>혹시 말입니다.
>XP에 있는 투구, 갑옷, 방패, 무기 이 네개 말고도
>악세 같은거 추가해서 한 여섯개쯤 만들수 잇는
>스크립트 있으면 좀 알려주셈......
>없으려나요...?
# 겈겂겈 XRXS_MP 8. 몧뷈갋귺???귺깒깛긙??깑?긂긃?깛 ver..02a 겈겂겈
# by 랎됰 띪뱘
#==============================================================================
# 걽 긇긚??귽긛?귽깛긣
#==============================================================================
module XRXS_MP8_Fixed_Valuables
# 븧딇롰빶봹쀱
WEAPON_KINDS = [0, 0]
WEAPON_KIND_NAMES = []
WEAPON_ICON_TYPES = []
# 뻞뗰롰빶봹쀱
ARMOR_KINDS = [1, 2, 3, 4]
ARMOR_KIND_NAMES = []
# 걏몧뷈긂귻깛긤긂궻긖귽긛귩렔벍밒궸빾뛛걐(?롃쀌덃둮묈귖듵귔)
WINDOWS_STRETCH = true
# 걏긚긡??긚됪뽋궻긢긗귽깛귩빾뛛궥귡걐(띋믦?궸귝귡떗맕밒빾뛛갃렔띿궥귡뤾뜃궼 false 궸)
STATUS_WINDOW_ARRANGE = true
end
#
# 븧딇궻equip_type궼댥돷궻궴궓귟
# 0 븧딇
#
# 겒먠믦쀡(볫뱚뿬)
# WEAPON_KINDS = [0, 0]
# WEAPON_KIND_NAMES = ["뜺롨"]
# WEAPON_ICON_TYPES = []
#
# 겒먠믦쀡(벫믦궻귺귽긓깛궻귒)
# WEAPON_KINDS = [0, 0]
# WEAPON_KIND_NAMES = ["븧딇뺚떗"]
# WEAPON_ICON_TYPES = ["/044-Skill01", "044-Skill01"]
# (궞궻귝궎궸귺귽긓깛뼹궻띍룊궸" / "귩궰궚귡궴걏룣둖걐궴궢궲뵽믦궢궲궋귏궥갃)
#
# 뻞뗰궻equip_type궼댥돷궻궴궓귟
# 1 뢿
# 2 벆뻞뗰
# 3 릆뫬뻞뗰
# 4 몧륕뷼
#
# 겒먠믦쀡(몧륕뷼2,3)
# ARMOR_KINDS = [1, 2, 3, 4, 4, 4]
# ARMOR_KIND_NAMES = ["몧륕뷼2", "몧륕뷼3"]
#
# 겒먠믦쀡(븧딇궻귒)
# ARMOR_KINDS = []
# ARMOR_KIND_NAMES = []
#
# 겍븧딇궴뻞뗰궻롰빶궼뜫궨귞귢귏궧귪
# 귏궫갂븧딇궻둮뮗귩궢궫뤾뜃갂뼹뤝궼뷠궦먠믦궥귡궞궴갂뗴뵏궻먠믦궼 "" 궳뢯뿀귏궥갃쀡갌[""]
#
# 갋 걏몧뷈긂귻깛긤긂궻긖귽긛귩렔벍밒궸빾뛛걐귩 false 궸궢궫띧궸
# 긖귽긛궕븉뫉궢궫뤾뜃궼긚긏깓?깑궕벊궖귏궥갃
# 긖귽긛귩렔빁궳먠믦갂귏궫궼뫜궻긖귽긛빾뛛똭긚긏깏긵긣궴빘뾭궥귡띧궼
# false 궸먠믦궢궲궘궬궠궋갃
#------------------------------------------------------------------------------
#==============================================================================
# 걾 Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# 걵 귽깛긏깑?긤
#--------------------------------------------------------------------------
include XRXS_MP8_Fixed_Valuables
#--------------------------------------------------------------------------
# 걵 뚺둎귽깛긚?깛긚빾릶
#--------------------------------------------------------------------------
attr_reader :weapon_ids # 둮뮗븧딇 ID봹쀱
attr_reader :armor_ids # 둮뮗뻞뗰 ID봹쀱
#--------------------------------------------------------------------------
# 걶 긜긞긣귺긞긵
#--------------------------------------------------------------------------
alias xrxs_mp8_setup setup
def setup(actor_id)
xrxs_mp8_setup(actor_id)
# 룊딖돸
@weapon_ids = []
@armor_ids = []
# 둮뮗룉뿚
for i in 1...WEAPON_KINDS.size
# 몧뷈봹쀱룊딖돸
@weapon_ids[i+1] = 0
end
for i in 4...ARMOR_KINDS.size
# 몧뷈봹쀱룊딖돸
@armor_ids[i+1] = 0
end
end
#--------------------------------------------------------------------------
# 걶 믅륂뛘똼궻뫌맜롦벦 + 븧딇궸븊?궠귢궫뫌맜귖믁돿
#--------------------------------------------------------------------------
alias xrxs_mp8_element_set element_set
def element_set
# 딈?롦벦
attack_element_set = xrxs_mp8_element_set
# 븊?궠귢궲궋귡뫌맜귩롦벦
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
next unless weapon.is_a?(RPG::Weapon)
attack_element_set += weapon.element_set
end
# 뭠귩뺅궥
return attack_element_set
end
#--------------------------------------------------------------------------
# 걶 딈?쁱쀍궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_str base_str
def base_str
n = xrxs_mp8_base_str
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.str_plus : 0
end
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.str_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?딇뾭궠궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_dex base_dex
def base_dex
n = xrxs_mp8_base_dex
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.dex_plus : 0
end
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.dex_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?멹몓궠궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_agi base_agi
def base_agi
n = xrxs_mp8_base_agi
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.agi_plus : 0
end
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.agi_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?뻷쀍궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_int base_int
def base_int
n = xrxs_mp8_base_int
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.int_plus : 0
end
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.int_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?뛘똼쀍궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_atk base_atk
def base_atk
n = xrxs_mp8_base_atk
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.atk : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?븿뿚뻞뚥궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_pdef base_pdef
def base_pdef
n = xrxs_mp8_base_pdef
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.pdef : 0
end
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.pdef : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?뻷?뻞뚥궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_mdef base_mdef
def base_mdef
n = xrxs_mp8_base_mdef
# 둮뮗룉뿚
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[@weapon_ids[i]]
n += weapon != nil ? weapon.mdef : 0
end
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.mdef : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 딈?됷뷃뢇맫궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_base_eva base_eva
def base_eva
n = xrxs_mp8_base_eva
# 둮뮗룉뿚
for i in 5..ARMOR_KINDS.size
armor = $data_armors[@armor_ids[i]]
n += armor != nil ? armor.eva : 0
end
return n
end
#--------------------------------------------------------------------------
# 걶 몧뷈궻빾뛛
# equip_type : 몧뷈?귽긵
# id : 븧딇 or 뻞뗰 ID (0 궶귞몧뷈됶룣)
#--------------------------------------------------------------------------
alias xrxs_mp8_equip equip
def equip(equip_type, id)
# equip_type 궼믅륂븧딇갋믅륂뻞뗰갋둮뮗븧딇갋둮뮗뻞뗰궻룈궳빥귪궳궋귡
# equip_type : 0 1?4 5?3+w 4+w?w+a-1
# ids : - - 2? 5 ?
# 믅륂븫빁
if equip_type <= 4
xrxs_mp8_equip(equip_type, id)
# 둮뮗궻븧딇븫빁
elsif equip_type <= 3 + WEAPON_KINDS.size
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_ids[equip_type - 3], 1)
@weapon_ids[equip_type - 3] = id
$game_party.lose_weapon(id, 1)
end
# 둮뮗궻뻞뗰븫빁
else
if id == 0 or $game_party.armor_number(id) > 0
et_id = equip_type - WEAPON_KINDS.size + 1 # equip_type_id
update_auto_state($data_armors[@armor_ids[et_id]], $data_armors[id])
$game_party.gain_armor(@armor_ids[et_id], 1)
@armor_ids[et_id] = id
$game_party.lose_armor(id, 1)
end
end
end
end
#==============================================================================
# 걾 Window_EquipRight
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# 걵 귽깛긏깑?긤
#--------------------------------------------------------------------------
include XRXS_MP8_Fixed_Valuables
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
# actor : 귺긏??
#--------------------------------------------------------------------------
if WINDOWS_STRETCH
def initialize(actor)
super(272, 64, 368, 192)
h = (WEAPON_KINDS.size + ARMOR_KINDS.size) * 32
self.contents = Bitmap.new(width - 32, h)
@actor = actor
refresh
self.index = 0
end
end
#--------------------------------------------------------------------------
# 걶 ?롃궥귡귺귽긡?궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_set_data_of_draw_items set_data_of_draw_items
def set_data_of_draw_items
xrxs_mp8_set_data_of_draw_items
# 둮뮗갌븧딇
weapons_ex = []
for i in 1...WEAPON_KINDS.size
weapons_ex.push($data_weapons[@actor.weapon_ids[i + 1]])
end
@data.insert(1, *weapons_ex)
names = WEAPON_KIND_NAMES
for i in 0...WEAPON_KINDS.size-1
names[i] = "" if names[i] == nil
end
@caption.insert(1, *names)
# 둮뮗뻞뗰
for i in 5..(ARMOR_KINDS.size)
@data.push($data_armors[@actor.armor_ids[i]])
@caption.push(ARMOR_KIND_NAMES[i-5] == nil ? "" : ARMOR_KIND_NAMES[i-5])
end
end
end
#==============================================================================
# 걾 Window_EquipItem
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# 걵 뚺둎귽깛긚?깛긚빾릶
#--------------------------------------------------------------------------
attr_accessor :icon_type # 귺귽긓깛궸귝귡맕뙽
#--------------------------------------------------------------------------
# 걶 긆긳긙긃긏긣룊딖돸
#--------------------------------------------------------------------------
alias xrxs_mp8_initialize initialize
def initialize(actor, equip_type)
# 룊딖돸
@icon_type = nil
@data_id = []
# 뚁귂뽣궥
xrxs_mp8_initialize(actor, equip_type)
end
#--------------------------------------------------------------------------
# 걶 몧뷈롰빶궻먠믦
#--------------------------------------------------------------------------
def equip_type
@equip_type
end
def equip_type=(et)
@equip_type = et
refresh
end
def icon_type=(it)
@icon_type = it
refresh
end
#--------------------------------------------------------------------------
# 걶 ?롃궥귡귺귽긡?궻롦벦 @data
#--------------------------------------------------------------------------
alias xrxs_mp8_get_data_of_draw_items get_data_of_draw_items
def get_data_of_draw_items
xrxs_mp8_get_data_of_draw_items
# 귺귽긓깛맕뙽
for dat in @data.dup
break if @icon_type == nil
next if dat == nil
if (@icon_type[0, 1] == "/" and
dat.icon_name == @icon_type[1, @icon_type.size]) or
(@icon_type[0, 1] != "/" and
dat.icon_name != @icon_type)
index = @data.index(dat)
@data.delete_at(index)
@data_id.delete_at(index)
end
end
end
end
#==============================================================================
# 걾 Window_Status
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# 걵 귽깛긏깑?긤
#--------------------------------------------------------------------------
include XRXS_MP8_Fixed_Valuables
#--------------------------------------------------------------------------
# 긇긚??귽긛?귽깛긣걏긚긡??긚됪뽋궻긢긗귽깛귩빾뛛궥귡걐
#--------------------------------------------------------------------------
if STATUS_WINDOW_ARRANGE
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, "몧뷈")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 136)
# 둮뮗븧딇
for i in 2..WEAPON_KINDS.size
draw_item_name($data_weapons[@actor.weapon_ids[i]], 320 + 16, 112 + 24 * i)
end
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 136 + WEAPON_KINDS.size * 24)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 160 + WEAPON_KINDS.size * 24)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 184 + WEAPON_KINDS.size * 24)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 208 + WEAPON_KINDS.size * 24)
# 둮뮗뻞뗰
for i in 5..ARMOR_KINDS.size
draw_item_name($data_armors[@actor.armor_ids[i]], 320 + 16, 232 + 24 * (i - 5 + WEAPON_KINDS.size))
end
end
end
end
#==============================================================================
# 걾 Scene_Equip
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# 걵 귽깛긏깑?긤
#--------------------------------------------------------------------------
include XRXS_MP8_Fixed_Valuables
#--------------------------------------------------------------------------
# 걶 긽귽깛룉뿚
#--------------------------------------------------------------------------
alias xrxs_mp8_main main
def main
@addition_initialize_done = false
xrxs_mp8_main
# 둮뮗귺귽긡?긂귻깛긤긂룉뿚
for i in 5...@kind_list.size
# 귺귽긡?긂귻깛긤긂귩됶뺳
@item_windows[i+1].dispose
end
end
#--------------------------------------------------------------------------
# 걶 깏긲깒긞긘깄
#--------------------------------------------------------------------------
alias xrxs_mp8_refresh refresh
def refresh
# Scene_Equip궸궶궯궲궔귞덇됷궬궚룉뿚
unless @addition_initialize_done
# 룊딖돸
@item_windows = []
@kind_list = WEAPON_KINDS + ARMOR_KINDS
# 긇긚??귽긛?귽깛긣궳먠믦궠귢궫몧뷈롰빶귩밙뾭
@item_window1.equip_type = @kind_list[0]
@item_window2.equip_type = @kind_list[1]
@item_window3.equip_type = @kind_list[2]
@item_window4.equip_type = @kind_list[3]
@item_window5.equip_type = @kind_list[4]
# 둮뮗귺귽긡?긂귻깛긤긂룉뿚
for i in 5...@kind_list.size
# 귺귽긡?긂귻깛긤긂귩띿맟
@item_windows[i+1] = Window_EquipItem.new(@actor, @kind_list[i])
# 긶깑긵긂귻깛긤긂귩듫쁀븊궚
@item_windows[i+1].help_window = @help_window
#
# 덇붥띍룊궸둮뮗궠귢귡ID궼 6 갂
# @item_window6 궴뛩궑귡궴딈?궻릶럻궸쁀궶궯궲궋귡궻궕귦궔귡뒾궣갃
#
end
# 귺귽긓깛륆뙊먠믦
for i in 0...WEAPON_KINDS.size
case i
when 0
@item_window1.icon_type = WEAPON_ICON_TYPES[i]
when 1
@item_window2.icon_type = WEAPON_ICON_TYPES[i]
when 2
@item_window3.icon_type = WEAPON_ICON_TYPES[i]
when 3
@item_window4.icon_type = WEAPON_ICON_TYPES[i]
when 4
@item_window5.icon_type = WEAPON_ICON_TYPES[i]
else
@item_window[i+1].icon_type = WEAPON_ICON_TYPES[i]
end
end
# 걏긂귻깛긤긂궻긖귽긛귩렔벍밒궸빾뛛걐
if WINDOWS_STRETCH
# 깋귽긣긂귻깛긤긂
@right_window.height = (WEAPON_KINDS.size + ARMOR_KINDS.size + 1) * 32
# 깒긲긣긂귻깛긤긂
if @left_window.y + @left_window.height == 256
@left_window.height = @right_window.height
end
# 귺귽긡?긂귻깛긤긂
y_pos = (@right_window.y + @right_window.height)
y_space = 480 - y_pos
@item_window1.y = y_pos
@item_window2.y = y_pos
@item_window3.y = y_pos
@item_window4.y = y_pos
@item_window5.y = y_pos
@item_window1.height = y_space
@item_window2.height = y_space
@item_window3.height = y_space
@item_window4.height = y_space
@item_window5.height = y_space
# 둮뮗귺귽긡?긂귻깛긤긂룉뿚
for i in 5...@kind_list.size
@item_windows[i+1].y = y_pos
@item_windows[i+1].height = y_space
end
end
# 룉뿚띙귒긲깋긐
@addition_initialize_done = true
end
# 귺귽긡?긂귻깛긤긂궻됀럨륉뫴먠믦
for i in 5...@kind_list.size
@item_windows[i+1].visible = (@right_window.index == i)
end
# 뙸띪궻귺귽긡?긂귻깛긤긂귩 @item_window 궸먠믦
if @right_window.index >= 5
@item_window = @item_windows[@right_window.index + 1]
end
# 뚁귂뽣궥
xrxs_mp8_refresh
end
#--------------------------------------------------------------------------
# 걶 긲깒??뛛륷 (귺귽긡?긂귻깛긤긂궕귺긏긡귻긳궻뤾뜃)
#--------------------------------------------------------------------------
alias xrxs_mp8_update_item update_item
def update_item
xrxs_mp8_update_item
# C ??깛궕돓궠귢궫뤾뜃
if Input.trigger?(Input::C)
# 깋귽긣긂귻깛긤긂갂귺귽긡?긂귻깛긤긂궻볙뾢귩띋띿맟
@item_window1.refresh if @item_window.equip_type == @item_window1.equip_type
@item_window2.refresh if @item_window.equip_type == @item_window2.equip_type
@item_window3.refresh if @item_window.equip_type == @item_window3.equip_type
@item_window4.refresh if @item_window.equip_type == @item_window4.equip_type
@item_window5.refresh if @item_window.equip_type == @item_window5.equip_type
# 둮뮗귺귽긡?긂귻깛긤긂룉뿚
for i in 5...@kind_list.size
# 귺귽긡?긂귻깛긤긂귩뛛륷
@item_windows[i+1].refresh if @item_window.equip_type == @item_windows[i+1].equip_type
end
# 긲깒??깏긜긞긣
Graphics.frame_reset
return
end
end
#--------------------------------------------------------------------------
# 걶 equip_type궻롦벦
#--------------------------------------------------------------------------
alias xrxs_mp8_get_equip_type get_equip_type
def get_equip_type
# 딈?롦벦(@right_window.index)
index = xrxs_mp8_get_equip_type
# 둮뮗궻뻞뗰븫빁 or 믅륂궻븧딇븫빁
if index >= WEAPON_KINDS.size + 4 or index == 0
return index
# 믅륂궻뻞뗰븫빁
elsif index >= WEAPON_KINDS.size
return index - WEAPON_KINDS.size + 1
# 둮뮗궻븧딇븫빁
else
return index + 4
end
# index 궳궼믅륂븧딇갋둮뮗븧딇갋믅륂뻞뗰갋둮뮗뻞뗰궻룈붥궬궕갂
# ?궞귢귩갂믅륂븧딇갋믅륂뻞뗰갋둮뮗븧딇갋둮뮗뻞뗰궸볺귢뫶궑귡갃
end
end
#------------------------------------------------------------------------------
#
#
# 겇 긾긙깄?깑빾뛛
#
#
#==============================================================================
# 걻 븊돿뫌맜뼹뤝뵽믦긾긙깄?깑
#==============================================================================
module XRXS_Check_ElementName_Set
#--------------------------------------------------------------------------
# 걵 귽깛긏깑?긤
#--------------------------------------------------------------------------
include XRXS_MP8_Fixed_Valuables
#--------------------------------------------------------------------------
# 걶 귺긏??궕럚믦뼹궻뫌맜귩렃궰븧딇귩몧뷈궢궲궋귡궔궔뵽믦
#--------------------------------------------------------------------------
alias xrxs_mp8_equip_weapon_element_include? equip_weapon_element_include?
def equip_weapon_element_include?(actor, element_name)
return [false, 0, 0] unless actor.is_a?(Game_Actor)
returnar = xrxs_mp8_equip_weapon_element_include?(actor, element_name)
bool = returnar[0]
one_total = returnar[1]
two_total = returnar[2]
# 볫뙿뽞댥?궻븧딇
for i in 2..WEAPON_KINDS.size
weapon = $data_weapons[actor.weapon_ids[i]]
next unless weapon.is_a?(RPG::Weapon)
for element_id in weapon.element_set
if $data_system.elements[element_id] =~ /^#{element_name}([+-]?[0-9]+)?(%)?/
if $2 == nil
one_total += $1.to_i
else
two_total += $1.to_i
end
bool = true
end
end
end
# 뭠귩뺅궥
return [bool, one_total, two_total]
end
end
위의 내용이 스크립트 입니다만...
어느정도 수정을 해야 사용할수 있을것입니다..
출처는 http://f44.aaa.livedoor.jp/~ytomy/ 입니다...
이곳에 제법 쓸만한 스크립트가 많기에 자주 애용하긴 합니다만... 으음..^^
하여튼 거기 가시면 위 스크립트의 원본을 보실수있을것입니다...
위에 문서를 사용하려면 그림자문자묘화 부분삭제를 해야하니...
그부분만 해결하시면 간단히 스크립트를 실행하실수있을것입니다.