[VX] Armas malditas

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Hola hola hola! ¿Que tal estan? Yo estoy aqui poniendome las pilas, para traeros los mejores scripts :icon_cheesygrin:
Este script, permite que un arma este maldita y no pueda ser quitada como si nada, si no que teneis que ir a un evento y el
os la quitara (Puede ser un monje, dios, chuck norris, una vaca o como os parezca)
Nota: Cuando reuna unos cuantos script mas que tengan caracteristicas del dragon quest (Como las armas malditas)
haré un pack de todos esos scripts.

-Nombre Del Script:Cursed Equipment

-Versión Del Script: 1.0

-Rpg Maker: VX

-Introducción:Con este script ponemos "molestar" al jugador poniendo armas malditas :icon_lol:

-Características: Para quitarlas unicamente tenemos que ir a un evento en el cual abremos puesto un codigo (Ver mas abajo)

-Demo: Que noooo, no es necesario

-ScreenShot: Usad la imaginacion, os vendra bien

-Script: #==============================================================================
# Cursed Equipment
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Date: August 23, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to make cursed equipment; equipment that, once
# equipped, cannot be unequipped from the Equip scene. The only way it can be
# removed is manually, by an event command or a script call, or through items
# and skills that are specifically noted to remove curses.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Place the script below the default scripts but above Main in the Script
# Editor (F11). If you are using any custom scripts that modify equipment,
# this script should be below them as well.
#
# The script is easy to use. To specify an equippable item as cursed, put
# the following code in its note field in the database:
# \curse
# Any items with that in their note field will be unremovable by the player.
#
# To specify an item or skill as being able to remove cursed equipment, set
# the following code in its notebox:
# \uncurse
#
# And that's pretty much it. If you wish to manually remove a particular
# cursed piece of equipment, you can use the regular event command and it
# will work. If you want to make an event that removes all cursed equipment
# from an actor, you can use the following code in a script call:
# $game_actors[actor_id].unequip_cursed_equips
#==============================================================================

#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# modified classes - UsableItem; Weapon; Armor
#==============================================================================

module RPG
#==========================================================================
# ** UsableItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - remove_curse?
#==========================================================================

class UsableItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Remove Curse?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def remove_curse?
@uncurse = !self.note[/\\UNCURSE/i].nil? if @uncurse.nil?
return @uncurse
end
end

#==========================================================================
# ** Weapon
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - cursed?
#==========================================================================

class Weapon
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Cursed?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def cursed?
@cursed = !self.note[/\\CURSE/i].nil? if @cursed.nil?
return @cursed
end
end

#==========================================================================
# ** Armor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - cursed?
#==========================================================================

class Armor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Cursed?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def cursed?
@cursed = !self.note[/\\CURSE/i].nil? if @cursed.nil?
return @cursed
end
end
end

#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - skill_effect; skill_test; item_effect; item_test
# new method - unequip_cursed_equips
#==============================================================================

class Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Stem Test
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias odragb_curseqp_skltst_5tx2 skill_test
def skill_test (user, skill, *args)
if skill.remove_curse?
equips.each { |equip| return true if !equip.nil? && equip.cursed? }
end
return odragb_curseqp_skltst_5tx2 (user, skill, *args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Skill Effect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdgebra_curse_sklefct_2df3 skill_effect
def skill_effect (user, skill, *args)
unequip_cursed_equips if skill.remove_curse?
mdgebra_curse_sklefct_2df3 (user, skill, *args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item Test
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malgba_crs_itmtst_2bk7 item_test
def item_test (user, item, *args)
if item.remove_curse?
equips.each { |equip| return true if !equip.nil? && equip.cursed? }
end
return malgba_crs_itmtst_2bk7 (user, item, *args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item Effect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modrnl_cursed_itmefct_9ik1 item_effect
def item_effect (user, item, *args)
modrnl_cursed_itmefct_9ik1 (user, item, *args) # Run Original Method
unequip_cursed_equips if item.remove_curse?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Unequip Cursed Items
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def unequip_cursed_equips
for i in 0...equips.size
change_equip (i, nil, false) if !equips.nil? && equips.cursed?
end
end
end

#==============================================================================
# ** Scene_Equip
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - update_equip_selection
#==============================================================================

class Scene_Equip
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Equip Region Selection
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_crseqp_updteqpselect_6yj3 update_equip_selection
def update_equip_selection (*args)
if Input.trigger? (Input::C) && !@equip_window.item.nil? && @equip_window.item.cursed?
Sound.play_buzzer
return
end
malg_crseqp_updteqpselect_6yj3 (*args) # Run Original Method
end
end

-Instrucciones:C&P. para que el arma este maldita poned: \curse
En el evento donde os quitaran las maldiciones poned: $game_actors[actor_id].unequip_cursed_equips
donde actor id, poned el id de vuestro personajes

-Compatibilidad:No creo que se corrompa con nada

-Créditos: modern algebra

-Créditos menores: a un servidor (Yooooo)

Espero que os guste tanto como ami las patatas asadas. XD

Saludos y suerte!
 
Arriba Pie