KDualWield & Accessory Skills - kyonides - 02-09-2023
KDualWield & Accessory Skills
XP + VX + ACE
by Kyonides
Introduction
Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with?
Now you can do it!
The XP port works in a totall different way so I am skipping publishing the code here for your minds' sake.
You will need to use 1 out of 2 Note Tags on those Skill Note boxes to make it happen!
VX Script
Code: # * KDualWield & Accessory Skills VX * #
# Scripter : Kyonides Arkanthes
# 2023-02-09
# * Free as in beer * #
# Force your heroes to equip specific weapons or even an accessory as well
# in order to be enabled to cast a specific skill.
# NOTE: The Weapons Order does NOT matter here!
# * Note Tags * #
# - For Dual Weapons: _dual 1 2_
# - For Weapons & Accesory: _dual 1 2 acc 1_
module KDualWield
REGEX_WEAPONS = /_dual (\d+) (\d+)_/i
REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i
end
class Game_Battler
alias :kyon_dual_wpn_skill_can_use? :skill_can_use?
def skill_can_use?(skill)
result = kyon_dual_wpn_skill_can_use?(skill)
return result if self.class == Game_Enemy or !two_swords_style
if skill.note[KDualWield::REGEX_WEAPONS]
return both_weapons?($1.to_i, $2.to_i)
elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY]
return weapons_acessory?($1.to_i, $2.to_i, $3.to_i)
end
result
end
end
class Game_Actor
def weapon_ids
[@weapon_id, @armor1_id]
end
def both_weapons?(w1, w2)
weapon_ids.sort == [w1, w2].sort
end
def weapons_acessory?(w1, w2, a1)
both_weapons?(w1, w2) and @armor4_id == a1
end
end
VX Ace Script
Code: # * KDualWield & Accessory Skills ACE * #
# Scripter : Kyonides Arkanthes
# 2023-02-08
# * Free as in beer * #
# Force your heroes to equip specific weapons or even an accessory as well
# in order to be enabled to cast a specific skill.
# NOTE: The Weapons Order does NOT matter here!
# * Note Tags * #
# - For Dual Weapons: _dual 1 2_
# - For Weapons & Accesory: _dual 1 2 acc 1_
module KDualWield
REGEX_WEAPONS = /_dual (\d+) (\d+)_/i
REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i
end
class Game_Battler
alias :kyon_dual_wpn_skill_cond_met? :skill_conditions_met?
def skill_conditions_met?(skill)
result = kyon_dual_wpn_skill_cond_met?(skill)
return result if self.class == Game_Enemy or !dual_wield?
if skill.note[KDualWield::REGEX_WEAPONS]
return both_weapons?($1.to_i, $2.to_i)
elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY]
return weapons_acessory?($1.to_i, $2.to_i, $3.to_i)
end
result
end
end
class Game_Actor
def equip_weapons
@equips[0..1].map{|w| w.object ? w.object.id : -1 }
end
def both_weapons?(w1, w2)
equip_weapons.sort == [w1, w2].sort
end
def weapons_acessory?(w1, w2, w3)
both_weapons?(w1, w2) and @equips[4].object.id == w3
end
end
Terms & Conditions
Free as in beer.
Include me in your game credits!
Do not repost it anywhere!
RE: KDualWield & Accessory Skills - kyonides - 02-10-2023
XP Has Not Been Neglected!
Just as you have read it above, XP has got its own port of KDualWield!
Yet, I have to admit that I have not included any custom equip scene there. I simply added the new methods dual_wield and dual_wield = true or false and that is pretty much all you should care about.
Of course, you will need to setup a couple of Constants, but that is nothing you have not done before if you have become sort of an expert in using XP Scripts.
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