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Class_System.rb
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Class_System.rb
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#==============================================================================
#
# ▼ Yanfly Engine Ace - Class System v1.10
# -- Last Updated: 2012.01.29
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-ClassSystem"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.06 - Leveling issue if class level exceeds actor level.
# 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.
# -----------------------------------------------------------------------------
# <unlocked classes: x>
# <unlocked classes: x, x>
# 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.
# -----------------------------------------------------------------------------
# <icon: x>
# Sets the icon representing the class to x.
#
# <help description>
# string
# string
# </help description>
# 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 = "Class" # Text that appears in the Main Menu.
MAINTAIN_LEVELS = false # Maintain through all classes. Default: false.
DEFAULT_UNLOCKS = [ 1, 11, 21, 31] # 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 = 0.20
# 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, "Primary"],
[:subclass, "Subclass"],
[:learn_skill, "Custom"],
# [ :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,
:custom1 => [ 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 # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_cs load_database; end
def self.load_database
load_database_cs
load_notetags_cs
end
#--------------------------------------------------------------------------
# new method: load_notetags_cs
#--------------------------------------------------------------------------
def self.load_notetags_cs
groups = [$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 Edited by DisturbedInside
#————————————————————————–
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?
#declare a max level (using EXP)
#If you can’t find it, go to the class database and select exp curve
#then switch view to total at the top
@exp[max_level] = 2547133 #This is the value to change. It declares a max level
#You need to calculate how much exp for max level
#Do it manually if using Yanfly-Adjusting Limits
#To calculate max level exp if using Yanfly-adjusting limits is all math!!
# Level 99 = 2547133
# to calculate past there…. have to add on multiples of 50744
# Level 110 = 3156061
# To go from 99 -> 110 have to add on 12 multiples of 50744.
n = 1
loop do
break if temp_class.exp_for_level(n+1) > @exp[class_id]
n += 1
#add a restriction to “kick out” of loop if exp exceeds max level exp
break if temp_class.exp_for_level(n+1) > @exp[max_level]
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)