_List << [55, 'HP <> MP', 'Independent', [0, 0, 0, 0, 0, 0, 0, 0], [], [], 2000, 10000, [2000, 4000, 7000, 11000], [], 'HP <> MP']
end

$imported = {} if $imported.nil?
$imported["Materia_System"] = true

#==============================================================================
# ** RPG::EquipItem
#------------------------------------------------------------------------------
#  This is the superclass of weapons && armor.
#==============================================================================

class RPG::EquipItem < RPG::BaseItem
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :paired_materia
  attr_accessor :single_materia
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def set_materia_slots(slots)
    @paired_materia, @single_materia = slots[0], slots[1]
  end
end

#==============================================================================
# ** RPG::UsableItem::Damage
#------------------------------------------------------------------------------
#  This is the data class for damage.
#==============================================================================

class RPG::UsableItem::Damage
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_eval :eval
  def eval(a, b, v)
    result = materia_system_eval(a, b, v)
    b.materia_damage(a, result)
  end
end

#==============================================================================
# ** Materia
#------------------------------------------------------------------------------
#  This class handles the materia info.
#==============================================================================

class Materia
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :id
  attr_accessor :name
  attr_accessor :all
  attr_accessor :type
  attr_accessor :stat_effects
  attr_accessor :elements
  attr_accessor :states
  attr_accessor :new_value
  attr_accessor :master_value
  attr_accessor :skills
  attr_accessor :exp_levels
  attr_accessor :special_effect
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def initialize(id, name, type, stat_effects = [], elements = [], states = [],
    n_value = 500, m_value = 1000, skills = [], exp_levels = [], s_effect = nil)
    @id, @name, @type, @stat_effects, @elements, @states,
    @new_value, @master_value, @exp_levels, @skills, @special_effect =
    id, name, type, stat_effects, elements, states,
    n_value, m_value, skills, exp_levels, s_effect
    @experience = 0
    reset_all
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def reset_all
    @all = level
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def experience
    return @experience
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def experience=(num)
    @experience = [num, @exp_levels[@exp_levels.size - 1]].min
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def level
    for i in 0...@exp_levels.size
      if @experience >= @exp_levels[@exp_levels.size - (1 + i)]
        return @exp_levels.size - i + 1
      end
    end
    return 1
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def buy_value
    return @new_value
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def base_sell_value
    return @new_value / 2
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def sell_value
    variation = @master_value - (@new_value / 2)
    price_rate = [@experience * 100 / @exp_levels[@exp_levels.size - 1], 100].min
    return [((variation * price_rate) / 100) + (@new_value / 2) ,0].max
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def get_hue
    case @type
    when 'Magic'      then hue = 130
    when 'Command'    then hue = 60
    when 'Summon'      then hue = 10
    when 'Support'    then hue = 180       
    when 'Independent' then hue = 300
    end
    hue
  end
end

#==============================================================================
# ** Materia
#------------------------------------------------------------------------------
#  This class handles the materia settings
#==============================================================================

class Materia_System
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_accessor :set_up_materias
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def set_up_materias
    materias = []
    for m in Materia_Config::Materia_List
      materias[m[0]] = Materia.new(m[0],m[1],m[2],m[3],m[4],m[5],m[6],m[7],m[8],m[9],m[10]) if m != nil
    end
    materias.sort! {|a, b| a.id <=> b.id}
    materias = materias.compact
    return materias
  end
end

#==============================================================================
# ** BattleManager
#------------------------------------------------------------------------------
#  This module manages battle progress.
#==============================================================================

class << BattleManager
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_make_escape_ratio :make_escape_ratio
  def make_escape_ratio
    @escape_ratio = 1.5 - 1.0 * $game_troop.agi / $game_party.agi
    for actor in $game_party.battle_members
      @escape_ratio *= 1.0 + actor.escapeplus if actor.exist?
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_display_exp :display_exp
  def display_exp
    materia_system_display_exp
    if $game_troop.ap_total > 0
      text = sprintf("%s AP received!", $game_troop.ap_total)
      $game_message.add('\.' + text)
      $game_party.all_members.each {|actor| actor.ap += $game_troop.ap_total }
    end
  end
end

#==============================================================================
# ** Game_BattlerBase
#------------------------------------------------------------------------------
#  This class handles battlers. It's used as a superclass of the Game_Battler
# classes.
#==============================================================================

class Game_BattlerBase
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  include Materia_Config
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_damage(user, damage)
    return damage if damage == 0
    obj = user.current_action
    if user.actor? && obj && obj.is_a?(RPG::Skill)
      user.all_materias.compact.each do |materia|
        if materia.type == 'Summon' && materia.skills.include?(obj.id)
          damage += (damage * materia.level * 0.2).to_i
        end
      end
      user.return_paired_materia.compact.each do |paired_set|
        materia = paired_set[2]
        other_materia = paired_set[3]
        if materia.special_effect == 'MP Turbo'
          for skill_id in other_materia.skills
            unless skill_id == 0 || skill_id == nil
              m_skill = $data_skills[skill_id]
              if obj == m_skill && !Negate_Turbo.include?(obj.id)
                damage += (damage * materia.level * 0.2).to_i if damage != 0
              end
            end
          end
        end
        if materia.special_effect =='Absorb HP'
          for skill_id in other_materia.skills
            unless skill_id == 0 || skill_id == nil
              m_skill = $data_skills[skill_id]
              if obj == m_skill && $game_temp.in_battle &&
                !Negate_Absorb.include?(obj.id) &&  damage > 0
                drain = materia.level * 2
                hp = (damage * drain / 100).to_i
                user.hp += [hp, user.maxhp - hp].min
              end
            end
          end
        end
        if materia.special_effect  =='Absorb MP'
          for skill_id in other_materia.skills
            unless skill_id == 0 || skill_id == nil
              m_skill = $data_skills[skill_id]
              if obj == m_skill && $game_temp.in_battle &&
                !Negate_Absorb.include?(obj.id) &&  damage > 0
                drain = materia.level
                mp = (damage * drain / 100).to_i
                user.mp += [mp, user.maxmp - mp].min
              end
            end
          end
        end
      end
    end
    damage
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_skill_mp_cost :skill_mp_cost
  def skill_mp_cost(skill)
    cost = materia_system_skill_mp_cost(skill)
    return cost unless actor?
    return_paired_materia.compact.each do |paired_set|
      materia = paired_set[2]
      other_materia = paired_set[3]
      if materia.special_effect == 'MP Turbo'
        for skill_id in other_materia.skills
          unless skill_id == 0 || skill_id == nil
            m_skill = $data_skills[skill_id]
            if skill == m_skill && !Negate_Turbo.include?(skill.id)
              cost = (cost + (cost * materia.level * 0.2)).to_i
            end
          end
        end
      end
      if materia.special_effect == 'Reduce Cost'
        for skill_id in other_materia.skills
          unless skill_id == 0 || skill_id == nil
            m_skill = $data_skills[skill_id]
            if skill == m_skill
              cost = (cost - (cost * materia.level * 0.1)).to_i
            end
          end
        end
      end
    end
    p cost
    cost
  end
end

#==============================================================================
# ** Game_Action
#------------------------------------------------------------------------------
#  This class handles battle actions. This class is used within the
# Game_Battler class.
#==============================================================================

class Game_Action
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Materia System (FF:VII) Empty Re: Materia System (FF:VII)

Сообщение  Moonwolf Ср Фев 04, 2015 5:28 am

Код:
#--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  include Materia_Config
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_targets_for_opponents :targets_for_opponents
  def targets_for_opponents
    if item.is_a?(RPG::Skill) && @subject.actor? && item.for_one?
      @subject.return_paired_materia.compact.each do |paired_set|
        materia = paired_set[2]
        other_materia = paired_set[3]
        if materia.special_effect == 'All' && materia.all > 0
          for skill_id in other_materia.skills
            if skill_id == item.id && !Negate_All.include?(item.id)
              materia.all -= 1
              return opponents_unit.alive_members
            end
          end
        end
      end
    end
    materia_system_targets_for_opponents
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_targets_for_friends :targets_for_friends
  def targets_for_friends
    if item.is_a?(RPG::Skill) && @subject.actor? && item.for_friend? &&
      item.for_one?
      @subject.return_paired_materia.compact.each do |paired_set|
        materia = paired_set[2]
        other_materia = paired_set[3]
        if materia.special_effect == 'All' && materia.all > 0
          for skill_id in other_materia.skills
            if skill_id == item.id && !Negate_All.include?(item.id)
              materia.all -= 1
              return friends_unit.alive_members
            end
          end
        end
      end
    end
    if item.is_a?(RPG::Skill) && @subject.actor? && item.for_dead_friend? &&
      item.for_one?
      @subject.return_paired_materia.compact.each do |paired_set|
        materia = paired_set[2]
        other_materia = paired_set[3]
        if materia.special_effect == 'All' && materia.all > 0
          for skill_id in other_materia.skills
            if skill_id == item.id && !Negate_All.include?(item.id)
              materia.all -= 1
              return friends_unit.dead_members
            end
          end
        end
      end
    end
    materia_system_targets_for_friends
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_accessor :materia_slots
  attr_reader  :ap
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_setup :setup
  def setup(actor_id)
    @materia_slots = {}
    materia_system_setup(actor_id)
    equip_slots.size.times {|i| @materia_slots[i] = Array.new }
    @materia_skills = []
    setup_old_equips
    equip_slots.size.times do |i|
      type = equip_slots[i]
      obj  = equips[i]
      sn  = obj ? obj.paired_materia * 2 + obj.single_materia : nil
      @materia_slots[i] = sn ? Array.new(sn, nil) : []
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_skills :skills
  def skills
    @materia_skills.compact.each {|skill_id| forget_skill(skill_id) }
    @materia_skills.clear
    all_materias.compact.each {|materia| learn_materia_skill(materia) }
    materia_system_skills
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_param_rate :param_rate
  def param_rate(param_id)
    result = materia_system_param_rate(param_id)
    result + materia_param_plus(param_id)
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_param :param
  def param(param_id)
    new_id = hp_mp_check(param_id)
    materia_system_param(new_id)
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_xparam :xparam
  def xparam(param_id)
    result = materia_system_xparam(param_id)
    result + materia_xparam_plus(param_id)
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_sparam :sparam
  def sparam(param_id)
    result = materia_system_sparam(param_id)
    result + materia_sparam_plus(param_id)
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_level_up :level_up
  def level_up
    @materia_skills.compact.each {|skill_id| self.forget_skill(skill_id) }
    @materia_skills.clear
    materia_system_level_up
    all_materias.compact.each {|materia| self.learn_materia_skill(materia) }
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_final_exp_rate :final_exp_rate
  def final_exp_rate
    result = materia_system_final_exp_rate
    all_materias.compact.each do |materia|
      result += (materia.level * 0.1) if materia.special_effect == 'Exp Plus'
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_element_rate :element_rate
  def element_rate(element_id)
    result = materia_system_element_rate(element_id)
    return_paired_materia.compact.each do |set|
      if set[0] > 0
        materia = set[2]
        if materia.special_effect == 'Elemental'
          other = set[3]
          result -= (materia.level * 10) if other.elements.include?(element_id)
        end
      end
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_state_rate :state_rate
  def state_rate(state_id)
    result = materia_system_state_rate(state_id)
    return_paired_materia.compact.each do |set|
      if set[0] > 0
        materia = set[2]
        if materia.special_effect == 'Added Effect'
          other = set[3]
          result -= (materia.level * 10) if other.states.include?(state_id)
        end
      end
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_atk_elements :atk_elements
  def atk_elements
    result = materia_system_atk_elements
    return_paired_materia.compact.each do |set|
      if set[0] == 0
        materia = set[2]
        if materia.special_effect == 'Elemental'
          other = set[3]
          other.elements.each {|id| result.push(id) unless set.include?(id) }
        end
      end
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_atk_states :atk_states
  def atk_elements
    result = materia_system_atk_states
    return_paired_materia.compact.each do |set|
      if set[0] == 0
        materia = set[2]
        if materia.special_effect == 'Added Effect'
          other = set[3]
          other.states.each  {|id| result.push(id) unless set.include?(id) }
        end
      end
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def all_materias
    list = []
    @materia_slots.values.each {|materia| list += materia }
    list
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def learn_materia_skill(materia)
    if ['Magic', 'Command', 'Summon'].include?(materia.type)
      materia_level = materia.level == materia.exp_levels.size + 1 ? materia.level - 1 : materia.level
      materia_level.times do |i|
        unless materia.skills[i] == nil || @skills.include?(materia.skills[i])
          skill_id = materia.skills[i]
          learn_skill(skill_id)
          @materia_skills.push(skill_id)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_param_plus(param_id)
    result = 0
    all_materias.compact.each do |materia|
      result += materia.stat_effects[param_id]
      result += (materia.level * 10) if materia_param_value(materia, param_id)
    end
    result / 100.0
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_param_value(materia, param_id)
    (param_id == 0 && materia.special_effect == 'HP Plus')  ||
    (param_id == 1 && materia.special_effect == 'MP Plus')  ||
    (param_id == 2 && materia.special_effect == 'ATK Plus') ||
    (param_id == 3 && materia.special_effect == 'DEF Plus') ||
    (param_id == 4 && materia.special_effect == 'MAT Plus') ||
    (param_id == 5 && materia.special_effect == 'MDF Plus') ||
    (param_id == 6 && materia.special_effect == 'AGI Plus') ||
    (param_id == 7 && materia.special_effect == 'LUK Plus')
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def hp_mp_check(param_id)
    return param_id if param_id > 1
    all_materias.compact.each do |materia|
      return 1 if materia.special_effect == 'HP <> MP' && param_id == 0
      return 0 if materia.special_effect == 'HP <> MP' && param_id == 1
    end
    param_id
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_xparam_plus(param_id)
    result = 0
    all_materias.compact.each do |materia|
      result += (materia.level * 10) if materia_xparam_value(materia, param_id)
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_xparam_value(materia, param_id)
    (param_id == 0 && materia.special_effect == 'HIT Plus') ||
    (param_id == 1 && materia.special_effect == 'EVA Plus') ||
    (param_id == 2 && materia.special_effect == 'CRI Plus') ||
    (param_id == 3 && materia.special_effect == 'CEV Plus') ||
    (param_id == 4 && materia.special_effect == 'MEV Plus') ||
    (param_id == 5 && materia.special_effect == 'MRF Plus') ||
    (param_id == 6 && materia.special_effect == 'CNT Plus') ||
    (param_id == 7 && materia.special_effect == 'HRG Plus') ||
    (param_id == 8 && materia.special_effect == 'MRG Plus') ||
    (param_id == 9 && materia.special_effect == 'TRG Plus')
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_sparam_plus(param_id)
    result = 0
    all_materias.compact.each do |materia|
      result += (materia.level * 10) if materia_sparam_value(materia, param_id)
    end
    result
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_sparam_value(materia, param_id)
    (param_id == 0 && materia.special_effect == 'TGR Plus') ||
    (param_id == 1 && materia.special_effect == 'GRD Plus') ||
    (param_id == 2 && materia.special_effect == 'REC Plus') ||
    (param_id == 3 && materia.special_effect == 'PHA Plus') ||
    (param_id == 4 && materia.special_effect == 'MCR Plus') ||
    (param_id == 5 && materia.special_effect == 'TCR Plus') ||
    (param_id == 6 && materia.special_effect == 'PDR Plus') ||
    (param_id == 7 && materia.special_effect == 'MDR Plus') ||
    (param_id == 8 && materia.special_effect == 'FDR Plus') ||
    (param_id == 9 && materia.special_effect == 'EXR Plus')
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def escapeplus
    result = 0
    all_materias.compact.each do |materia|
      result += (materia.level * 2) if materia.special_effect == 'Escape Plus'
    end
    result / 100.0
  end 
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def ap
    @ap == nil ? 0 : @ap
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def ap=(ap)
    @ap = ap
    all_materias.compact.each do |materia|
      unless materia.nil?
        initial_level = materia.level
        materia.experience += @ap
        final_level = materia.level
        if Materia_Breeding && initial_level < (materia.exp_levels.size + 1) &&
          final_level == (materia.exp_levels.size + 1)
          $game_party.gain_materia(materia.id)
        end
      end
    end
    @ap = 0
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def setup_old_equips
    @old_equips = []
    @equips.each {|item| @old_equips.push(item.clone) }
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def check_equip_change
    equip_slots.size.times do |i|
      if @equips[i].object != @old_equips[i].object
        @materia_slots[i].compact.each {|m| $game_party.materia.push(m) }
        type = equip_slots[i]
        obj  = equips[i]
        sn  = obj ? obj.paired_materia * 2 + obj.single_materia : nil
        @materia_slots[i] = sn ? Array.new(sn, nil) : []
      end
    end
    setup_old_equips
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def equip_materia(equip_type, slot_index, index)
    new = $game_party.materia[index]
    old = @materia_slots[equip_type][slot_index]
    $game_party.materia.push(old) unless old.nil?
    @materia_slots[equip_type][slot_index] = new
    $game_party.materia.delete_at(index)
    refresh
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def unequip_materia(equip_type, slot_index)
    old = @materia_slots[equip_type][slot_index]
    $game_party.materia.push(old) unless old.nil?
    @materia_slots[equip_type][slot_index] = nil
    refresh
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def return_paired_materia
    paired = []
    equip_slots.size.times do |i|
      type = equip_slots[i]
      obj  = equips[i]
      if obj && obj.paired_materia > 0
        (obj.paired_materia * 2).times do |x|
          materia = @materia_slots[i][x]
          if materia && materia.type == 'Support'
            y    = x + ([0, 2, 4, 6].include?(x) ? 1 : - 1)
            other = @materia_slots[i][y]
            paired.push([0, [x, y].min, materia, other]) unless other.nil?
          end
        end
      end
    end
    paired
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def return_paired_materia_type
    equip_slots.size.times do |i|
      @materia_slots[i].compact.each {|m| $game_party.materia.push(m) }
      type = equip_slots[i]
      obj  = equips[i]
      if obj && obj.paired_materia > 0
        obj.paired_materia.times {|x| materia = @materia_slots[i][x] }
      end
      if obj && obj.single_materia > 0
        obj.single_materia.times {|x| materia = @materia_slots[i][x] }
      end
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def skill_all(item)
    if item.is_a?(RPG::Skill) && actor? && item.for_one?
      return_paired_materia.compact.each do |paired_set|
        materia = paired_set[2]
        other_materia = paired_set[3]
        if materia.special_effect == 'All' && materia.all > 0
          for skill_id in other_materia.skills
            if skill_id == item.id && !Negate_All.include?(item.id)
              return true
            end
          end
        end
      end
    end
    return false
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_reader :ap
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def ap
    ap = Enemy_Ap[@enemy_id]
    ap ? ap : (@enemy.exp / 10).to_i
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles parties. Information such as gold and items is included.
# Instances of this class are referenced by $game_party.
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  attr_accessor  :materia
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_initialize :initialize
  def initialize
    materia_system_initialize
    @materia = []
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def gain_materia(materia_index)
    @materia.push($data_materia[materia_index].dup)
  end 
end

#==============================================================================
# ** Game_Troop
#------------------------------------------------------------------------------
#  This class handles enemy groups and battle-related data. Also performs
# battle events. The instance of this class is referenced by $game_troop.
#==============================================================================

class Game_Troop < Game_Unit
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_gold_total :gold_total
  def gold_total
    result = materia_system_gold_total
    gil_plus = 100.0
    $game_party.members.each do |actor|
      actor.all_materias.compact.each do |materia|
        gil_plus += (materia.level * 5) if materia.special_effect == 'Gil Plus'
      end
    end
    result *= gil_plus / 100.0
    result.to_i
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def ap_total
    dead_members.inject(0) {|r, enemy| r += enemy.ap }
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a super class of all windows within the game.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  include Materia_Config
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_add_main_commands :add_main_commands
  def add_main_commands
    materia_system_add_main_commands
    add_command("Materia", :materia, main_commands_enabled)
  end
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MateriaShopCommand < Window_HorzCommand
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(Vocab::ShopBuy,    :buy)
    add_command(Vocab::ShopSell,  :sell)
    add_command(Vocab::ShopCancel, :cancel)
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def col_max
    return 3
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def window_width
    return Graphics.width - 160
  end
end

#==============================================================================
# ** Window_MenuActor
#------------------------------------------------------------------------------
#  This window is for selecting actors that will be the target of item or
# skill use.
#==============================================================================

class Window_MenuActor < Window_MenuStatus
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def select_for_item(item, for_all = false)
    @cursor_fix = item.for_user?
    @cursor_all = for_all
    if @cursor_fix
      select($game_party.menu_actor.index)
    elsif @cursor_all
      select(0)
    else
      select_last
    end
  end
end

#==============================================================================
# ** Window_SkillList
#------------------------------------------------------------------------------
#  This window is for displaying a list of available skills on the skill window.
#==============================================================================

class Window_SkillList < Window_Selectable
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_draw_skill_cost :draw_skill_cost
  def draw_skill_cost(rect, skill)
    materia_system_draw_skill_cost(rect, skill)
    change_color(text_color(18), enable?(skill))
    rect.x += (32 + text_size(skill.name).width)
    draw_text(rect, ">") if @actor.skill_all(skill)
  end
end

#==============================================================================
# ** Window_MateriaBio
#------------------------------------------------------------------------------

#==============================================================================

class Window_MateriaBio < Window_Base
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def initialize
    super(256, 96, 288 + [Graphics.width - 544, 0].max , 320 + [Graphics.height - 416, 0].max)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def refresh(materia)
    self.contents.clear
    return if materia.nil?
    hue = materia.get_hue
    begin
      bitmap = Cache.system(materia.name + "_m").dup
    rescue
      bitmap = Cache.system(Default_Icon).dup
      bitmap.hue_change(hue)
    end
    self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.size = 22
    self.contents.font.color = normal_color
    self.contents.font.bold = false
    self.contents.draw_text(28, 0, contents.width, 24, materia.name)
    bitmap = Cache.system(Materia_Level).dup
    bitmap.hue_change(hue)
    star_x = contents.width / 2 - 144
    materia.level.times do
      self.contents.blt(star_x += 24, 22, bitmap, Rect.new(0, 0, 24, 24))
    end
    (materia.exp_levels.size + 1 - materia.level).times do
      self.contents.blt(star_x += 24, 22, bitmap, Rect.new(0, 0, 24, 24), 100)
    end
    self.contents.font.size = 14
    self.contents.font.bold = true
    self.contents.font.color = system_color
    self.contents.draw_text(142, 44, 172, 16, 'Level:')
    self.contents.draw_text(142, 92, 172, 16, 'Next Level:')
    self.contents.draw_text(142, 60, 172, 16, AP_Total)
    self.contents.draw_text(0, 44 , contents.width, 16, 'Skills:')
    self.contents.font.color = normal_color
    lev = materia.level == materia.exp_levels.size + 1 ? Master_Text : materia.level.to_s
    self.contents.draw_text(196, 44, 172, 16, lev)
    self.contents.draw_text(82, 76, 172, 16, materia.experience.to_s, 2)
    nxt = lev == Master_Text ? '----------' : materia.exp_levels[materia.level - 1] - materia.experience
    self.contents.draw_text(82, 108, 172, 16, nxt.to_s, 2)
    materia_y = 18
    for i in 0...(materia.level)
      self.contents.font.color.alpha = 255
      unless materia.skills[i].nil?
        self.contents.draw_text(16, 44 + materia_y, 112, 16, $data_skills[materia.skills[i]].name)
        materia_y += 14
      end
    end
    for i in (materia.level)...materia.skills.size
      self.contents.font.color.alpha = 128
      unless materia.skills[i].nil?
        self.contents.draw_text(16, 44 + materia_y, 112, 16, $data_skills[materia.skills[i]].name)
        materia_y += 14
      end
    end
    if materia.skills.size == 0
      self.contents.draw_text(8, 52, contents.width / 2 - 8, 24, '')
    end
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = 255
    se = materia.special_effect.nil? ? '----------' : materia.special_effect
    self.contents.draw_text(0, 140, self.width - 48, 16, "Special Effect: ")
    txt_width = self.contents.text_size("Special Effect: ").width
    self.contents.draw_text(txt_width, 140, self.width - (48 + txt_width), 16, se)
    self.contents.font.bold = true
    self.contents.font.size = 12
    self.contents.draw_text(0, 158, 160, 16, "Buy:#{materia.new_value}")
    self.contents.draw_text(92, 158, 160, 16, "Sell:#{materia.base_sell_value}")
    self.contents.draw_text(172, 158, 160, 16, Master_Text + ":#{materia.master_value}")
    self.contents.font.color = system_color
    base_y = 176
    self.contents.draw_text(0, base_y, contents.width / 2, 14, 'Status:')
    self.contents.font.color = normal_color
    for i in 0...materia.stat_effects.size
      self.contents.draw_text(0,  base_y + (i + 1) * 14, contents.width / 2, 14, Vocab.param(i))
      self.contents.draw_text(- 8,  base_y + (i + 1)  * 14, contents.width / 2, 14, "#{materia.stat_effects[i]} %", 2)
    end
    x, y = contents.width / 2 + 4,  base_y
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, contents.width / 2, 14, 'Elements/Effects:')
    self.contents.font.color = normal_color
    if materia.elements.size + materia.states.size == 0
      self.contents.draw_text(x + 4, y + 14, contents.width / 2, 14, '')
    else
      total = 1
      for i in 0...materia.elements.size
        total += 1
        ox = 4 + total % 2 * (contents.width / 4)
        oy = total / 2 * 14
        self.contents.draw_text(x + ox, y + oy, contents.width / 2, 14, $data_system.elements[materia.elements[i]])
      end
      for i in 0...materia.states.size
        total += 1
        ox = 4 + total % 2 * (contents.width / 4)
        oy = total / 2 * 14
        self.contents.draw_text(x + ox, y + oy, contents.width / 2, 14, $data_states[materia.states[i]].name)
      end
    end
  end
end

#==============================================================================
# ** Window_MateriaList
#------------------------------------------------------------------------------

#==============================================================================

class Window_MateriaList < Window_Selectable
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Materia System (FF:VII) Empty Re: Materia System (FF:VII)

Сообщение  Moonwolf Ср Фев 04, 2015 5:29 am

Код:
 #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def initialize(width, height, buying, materia_list = nil, show_cost = true)
    @materia = []
    super(0, 96, width, height)
    if buying
      materia_list.each do |index|
        $data_materia.each {|m| @materia.push(m) if index == m.id }
      end
    else
      @materia = $game_party.materia
    end
    self.index = 0
    self.visible = self.active = false
    @buying, @show_cost = buying, show_cost
    refresh
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def item_max
    @materia.size
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia
    @materia[self.index]
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def refresh
    @materia.sort! {|a, b| a.id <=> b.id}
    self.contents.clear if self.contents != nil
    if item_max > 0
      self.contents = Bitmap.new(width - 32, item_max * 24)
      item_max.times {|i| draw_item(i) }
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    materia = @materia[index]
    hue = materia.get_hue
    begin
      bitmap = Cache.system(materia.name + "_m").dup
    rescue
      bitmap = Cache.system(Default_Icon).dup
      bitmap.hue_change(hue)
    end
    self.contents.blt(0, index * 24, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color.alpha = materia.buy_value <= $game_party.gold ? 255 : 128 if @buying
    self.contents.draw_text(28, index * 24 - 4, 128, 32, materia.name)
    if @show_cost
      value = @buying ? materia.buy_value : materia.sell_value
      self.contents.draw_text(148, index * 24 - 4, 72, 32, ":#{value}", 2)
    end
  end
end

#==============================================================================
# ** Window_MateriaActor
#------------------------------------------------------------------------------

#==============================================================================

class Window_MateriaStatus < Window_Base
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, Graphics.width, 140)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    @frame = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def refresh(actor = @actor)
    @actor = actor
    self.contents.clear
    draw_face(actor.face_name, actor.face_index, 4, 4)
    draw_actor_name(actor, [Graphics.width - 544, 4].max, 0)
    draw_actor_level(actor, [Graphics.width - 544, 4].max, 24)
    draw_actor_hp(actor, [Graphics.width - 544, 4].max, 52)
    draw_actor_mp(actor, [Graphics.width - 544, 4].max, 80)
  end
end

#==============================================================================
# ** Window_MateriaActor
#------------------------------------------------------------------------------

#==============================================================================

class Window_MateriaActor < Window_Base
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def initialize(actor)
    super(0, -6, Graphics.width, 152)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @actor = actor
    @frame = 0
    refresh
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def refresh(actor = @actor)
    @actor = actor
    self.contents.clear
    draw_equipments(132 + [Graphics.width - 544, 0].max, 0)
    draw_actor_materia
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def draw_equipments(x, y)
    @actor.equips.each_with_index do |item, i|
      draw_item_name(item, x, y + line_height * i)
    end
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def draw_actor_materia
    base_x = 316 + [Graphics.width - 544, 0].max
    self.contents.fill_rect(base_x, 0, 192, 120, Color.new(0, 0, 0, 0))
    @actor.equip_slots.size.times do |i|
      self.contents.fill_rect(base_x, i * 24 + 2, 192, 22, Color.new(0, 0, 0, 50))
    end
    @actor.equip_slots.size.times do |i|
      slots_x, y = base_x - 24, i * 24
      obj  = @actor.equips[i]
      if obj.nil?
        p_times, s_times = 0, 0
      else
        p_times = obj.paired_materia
        s_times = obj.single_materia
      end
      p_times.times do
        bitmap = Cache.system(Paired_Slot_Left)
        self.contents.blt(slots_x += 24, y, bitmap, Rect.new(0, 0, 24, 24))
        bitmap = Cache.system(Paired_Slot_Right)
        self.contents.blt(slots_x += 24, y, bitmap, Rect.new(0, 0, 24, 24))
      end
      s_times.times do
        bitmap = Cache.system(Single_Slot)
        self.contents.blt(slots_x += 24, y, bitmap, Rect.new(0, 0, 24, 24))
      end
    end
    @actor.equip_slots.size.times do |i|     
      @actor.materia_slots[i].size.times do |y|
        materia = @actor.materia_slots[i][y]
        unless materia.nil?
          hue = materia.get_hue
          begin
            bitmap = Cache.system(materia.name + "_m").dup
          rescue
            bitmap = Cache.system(Default_Icon).dup
            bitmap.hue_change(hue)
          end
          self.contents.blt(base_x + y * 24, 24 * i, bitmap, Rect.new(0, 0, 24, 24))
        end
      end
    end
  end
end

#==============================================================================
# ** Window_MateriaEquipBio
#------------------------------------------------------------------------------

#==============================================================================

class Window_MateriaEquipBio < Window_Base
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def initialize
    super(0, 140, 352 + [Graphics.width - 544, 0].max, 276 + [Graphics.height - 416, 0].max)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def refresh(materia)
    self.contents.clear
    return if materia.nil?
    hue = materia.get_hue
    begin
      bitmap = Cache.system(materia.name + "_m").dup
    rescue
      bitmap = Cache.system(Default_Icon).dup
      bitmap.hue_change(hue)
    end
    self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.font.size = 22
    self.contents.font.bold = false
    self.contents.draw_text(32, 0, contents.width, 24, materia.name)
    bitmap = Cache.system(Materia_Level).dup
    bitmap.hue_change(hue)
    star_x = contents.width / 2 - 180
    materia.level.times do
      self.contents.blt(star_x += 24, 22, bitmap, Rect.new(0, 0, 24, 24))
    end
    (materia.exp_levels.size + 1 - materia.level).times do
      self.contents.blt(star_x += 24, 22, bitmap, Rect.new(0, 0, 24, 24), 100)
    end
    self.contents.font.size = 14
    self.contents.font.bold = true
    self.contents.font.color = system_color
    self.contents.draw_text(164, 44, 172, 16, 'Level:')
    self.contents.draw_text(164, 92, 172, 16, 'Next Level:')
    self.contents.draw_text(164, 60, 172, 16, AP_Total)
    self.contents.draw_text(4, 44, contents.width, 16, 'Skills:')
    self.contents.font.color = normal_color
    materia_y = 18
    for i in 0...(materia.level)
      self.contents.font.color.alpha = 255
      unless materia.skills[i].nil?
        self.contents.draw_text(16, 44 + materia_y, 128, 16, $data_skills[materia.skills[i]].name)
        materia_y += 14
      end
    end
    for i in (materia.level)...materia.skills.size
      self.contents.font.color.alpha = 128
      unless materia.skills[i].nil?
        self.contents.draw_text(16, 44 + materia_y, 128, 16, $data_skills[materia.skills[i]].name)
        materia_y += 14
      end
    end
    self.contents.font.color = normal_color
    lev = materia.level == materia.exp_levels.size + 1 ? Master_Text : materia.level.to_s
    self.contents.draw_text(216, 44, 172, 16, lev)
    self.contents.draw_text(102, 76, 172, 16, materia.experience.to_s, 2)
    nxt = lev == Master_Text ? '----------' : materia.exp_levels[materia.level - 1] - materia.experience
    self.contents.draw_text(102,108, 172, 16, nxt.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = 255
    se = materia.special_effect.nil? ? '----------' : materia.special_effect
    self.contents.draw_text(4, 132, self.width - 48, 16, "Special Effect: ")
    txt_width = self.contents.text_size("Special Effect: ").width
    self.contents.draw_text(txt_width, 132, self.width - (48 + txt_width), 16, se)   
    self.contents.font.bold = true
    self.contents.font.size = 12
    self.contents.font.color = system_color
    base_y = 146
    self.contents.draw_text(4, base_y, contents.width / 2, 16, 'Status:')
    self.contents.font.color = normal_color
    for i in 0...materia.stat_effects.size
      self.contents.draw_text(4, base_y + (i + 1) * 14, contents.width / 2, 16, Vocab.param(i))
      self.contents.draw_text(- 8, base_y + (i + 1)  * 14, contents.width / 2, 16, "#{materia.stat_effects[i]} %", 2)
    end
    x, y = contents.width / 2 + 4, base_y
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, contents.width / 2, 16, 'Elements/Effects')
    self.contents.font.color = normal_color
    if materia.elements.size + materia.states.size == 0
      self.contents.draw_text(x + 4, y + 14, contents.width / 2, 16, '')
    else
      total = 1
      for i in 0...materia.elements.size
        total += 1
        ox = 4 + total % 2 * (contents.width / 4)
        oy = total / 2 * 16
        self.contents.draw_text(x + ox, y + oy, contents.width / 2, 16, $data_system.elements[materia.elements[i]])
      end
      for i in 0...materia.states.size
        total += 1
        ox = 4 + total % 2 * (contents.width / 4)
        oy = total / 2 * 16
        self.contents.draw_text(x + ox, y + oy, contents.width / 2, 16, $data_states[materia.states[i]].name)
      end
    end
  end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_command_319 :command_319
  def command_319
    materia_system_command_319
    $game_actors[@params[0]].check_equip_change if $game_actors[@params[0]]
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def materia_shop(list)
    $materia_shop_list = list.dup
    SceneManager.call(Scene_MateriaShop)
  end
end

#==============================================================================
# ** Scene_Base
#------------------------------------------------------------------------------
#  This is a super class of all scenes within the game.
#==============================================================================

class Scene_Base
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  include Materia_Config
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_main :main
  def main
    materia_system_main
    materias = Materia_System.new
    $data_materia = materias.set_up_materias
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  alias :materia_system_command_new_game :command_new_game
  def command_new_game
    materias = Materia_System.new
    $data_materia = materias.set_up_materias
    for i in 1...$data_weapons.size
      if Weapon_Materia_Slots[i] != nil
        $data_weapons[i].set_materia_slots(Weapon_Materia_Slots[i])
      else
        $data_weapons[i].set_materia_slots([0,0])
      end
    end
    for i in 1...$data_armors.size
      if Armors_Materia_Slots[i] != nil
        $data_armors[i].set_materia_slots(Armors_Materia_Slots[i])
      else
        $data_armors[i].set_materia_slots([0,0])
      end
    end
    materia_system_command_new_game
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  alias :materia_system_command_continue :command_continue
  def command_continue
    materias = Materia_System.new
    $data_materia = materias.set_up_materias
    for i in 1...$data_weapons.size
      if Weapon_Materia_Slots[i] != nil
        $data_weapons[i].set_materia_slots(Weapon_Materia_Slots[i])
      else
        $data_weapons[i].set_materia_slots([0,0])
      end
    end
    for i in 1...$data_armors.size
      if Armors_Materia_Slots[i] != nil
        $data_armors[i].set_materia_slots(Armors_Materia_Slots[i])
      else
        $data_armors[i].set_materia_slots([0,0])
      end
    end
    materia_system_command_continue
  end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_MenuBase
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  alias :materia_system_on_actor_change :on_actor_change
  def on_actor_change
    @actor.check_equip_change
    materia_system_on_actor_change
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def terminate
    super
    @actor.check_equip_change
  end
end

#==============================================================================
# ** Scene_MateriaShop
#------------------------------------------------------------------------------

#==============================================================================

class Scene_MateriaShop < Scene_MenuBase
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def start
    super
    @materia_avialable = $materia_shop_list
    create_command_window
    @help_window = Window_Help.new(1)
    @help_window.set_text(Shop_Message)
    @gold_window = Window_Gold.new
    @gold_window.x = Graphics.width - 160
    @gold_window.y = 48
    @dummy_window  = Window_Base.new(0, 96, Graphics.width, 320 + [Graphics.height - 416, 0].max)
    @buy_items  = Window_MateriaList.new(256, 320 + [Graphics.height - 416, 0].max, true, @materia_avialable)   
    @sell_items = Window_MateriaList.new(256, 320 + [Graphics.height - 416, 0].max, false)
    @materia_bio = Window_MateriaBio.new
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def update
    if @shop_options_window.active
      update_shop_commands
    elsif @buy_items.active
      update_buy_materia
    elsif @sell_items.active
      update_sell_materia
    end
    super
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def create_command_window
    @shop_options_window = Window_MateriaShopCommand.new(0, 48)
    @shop_options_window.set_handler(:buy,    method(:command_buy))
    @shop_options_window.set_handler(:sell,  method(:command_sell))
    @shop_options_window.set_handler(:cancel, method(:return_scene))
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def command_buy
    @shop_options_window.active = false
    @dummy_window.visible = false
    @materia_bio.visible = true
    @materia_bio.refresh(@buy_items.materia)
    @buy_items.visible = @buy_items.active = true
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def command_sell
    @shop_options_window.active = false
    @dummy_window.visible = false
    @materia_bio.visible = true
    @materia_bio.refresh(@sell_items.materia)
    @sell_items.visible = @sell_items.active = true
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def update_shop_commands
    @help_window.set_text(Shop_Message)
    if Input.trigger?(:B)
      Sound.play_cancel
      return_scene
    end
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def update_buy_materia
    @help_window.set_text(Buy_Message)
    if Input.trigger?(:B)
      Sound.play_cancel
      @buy_items.visible = @buy_items.active = false
      @buy_items.index = 0
      @materia_bio.visible = false
      @shop_options_window.active = true
      @dummy_window.visible = true
    end
    if Input.trigger?(:C)
      materia = @buy_items.materia
      if $game_party.gold < materia.buy_value
        Sound.play_buzzer
        return
      end
      Sound.play_shop
      $game_party.gain_materia(materia.id)
      $game_party.lose_gold(materia.buy_value)
      @gold_window.refresh
      @buy_items.refresh
      @sell_items.refresh
      @materia_bio.refresh(@buy_items.materia)
    end
    if Input.trigger?(:UP) || Input.trigger?(:DOWN) ||
      Input.press?(:UP) || Input.press?(:DOWN) ||
      Input.trigger?(:R) || Input.trigger?(:L) ||
      Input.press?(:R) || Input.press?(:L)
      @materia_bio.refresh(@buy_items.materia)
    end
  end
  #------------------------------------------------------------------------------
  # *
  #------------------------------------------------------------------------------
  def update_sell_materia
    @help_window.set_text(Sell_Message)
    if Input.trigger?(:B)
      Sound.play_cancel
      @sell_items.visible = @sell_items.active = false
      @sell_items.index = 0
      @materia_bio.visible = false
      @shop_options_window.active = true
      @dummy_window.visible = true
    end
    if Input.trigger?(:C)
      if @sell_items.materia.nil?
        Sound.play_buzzer
        return
      end
      Sound.play_shop
      $game_party.gain_gold(@sell_items.materia.sell_value)
      @gold_window.refresh
      $game_party.materia.delete_at(@sell_items.index)
      @sell_items.refresh
      @sell_items.index = 0
      @materia_bio.refresh(@sell_items.materia)
    end
    if Input.trigger?(:UP) || Input.trigger?(:DOWN) ||
      Input.press?(:UP) || Input.press?(:DOWN) ||
      Input.trigger?(:R) || Input.trigger?(:L) ||
      Input.press?(:R) || Input.press?(:L)
      @materia_bio.refresh(@sell_items.materia)
    end
  end
end

#==============================================================================
# ** Scene_MateriaEquip
#------------------------------------------------------------------------------

#==============================================================================

class Scene_MateriaEquip < Scene_MenuBase
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def start
    super
    @materia_index = 0
    @equip_index  = 0
    @status_bio_window    = Window_MateriaStatus.new(@actor)
    @character_bio_window = Window_MateriaActor.new(@actor)
    @materia_bio_window  = Window_MateriaEquipBio.new
    @materia_list_window  = Window_MateriaList.new(192, 276 + [Graphics.height - 416, 0].max, false, $game_party.materia, false)
    @materia_list_window.x = 352 + [Graphics.width - 544, 0].max
    @materia_list_window.y = 140
    @materia_list_window.visible = true
    @materia_bio_window.z = @materia_list_window.z = 1000
    @pointer_sprite = Sprite.new
    @pointer_sprite.x = 316 + [Graphics.width - 544, 0].max + (@materia_index + 1) * 24 - 28
    @pointer_sprite.y = 0 * 24 + 12
    @pointer_sprite.z = 9999
    @pointer_sprite.bitmap = Cache.system(Materia_Cursor)
    @materia_list_window.refresh
    update_materia_bio
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def update
    super
    !@materia_list_window.active ? update_weapon_select : update_materia_select
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def update_weapon_select
    @pointer_sprite.x = 316 + [Graphics.width - 544, 0].max + (@materia_index + 1) * 24 - 28
    @pointer_sprite.y = @equip_index * 24 + 12
    if Input.trigger?(:UP)
      Sound.play_cursor
      @equip_index = @equip_index == 0 ? @equip_index = 4 : @equip_index -= 1
      max = [@actor.materia_slots[@equip_index].size - 1, 0].max
      @materia_index = [@materia_index, max].min
      update_materia_bio
    end
    if Input.trigger?(:DOWN)
      Sound.play_cursor
      @equip_index = @equip_index == 4 ? @equip_index = 0 : @equip_index += 1
      max = [@actor.materia_slots[@equip_index].size - 1, 0].max
      @materia_index = [@materia_index, max].min
      update_materia_bio
    end
    if Input.trigger?(:RIGHT)
      Sound.play_cursor
      max = @actor.materia_slots[@equip_index].size
      return if max == 0
      @materia_index = @materia_index == max - 1 ? @materia_index = 0 : @materia_index += 1
      update_materia_bio
    end
    if Input.trigger?(:LEFT)
      Sound.play_cursor
      max = @actor.materia_slots[@equip_index].size
      return if max == 0
      @materia_index = @materia_index == 0 ? @materia_index = max - 1 : @materia_index -= 1
      update_materia_bio
    end
    if Input.trigger?(:L)
      Sound.play_cursor
      next_actor
    end
    if Input.trigger?(:R)
      Sound.play_cursor
      prev_actor
    end
    if Input.trigger?(:A)
      Sound.play_equip
      @actor.unequip_materia(@equip_index, @materia_index)
      @materia_list_window.refresh
      @status_bio_window.refresh
      @character_bio_window.draw_actor_materia
      update_materia_bio
    end
    if Input.trigger?(:B)
      Sound.play_cancel
      return_scene
    end
    if Input.trigger?(:C)
      max = @actor.materia_slots[@equip_index].size
      if max == 0
        Sound.play_buzzer
        return
      else
        Sound.play_ok
        @materia_list_window.active = true
        update_materia_bio
      end
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def update_materia_select
    if Input.trigger?(:B)
      Sound.play_cancel
      @materia_list_window.active = false
      update_materia_bio
    end
    if Input.trigger?(:C)
      if @materia_list_window.materia.nil?
        Sound.play_buzzer
        return
      end
      Sound.play_equip
      @actor.equip_materia(@equip_index, @materia_index,
        @materia_list_window.index)
      @materia_list_window.refresh
      @status_bio_window.refresh
      @character_bio_window.draw_actor_materia
      @materia_list_window.active = false
    end
    if Input.trigger?(:UP) || Input.trigger?(:DOWN) ||
      Input.press?(:UP)  || Input.press?(:DOWN) ||
      Input.trigger?(:R) || Input.trigger?(:L) ||
      Input.press?(:R) || Input.press?(:L)
      update_materia_bio
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def update_materia_bio
    if @materia_list_window.active
      @materia_bio_window.refresh(@materia_list_window.materia)
    else
      item = @actor.materia_slots[@equip_index]
      @materia_bio_window.refresh(item[@materia_index])
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def on_actor_change
    @status_bio_window.refresh(@actor)
    @character_bio_window.refresh(@actor)
    update_materia_bio
  end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_create_command_window :create_command_window
  def create_command_window
    materia_system_create_command_window
    @command_window.set_handler(:materia,  method(:command_personal))
  end
  #--------------------------------------------------------------------------
  # *
  def command_materia
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,    method(:on_install_ok))
    @status_window.set_handler(:cancel, method(:on_personal_cancel))
  end
   #--------------------------------------------------------------------------
   # ● Validates the actor selection
   #--------------------------------------------------------------------------
   def on_install_ok
    SceneManager.call(Scene_MateriaEquip)
  end
  #--------------------------------------------------------------------------
  alias :materia_system_on_personal_ok :on_personal_ok
  def on_personal_ok
    materia_system_on_personal_ok
    case @command_window.current_symbol
    when :materia
      SceneManager.call(Scene_MateriaEquip)
    end
  end
end

#==============================================================================
# ** Scene_ItemBase
#------------------------------------------------------------------------------
#  This class performs common processing for the item screen and skill screen.
#==============================================================================

class Scene_ItemBase < Scene_MenuBase
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def determine_item
    if item.for_friend?
      show_sub_window(@actor_window)
      for_all = item.for_all? || (@actor && @actor.skill_all(item))
      @actor_window.select_for_item(item, for_all)
    else
      use_item
      activate_item_window
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def item_target_actors
    if !item.for_friend?
      []
    elsif item.for_all? || (@actor && @actor.skill_all(item))
      $game_party.members
    else
      [$game_party.members[@actor_window.index]]
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  alias :materia_system_battle_start :battle_start
  def battle_start
    materia_system_battle_start
    $game_party.members.each do |actor|
      actor.all_materias.compact.each {|materia| materia.reset_all }
    end
  end
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------
  def on_skill_ok
    @skill = @skill_window.item
    BattleManager.actor.input.set_skill(@skill.id)
    BattleManager.actor.last_skill.object = @skill
    if !@skill.need_selection? || BattleManager.actor.skill_all(@skill)
      @skill_window.hide
      next_command
    elsif @skill.for_opponent?
      select_enemy_selection
    else
      select_actor_selection
    end
  end
end
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Materia System (FF:VII) Empty Re: Materia System (FF:VII)

Сообщение  Moonwolf Ср Фев 04, 2015 5:30 am

Скрипт поделён на 3 части. При вставке в мэйкер соеденить.
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