- payoumorfotMembre
- Nombre de messages : 4
Age : 29
Localisation : Quelque part en Isère
Distinction : aucune
Date d'inscription : 11/07/2016
Problème de Classe
Dim 9 Oct 2016 - 17:53
Bonjour ou bonsoir à vous ^^
J'ai un petit soucis avec un des scripts que j'utilise, il s'agit du magnifique Script de Yanfly Engine Ace - Class System.
J'ai remarqué un petit détail qui m'a foi est assez embêtant, quand un de mes personnages apprend un skill grâce à une classe
Je lui change de classe pour une raison x ou y
il le conserve même en changeant de classe !
(Ouch la faute sur le screen 3)
Je trouve ça problématique car si je laisse ça comme ça, les personnage vont être overshitter et c'est pas intéressant quoi.
Est ce qu'il y a moyen de limité les skills aux classes associés ? Si oui on le modifie où ? dans le script ou d'une autre façon ?
Voici le script en question :
Voilà je vous remercie d'avance ^^
J'ai un petit soucis avec un des scripts que j'utilise, il s'agit du magnifique Script de Yanfly Engine Ace - Class System.
J'ai remarqué un petit détail qui m'a foi est assez embêtant, quand un de mes personnages apprend un skill grâce à une classe
Je lui change de classe pour une raison x ou y
il le conserve même en changeant de classe !
(Ouch la faute sur le screen 3)
Je trouve ça problématique car si je laisse ça comme ça, les personnage vont être overshitter et c'est pas intéressant quoi.
Est ce qu'il y a moyen de limité les skills aux classes associés ? Si oui on le modifie où ? dans le script ou d'une autre façon ?
Voici le script en question :
- Spoiler:
- #==============================================================================
#
# ▼ Yanfly Engine Ace - Class System v1.09
# -- Last Updated: 2012.01.29
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ClassSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.29 - Visual Bug: Disabled classes now have faded icons.
# 2012.01.08 - Compatibility Update: Learn Skill Engine
# 2012.01.05 - Bug Fixed: Equipment no longer gets duplicated.
# 2012.01.04 - Update: Autobattle will no longer use skills not available to
# that class for specific actors.
# 2012.01.02 - Efficiency Update.
# 2011.12.26 - Added custom command functionality.
# 2011.12.23 - Compatibility Update: Class Specifics.
# 2011.12.22 - Compatibility Update: Ace Menu Engine.
# 2011.12.20 - Compatibility Update: Class Unlock Level.
# 2011.12.19 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script adds the ability for your player to freely change the classes of
# actors outside of battle from a menu. When changing classes, this script
# gives the option for the developer to choose whether or not classes have
# their own levels (causing the actor's level to reset back to the class's
# level) or to maintain the current level. In addition to providing the ability
# to change classes, equipping a subclass is also doable, and the mechanics of
# having a subclass can also be defined within this script.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
#
#
# This will set the default classes as unlocked for the actor. This does not
# override the default classes unlocked in the module, but instead, adds on
# to the number of unlocked classes.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
#
# Sets the icon representing the class to x.
#
#
# string
#
# Sets the text used for the help window in the class scene. Multiple lines in
# the notebox will be strung together. Use | for a line break.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].unlock_class(y)
# This allows actor x to unlock class y, making it available for switching in
# and out in the Class scene.
#
# $game_actors[x].remove_class(y)
# This causes actor x to remove class y from being able to switch to and from.
# If the actor is currently class y, the class will not be removed. If the
# actor's current subclass is y, the subclass will be unequipped.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module CLASS_SYSTEM
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Class Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are the general settings regarding the whole script. They control
# various rules and regulations that this script undergoes. These settings
# will also determine what a subclass can do for a player.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CLASS_MENU_TEXT = "Classe" # Text that appears in the Main Menu.
MAINTAIN_LEVELS = false # Maintain through all classes. Default: false.
DEFAULT_UNLOCKS = [ 1, 3, 5, 7, 9, 11, 13, 14, 15, 16] # Classes unlocked by default.
# The display between a primary class and a subclass when written in a
# window will appear as such.
SUBCLASS_TEXT = "%s/%s"
# This adjusts the stat rate inheritance for an actor if an actor has a
# subclass equipped. If you want to disable this, set the rate to 0.0.
SUBCLASS_STAT_RATE = 0.25
# This adds subclass skill types to the available skill types usable.
SUBCLASS_SKILL_TYPES = true
# This adds subclass weapons to equippable weapon types.
SUBCLASS_WEAPON_TYPES = true
# This adds subclass weapons to equippable armour types.
SUBCLASS_ARMOUR_TYPES = true
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Class Scene Commands -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust how the class scene appears. Here, you can adjust
# the command list and the order at which items appear. These are mostly
# visual settings. Adjust them as you see fit.
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :primary Allows the player to change the primary class.
# :subclass Allows the player to change the subclass.
#
# :learn_skill Requires YEA - Learn Skill Engine
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[ # The order at which the menu items are shown.
# [ :command, "Display"],
[ :primary, "Primaire"],
[:subclass, "Sous-Classe"],
[:learn_skill, "Apprendre"],
# [ :custom1, "Custom1"],
# [ :custom2, "Custom2"],
] # Do not remove this.
#--------------------------------------------------------------------------
# - Status Class Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# class menu, use this hash to manage the custom commands for the Class
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_CLASS_COMMANDS ={
# :command => [EnableSwitch, ShowSwitch, Handler Method,
=> [ 0, 0, :command_name1],
:custom2 => [ 0, 0, :command_name2],
} # Do not remove this.
# These settings adjust the colour displays for classes.
CURRENT_CLASS_COLOUR = 17 # "Window" colour used for current class.
SUBCLASS_COLOUR = 4 # "Window" colour used for subclass.
# This adjusts the display for class levels if MAINTAIN_LEVELS is false.
CLASS_LEVEL = "LV%s" # Text display for level.
LEVEL_FONT_SIZE = 16 # Font size used for level.
# This array sets the order of how classes are ordered in the class listing
# window. Any class ID's unlisted will not be shown.
CLASS_ORDER = [41..999, 1..40]
# This adjusts the font size for the Parameters window.
PARAM_FONT_SIZE = 20
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Switch Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are the switches that govern whether or not certain menu items will
# appear and/or will be enabled. By binding them to a Switch, you can just
# set the Switch ON/OFF to show/hide or enable/disable a menu command. If
# you do not wish to use this feature, set these commands to 0.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH_SHOW_CLASS = 0 # Switch that shows Class in Main Menu.
SWITCH_ENABLE_CLASS = 0 # Switch that enables Class in Main Menu.
SWITCH_SHOW_PRIMARY = 0 # Switch that shows Subclass in Class Menu.
SWITCH_ENABLE_PRIMARY = 0 # Switch that enables Subclass in Class Menu.
SWITCH_SHOW_SUBCLASS = 0 # Switch that shows Subclass in Class Menu.
SWITCH_ENABLE_SUBCLASS = 0 # Switch that enables Subclass in Class Menu.
end # CLASS_SYSTEM
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module CLASS_SYSTEM
module_function
#--------------------------------------------------------------------------
# convert_integer_array
#--------------------------------------------------------------------------
def convert_integer_array(array)
result = []
array.each { |i|
case i
when Range; result |= i.to_a
when Integer; result |= [i]
end }
return result
end
#--------------------------------------------------------------------------
# converted_contants
#--------------------------------------------------------------------------
DEFAULT_UNLOCKS = convert_integer_array(DEFAULT_UNLOCKS)
CLASS_ORDER = convert_integer_array(CLASS_ORDER)
end # CLASS_SYSTEM
module REGEXP
module ACTOR
UNLOCKED_CLASSES =
/<(?:UNLOCKED_CLASSES|unlocked classes):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # ACTOR
module CLASS
ICON_INDEX = /<(?:ICON_INDEX|icon index|icon):[ ](\d+)>/i
HELP_DESCRIPTION_ON = /<(?:HELP_DESCRIPTION|help description)>/i
HELP_DESCRIPTION_OFF = /<\/(?:HELP_DESCRIPTION|help description)>/i
end # CLASS
end # REGEXP
end # YEA
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.class_show
#--------------------------------------------------------------------------
def self.class_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS]
end
#--------------------------------------------------------------------------
# self.class_enable
#--------------------------------------------------------------------------
def self.class_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS]
end
#--------------------------------------------------------------------------
# self.primary_show
#--------------------------------------------------------------------------
def self.primary_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY]
end
#--------------------------------------------------------------------------
# self.primary_enable
#--------------------------------------------------------------------------
def self.primary_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY]
end
#--------------------------------------------------------------------------
# self.subclass_show
#--------------------------------------------------------------------------
def self.subclass_show
return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS]
end
#--------------------------------------------------------------------------
# self.subclass_enable
#--------------------------------------------------------------------------
def self.subclass_enable
return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS <= 0
return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS]
end
end # Switch
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <def self.load_database
load_database_cs
load_notetags_cs
end
#--------------------------------------------------------------------------
# new method: load_notetags_cs
#--------------------------------------------------------------------------
def self.load_notetags_cs
groups = [$data_actors, $data_classes]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_cs
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Actor
#==============================================================================
class RPG::Actor < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :unlocked_classes
#--------------------------------------------------------------------------
# common cache: load_notetags_cs
#--------------------------------------------------------------------------
def load_notetags_cs
@unlocked_classes = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ACTOR::UNLOCKED_CLASSES
$1.scan(/\d+/).each { |num|
@unlocked_classes.push(num.to_i) if num.to_i > 0 }
#---
end
} # self.note.split
#---
end
end # RPG::Actor
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :icon_index
#--------------------------------------------------------------------------
# common cache: load_notetags_cs
#--------------------------------------------------------------------------
def load_notetags_cs
@icon_index = 0
@help_description_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::ICON_INDEX
@icon_index = $1.to_i
#---
when YEA::REGEXP::CLASS::HELP_DESCRIPTION_ON
@help_description_on = true
when YEA::REGEXP::CLASS::HELP_DESCRIPTION_OFF
@help_description_on = false
#---
else
@description += line.to_s if @help_description_on
end
} # self.note.split
#---
@description.gsub!(/[|]/i) { "\n" }
end
end # RPG::Class
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_class_index
attr_accessor :scene_class_oy
end # Game_Temp
#==============================================================================
# ■ Game_Action
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# alias method: valid?
#--------------------------------------------------------------------------
alias game_action_valid_cs valid?
def valid?
return false if check_auto_battle_class
return game_action_valid_cs
end
#--------------------------------------------------------------------------
# new method: check_auto_battle_class
#--------------------------------------------------------------------------
def check_auto_battle_class
return false unless subject.actor?
return false unless subject.auto_battle?
return false if item.nil?
return false if subject.added_skill_types.include?(item.stype_id)
return false if item.id == subject.attack_skill_id
return true
end
end # Game_Action
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :temp_flag
#--------------------------------------------------------------------------
# alias method: added_skill_types
#--------------------------------------------------------------------------
alias game_battlerbase_added_skill_types_cs added_skill_types
def added_skill_types
result = game_battlerbase_added_skill_types_cs
result |= subclass_skill_types
return result
end
#--------------------------------------------------------------------------
# new method: subclass_skill_types
#--------------------------------------------------------------------------
def subclass_skill_types; return []; end
#--------------------------------------------------------------------------
# alias method: equip_wtype_ok?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_wtype_ok_cs equip_wtype_ok?
def equip_wtype_ok?(wtype_id)
return true if subclass_equip_wtype?(wtype_id)
return game_battlerbase_equip_wtype_ok_cs(wtype_id)
end
#--------------------------------------------------------------------------
# new method: subclass_equip_wtype?
#--------------------------------------------------------------------------
def subclass_equip_wtype?(wtype_id); return false; end
#--------------------------------------------------------------------------
# alias method: equip_atype_ok?
#--------------------------------------------------------------------------
alias game_battlerbase_equip_atype_ok_cs equip_atype_ok?
def equip_atype_ok?(atype_id)
return true if subclass_equip_atype?(atype_id)
return game_battlerbase_equip_atype_ok_cs(atype_id)
end
#--------------------------------------------------------------------------
# new method: subclass_equip_atype?
#--------------------------------------------------------------------------
def subclass_equip_atype?(atype_id); return false; end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_actor_setup_cs setup
def setup(actor_id)
game_actor_setup_cs(actor_id)
init_unlocked_classes
init_subclass
end
#--------------------------------------------------------------------------
# new method: init_unlocked_classes
#--------------------------------------------------------------------------
def init_unlocked_classes
@unlocked_classes = actor.unlocked_classes.clone
@unlocked_classes.push(@class_id) if !@unlocked_classes.include?(@class_id)
@unlocked_classes.sort!
end
#--------------------------------------------------------------------------
# new method: init_subclass
#--------------------------------------------------------------------------
def init_subclass
@subclass_id = 0
end
#--------------------------------------------------------------------------
# new method: unlocked_classes
#--------------------------------------------------------------------------
def unlocked_classes
init_unlocked_classes if @unlocked_classes.nil?
return @unlocked_classes
end
#--------------------------------------------------------------------------
# new method: unlock_class
#--------------------------------------------------------------------------
def unlock_class(class_id)
init_unlocked_classes if @unlocked_classes.nil?
return if @unlocked_classes.include?(class_id)
@unlocked_classes.push(class_id)
learn_class_skills(class_id)
end
#--------------------------------------------------------------------------
# new method: remove_class
#--------------------------------------------------------------------------
def remove_class(class_id)
init_unlocked_classes if @unlocked_classes.nil?
return if class_id == @class_id
@unlocked_classes.delete(class_id)
@subclass_id = 0 if class_id == @subclass_id
refresh
end
#--------------------------------------------------------------------------
# new method: subclass
#--------------------------------------------------------------------------
def subclass
init_subclass if @subclass_id.nil?
return $data_classes[@subclass_id]
end
#--------------------------------------------------------------------------
# alias method: change_class
#--------------------------------------------------------------------------
alias game_actor_change_class_cs change_class
def change_class(class_id, keep_exp = false)
@subclass_id = 0 if @subclass_id == class_id
game_actor_change_class_cs(class_id, keep_exp)
learn_class_skills(class_id)
unlock_class(class_id)
end
#--------------------------------------------------------------------------
# new method: learn_class_skills
#--------------------------------------------------------------------------
def learn_class_skills(class_id)
return if class_id <= 0
return if $data_classes[class_id].nil?
$data_classes[class_id].learnings.each do |learning|
learn_skill(learning.skill_id) if learning.level == class_level(class_id)
end
end
#--------------------------------------------------------------------------
# new method: change_subclass
#--------------------------------------------------------------------------
def change_subclass(class_id)
return if class_id == @class_id
unlock_class(class_id)
@subclass_id = @subclass_id == class_id ? 0 : class_id
learn_class_skills(@subclass_id)
refresh
end
#--------------------------------------------------------------------------
# new method: class_level
#--------------------------------------------------------------------------
def class_level(class_id)
return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
temp_class = $data_classes[class_id]
@exp[class_id] = 0 if @exp[class_id].nil?
n = 1
loop do
break if temp_class.exp_for_level(n+1) > @exp[class_id]
n += 1
end
return n
end
#--------------------------------------------------------------------------
# new method: subclass_level
#--------------------------------------------------------------------------
def subclass_level
return 0 if @subclass_id == 0
return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
return class_level(@subclass_id)
end
#--------------------------------------------------------------------------
# alias method: param_base
#--------------------------------------------------------------------------
alias game_actor_param_base_cs param_base
def param_base(param_id)
result = game_actor_param_base_cs(param_id)
unless subclass.nil?
subclass_rate = YEA::CLASS_SYSTEM::SUBCLASS_STAT_RATE
slevel = subclass_level
result += subclass.params[param_id, slevel] * subclass_rate
end
return result.to_i
end
#--------------------------------------------------------------------------
# new method: subclass_skill_types
#--------------------------------------------------------------------------
def subclass_skill_types
return [] unless YEA::CLASS_SYSTEM::SUBCLASS_SKILL_TYPES
return [] if subclass.nil?
array = []
for feature in subclass.features
next unless feature.code == FEATURE_STYPE_ADD
next if features_set(FEATURE_STYPE_ADD).include?(feature.data_id)
array.push(feature.data_id)
end
return array
end
#--------------------------------------------------------------------------
# new method: subclass_equip_wtype?
#--------------------------------------------------------------------------
def subclass_equip_wtype?(wtype_id)
return false unless YEA::CLASS_SYSTEM::SUBCLASS_WEAPON_TYPES
return false if subclass.nil?
for feature in subclass.features
next unless feature.code == FEATURE_EQUIP_WTYPE
return true if wtype_id == feature.data_id
end
return super
end
#--------------------------------------------------------------------------
# new method: subclass_equip_atype?
#--------------------------------------------------------------------------
def subclass_equip_atype?(atype_id)
return false unless YEA::CLASS_SYSTEM::SUBCLASS_ARMOUR_TYPES
return false if subclass.nil?
for feature in subclass.features
next unless feature.code == FEATURE_EQUIP_ATYPE
return true if atype_id == feature.data_id
end
return super
end
#--------------------------------------------------------------------------
# alias method: release_unequippable_items
#--------------------------------------------------------------------------
alias game_actor_release_unequippable_items_cs release_unequippable_items
def release_unequippable_items(item_gain = true)
item_gain = false if @temp_flag
game_actor_release_unequippable_items_cs(item_gain)
end
end # Game_Actor
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# overwrite method: command_321
#--------------------------------------------------------------------------
def command_321
actor = $game_actors[@params[0]]
if actor && $data_classes[@params[1]]
maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
actor.change_class(@params[1], maintain)
end
end
end # Game_Interpreter
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: draw_actor_class
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
if actor.subclass.nil?
text = actor.class.name
else
fmt = YEA::CLASS_SYSTEM::SUBCLASS_TEXT
text = sprintf(fmt, actor.class.name, actor.subclass.name)
end
draw_text(x, y, width, line_height, text)
end
end # Window_Base
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: add_formation_command
#--------------------------------------------------------------------------
alias window_menucommand_add_formation_command_cs add_formation_command
def add_formation_command
add_class_command unless $imported["YEA-AceMenuEngine"]
window_menucommand_add_formation_command_cs
end
#--------------------------------------------------------------------------
# new method: add_class_command
#--------------------------------------------------------------------------
def add_class_command
return unless Switch.class_show
text = YEA::CLASS_SYSTEM::CLASS_MENU_TEXT
add_command(text, :class, Switch.class_enable)
end
end # Window_MenuCommand
#==============================================================================
# ■ Window_ClassCommand
#==============================================================================
class Window_ClassCommand < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y)
@actor = nil
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# item_window=
#--------------------------------------------------------------------------
def item_window=(window)
@item_window = window
end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @actor.nil?
for command in YEA::CLASS_SYSTEM::COMMANDS
case command[0]
when :primary
next unless Switch.primary_show
add_command(command[1], command[0], Switch.primary_enable)
when :subclass
next unless Switch.subclass_show
add_command(command[1], command[0], Switch.subclass_enable)
when :learn_skill
next unless $imported["YEA-LearnSkillEngine"]
add_learn_skill_command
else
process_custom_command(command)
end
end
if !$game_temp.scene_class_index.nil?
select($game_temp.scene_class_index)
self.oy = $game_temp.scene_class_oy
end
$game_temp.scene_class_index = nil
$game_temp.scene_class_oy = nil
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.scene_class_index = index
$game_temp.scene_class_oy = self.oy
super
end
#--------------------------------------------------------------------------
# process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS.include?(command[0])
show = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][1]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = command[1]
switch = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][0]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command[0], enabled)
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_visible_windows
end
#--------------------------------------------------------------------------
# update_visible_windows
#--------------------------------------------------------------------------
def update_visible_windows
return if @current_index == current_symbol
@current_index = current_symbol
@item_window.refresh unless @item_window.nil?
end
#--------------------------------------------------------------------------
# add_learn_skill_command
#--------------------------------------------------------------------------
def add_learn_skill_command
return unless Switch.show_learn_skill
name = YEA::LEARN_SKILL::COMMAND_NAME
add_command(name, :learn_skill, true)
end
end # Window_ClassCommand
#==============================================================================
# ■ Window_ClassStatus
#==============================================================================
class Window_ClassStatus < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, fitting_height(4))
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; Graphics.width - 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return if @actor.nil?
draw_actor_face(@actor, 0, 0)
draw_actor_simple_status(@actor, 108, line_height / 2)
end
end # Window_ClassStatus
#==============================================================================
# ■ Window_ClassParam
#==============================================================================
class Window_ClassParam < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, Graphics.height - dy)
@actor = nil
@temp_actor = nil
refresh
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width * 2 / 5; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
8.times {|i| draw_item(0, line_height * i, i) }
end
#--------------------------------------------------------------------------
# set_temp_actor
#--------------------------------------------------------------------------
def set_temp_actor(temp_actor)
return if @temp_actor == temp_actor
@temp_actor = temp_actor
refresh
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(dx, dy, param_id)
draw_background_colour(dx, dy)
draw_param_name(dx + 4, dy, param_id)
draw_current_param(dx + 4, dy, param_id) if @actor
drx = (contents.width + 22) / 2
draw_right_arrow(drx, dy)
draw_new_param(drx + 22, dy, param_id) if @temp_actor
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_background_colour
#--------------------------------------------------------------------------
def draw_background_colour(dx, dy)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)
contents.fill_rect(rect, colour)
end
#--------------------------------------------------------------------------
# overwrite method: draw_param_name
#--------------------------------------------------------------------------
def draw_param_name(dx, dy, param_id)
contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
change_color(system_color)
draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
end
#--------------------------------------------------------------------------
# overwrite method: draw_current_param
#--------------------------------------------------------------------------
def draw_current_param(dx, dy, param_id)
change_color(normal_color)
dw = (contents.width + 22) / 2
draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_right_arrow
#--------------------------------------------------------------------------
def draw_right_arrow(x, y)
change_color(system_color)
draw_text(x, y, 22, line_height, "→", 1)
end
#--------------------------------------------------------------------------
# draw_new_param
#--------------------------------------------------------------------------
def draw_new_param(dx, dy, param_id)
contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
new_value = @temp_actor.param(param_id)
change_color(param_change_color(new_value - @actor.param(param_id)))
draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
reset_font_settings
end
end # Window_ClassParam
#==============================================================================
# ■ Window_ClassList
#==============================================================================
class Window_ClassList < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
dw = Graphics.width - (Graphics.width * 2 / 5)
dh = Graphics.height - dy
super(dx, dy, dw, dh)
@actor = nil
@command_window = nil
@status_window
@data = []
end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
@last_item = nil
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# command_window=
#--------------------------------------------------------------------------
def command_window=(command_window)
@command_window = command_window
end
#--------------------------------------------------------------------------
# status_window=
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return @data ? @data.size : 1; end
#--------------------------------------------------------------------------
# item
#--------------------------------------------------------------------------
def item; return @data && index >= 0 ? @data[index] : nil; end
#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?; return enable?(@data[index]); end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(item)
return true if YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
return @actor.unlocked_classes.include?(item.id)
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(item)
return false if item == @actor.class
return true
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
@data = []
for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
next if $data_classes[class_id].nil?
item = $data_classes[class_id]
@data.push(item) if include?(item)
end
end
#--------------------------------------------------------------------------
# select_last
#--------------------------------------------------------------------------
def select_last
case @command_window.current_symbol
when :primary
select(@data.index(@actor.class))
when :subclass
select(0) if @actor.subclass.nil?
select(@data.index(@actor.subclass)) unless @actor.subclass.nil?
else
select(0)
end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
return if item.nil?
rect = item_rect(index)
rect.width -= 4
reset_font_settings
set_item_colour(item)
draw_class_icon(item, rect)
draw_class_name(item, rect)
draw_class_level(item, rect)
end
#--------------------------------------------------------------------------
# set_item_colour
#--------------------------------------------------------------------------
def set_item_colour(item)
if item == @actor.class
change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
elsif item == @actor.subclass
change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
else
change_color(normal_color, enable?(item))
end
end
#--------------------------------------------------------------------------
# draw_class_icon
#--------------------------------------------------------------------------
def draw_class_icon(item, rect)
icon = item.icon_index
draw_icon(icon, rect.x, rect.y, enable?(item))
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_class_name(item, rect)
text = item.name
draw_text(24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# draw_class_level
#--------------------------------------------------------------------------
def draw_class_level(item, rect)
return if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
return if @actor.nil?
level = @actor.class_level(item.id)
contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
return if @actor.nil?
return if @status_window.nil?
update_param_window
end
#--------------------------------------------------------------------------
# update_param_window
#--------------------------------------------------------------------------
def update_param_window
return if @last_item == item
@last_item = item
class_id = item.nil? ? @actor.class_id : item.id
temp_actor = Marshal.load(Marshal.dump(@actor))
temp_actor.temp_flag = true
case @command_window.current_symbol
when :primary
temp_actor.change_class(class_id, YEA::CLASS_SYSTEM::MAINTAIN_LEVELS)
when :subclass
temp_actor.change_subclass(class_id)
end
@status_window.set_temp_actor(temp_actor)
end
#--------------------------------------------------------------------------
# update_class
#--------------------------------------------------------------------------
def update_class
@last_item = nil
update_help
refresh
activate
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
end # Window_ClassList
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_menu_create_command_window_cs create_command_window
def create_command_window
scene_menu_create_command_window_cs
@command_window.set_handler(:class, method(:command_personal))
end
#--------------------------------------------------------------------------
# alias method: on_personal_ok
#--------------------------------------------------------------------------
alias scene_menu_on_personal_ok_cs on_personal_ok
def on_personal_ok
case @command_window.current_symbol
when :class
SceneManager.call(Scene_Class)
else
scene_menu_on_personal_ok_cs
end
end
end # Scene_Menu
#==============================================================================
# ■ Scene_Class
#==============================================================================
class Scene_Class < Scene_MenuBase
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_command_window
create_status_window
create_param_window
create_item_window
relocate_windows
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_ClassCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.actor = @actor
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:primary, method(:command_class_change))
@command_window.set_handler(:subclass, method(:command_class_change))
process_custom_class_commands
return if $game_party.in_battle
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
@command_window.set_handler(:learn_skill, method(:command_learn_skill))
end
#--------------------------------------------------------------------------
# process_custom_class_commands
#--------------------------------------------------------------------------
def process_custom_class_commands
for command in YEA::CLASS_SYSTEM::COMMANDS
next unless YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS.include?(command[0])
called_method = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][2]
@command_window.set_handler(command[0], method(called_method))
end
end
#--------------------------------------------------------------------------
# create_status_window
#--------------------------------------------------------------------------
def create_status_window
wy = @help_window.height
@status_window = Window_ClassStatus.new(@command_window.width, wy)
@status_window.viewport = @viewport
@status_window.actor = @actor
end
#--------------------------------------------------------------------------
# create_param_window
#--------------------------------------------------------------------------
def create_param_window
dx = Graphics.width - (Graphics.width * 2 / 5)
dy = @status_window.y + @status_window.height
@param_window = Window_ClassParam.new(dx, dy)
@param_window.viewport = @viewport
@param_window.actor = @actor
end
#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
dy = @status_window.y + @status_window.height
@item_window = Window_ClassList.new(0, dy)
@item_window.help_window = @help_window
@item_window.command_window = @command_window
@item_window.status_window = @param_window
@item_window.viewport = @viewport
@item_window.actor = @actor
@command_window.item_window = @item_window
@item_window.set_handler(:ok, method(:on_class_ok))
@item_window.set_handler(:cancel, method(:on_class_cancel))
end
#--------------------------------------------------------------------------
# relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return unless $imported["YEA-AceMenuEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@param_window.y = @command_window.y + @command_window.height
when 1 # Middle
@command_window.y = 0
@help_window.y = @command_window.height
@param_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@param_window.y = @command_window.height
@help_window.y = @param_window.y + @param_window.height
end
@status_window.y = @command_window.y
@item_window.y = @param_window.y
end
#--------------------------------------------------------------------------
# on_actor_change
#--------------------------------------------------------------------------
def on_actor_change
@command_window.actor = @actor
@status_window.actor = @actor
@param_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end
#--------------------------------------------------------------------------
# command_class_change
#--------------------------------------------------------------------------
def command_class_change
@item_window.activate
@item_window.select_last
end
#--------------------------------------------------------------------------
# on_class_cancel
#--------------------------------------------------------------------------
def on_class_cancel
@item_window.unselect
@command_window.activate
@param_window.set_temp_actor(nil)
end
#--------------------------------------------------------------------------
# on_class_ok
#--------------------------------------------------------------------------
def on_class_ok
Sound.play_equip
class_id = @item_window.item.id
maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
hp = @actor.hp * 1.0 / @actor.mhp
mp = @actor.mp * 1.0 / [@actor.mmp, 1].max
case @command_window.current_symbol
when :primary
@actor.change_class(class_id, maintain)
when :subclass
@actor.change_subclass(class_id)
else
@item_window.activate
return
end
@actor.hp = (@actor.mhp * hp).to_i
@actor.mp = (@actor.mmp * mp).to_i
@status_window.refresh
@item_window.update_class
end
#--------------------------------------------------------------------------
# new method: command_learn_skill
#--------------------------------------------------------------------------
def command_learn_skill
return unless $imported["YEA-LearnSkillEngine"]
SceneManager.call(Scene_LearnSkill)
end
#--------------------------------------------------------------------------
# command_name1
#--------------------------------------------------------------------------
def command_name1
# Do nothing.
end
#--------------------------------------------------------------------------
# command_name2
#--------------------------------------------------------------------------
def command_name2
# Do nothing.
end
end # Scene_Class
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Voilà je vous remercie d'avance ^^
- RaishiMembre
- Nombre de messages : 125
Age : 27
Localisation : Ailleurs :p
Distinction : aucune
Date d'inscription : 22/05/2016
Re: Problème de Classe
Lun 10 Oct 2016 - 12:37
ah oui effectivement... on comprend pourquoi c'est en rouge, ya que 2 mots justes : "Les" et "de"
sinon je suis pas scripteur mais au moment du changement de classe, tu veux qu'il les supprime (quitte à devoir les regagner après) ou qu'il les rende inutilisables (genre en les grisant) et les fasse redevenir utilisable s'il rechange de classe ?
juste pour preciser
sinon je suis pas scripteur mais au moment du changement de classe, tu veux qu'il les supprime (quitte à devoir les regagner après) ou qu'il les rende inutilisables (genre en les grisant) et les fasse redevenir utilisable s'il rechange de classe ?
juste pour preciser
- payoumorfotMembre
- Nombre de messages : 4
Age : 29
Localisation : Quelque part en Isère
Distinction : aucune
Date d'inscription : 11/07/2016
Re: Problème de Classe
Lun 10 Oct 2016 - 14:49
Ah finalement j'ai trouvé un moyen de contourné le problème !
Merci d'être venu quand même
Merci d'être venu quand même
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