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(XP Y VX)(SCRIPT) Armas x2

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(XP Y VX)(SCRIPT) Armas x2

Mensaje por jugito08 el 2010-01-29, 12:49

Bueno,este script sirve para hacer una clase de dagero.(lo digo por que yo lo use para eso xD)
Descripcion:
---------------
Este script como dice el titulo ``Armas x2´´,nos permitira que nuestro personaje lleve 2 armas.

Código:
#=================================
# class Game_Actor mod's... -Midge-
#=================================
# This is where the meat of the script takes place...
# there is alot to be accounted for here too..
# i had to make sure that all the stat stuff was being
# from all the right things... in fact i think most of the
# original class has been modded here... not sure on that
# and too lazy to check and see... let's hope that you haven't
# made any forgetable changes to this before...
#=================================
class Game_Actor < Game_Battler

 attr_accessor :weapon_type
 attr_accessor :armor_type
 attr_accessor :sec_attack
 
 alias double_weapons_initialize initialize

 def initialize(actor_id)
  double_weapons_initialize(actor_id)
  @weapon_type = $data_weapons[@weapon_id]
  @armor_type = $data_armors[@armor1_id]
  @sec_attack = nil
 end
 
def animation3_id
  weapon = $data_weapons[@armor1_id]
  return (weapon != nil ? weapon.animation1_id : 0)
end

def animation4_id
  weapon = $data_weapons[@armor1_id]
  return (weapon != nil ? weapon.animation2_id : 0)
end

 def two_shields
  if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and
    (self.weapon_id != 0 and self.armor1_id != 0)
    return true
  else
    return false
  end
 end
 
 def two_weapons
  if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and
    (self.weapon_id != 0 and self.armor1_id != 0)
    return true
  else
    return false
  end
 end
 
 def equip(equip_type, id, item = RPG::Armor)
  case equip_type
 
  when 0
   
    if @weapon_id == 0
      if item.is_a?(RPG::Weapon)
        if id == 0 or $game_party.weapon_number(id) > 0
          self.weapon_type = $data_weapons[id]
          @weapon_id = id
          $game_party.lose_weapon(id, 1)
        end
      elsif item.is_a?(RPG::Armor)
        if id == 0 or $game_party.weapon_number(id) > 0
          self.weapon_type = $data_armors[id]
          @weapon_id = id
          $game_party.lose_armor(id, 1)
        end
      end
    end
   
    if item == nil
      if self.weapon_type.is_a?(RPG::Weapon)
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_weapon(@weapon_id, 1)
          @weapon_id = id
        end
      elsif self.weapon_type.is_a?(RPG::Armor)
        if id == 0 or $game_party.armor_number(id) > 0
          $game_party.gain_armor(@weapon_id, 1)
          @weapon_id = id
        end
      end
    end
   
    if item.is_a?(RPG::Weapon)
      if self.weapon_type.is_a?(RPG::Weapon)
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_weapon(@weapon_id, 1)
          self.weapon_type = $data_weapons[id]
          @weapon_id = id
          $game_party.lose_weapon(id, 1)
        end
      elsif self.weapon_type.is_a?(RPG::Armor)
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_armor(@weapon_id, 1)
          self.weapon_type = $data_weapons[id]
          @weapon_id = id
          $game_party.lose_weapon(id, 1)
        end
      end
     
      elsif item.is_a?(RPG::Armor)
      if self.weapon_type.is_a?(RPG::Armor)
        if id == 0 or $game_party.armor_number(id) > 0
          $game_party.gain_armor(@weapon_id, 1)
          self.weapon_type = $data_armors[id]
          @weapon_id = id
          $game_party.lose_armor(id, 1)
        end
      elsif self.weapon_type.is_a?(RPG::Weapon)
        if id == 0 or $game_party.armor_number(id) > 0
          $game_party.gain_weapon(@weapon_id, 1)
          self.weapon_type = $data_armors[id]
          @weapon_id = id
          $game_party.lose_armor(id, 1)
        end
      end   
    end

  when 1 

    if @armor1_id == 0
      if item.is_a?(RPG::Weapon)
        if id == 0 or $game_party.weapon_number(id) > 0
          self.armor_type = $data_weapons[id]
          @armor1_id = id
          $game_party.lose_weapon(id, 1)
        end
      elsif item.is_a?(RPG::Armor)
        if id == 0 or $game_party.armor_number(id) > 0
          self.armor_type = $data_armors[id]
          @armor1_id = id
          $game_party.lose_armor(id, 1)
        end
      end
    end
   
    if item == nil
      if self.armor_type.is_a?(RPG::Weapon)
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_weapon(@armor1_id, 1)
          @armor1_id = id
        end
      elsif self.armor_type.is_a?(RPG::Armor)
        if id == 0 or $game_party.armor_number(id) > 0
          $game_party.gain_armor(@armor1_id, 1)
          @armor1_id = id
        end
      end
    end
   
    if item.is_a?(RPG::Weapon)
      if self.armor_type.is_a?(RPG::Weapon)
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_weapon(@armor1_id, 1)
          self.armor_type = $data_weapons[id]
          @armor1_id = id
          $game_party.lose_weapon(id, 1)
        end
      elsif self.armor_type.is_a?(RPG::Armor)
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_armor(@armor1_id, 1)
          self.armor_type = $data_weapons[id]
          @armor1_id = id
          $game_party.lose_weapon(id, 1)
        end
      end
     
      elsif item.is_a?(RPG::Armor)
      if self.armor_type.is_a?(RPG::Armor)
        if id == 0 or $game_party.armor_number(id) > 0
          $game_party.gain_armor(@armor1_id, 1)
          self.armor_type = $data_armors[id]
          @armor1_id = id
          $game_party.lose_armor(id, 1)
        end
      elsif self.armor_type.is_a?(RPG::Weapon)
        if id == 0 or $game_party.armor_number(id) > 0
          $game_party.gain_weapon(@armor1_id, 1)
          self.armor_type = $data_armors[id]
          @armor1_id = id
          $game_party.lose_armor(id, 1)
        end
      end   
    end
   
  when 2 
    if id == 0 or $game_party.armor_number(id) > 0
      update_auto_state($data_armors[@armor2_id], $data_armors[id])
      $game_party.gain_armor(@armor2_id, 1)
      @armor2_id = id
      $game_party.lose_armor(id, 1)
    end
  when 3
    if id == 0 or $game_party.armor_number(id) > 0
      update_auto_state($data_armors[@armor3_id], $data_armors[id])
      $game_party.gain_armor(@armor3_id, 1)
      @armor3_id = id
      $game_party.lose_armor(id, 1)
    end
  when 4
    if id == 0 or $game_party.armor_number(id) > 0
      update_auto_state($data_armors[@armor4_id], $data_armors[id])
      $game_party.gain_armor(@armor4_id, 1)
      @armor4_id = id
      $game_party.lose_armor(id, 1)
    end
  end
 end

 def element_rate(element_id)
  table = [0,200,150,100,50,0,-100]
  result = table[$data_classes[@class_id].element_ranks[element_id]]
  if self.armor_type.is_a?(RPG::Weapon)
    for i in [@armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
  else 
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
  end
  for i in @states
    if $data_states[i].guard_element_set.include?(element_id)
      result /= 2
    end
  end
  return result
 end

 def state_guard?(state_id)
  if self.armor_type.is_a?(RPG::Weapon)
    for i in [@armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
  else 
    return false
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
 end
 
 def element_set
  n = []
  unless self.weapon_type.is_a?(RPG::Armor)
  weapon = $data_weapons[@weapon_id]
  n += weapon != nil ? weapon.element_set : []
  end
  unless self.armor_type.is_a?(RPG::Armor)
  weapon2 = $data_weapons[@armor1_id]
  n += weapon2 != nil ? weapon2.element_set : []
  end
  n.flatten!
  n.uniq!
  return n
 end

 
 def plus_state_set
  n = []
  unless self.weapon_type.is_a?(RPG::Armor)
  weapon = $data_weapons[@weapon_id]
  n += weapon != nil ? weapon.plus_state_set : []
  end
  unless self.armor_type.is_a?(RPG::Armor)
  weapon2 = $data_weapons[@armor1_id]
  n += weapon2 != nil ? weapon2.plus_state_set : []
  end
  n.flatten!
  n.uniq!
  return n
 end

 def minus_state_set
  n = []
  unless self.weapon_type.is_a?(RPG::Armor)
  weapon = $data_weapons[@weapon_id]
  n += weapon != nil ? weapon.minus_state_set : []
  end
  unless self.armor_type.is_a?(RPG::Armor)
  weapon2 = $data_weapons[@armor1_id]
  n += weapon2 != nil ? weapon2.minus_state_set : []
  end
  n.flatten!
  n.uniq!
  return n
 end

 def base_str
  n = $data_actors[@actor_id].parameters[2, @level]
  if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
  elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
  end
  if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
  elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
  end
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  n += weapon != nil ? weapon.str_plus : 0
  n += armor1 != nil ? armor1.str_plus : 0
  n += armor2 != nil ? armor2.str_plus : 0
  n += armor3 != nil ? armor3.str_plus : 0
  n += armor4 != nil ? armor4.str_plus : 0
  return [[n, 1].max, 999].min
 end

 def base_dex
  n = $data_actors[@actor_id].parameters[3, @level]
  if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
  elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
  end
  if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
  elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
  end
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  n += weapon != nil ? weapon.dex_plus : 0
  n += armor1 != nil ? armor1.dex_plus : 0
  n += armor2 != nil ? armor2.dex_plus : 0
  n += armor3 != nil ? armor3.dex_plus : 0
  n += armor4 != nil ? armor4.dex_plus : 0
  return [[n, 1].max, 999].min
 end

 def base_agi
  n = $data_actors[@actor_id].parameters[4, @level]
  if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
  elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
  end
  if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
  elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
  end
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  n += weapon != nil ? weapon.agi_plus : 0
  n += armor1 != nil ? armor1.agi_plus : 0
  n += armor2 != nil ? armor2.agi_plus : 0
  n += armor3 != nil ? armor3.agi_plus : 0
  n += armor4 != nil ? armor4.agi_plus : 0
  return [[n, 1].max, 999].min
 end

 def base_int
  n = $data_actors[@actor_id].parameters[5, @level]
  if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
  elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
  end
  if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
  elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
  end
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  n += weapon != nil ? weapon.int_plus : 0
  n += armor1 != nil ? armor1.int_plus : 0
  n += armor2 != nil ? armor2.int_plus : 0
  n += armor3 != nil ? armor3.int_plus : 0
  n += armor4 != nil ? armor4.int_plus : 0
  return [[n, 1].max, 999].min
 end

 def base_atk
  n = 0
  unless self.weapon_type.is_a?(RPG::Armor)
  weapon = $data_weapons[@weapon_id]
  n += weapon != nil ? weapon.atk : 0
  end
  unless self.armor_type.is_a?(RPG::Armor)
  weapon2 = $data_weapons[@armor1_id]
  n += weapon2 != nil ? weapon2.atk : 0
  end
  return n
 end

 def base_pdef
  if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
  elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
  end
  if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
  elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
  end
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  pdef1 = weapon != nil ? weapon.pdef : 0
  pdef2 = armor1 != nil ? armor1.pdef : 0
  pdef3 = armor2 != nil ? armor2.pdef : 0
  pdef4 = armor3 != nil ? armor3.pdef : 0
  pdef5 = armor4 != nil ? armor4.pdef : 0
  return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
 end

 def base_mdef
  if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
  elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
  end
  if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
  elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
  end
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  mdef1 = weapon != nil ? weapon.mdef : 0
  mdef2 = armor1 != nil ? armor1.mdef : 0
  mdef3 = armor2 != nil ? armor2.mdef : 0
  mdef4 = armor3 != nil ? armor3.mdef : 0
  mdef5 = armor4 != nil ? armor4.mdef : 0
  return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
 end

 def base_eva
  armor1 = $data_armors[@armor1_id]
  armor2 = $data_armors[@armor2_id]
  armor3 = $data_armors[@armor3_id]
  armor4 = $data_armors[@armor4_id]
  eva1 = armor1 != nil ? armor1.eva : 0
  eva2 = armor2 != nil ? armor2.eva : 0
  eva3 = armor3 != nil ? armor3.eva : 0
  eva4 = armor4 != nil ? armor4.eva : 0
  return eva1 + eva2 + eva3 + eva4
 end
 
end
#=================================
# end -O- Game_Actor changes -Midge-
#=================================
#=================================
# class Window_EquipRight mods... -Midge-
#=================================
# this is just so that it will display the right stuff that
# you have equipped in the two hands...
#=================================

class Window_EquipRight < Window_Selectable
 def refresh
  self.contents.clear
  @data = []
  @data.push($data_weapons[@actor.weapon_id])
  @data.push($data_armors[@actor.armor1_id])
  if @actor.weapon_type.is_a?(RPG::Weapon)
    @data[0] = $data_weapons[@actor.weapon_id]
  elsif @actor.weapon_type.is_a?(RPG::Armor)
    @data[0] = $data_armors[@actor.weapon_id]
  end
  if @actor.armor_type.is_a?(RPG::Weapon)
    @data[1] = $data_weapons[@actor.armor1_id]
  elsif @actor.armor_type.is_a?(RPG::Armor)
    @data[1] = $data_armors[@actor.armor1_id]
  end
  @data.push($data_armors[@actor.armor2_id])
  @data.push($data_armors[@actor.armor3_id])
  @data.push($data_armors[@actor.armor4_id])
  @item_max = @data.size
  self.contents.font.color = system_color
  self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
  self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
  self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
  self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
  self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
  draw_item_name(@data[0], 92, 32 * 0)
  draw_item_name(@data[1], 92, 32 * 1)
  draw_item_name(@data[2], 92, 32 * 2)
  draw_item_name(@data[3], 92, 32 * 3)
  draw_item_name(@data[4], 92, 32 * 4)
 end
end
#=================================
# End -O- Window_EquipRight Mods... -Midge-
#=================================
#=================================
# class Window_EquipItem mods... -Midge-
#=================================
# basically i just made it so that both the weapons and
# sheilds would be displayed in the weapon and shield
# hands... both of them... so you can equip either in
# either hand... anyway.. its all cool and stuff...
#=================================

class Window_EquipItem < Window_Selectable

 def refresh
  if self.contents != nil
    self.contents.dispose
    self.contents = nil
  end
  @data = []
  if @equip_type == 0
    weapon_set = $data_classes[@actor.class_id].weapon_set
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
        @data.push($data_weapons[i])
      end
    end
    armor_set = $data_classes[@actor.class_id].armor_set
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and armor_set.include?(i)
        if $data_armors[i].kind == 0
          @data.push($data_armors[i])
        end
      end
    end
  end
  if @equip_type != 0
    if @equip_type == 1
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    armor_set = $data_classes[@actor.class_id].armor_set
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and armor_set.include?(i)
        if $data_armors[i].kind == @equip_type-1
          @data.push($data_armors[i])
        end
      end
    end
  end
 
  @data.push(nil)
  @item_max = @data.size
  self.contents = Bitmap.new(width - 32, row_max * 32)
  self.contents.font.name = "Arial"
  self.contents.font.size = 22
  for i in 0...@item_max-1
    draw_item(i)
  end
 end

end
#=================================
# End -O- Window_EquipItem mod's... -Midge-
#=================================
class Scene_Equip
 
 def refresh
  @item_window1.visible = (@right_window.index == 0)
  @item_window2.visible = (@right_window.index == 1)
  @item_window3.visible = (@right_window.index == 2)
  @item_window4.visible = (@right_window.index == 3)
  @item_window5.visible = (@right_window.index == 4)
  item1 = @right_window.item
  case @right_window.index
  when 0
    @item_window = @item_window1
  when 1
    @item_window = @item_window2
  when 2
    @item_window = @item_window3
  when 3
    @item_window = @item_window4
  when 4
    @item_window = @item_window5
  end
  if @right_window.active
    @left_window.set_new_parameters(nil, nil, nil)
  end
  if @item_window.active
    item2 = @item_window.item
    last_hp = @actor.hp
    last_sp = @actor.sp
    @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, item2)
    new_atk = @actor.atk
    new_pdef = @actor.pdef
    new_mdef = @actor.mdef
    @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1)
    @actor.hp = last_hp
    @actor.sp = last_sp
    @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
  end
 end
 
 def update_item
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @right_window.active = true
    @item_window.active = false
    @item_window.index = -1
    return
  end
  if Input.trigger?(Input::C)
    $game_system.se_play($data_system.equip_se)
    item = @item_window.item
    @actor.equip(@right_window.index, item == nil ? 0 : item.id, item)
    @right_window.active = true
    @item_window.active = false
    @item_window.index = -1
    @right_window.refresh
    @item_window.refresh
    return
  end
 end
 
 def update
  @left_window.update
  @right_window.update
  @item_window.update
  @item_window1.refresh
  @item_window2.refresh
  refresh
  if @right_window.active
    update_right
    return
  end
  if @item_window.active
    update_item
    return
  end
 end
end

class Scene_Battle

 
 def update_phase3_basic_command
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    phase3_prior_actor
    return
  end
  if @active_battler.two_shields
    @actor_command_window.disable_item(0)
  else
    @actor_command_window.enable_item(0)
  end

 
  if Input.trigger?(Input::C)
    case @actor_command_window.index
    when 0
      if @active_battler.two_shields
        $game_system.se_play($data_system.buzzer_se)
        return         
      end
      if @active_battler.two_weapons == true
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 4
      else
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
      end     
      $game_system.se_play($data_system.decision_se)
      start_enemy_select
    when 1
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.kind = 1
      start_skill_select
    when 2
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 1
      phase3_next_actor
    when 3
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.kind = 2
      start_item_select
    end
    return
  end
 end 
 
 def make_basic_action_result
  if @active_battler.current_action.basic == 0
    @animation1_id = @active_battler.animation1_id
    @animation2_id = @active_battler.animation2_id
    if @active_battler.is_a?(Game_Enemy)
      if @active_battler.restriction == 3
        target = $game_troop.random_target_enemy
      elsif @active_battler.restriction == 2
        target = $game_party.random_target_actor
      else
        index = @active_battler.current_action.target_index
        target = $game_party.smooth_target_actor(index)
      end
    end
    if @active_battler.is_a?(Game_Actor)
      if @active_battler.armor_type.is_a?(RPG::Weapon)
        @animation1_id = @active_battler.animation3_id
        @animation2_id = @active_battler.animation4_id
      end
      if @active_battler.restriction == 3
        target = $game_party.random_target_actor
      elsif @active_battler.restriction == 2
        target = $game_troop.random_target_enemy
      else
        index = @active_battler.current_action.target_index
        target = $game_troop.smooth_target_enemy(index)
      end
    end
    @target_battlers = [target]
    for target in @target_battlers
      target.attack_effect(@active_battler)
    end
    return
  end

  if @active_battler.current_action.basic == 1
    @help_window.set_text($data_system.words.guard, 1)
    return
  end
 
  if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
    @help_window.set_text("逃げる", 1)
    @active_battler.escape
    return
  end
 
  if @active_battler.current_action.basic == 3
    $game_temp.forcing_battler = nil
    @phase4_step = 1
    return
  end
 
  if @active_battler.current_action.basic == 4
    @animation1_id = @active_battler.animation1_id
    @animation2_id = @active_battler.animation2_id
    @animation3_id = @active_battler.animation3_id
    @animation4_id = @active_battler.animation4_id
    if @active_battler.is_a?(Game_Actor)
      if @active_battler.restriction == 3
        target = $game_party.random_target_actor
      elsif @active_battler.restriction == 2
        target = $game_troop.random_target_enemy
      else
        index = @active_battler.current_action.target_index
        target = $game_troop.smooth_target_enemy(index)
      end
    end
    @target_battlers = [target]
    for target in @target_battlers
      target.attack_effect(@active_battler)
    end   
    return
  end
 end
 
 
 
def update_phase4_step4
  if @active_battler.is_a?(Game_Actor)   
    if @active_battler.two_weapons == true && @active_battler.sec_attack == 0
      for target in @target_battlers
        target.animation_id = @animation4_id
        target.animation_hit = (target.damage != "Miss")
        @phase4_step = 5
        return
      end
    end
  end
  for target in @target_battlers
    target.animation_id = @animation2_id
    target.animation_hit = (target.damage != "Miss")
  end
  @wait_count = 8
  @phase4_step = 5
end 

def update_phase4_step5
  @help_window.visible = false
  @status_window.refresh
  if @active_battler.is_a?(Game_Actor)   
    if @active_battler.current_action.basic == 4   
      if @active_battler.two_weapons == true && @active_battler.sec_attack == nil
        @active_battler.sec_attack = 0
        @phase4_step = 3
        return
      else
        @active_battler.sec_attack = nil
      end
    end
  end
  for target in @target_battlers
    if target.damage != nil
      target.damage_pop = true
    end
  end
  @phase4_step = 6
end
end
class Window_Command

 def enable_item(index)
  draw_item(index, normal_color)
 end
end

Bueno,espero que les sirva ^^

ADIOS
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Re: (XP Y VX)(SCRIPT) Armas x2

Mensaje por orochii el 2010-01-29, 19:24

Jajaja se nota que has jugado algún MMORPG (mínimo L2, por el término daguero). También sirve para un samurai, ya que ellos tendían a usar espadas dobles (una katana y una... kodachi? Edit: creo que wazikashi).
Bueno, el script está genial, he visto varios de éste tipo ya pero es un excelente aporte ya que es difícil encontrar uno "standalone" (el que mejor recuerdo es el que trae el Tanketai XP integrado, se puede "desintegrar" pero creo que es más limpio de esta forma :P).

De nuevo (3er vez hoy xD) excelente aporte jugito, y felicitaciones a Midge por el excelente script (creo que ese es el autor),
Orochii Zouveleki
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Re: (XP Y VX)(SCRIPT) Armas x2

Mensaje por jugito08 el 2010-01-29, 21:48

Si fu por el L2 xD
y el autor es Midge :D.
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Re: (XP Y VX)(SCRIPT) Armas x2

Mensaje por Minecrafter Studio el 2016-06-08, 02:58

Tengo una pregunta y es ¿Como se configura por que me aparece algo del la casilla 647 que tengo que cambiar algo pero no se que me podrias ayudar a activarlo?
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Re: (XP Y VX)(SCRIPT) Armas x2

Mensaje por orochii el 2016-06-08, 16:26

¿Cuál es el mensaje que te aparece exactamente o dónde es que dice eso de la casilla 647? Es que técnicamente el scripts es plug-and-play, osea, no hay que configurar nada xd... Lo que puede haber es incompatibilidad con otro script que estés usando.

Salut!
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Re: (XP Y VX)(SCRIPT) Armas x2

Mensaje por Minecrafter Studio el 2016-06-09, 02:57

creo que me di cuenta por que me da fallo....es por un script que te pone mas equipamiento y creo yo que no me deja poner mas xd
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Re: (XP Y VX)(SCRIPT) Armas x2

Mensaje por orochii el 2016-06-09, 04:55

Ah... sí, muy posiblemente. Ambos scripts afectan lo mismo, de hecho con que ambos afecten al personaje ya suele dar problemas.

¿Quiza el mismo script tenga alguna opción para doble arma? No sé jajaj.
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Re: (XP Y VX)(SCRIPT) Armas x2

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