Double Weapons Script

3 de setembro de 2012

Double Weapons Script é um script para o RPG Maker XP feito por makeamidget.

Basicamente, ele permite o herói usar duas armas, uma em cada mão, ao invés do escudo. Ele fica com Left Hand (Mão Esquerda) e Right Hand (Mão Direita).

Vemos este tipo de ataque (duas mãos, two-handed) em vários RPGs, como por exemplo Might And Magic VI, depois que você consegue o Sword Master com algum herói seu.

Para instalar o script, basta copiar e colar o código abaixo em cima do “Main”:

#=================================
# Double Weapons Script by makeamidget
#=================================
# credit to Clock, who found an error, go Clock
#=================================
#=================================
# changes to class Game_Actor 
# i'll try to expain the changes when i make them
#=================================

class Game_Actor < Game_Battler

  def animation3_id
    weapon = $data_weapons[@armor1_id]
    return weapon != nil ? weapon.animation1_id : 0
  end
  #--------------------------------------------------------------------------
  # ● 通常攻撃 対象側アニメーション ID の取得
  #--------------------------------------------------------------------------
  def animation4_id
    weapon = $data_weapons[@armor1_id]
    return (weapon != nil ? weapon.animation2_id : 0)
  end
  
  
  def base_str
    #took out the armor1 addition to the base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    weapon = $data_weapons[@weapon_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    return [[n, 1].max, 999].min
  end

  #--------------------------------------------------------------------------
  # ● 基本攻撃力の取得
  #--------------------------------------------------------------------------
  def base_atk
    #now instead of adding to the strength, the strength stat of armor1 
    #add to the base_atk(attack power)
    armor1 = $data_armors[@armor1_id]
    weapon = $data_weapons[@weapon_id]
    atk1 = armor1 != nil ? armor1.str_plus : 0
    atk2 = weapon !=nil ? weapon.atk : 0
    return atk1 + atk2
  end


  #this is to hard for me to explain, but it works as far as i can see
  def equip(equip_type, id, sechand = "none")
    @sechand = sechand
    case equip_type
    when 0  # 武器
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # 盾
     #beginning of crap i added
     case @sechand
     when true
       if @armor1_id == 0 and ($data_armors[id].guard_state_set[0].id == 35)
        $two_weapons[@actor_id] = true
        $game_party.gain_weapon(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_weapon(id, 1)
        return
      end
       if ($data_armors[@armor1_id].guard_state_set[0].id == 35) and ($data_armors[id].guard_state_set[0].id == 35)
        $two_weapons[@actor_id] = true 
        $game_party.gain_weapon(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_weapon(id, 1)
        return
      elsif ($data_armors[@armor1_id].guard_state_set[0].id != 35) and ($data_armors[id].guard_state_set[0].id == 35)
        $two_weapons[@actor_id] = true
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_weapon(id, 1)
        return
        end
      when false
      if @armor1_id == 0 and id == 0 
        return
      end  
      if @armor1_id == 0 and ($data_armors[id].guard_state_set[0].id != 35)
        $two_weapons[@actor_id] = false
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
        return
      end
      if ($data_armors[@armor1_id].guard_state_set[0].id == 35) and (id == 0)
         $two_weapons[@actor_id] = false 
         $game_party.gain_weapon(@armor1_id, 1)
         @armor1_id = id
         $game_party.lose_armor(id, 1)
         return
       end
        if ($data_armors[@armor1_id].guard_state_set[0].id == 35) and ($data_armors[id].guard_state_set[0].id != 35)
        $two_weapons[@actor_id] = false
        $game_party.gain_weapon(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1) 
        return
      elsif id == 0
        $two_weapons[@actor_id] = false        
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
        return
      else
        $two_weapons[@actor_id] = false        
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
        return
        end


      end#end case
      #end of crap i added
    when 2  # 頭
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # 身体
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # 装飾品
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
 
end
#=================================
# end of class Game_Actor changes
#=================================
#=================================
# changes to Window_EquipItem, displays the weapons
# in the shield selection
#=================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     actor      : アクター
  #     equip_type : 装備部位 (0~3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(0, 256, 640, 224)
    @actor = actor
    @equip_type = equip_type
    @column_max = 2
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● アイテムの取得
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # 装備可能な武器を追加
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    # 装備可能な防具を追加
    if @equip_type != 0
     armor_set = $data_classes[@actor.class_id].armor_set
      
     #this is to display the weapons in the shield equip
     weapon_set = $data_classes[@actor.class_id].weapon_set
      if @equip_type == 1
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_armors[i])
        end
      end
    end
     #end of weapon display 
      
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    # 空白を追加
    @data.push(nil)
    # ビットマップを作成し、全項目を描画
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = $defaultfonttype  # "Equip" bottom (Item List) window font
    self.contents.font.size = $defaultfontsize
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #     index : 項目番号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      #so you get the number of weapons for the left hand
      if  item.guard_state_set[0].id == 35
      number = $game_party.weapon_number(item.id)
      #end of weapon number
      else
      number = $game_party.armor_number(item.id)
     end
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end

end
#=================================
# end of changes to Window_EquipItem
#=================================
#=================================
# Changes to Scene_Equip
#=================================

class Scene_Equip

  def refresh
    # アイテムウィンドウの可視状態設定
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # 現在装備中のアイテムを取得
    item1 = @right_window.item
    # 現在のアイテムウィンドウを @item_window に設定
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # ライトウィンドウがアクティブの場合
    if @right_window.active
      # 装備変更後のパラメータを消去
      @left_window.set_new_parameters(nil, nil, nil)
    end
    # アイテムウィンドウがアクティブの場合
    if @item_window.active
      # 現在選択中のアイテムを取得
      item2 = @item_window.item
      # 装備を変更
      last_hp = @actor.hp
      last_sp = @actor.sp
      if item2.type == RPG::Armor

        if item2.guard_state_set[0].id == 35
        @actor.equip (@right_window.index,item2 == nil ? 0 : item2.id, true)
      else
        @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, false)
        end
      elsif @right_window.index == 1 and item2 == nil
        @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, false)
      else
        @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, "none")
      end

      # 装備変更後のパラメータを取得
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      # 装備を戻す
      if item1.type == RPG::Armor

        if item1.guard_state_set[0].id == 35
        @actor.equip (@right_window.index,item1 == nil ? 0 : item1.id, true)
      else
        @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, false)
        end
      elsif @right_window.index == 1 and item1 == nil
        @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, false)
      else
        @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, "none")
      end
      @actor.hp = last_hp
      @actor.sp = last_sp
      # レフトウィンドウに描画
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end

  def update_item
    # B ボタンが押された場合
    if Input.trigger?(Input::B)
      # キャンセル SE を演奏
      $game_system.se_play($data_system.cancel_se)
      # ライトウィンドウをアクティブ化
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # C ボタンが押された場合
    if Input.trigger?(Input::C)
      # 装備 SE を演奏
      $game_system.se_play($data_system.equip_se)
      # アイテムウィンドウで現在選択されているデータを取得
      item = @item_window.item
      if item.type == RPG::Armor

        if item.guard_state_set[0].id == 35
        @actor.equip (@right_window.index,item == nil ? 0 : item.id, true)
      else
        @actor.equip(@right_window.index, item == nil ? 0 : item.id, false)
        end
      elsif @right_window.index == 1 and item == nil
        @actor.equip(@right_window.index, item == nil ? 0 : item.id, false)
      else
        @actor.equip(@right_window.index, item == nil ? 0 : item.id, "none")
      end
      # ライトウィンドウをアクティブ化
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # ライトウィンドウ、アイテムウィンドウの内容を再作成
      @right_window.refresh
      @item_window2.refresh
      @item_window1.refresh
      @item_window.refresh
      return
    end
  end
end
#=================================
# end of changes to Scene_Equip
#=================================
#=================================
# Changes to Window_EquipRight
#=================================
class Window_EquipRight < Window_Selectable

  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    #makes it say right hand, left hand, instead of weapon, shield
    self.contents.draw_text(4, 32 * 0, 92, 32, "Right Hand")
    self.contents.draw_text(4, 32 * 1, 92, 32, "Left Hand")
    #end of above
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
  end 
end
#=================================
# end of changes to Window_EquipRight
#=================================
#=================================
# Changes to Scene_Battle
#=================================
class Scene_Battle  

  def update_phase3_basic_command
    # B ボタンが押された場合
    if Input.trigger?(Input::B)
      # キャンセル SE を演奏
      $game_system.se_play($data_system.cancel_se)
      # 前のアクターのコマンド入力へ
      phase3_prior_actor
      return
    end
    # C ボタンが押された場合
    if Input.trigger?(Input::C)
      # アクターコマンドウィンドウのカーソル位置で分岐
      case @actor_command_window.index
      when 0  # 攻撃
        if $two_weapons[@active_battler.id] == true
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 4  
        start_enemy_select
        else
        # 決定 SE を演奏
        $game_system.se_play($data_system.decision_se)
        # アクションを設定
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # エネミーの選択を開始
        start_enemy_select
       end
      when 1  # スキル
        # 決定 SE を演奏
        $game_system.se_play($data_system.decision_se)
        # アクションを設定
        @active_battler.current_action.kind = 1
        # スキルの選択を開始
        start_skill_select
      when 2  # 防御
        # 決定 SE を演奏
        $game_system.se_play($data_system.decision_se)
        # アクションを設定
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # 次のアクターのコマンド入力へ
        phase3_next_actor
      when 3  # アイテム
        # 決定 SE を演奏
        $game_system.se_play($data_system.decision_se)
        # アクションを設定
        @active_battler.current_action.kind = 2
        # アイテムの選択を開始
        start_item_select
      end
      return
    end
  end  
  
  def make_basic_action_result
    # 攻撃の場合
    if @active_battler.current_action.basic == 0
      # アニメーション ID を設定
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # 行動側バトラーがエネミーの場合
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
      end
      # 行動側バトラーがアクターの場合
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      # 対象側バトラーの配列を設定
      @target_battlers = [target]
      # 通常攻撃の効果を適用
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    # 防御の場合
    if @active_battler.current_action.basic == 1
      # ヘルプウィンドウに "防御" を表示
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    # 逃げるの場合
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      # ヘルプウィンドウに "逃げる" を表示
      @help_window.set_text("逃げる", 1)
      # 逃げる
      @active_battler.escape
      return
    end
    # 何もしないの場合
    if @active_battler.current_action.basic == 3
      # アクション強制対象のバトラーをクリア
      $game_temp.forcing_battler = nil
      # ステップ 1 に移行
      @phase4_step = 1
      return
    end
#add
    if @active_battler.current_action.basic == 4
      @new = nil
      @sec_attack = nil
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      @animation3_id = @active_battler.animation3_id
      @animation4_id = @active_battler.animation4_id
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      # 対象側バトラーの配列を設定
      @target_battlers = [target]
      # 通常攻撃の効果を適用
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end      
    #end add      
  end  
  
  def update_phase4_step4
    # 対象側アニメーション
    #add    
    if @active_battler.is_a?(Game_Actor)    
    if $two_weapons[@active_battler.id] == true && @new != nil && @sec_attack == 0
    for target in @target_battlers
      target.animation_id = @animation4_id
      target.animation_hit = (target.damage != "Miss")
    @phase4_step = 5
      return
    end
    end
    end
#end add
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end

    # アニメーションの長さにかかわらず、最低 8 フレーム待つ
    @wait_count = 8
    # ステップ 5 に移行
    @phase4_step = 5
  end  

  def update_phase4_step5
    # ヘルプウィンドウを隠す
    @help_window.visible = false
    # ステータスウィンドウをリフレッシュ
    @status_window.refresh
    # ダメージ表示
#add    
    if @active_battler.is_a?(Game_Actor)    
    if $two_weapons[@active_battler.id] == true && @sec_attack == nil
      @sec_attack = 0
      @new = 1
      @phase4_step = 3
      return
    end
    end
#end add
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # ステップ 6 に移行
    @phase4_step = 6
  end
end

#=================================
# end of changes to Scene_Battle
#=================================
#=================================
# Changes to Scene_Title
#=================================
class Scene_Title

 alias two_weapons_start command_new_game

 def command_new_game
   two_weapons_start
    $two_weapons = []
    for i in 1...$data_actors.size
      $two_weapons[i] = false
    end
  end
end
#=================================
# end of changes to Scene_Title
#=================================
#=================================
# Changes to Scene_Save 
#=================================
class Scene_Save
  
 alias two_weapons_write_save_data write_save_data
 
 def write_save_data(file)
    two_weapons_write_save_data(file)
    Marshal.dump($two_weapons, file)
  end
end
#=================================
# end of changes to Scene_Save
#=================================
#=================================
# Changes to Scene_Load
#=================================
class Scene_Load < Scene_File

  alias two_weapons_read_save_data read_save_data
 
  def read_save_data(file)
   two_weapons_read_save_data(file)
   $two_weapons     = Marshal.load(file)
 end

end
#==================================
# end of changes to Scene_Load
#==================================
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