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[XP/VX] Usar dos armas

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[XP/VX] Usar dos armas

Mensaje por Alojzy el Jue Mar 20, 2014 2:10 pm

Hola!

Aquí traigo un script que nos permite usar dos armas (un daguero, cosas así xD)

Script:

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

Instrucciones:
- Pegar encima de Main

Créditos
- Midge

Eso es todo y un saludo!

_________________
Staff tú tienes que comprender, mi firma se pasa en excesooo:

==========================================================================
 

Nadie sabe que le pasó a esta mujer...
Las leyendas de Magvel dicen que tuvo una explosión cerebral causada por el torso desnudo de Ephraim, otros dicen que El Rey Demonio la tiene poseída, ¿quién sabe?... 
==========================================================================
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