#============================================================================ # Equipment Sets v2.1e # By Emerald #---------------------------------------------------------------------------- # You're free to use the script for any game, as long as you give credits #---------------------------------------------------------------------------- # Version History # 1.0 -> Script fully ready for public use. Addes sets, unlimited set items, # set bonuses for the 8 basic stats, set bonuses requirement (how many # items of the set is the actor wearing?) # 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now # use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL # VALUES for their corresponding parameters. # b. Added sort 1: Standard Parameters (Percentage). The corresponding # parameters are the same as for sort 0. See SPECIAL VALUES for extra # notes. # 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be # found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These # use a different syntax than the other bonuses, so be sure to check # SPECIAL VALUES if you are unfamiliar with them. # 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned # code (about 140 lines less this time, WITH 4 added Sorts). Added # Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added # MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort # 6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9 # (Attack Elements). See SPECIAL VALUES for instructions. # WARNING these are still in Beta Stage, so report all bugs found. # b. removed many, MANY major bugs! Removed a bug where unequipping # resulted in an undefined array, removed some typos, fixed the bonuses # for almost EVERY Sort, removed some more typos, shortened code a little # bit, removed some more minor bugs regarding change_equip. # 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment # Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for # all needed information. # 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11 # (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17 # which are Additional Skill Types, Sealed Skill Types, Sealed Skills, # Fixed Equip Types and Sealed Equip Types respectively. As usual, go to # SPECIAL VALUES for the needed instructions. # 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script. # 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other # traits). See SPECIAL VALUES for the instructions. # 1.8a-> Added sounds to be played when a certain amount of set pieces has been # equipped. Also removed a bug regarding skipping amounts of pieces. # 1.8b-> Small bugfix regarding set sounds. # 1.8c-> Small bugfix regarding attack states. # # 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further # increases compatability. Added a method which initializes sets which # are worn by actors at the start of the game. Halved the code used to # determine if items belong to sets. Scraped a few uneccessairy methods. # Practically removed 2/3 of my version of release_unequipable_equips, # and made the EES + Fomar123's Dual Wield -> Free Hands script patch # 1 line instead of 10. Almost entirely changed the way Set Skills and # Set Equipment Options work. Also fixed a few bugs in the progress # (for example additions of variable 2 which I accidentally left in the # script.) # 2.1a-> Start of the debugging patch. Added a function to remove bonuses when # unequipping stuff, like usual. Forgot to re-add in 2.0 >.< # 2.1b-> Fixed a small typo. # 2.1c-> Fixed initalizition of set equips. # 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips # and a bug regarding the removing of bonuses when unequipping stuff. # 2.1e-> Removed something which I should have added (regarding the BaseItem # class) in release_unequippable_items. This also fixed the compatibility # issues with Tsukihime's Effect Manager. #---------------------------------------------------------------------------- # Started with a Iron Sword? Pretty good. Found a Gold Sword? Awesome! Found # the complete Bronze Set? Bad stuff... # Unless, they give you bonuses! In other words, this script allows you to create # bonuses for wearing multiple items of a set... Just wanted to make it sound # more fun... # # Instructions: # # Just as always, put this script between Бе Materials and Бе Main. Put this script # below any script which rewrites change_equip and above any script which aliases # 'param' in Game_Actor (usually in Game_BattlerBase, but it only matters if it # is rewritten/aliased in Game_Actor). # # Set MAX_ELEMENTS below module EME and above Sets to the maximum number of # elements in the database. Else, the script won't recognize any above the value. # # # SETS # # To create sets (sorry, no names yet) go to Sets in the configuration part. # Add the set id, followed by an array containing arrays. The latter arrays # must be at least two elements long, one for the type of equipment, one for the # id. # Examples: # # 1 => [[0, 1], [1, 2]], <- The []'s define an array. The arrays like the [0,1] # and [1, 2] should be at least two elements long (each element is separated by # a comma. # # 2 => [[0, 5], [0, 6], [1, 5], [1,7]], <- If the array is not the last in the # list, add a comma or you'll get an error. This goes for every array. # # set id => [[equipment type, equipment id], [equipment type, equipment id]] # # NOTE: # The set id MUST be 0 or higher. The variable in which the sets are stored (which # is called a hash) usually begins with 1 =>, so that's why that's also in the # standard config. # The Equipment Types are 0 (weapons) and 1 (armors.) # DO NOT COPY the ID of items in the database. If you put all the useless 0's # in front of the real ID, you'll get an error/the script won't work. # Furthermore, you can have an infinite amount of equipment belonging (is that a # word?) to a set, so don't worry about compatibility issues with Extra Equipment # Slots scripts. Unless they rewrite change_equip, than there's a slight chance # on problems. This can be fixed, however, by putting this script below any # script which rewrites change_equip. # Also, you can have multiple weapons in array and the same equipment in different # sets. # # # SET BONUSES # # For set bonuses, go to Set_Bonuses. Use the follwing syntax to add bonuses: # # set id => { # amount of pieces required => [[sort, parameter, bonus]] # }, # # Specifications: # set id = the same set id as in Sets. # # amount of pieces required = the amount of pieces the player must be wearing in # order to receive the bonuses. If you want to skip one, just skip it. Like: # 1 => blablabla # 3 => blablabla # # sort = type of bonus. For all sorts, see SPECIAL VALUES. # # parameter = the parameter which receives the bonus. For all parameters, see # SPECIAL VALUES. # # bonus = the bonus to be added to parameter. Note that this is a direct bonus, # not a percentage. If the vale is negative, the bonus will become negative. If # the value is 0, there will be no bonus to that stat. # # # SPECIAL VALUES # Sets # ---- # Equipment types: 0 and 1. 0 is the Weapons tab in the database, 1 is the # Armors tab in the database. # # Set_Bonuses # --- # Sorts: # 0 - Standard Parameter # 1 - Standard Parameter (Percentage) # 2 - Extra Parameter # 3 - Special Paramater # 4 - Skills (WARNING, DIFFERENT SYNTAX!! See Skills on how to use them) # 5 - Elemental Efficiency # 6 - Debuff Rate # 7 - State Rate # 8 - State Resistance (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 9 - Attack Elements (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 10 - Attack States # 11 - Equipment Types (WARNING, DIFFERENT SYNTAX!! See Equipment Types on how # to use them) # 12 - Attack Specials # 13 - Additional Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 14 - Sealed Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 15 - Sealed Skills (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 16 - Fixed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 17 - Sealed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 18 - Special Flags (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 19 - Party Abilities (WARNING, VALUE HAS A DIFFERENT FUNCTION!!) # 20 - Other Traits # # Standard Parameters: (Sort 0) # 0 - MaxHp # 1 - MaxMp # 2 - Attack # 3 - Defense # 4 - Magic Attack (Spirit) # 5 - Magic Defence (Resistance) # 6 - Agility # 7 - Luck # # Standard Parameters (Percentage): (Sort 1) # 0 - MaxHp # 1 - MaxMp # 2 - Attack # 3 - Defense # 4 - Magic Attack (Spirit) # 5 - Magic Defence (Resistance) # 6 - Agility # 7 - Luck # Note that stats are calculated this way: # Basic + Equipment Bonuses + Set Bonuses (normal) + Set Bonuses (percentages, # equal to bonus% (in [1, parameter, bonus]) * basic + equipment bonuses) # # Extra Parameters: (Sort 2) # 0 - Hit Rate # 1 - Evasion # 2 - Critical Rate # 3 - Critical Evasion # 4 - Magical Evasion # 5 - Magical Reflection # 6 - Counter Rate # 7 - HP Regen # 8 - MP Regen # 9 - TP Regen # # Special Parameters: (Sort 3) # 0 - Target Rate/ Accuracy Rate(in Eng Translation Patch)/ Aggro Rate # 1 - Guard Effect Rate # 2 - Recovery Effect Rate # 3 - Pharmacology/ Knowledge in Medicine(in Eng Translation Patch) # 4 - MP Cost Rate # 5 - TP Charge Rate # 6 - Physical Damage Rate # 7 - Magical Damage Rate # 8 - Floor Damage Rate # 9 - Experience Rate # # Skills: (Sort 4) # These skills don't have parameter values. Instead, the last two elements in # their array have a different effect than usual: # [sort (4), -----, skill_id] # Sort = still the same and of course 4 # ----- = before this was Active, but that is no longer required. In order to # by-pass the need to change this to skill_id (for people who had this script # before v2.0), this variable has become unused instead of deleted all-together. # You can put anything you want here, it doesn't even have to be an integer. # Skill_Id = the id of the skill which the actor learns. # # Elemental Efficiency: (Sort 5) # Values are the same as Element IDs in the database. (SO NO 0!!) # If the bonus is negative, the actor becomes more resistant to the element. # If the bonus is positive, the actor becomes weaker to the element. # # Debuff Rate: (Sort 6) # 0 - MaxHp # 1 - MaxMp # 2 - Attack # 3 - Defense # 4 - Magic Attack (Spirit) # 5 - Magic Defence (Resistance) # 6 - Agility # 7 - Luck # If the bonus is negative, the actor becomes more resistant to debuffs regarding # the set parameter. # If the bonus is positive, the actor becomes weaker to debuffs regarding the set # parameter. # # State Rate: (Sort 7) # Values are the same as the State IDs in the database (SO NO 0!!) # If the bonus is negative, the actor becomes more resistant to the state. # If the bonus is positive, the actor becomes weaker to the state. # # State Resist: (Sort 8) # Values are the same as the State IDs in the database (SO NO 0!!) # If the bonus is positive, the actor becomes fully resistant to the set state. # However, if the bonus is negative, the actor LOSES full resistance to the set # state! # # Attack Elements: (Sort 9) # Values are the same as the Element IDs in the database (SO NO 0!!) # If the bonus is positive, the element is added to the attack elements. # However, if the bonus is negative, the element is REMOVED from the attack # elements! # # Attack States: (Sort 10) # Values are the same as the State IDs in the database (SO NO 0!!) # Bonus is the chance of the state to occur. # # Equipment Types: (Sort 11) # 0 as parameter means that the bonus type is a Weapon Type. # 1 as parameter means that the bonus type is a Weapon Type, but instead it will # be REMOVED from the list of weapon types. # 2 as parameter means that the bonus type is an Armor Type. # 3 as parameter means that the bonus type is an Armor Type, but instead it will # be REMOVED from the list of armor types. # 4 as parameter allows Dual Wielding. # Bonus is the same as the ID of the Equipment Types in the database. # Note that removed types override added types. So you can first remove an # equip type and afterwards add it, but you can first add it and then remove it. # # Attack Specials: (Sort 12) # 0 - Attack Speed # 1 - Additional Attacks # Both in percentages. So for additional attacks, not 1 but 100. # # Additional Skill Types: (Sort 13) # Values are the same as the Skill Types IDs in the database (SO NO 0!!) # If the bonus is positive, the skill types is added. # However, if the bonus is negative, the skill type is REMOVED! # # Sealed Skill Types: (Sort 14) # Exact the same as above, only if the bonus is positive the type gets sealed, # if the bonus is negative the type gets removed from the sealed types. # # Sealed Skills: (Sort 15) # Again, exact the same as above. Only this time, replace the skill type id by # the skill id. # # Fixed Equip Types: (Sort 16) # Exact the same as Sealed Skill Types, only the equip types get fixed. Of course, # replace skill type id by equip type id. # # Sealed Equip Types: (Sort 17) # And yet again, exact the same only the equip types get sealed. Of course, # replace skill type id by equip type id. # # Special Flags: (Sort 18) # 0 - Auto Combat # 1 - Guard # 2 - Substitute/Cover # 3 - Same TP in next battle # For bonus, put a positive number (or 0) for added trait, and negative number # for removed trait. # # Party Abilities: (Sort 19) # 0 - Encounter cut down by half # 1 - No encounters # 2 - No suprise attacks # 3 - Preemptive strike rate up # 4 - Double currency from battles # 5 - Double items from battles # For bonus, put a positive number (or 0) for added trait, and negative number # for removed trait. # # Others Traits: (Sort 20) # 0 - Max TP up by bonus # 1 - Atk Skill becomes bonus (skill ID) / So, if you have [20, 1, 10] the actor's # attack skill becomes 10. # 2 - Guard Skill becomes bonus (skill ID) / So, if you have [20, 2, 10] the # actor's guard skill becomes 10, #---------------------------------------------------------------------------- # Credits to: # Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned # how Arrays and Hashes work. # Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot. # You for reading through the wall of text ^^ (at least... I hope you did that..) #---------------------------------------------------------------------------- # If you have any issues with this script, contact me at # http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/ #============================================================================ # # CONFIGURATION # #============================================================================ module EME MAX_ELEMENTS = 10 #---------------------------------------------------------------------------- # Sets syntax #---------------------------------------------------------------------------- # Sets = { # set_id => [[equipment_type, equipment_id]] # } # # set_id must be bigger than 0 # equipment_type can be either 0 (weapon) or 1 (armor) # Add a comma after a ']' if it's not the last element in the array/hash. # # Don't forget to add a ungettable item at the end! Else, the last item will # count for two! #---------------------------------------------------------------------------- Sets = { 1 => [[0, 1], [1, 1]], 2 => [[1, 2], [0, 2]] } #---------------------------------------------------------------------------- # Sets syntax #---------------------------------------------------------------------------- # Set_Bonuses = { # set id => { # amount of pieces required => [[sort, parameter, bonus]], [sort, random parameter, 0]] # } # } # # set_id must correspond to set_id of Sets # amount of pieces required indicates how many pieces of the set the actor must # be wearing before receiving the bonus. If you want to skip one, make the only # element in it's array [0, 0, 0]. # sort indicates which kind of parameters the bonuses change. See SPECIAL VALUES # for all sorts. # parameter can be a value depending on sort. See SPECIAL VALUES in the # instructions for their corresponding stats. # Bonus is a direct value added to 'parameter'. If 0, no bonus is added. If # negative, bonus becomes negative. # Random paramter is just a random parameter to prevent the last bonus from # being doubled. Always make the bonus of this element 0. # # Add a comma after a ']' or '}' if it's not the last element in the array/hash. # # Don't forget to add a bonus of [0, 0, 0] at the end! Or else, the last bonus # will be doubled! #---------------------------------------------------------------------------- Set_Bonuses = { 1 => { 1 => [[0, 0, 500]], 2 => [[0, 0, 500]] }, 2 => { 1 => [[0, 1, 500]], 2 => [[0, 1, 500]] } } #----------------------------------------------------------------------------- # Sets syntax #----------------------------------------------------------------------------- # Set_Sounds = { # set_id => { # amount_of_pieces_required => [file_name, volume, pitch] # } # } # # Resembles the other two parts so I think not much of an explanation is needed. # When the required amount of pieces has been equipped, the sound sound will be # played. Doesn't apply for unequipping. Again, watch the comma's!! #---------------------------------------------------------------------------- Set_Sounds = { 1 => { 1 => ["Flash1", 100, 100], # <- comma here since it isn't the last one! 2 => ["Flash1", 100, 100] # <- no comma here since it IS the last one! } } end # Only edit things past here if you know what you're doing $imported = {} if $imported.nil? $imported["Emerald's Equipment Sets"] = true #============================================================================ # # Game_Actor # Handles everything for this script. #============================================================================ class Game_Actor < Game_Battler attr_reader :active_sets attr_reader :item_sets alias eme_ees_setup setup def setup(actor_id) @non_set_skills = [] @skill_from_sets = false reset_bonuses @active_sets = [] @item_sets = [0] * (EME::Sets.size + 1) eme_ees_setup(actor_id) end alias eme_init_equips init_equips def init_equips(equips) eme_init_equips(equips) equips.each_with_index{|item_id, i| etype_id = index_to_etype_id(i) slot_id = empty_slot(etype_id) for set_id in 1..EME::Sets.size for ees_set_equip in EME::Sets[set_id] if item_id != nil and slot_id != nil and ees_is_the_set_item?(etype_id == 0 ? $data_weapons[item_id] : $data_armors[item_id], ees_set_equip) @item_sets[set_id] += 1 @active_sets.push(set_id) unless @active_sets.include?(set_id) end end end } refresh end def ees_is_the_set_item?(item, ees_set_equip) return (((ees_set_equip[0] == 0 and item.is_a?(RPG::Weapon)) or (ees_set_equip[0] == 1 and item.is_a?(RPG::Armor))) and ees_set_equip[1] == item.id) end alias eme_ees_learn_skill learn_skill def learn_skill(skill_id) eme_ees_learn_skill(skill_id) @non_set_skills.push(skill_id) unless @skill_from_sets @skill_from_sets = false end alias eme_ebs_change_equip change_equip def change_equip(slot_id, item) for set_id in 1..EME::Sets.size for ees_set_equip in EME::Sets[set_id] if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip) @item_sets[set_id] -= 1 @active_sets.delete(set_id) if @item_sets[set_id] == 0 end end if item != nil and ees_is_the_set_item?(item, ees_set_equip) @item_sets[set_id] += 1 @active_sets.push(set_id) unless @active_sets.include?(set_id) if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id)) sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)] Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2]) end end end end set_check eme_ebs_change_equip(slot_id, item) end def unlearn_set_skills(set_id) EME::Set_Bonuses[set_id].each_value{|bonus_array| bonus_array.each{|bonus| if bonus[0] == 4 forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2]) @ees_skills.delete(bonus[2]) end } } end def item_set_reset_all @active_sets.each{|set_id| item_set_reset(set_id)} end def item_set_reset(set_id) return unless set_id > 0 and @item_sets[set_id] > 0 unlearn_set_skills(set_id) end def release_unequippable_items(item_gain = true) @equips.each_with_index do |item, i| if !equippable?(item.object) || item.object.etype_id != equip_slots[i] trade_item_with_party(nil, item.object) if item_gain item.object = nil end end end def release_unequippable_items(item_gain = true) loop do change_equips = 0 @equips.each_with_index do |item, i| if !equippable?(item.object) or item.object.etype_id != equip_slots[i] next if (RPG::Weapon.method_defined?(:two_handed?) and dual_wield? and (equip_slots[i] == 1 and item.object.etype_id == 0)) trade_item_with_party(nil, item.object) if item_gain change_equips += 1 unless item.object.nil? unless item.object.nil? for set_id in 1..EME::Sets.size for ees_set_equip in EME::Sets[set_id] if ees_is_the_set_item?(item.object, ees_set_equip) @item_sets[set_id] -= 1 @active_sets.delete(set_id) if @item_sets[set_id] == 0 end end end end item.object = nil end end set_check break if change_equips == 0 end end alias eme_ebs_discard_equip discard_equip def discard_equip(item) slot_id = equips.index(item) if slot_id != nil for set_id in 1..EME::Sets.size for ees_set_equip in EME::Sets[set_id] if ees_is_the_set_item?(item, ees_set_equip) @item_sets[set_id] -= 1 @active_sets.delete(set_id) if @item_sets[set_id] == 0 end end end end eme_ebs_discard_equip(item) refresh end def set_amount_wearing(set_id) return @item_sets[set_id] end def set_check item_set_reset_all reset_bonuses @active_sets.each{|set| change_bonuses(set) unless set == nil} end def change_bonuses(set_id) return if set_id == 0 or set_amount_wearing(set_id) == 0 EME::Set_Bonuses[set_id].each_key{|key| if set_amount_wearing(set_id) >= key for g in 0...EME::Set_Bonuses[set_id][key].size sort = EME::Set_Bonuses[set_id][key][g][0] stat = EME::Set_Bonuses[set_id][key][g][1] stat_bonus = EME::Set_Bonuses[set_id][key][g][2] case EME::Set_Bonuses[set_id][key][g][0] when 0 sets_param_change(stat, stat_bonus) when 1 sets_per_param_change(stat, stat_bonus) when 2 sets_xparam_change(stat, stat_bonus) when 3 sets_sparam_change(stat, stat_bonus) when 4 next if skill_learn?(stat_bonus) @skill_from_sets = true learn_skill(stat_bonus) @ees_skills.push(stat_bonus) when 5 stat -= 1 sets_element_rate_change(stat, stat_bonus) when 6 stat -= 1 sets_debuff_rate_change(stat, stat_bonus) when 7 stat -= 1 sets_state_rate_change(stat, stat_bonus) when 8 sets_state_resist_change(stat, stat_bonus) when 9 sets_atk_elements_change(stat, stat_bonus) when 10 sets_atk_states_change(stat) if stat_bonus > 0 sets_atk_states_rate_change(stat, stat_bonus) when 11 if stat < 2 change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false)) elsif stat < 4 change_sets_additional_atypes(stat_bonus, (stat == 2)) elsif stat == 4 @eme_ebs_two_swords_style = true end when 12 sets_atk_specials_change(stat, stat_bonus) when 13 add_sets_skill_types(stat, stat_bonus) when 14 add_sets_sealed_skill_types(stat, stat_bonus) when 15 add_sets_sealed_skills(stat, stat_bonus) when 16 add_sets_fixed_equip_types(stat, stat_bonus) when 17 add_sets_sealed_equip_types(stat, stat_bonus) when 18 stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat) when 19 stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat) when 20 case stat when 0 set_bonus_max_tp(stat_bonus) when 1 set_atk_skill(stat_bonus) when 2 set_grd_skill(stat_bonus) end end end end } end #-------------------------------------------# # LABEL FOR AUTHOR # # Don't mind this ;) # #-------------------------------------------# def reset_bonuses @sets_param_plus = [0] * 8 @sets_per_param_plus = [0] * 8 @sets_xparam_plus = [0] * 10 @sets_sparam_plus = [0] * 10 @sets_element_rate = [0] * (EME::MAX_ELEMENTS) @sets_debuff_rate = [0] * 8 @sets_state_rate = [0] * ($data_states.size + 1) @sets_state_resist = [] @sets_state_resist_remove = [] @sets_atk_elements = [] @sets_atk_elements_remove = [] @sets_atk_states = [] @sets_atk_states_rate = [0] * $data_states.size @sets_atk_speed_plus = 0 @sets_atk_times_plus = 0 @sets_skill_types = [] @sets_skill_types_remove = [] @sets_sealed_skill_types = [] @sets_sealed_skill_types_remove = [] @sets_sealed_skills = [] @sets_sealed_skills_remove = [] @sets_fixed_equip_types = [] @sets_fixed_equip_types_remove = [] @sets_sealed_equip_types = [] @sets_sealed_equip_types_remove = [] @ees_added_special_flags = [] @ees_removed_special_flags = [] @ees_added_party_abilities = [] @ees_removed_party_abilities = [] @ees_bonus_max_tp = 0 @new_atk_skill = nil @new_grd_skill = nil @ees_skills = [] @sets_wtypes = [] @sets_atypes = [] @sets_removed_wtypes = [] @sets_removed_atypes = [] @eme_ebs_two_swords_style = false end def sets_param_plus(param_id) @sets_param_plus[param_id] end def sets_param_change(param_id, value) @sets_param_plus[param_id] += value end def sets_per_param_plus(param_id) value = param_base(param_id) + param_plus(param_id) value *= @sets_per_param_plus[param_id] / 100 return value end def sets_per_param_change(param_id, value) @sets_per_param_plus[param_id] += value end def sets_xparam_plus(param_id) @sets_xparam_plus[param_id] end def sets_xparam_change(param_id, value) @sets_xparam_plus[param_id] += value end def sets_sparam_plus(param_id) @sets_sparam_plus[param_id] end def sets_sparam_change(param_id, value) @sets_sparam_plus[param_id] += value end def sets_element_rate(element_id) @sets_element_rate[element_id] end def sets_element_rate_change(element_id, value) @sets_element_rate[element_id] += value end def sets_debuff_rate(param_id) @sets_debuff_rate[param_id] end def sets_debuff_rate_change(param_id, value) @sets_debuff_rate[param_id] += value end def sets_state_rate(state_id) @sets_state_rate[state_id] end def sets_state_rate_change(state_id, value) @sets_state_rate[state_id] += value end def sets_state_resist(state_id) @sets_state_resist[state_id] end def sets_state_resist_remove(state_id) @sets_state_resist_remove[state_id] end def sets_state_resist_change(state_id, value) value >= 0 ? (@sets_state_resist.push(state_id) unless @sets_state_resist.include?(state_id)) : (@sets_state_resist_remove.delete(state_id) unless @sets_state_resist_remove.include?(state_id)) end def sets_atk_elements(element_id) @sets_atk_elements[element_id] end def sets_atk_elements_remove(element_id) @sets_atk_elements_remove[element_id] end def sets_atk_elements_change(element_id, value) value >= 0 ? (@sets_atk_elements.push(element_id) unless @sets_atk_elements.include?(element_id)) : (@sets_attack_elements_remove.delete(element_id) unless @sets_atk_elements_remove.include?(element_id)) end def sets_atk_states(state_id) @sets_atk_states[state_id] end def sets_atk_states_change(state_id) @sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id) end def sets_atk_states_rate(state_id) @sets_atk_states_rate[state_id] end def sets_atk_states_rate_change(state_id, value) @sets_atk_states_rate[state_id] += value end def sets_atk_speed_plus @sets_atk_speed_plus end def sets_atk_times_plus @sets_atk_times_plus end def sets_atk_specials_change(parameter, value) parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value end def sets_skill_types(skill_type_id) @sets_skill_types[skill_type_id] end def sets_skill_types_remove(skill_type_id) @sets_skill_types_remove[skill_type_id] end def add_sets_skill_types(skill_type_id, value) value >= 0 ? (@sets_skill_types.push(skill_type_id) unless @sets_skill_types.include?(skill_type_id)) : (@sets_skill_types_remove.delete(skill_type_id) unless @sets_skill_types_remove.include?(skill_type_id)) end def sets_sealed_skill_types(skill_type_id) @sets_sealed_skill_types[skill_type_id] end def sets_sealed_skill_types_remove(skill_type_id) @sets_sealed_skill_types_remove[skill_type_id] end def add_sealed_skill_types(skill_type_id, value) value >= 0 ? (@sets_sealed_skill_types.push(skill_type_id) unless @sets_sealed_skill_types.include?(skill_type_id)) : (@sets_sealed_skill_types_remove.delete(skill_type_id) unless @sets_sealed_skill_types_remove.include?(skill_type_id)) end def sets_sealed_skills(skill_id) @sets_sealed_skills[skill_id] end def sets_sealed_skills_remove(skill_id) @sets_sealed_skills_remove[skill_id] end def add_sets_sealed_skills(skill_id, value) value > 0 ? (@sets_sealed_skills.push(skill_id) unless @sets_sealed_skills.include?(skill_id)) : (@sets_attack_elements_remove.delete(skill_id) unless @sets_sealed_skills_remove.include?(skill_id)) end def sets_additional_wtypes @sets_wtypes end def sets_additional_atypes @sets_atypes end def sets_removed_wtypes @sets_removed_wtypes end def sets_removed_atypes @sets_removed_atypes end def change_sets_additional_wtypes(wtype_id, positive_change = true) positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id) end def change_sets_additional_atypes(atype_id, positive_change = true) positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id) end def sets_fixed_equip_types(equip_type_id) @sets_fixed_equip_types[equip_type_id] end def sets_fixed_equip_types_remove(equip_type_id) @sets_fixed_equip_types_remove[equip_type_id] end def add_fixed_equip_types(equip_type_id, value) value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id) end def sets_sealed_equip_types(equip_type_id) @sets_sealed_equip_types[equip_type_id] end def sets_sealed_equip_types_remove(equip_type_id) @sets_sealed_equip_types_remove[equip_type_id] end def add_sealed_equip_types(equip_type_id, value) value > 0 ? (@sets_sealed_equip_types.push(equip_type_id) unless @sets_sealed_equip_types.include?(equip_type_id)) : (@sets_sealed_equip_types_remove.delete(equip_type_id) unless @sets_sealed_equip_types_remove.include?(equip_type_id)) end def change_special_flags(flag_id, negative = false) !negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id) end def change_party_abilities(ability_id, negative = false) !negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id) end def set_bonus_max_tp(value) @ees_bonus_max_tp += value end def set_atk_skill(skill_id) @new_atk_skill = skill_id end def set_grd_skill(skill_id) @new_grd_skill = skill_id end #-------------------------------------------# # 'NOTHER LABEL FOR AUTHOR # # Don't mind this ;) # #-------------------------------------------# def param(param_id) value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max value *= param_rate(param_id) * param_buff_rate(param_id) [[value, param_max(param_id)].min, param_min(param_id)].max.to_i end alias eme_ebs_xparam xparam def xparam(xparam_id) value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100 return value end alias eme_ebs_sparam sparam def sparam(sparam_id) value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100 return value end alias eme_ebs_element_rate element_rate def element_rate(element_id) value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100 return value end alias eme_ebs_debuff_rate debuff_rate def debuff_rate(param_id) value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100 return value end alias eme_ebs_state_rate state_rate def state_rate(state_id) value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100 return value end alias eme_ebs_state_resist_set state_resist_set def state_resist_set value = eme_ebs_state_resist_set @sets_state_resist.each{|state| value.push(state) unless value.include?(element)} @sets_state_resist_remove.each{|state| value.delete(state)} return value end alias eme_ebs_atk_elements atk_elements def atk_elements value = eme_ebs_atk_elements @sets_atk_elements.each{|element| value.push(element) unless value.include?(element)} @sets_atk_elements_remove.each{|element| value.delete(element)} return value end alias eme_ebs_atk_states atk_states def atk_states value = eme_ebs_atk_states @sets_atk_states.each{|state| value.push(@sets_atk_states[i]) } return value end alias eme_ebs_atk_states_rate atk_states_rate def atk_states_rate(state_id) value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100 return value end alias eme_ebs_atk_speed atk_speed def atk_speed value = eme_ebs_atk_speed + sets_atk_speed_plus / 100 return value end alias eme_ebs_atk_times atk_times_add def atk_times_add value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max return value end alias eme_ebs_dual_wield? dual_wield? def dual_wield? return true if @eme_ebs_two_swords_style eme_ebs_dual_wield? end alias eme_ebs_added_skill_types added_skill_types def added_skill_types value = eme_ebs_added_skill_types @sets_skill_types.each{|sk_type| value.push(sk_type)} @sets_skill_types_remove.each{|sk_type| value.delete(sk_type)} return value end def skill_type_sealed?(stype_id) value = features_set(FEATURE_STYPE_SEAL) @sets_sealed_skill_types.each{|sk_type| value.push(sk_type)} @sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)} return true if value.include?(stype_id) end def skill_sealed?(skill_id) value = features_set(FEATURE_SKILL_SEAL) @sets_sealed_skills.each{|skill| value.push(skill)} @sets_sealed_skills_remove.each{|skill| value.delete(skill)} return true if value.include?(skill_id) end def equip_wtype_ok?(wtype_id) value = features_set(FEATURE_EQUIP_WTYPE) @sets_wtypes.each{|w_type| value.push(w_type)} @sets_removed_wtypes.each{|w_type| value.delete(w_type)} return true if value.include?(wtype_id) end def equip_atype_ok?(atype_id) value = features_set(FEATURE_EQUIP_ATYPE) @sets_atypes.each{|a_type| value.push(a_type)} @sets_removed_atypes.each{|a_type| value.delete(a_type)} return true if value.include?(atype_id) end def equip_type_fixed?(etype_id) value = features_set(FEATURE_EQUIP_FIX) @sets_fixed_equip_types.each{|e_type| value.push(e_type)} @sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)} return true if value.include?(etype_id) end def equip_type_sealed?(etype_id) value = features_set(FEATURE_EQUIP_SEAL) @sets_sealed_equip_types.each{|e_type| value.push(e_type)} @sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)} return true if value.include?(etype_id) end alias eme_ees_special_flag special_flag def special_flag(flag_id) return false if @ees_removed_special_flags.include?(flag_id) return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id) end alias eme_ees_party_ability party_ability def party_ability(ability_id) return false if @ees_removed_party_abilities.include?(ability_id) return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id) end alias eme_ees_max_tp max_tp def max_tp return eme_ees_max_tp + @ees_bonus_max_tp end alias eme_ees_attack_skill attack_skill_id def attack_skill_id return @new_atk_skill unless @new_atk_skill == nil return eme_ees_attack_skill end alias eme_ees_guard_skill guard_skill_id def guard_skill_id return @new_grd_skill unless @new_grd_skill == nil return eme_ees_guard_skill end end