#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ 限界突破 - KGC_LimitBreak ◆
#_/ ◇ Last update : 2008/01/10 ◇
#_/----------------------------------------------------------------------------
#_/ Allows you to break the limit on all kinds of database values
#_/============================================================================
#_/ Place below Scene_Debug.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ CONFIG ★
#==============================================================================
module KGC
module LimitBreak
# ◆Parameter formula
# 0 Database Values
# Uses Database defines Parameter values for Levels 1-99
# Uses ACTOR_LV100_CALC for levels past 99
#
# 1 Quadratic Formula
# Uses ax^2 + bx + c where,
# a = Value at Level 1 b = Value at Level 2 c = Value at Level 3 x = Actor's Current Level
#
#
# 2 Linear Formula
# Uses bx + c where,
# b = Value at Level 2 c = Value at Level 3 x = Actor's Current Level
#
# (レベル2,3の値を使うのは、2次関数方式との使い分けを楽にするため)
# ^No idea about this one. I'm leaving it in with a quick warning that
# something MIGHT go wrong. Though I doubt it.
CALC_PARAMETER_METHOD = 0
# ◆Level 100+ Parameter Formula
# (Only used when CALC_PARAMETER METHOD is 0)
# 【lv = Actor's Current Level p[X] = Parameter value at Level X】
# THE RESULT WILL BE ADDED TO THE VALUE AT LEVEL 99.
ACTOR_LV100_CALC = "(p[99] - p[98]) * (lv - 99)"
# ◆Actor Level Limit
# アクターID順に配列に格納(最初は nil)
# ^Another stumper, but I think it means that only Actors listed in the array, in order
# will be affected by the Level limit change, and that a value of nil (default) will cover them all.
ACTOR_LV_LIMIT = [nil]
# ◆Maximum Level
ACTOR_LV_LIMIT_DEFAULT = 1000
# ◆Maximum EXP (Make sure that it's big enough to reach your max level)
ACTOR_EXP_LIMIT = 999999999999999999
# ◆Maximum Possible Actor HP
ACTOR_HP_LIMIT = 9999999
# ◆Maximum Possible Actor SP
ACTOR_SP_LIMIT = 9999999
# ◆Maximum Possible Actor Parameters
ACTOR_ETC_LIMIT = 9999999
# ◆Maximum Possible Enemy HP
ENEMY_HP_LIMIT = 9999999
# ◆Maximum Possible Enemy SP
ENEMY_SP_LIMIT = 9999999
# ◆Maximum Possible Enemy Parameters
ENEMY_ETC_LIMIT = 9999999
# ◆Actor parameter Revision (Percentage)
# Actor Parameters will be multiplied by the percentage values below.
ACTOR_MAXHP_REVISE = 100 # MAXHP
ACTOR_MAXSP_REVISE = 100 # MAXSP
ACTOR_STR_REVISE = 100 # STR
ACTOR_DEX_REVISE = 100 # DEX
ACTOR_AGI_REVISE = 100 # AGI
ACTOR_INT_REVISE = 100 # INT
# ◆Enemy Parameter Revision (Percentage)
# Same as above, but for enemies
ENEMY_MAXHP_REVISE = 100 # MAXHP
ENEMY_MAXSP_REVISE = 100 # MAXSP
ENEMY_STR_REVISE = 100 # STR
ENEMY_DEX_REVISE = 100 # DEX
ENEMY_AGI_REVISE = 100 # AGI
ENEMY_INT_REVISE = 100 # INT
ENEMY_ATK_REVISE = 100 # ATK
ENEMY_PDEF_REVISE = 100 # PDEF
ENEMY_MDEF_REVISE = 100 # MDEF
# ◆Maximum Money
GOLD_LIMIT = 99999999
# ◆Maximum Identical Items
ITEM_LIMIT = [] # ← DO NOT TOUCH THIS LINE!!
# Use:
# ITEM_LIMIT[item id] = maximum
# For example, ITEM_LIMIT[1] = 200 would let you carry 200 Potions
# Add as many lines as needed
ITEM_LIMIT[1] = 99
# ◆Maximum identical weapons
# Same as above, except for weapons
WEAPON_LIMIT = [] # ← DO NOT TOUCH THIS LINE!!
# ◆Maximum identical armors
# Same as above, except for armor
ARMOR_LIMIT = [] # ← DO NOT TOUCH THIS LINE!!
# ◆Default item/weapon/armor limit
# Any items/weapons/armor not defined above will use this value as their maximum
ITEM_LIMIT_DEFAULT = 1000
module_function
#--------------------------------------------------------------------------
# ○ Enemy Parameter Override
# Allows you to replace Enemy Parameters in the Database
# Only use this if the value doesn't fit in the Database
#--------------------------------------------------------------------------
def set_enemy_status
# Syntax: $data_enemies[ENEMY_ID].STAT = VALUE
# Where ENEMY_ID is the ID of the enemy in the Database
# STAT one of maxhp, maxsp, str, dex, agi, int, atk, pdef, or mdef
# and VALUE is the new value of the parameter.
# Examples:
# $data_enemies[10].maxhp = 2000000
# $data_enemies[16].atk = 5000
end
end
end
# DO NOT EDIT PAST THIS LINE
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
$imported = {} if $imported == nil
$imported["LimitBreak"] = true
if $game_special_elements == nil
$game_special_elements = {}
$data_system = load_data("Data/System.rxdata")
end
module KGC::LimitBreak
module_function
#--------------------------------------------------------------------------
# ● 敵の能力補正を適用
#--------------------------------------------------------------------------
def revise_enemy_parameters
(1...$data_enemies.size).each { |i|
enemy = $data_enemies[i]
enemy.maxhp = enemy.maxhp * ENEMY_MAXHP_REVISE / 100
enemy.maxsp = enemy.maxsp * ENEMY_MAXSP_REVISE / 100
enemy.str = enemy.str * ENEMY_STR_REVISE / 100
enemy.dex = enemy.dex * ENEMY_DEX_REVISE / 100
enemy.agi = enemy.agi * ENEMY_AGI_REVISE / 100
enemy.int = enemy.int * ENEMY_INT_REVISE / 100
enemy.atk = enemy.atk * ENEMY_ATK_REVISE / 100
enemy.pdef = enemy.pdef * ENEMY_PDEF_REVISE / 100
enemy.mdef = enemy.mdef * ENEMY_MDEF_REVISE / 100
}
end
end
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#==============================================================================
# ■ RPG::Item
#==============================================================================
class RPG::Item
#--------------------------------------------------------------------------
# ● 所持数上限
#--------------------------------------------------------------------------
def number_limit
if KGC::LimitBreak::ITEM_LIMIT[self.id] != nil
return KGC::LimitBreak::ITEM_LIMIT[self.id]
else
return KGC::LimitBreak::ITEM_LIMIT_DEFAULT
end
end
end
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#==============================================================================
# ■ RPG::Weapon
#==============================================================================
class RPG::Weapon
#--------------------------------------------------------------------------
# ● 所持数上限
#--------------------------------------------------------------------------
def number_limit
if KGC::LimitBreak::WEAPON_LIMIT[self.id] != nil
return KGC::LimitBreak::WEAPON_LIMIT[self.id]
else
return KGC::LimitBreak::ITEM_LIMIT_DEFAULT
end
end
end
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#==============================================================================
# ■ RPG::Armor
#==============================================================================
class RPG::Armor
#--------------------------------------------------------------------------
# ● 所持数上限
#--------------------------------------------------------------------------
def number_limit
if KGC::LimitBreak::ARMOR_LIMIT[self.id] != nil
return KGC::LimitBreak::ARMOR_LIMIT[self.id]
else
return KGC::LimitBreak::ITEM_LIMIT_DEFAULT
end
end
end
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#==============================================================================
# ■ Game_Battler (分割定義 1)
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● MaxHP の取得
#--------------------------------------------------------------------------
def maxhp
n = [base_maxhp + @maxhp_plus, 1].max
@states.each { |i| n *= $data_states[i].maxhp_rate / 100.0 }
n = [[Integer(n), 1].max, maxhp_limit].min
return n
end
#--------------------------------------------------------------------------
# ● MaxSP の取得
#--------------------------------------------------------------------------
def maxsp
n = [base_maxsp + @maxsp_plus, 0].max
@states.each { |i| n *= $data_states[i].maxsp_rate / 100.0 }
n = [[Integer(n), 0].max, maxsp_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 腕力の取得
#--------------------------------------------------------------------------
def str
n = [base_str + @str_plus, 1].max
@states.each { |i| n *= $data_states[i].str_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 器用さの取得
#--------------------------------------------------------------------------
def dex
n = [base_dex + @dex_plus, 1].max
@states.each { |i| n *= $data_states[i].dex_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 素早さの取得
#--------------------------------------------------------------------------
def agi
n = [base_agi + @agi_plus, 1].max
@states.each { |i| n *= $data_states[i].agi_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 魔力の取得
#--------------------------------------------------------------------------
def int
n = [base_int + @int_plus, 1].max
@states.each { |i| n *= $data_states[i].int_rate / 100.0 }
n = [[Integer(n), 1].max, parameter_limit].min
return n
end
#--------------------------------------------------------------------------
# ● MaxHP の設定
# maxhp : 新しい MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -maxhp_limit].max, maxhp_limit].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ● MaxSP の設定
# maxsp : 新しい MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -maxsp_limit].max, maxsp_limit].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● 腕力の設定
# str : 新しい腕力
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -parameter_limit].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 器用さの設定
# dex : 新しい器用さ
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -parameter_limit].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 素早さの設定
# agi : 新しい素早さ
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -parameter_limit].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 魔力の設定
# int : 新しい魔力
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -parameter_limit].max, parameter_limit].min
end
end
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#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● EXP 計算
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
(2..(self.final_level + 1)).each { |i|
if i > self.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
}
end
#--------------------------------------------------------------------------
# ● EXP の変更
# exp : 新しい EXP
#--------------------------------------------------------------------------
def exp=(exp)
if $imported["ExpGoldIncrease"]
rate = calc_exp_increase_rate(KGC::EXPGLD_INC_PERMIT_DOUBLE)
exp = @exp + (exp - @exp) * rate / 100
end
@exp = [[exp, KGC::LimitBreak::ACTOR_EXP_LIMIT].min, 0].max
# レベルアップ
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# スキル習得
$data_classes[@class_id].learnings.each { |j|
if j.level == @level
learn_skill(j.skill_id)
end
}
end
# レベルダウン
while @exp < @exp_list[@level]
@level -= 1
end
# 現在の HP と SP が最大値を超えていたら修正
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ○ パラメータの取得
#--------------------------------------------------------------------------
if KGC::LimitBreak::CALC_PARAMETER_METHOD == 0
def parameter(type)
if @level >= 100
calc_text = KGC::LimitBreak::ACTOR_LV100_CALC.dup
calc_text.gsub!(/lv/i) { "@level" }
calc_text.gsub!(/p\[(\d+)\]/i) {
"$data_actors[@actor_id].parameters[type, #{$1.to_i}]"
}
return $data_actors[@actor_id].parameters[type, 99] + eval(calc_text)
else
return $data_actors[@actor_id].parameters[type, @level]
end
end
elsif KGC::LimitBreak::CALC_PARAMETER_METHOD == 1
def parameter(type)
a = $data_actors[@actor_id].parameters[type, 1]
b = $data_actors[@actor_id].parameters[type, 2]
c = $data_actors[@actor_id].parameters[type, 3]
return a * @level * @level + b * @level + c
end
elsif KGC::LimitBreak::CALC_PARAMETER_METHOD == 2
def parameter(type)
b = $data_actors[@actor_id].parameters[type, 2]
c = $data_actors[@actor_id].parameters[type, 3]
return b * @level + c
end
end
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
n = self.parameter(0)
return n * KGC::LimitBreak::ACTOR_MAXHP_REVISE / 100
end
#--------------------------------------------------------------------------
# ● MaxHP の取得
#--------------------------------------------------------------------------
def maxhp
n = [base_maxhp + @maxhp_plus, 1].max
@states.each { |i| n *= $data_states[i].maxhp_rate / 100.0 }
n = [[Integer(n), 1].max, maxhp_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxSP の取得
#--------------------------------------------------------------------------
def base_maxsp
n = self.parameter(1)
return n * KGC::LimitBreak::ACTOR_MAXSP_REVISE / 100
end
#--------------------------------------------------------------------------
# ● MaxSP の取得
#--------------------------------------------------------------------------
def maxsp
n = [base_maxsp + @maxsp_plus, 0].max
@states.each { |i| n *= $data_states[i].maxsp_rate / 100.0 }
n = [[Integer(n), 0].max, maxsp_limit].min
return n
end
#--------------------------------------------------------------------------
# ● 基本腕力の取得
#--------------------------------------------------------------------------
def base_str
n = self.parameter(2)
if $imported["EquipExtension"]
n += equipment_parameter(2)
else
equip_item_list.each { |item| n += (item != nil ? item.str_plus : 0) }
end
return [[n * KGC::LimitBreak::ACTOR_STR_REVISE / 100, 1].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 基本器用さの取得
#--------------------------------------------------------------------------
def base_dex
n = self.parameter(3)
if $imported["EquipExtension"]
n += equipment_parameter(3)
else
equip_item_list.each { |item| n += (item != nil ? item.dex_plus : 0) }
end
return [[n * KGC::LimitBreak::ACTOR_DEX_REVISE / 100, 1].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 基本素早さの取得
#--------------------------------------------------------------------------
def base_agi
n = self.parameter(4)
if $imported["EquipExtension"]
n += equipment_parameter(4)
else
equip_item_list.each { |item| n += (item != nil ? item.agi_plus : 0) }
end
return [[n * KGC::LimitBreak::ACTOR_AGI_REVISE / 100, 1].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● 基本魔力の取得
#--------------------------------------------------------------------------
def base_int
n = self.parameter(5)
if $imported["EquipExtension"]
n += equipment_parameter(5)
else
equip_item_list.each { |item| n += (item != nil ? item.int_plus : 0) }
end
return [[n * KGC::LimitBreak::ACTOR_INT_REVISE / 100, 1].max, parameter_limit].min
end
#--------------------------------------------------------------------------
# ● レベルの変更
# level : 新しいレベル
#--------------------------------------------------------------------------
def level=(level)
# 上下限チェック
level = [[level, self.final_level].min, 1].max
# EXP を変更
self.exp = @exp_list[level]
end
#--------------------------------------------------------------------------
# ● 最終レベルの取得
#--------------------------------------------------------------------------
def final_level
return (KGC::LimitBreak::ACTOR_LV_LIMIT[@actor_id] != nil ?
KGC::LimitBreak::ACTOR_LV_LIMIT[@actor_id] : KGC::LimitBreak::ACTOR_LV_LIMIT_DEFAULT)
end
#--------------------------------------------------------------------------
# ○ MaxHP 限界値の取得
#--------------------------------------------------------------------------
def maxhp_limit
return KGC::LimitBreak::ACTOR_HP_LIMIT
end
#--------------------------------------------------------------------------
# ○ MaxSP 限界値の取得
#--------------------------------------------------------------------------
def maxsp_limit
return KGC::LimitBreak::ACTOR_SP_LIMIT
end
#--------------------------------------------------------------------------
# ○ パラメータ限界値の取得
#--------------------------------------------------------------------------
def parameter_limit
return KGC::LimitBreak::ACTOR_ETC_LIMIT
end
#--------------------------------------------------------------------------
# ○ 装備武器リストの取得
#--------------------------------------------------------------------------
def equip_weapon_list
result = [$data_weapons[@weapon_id]]
return result.compact
end
#--------------------------------------------------------------------------
# ○ 装備防具リストの取得
#--------------------------------------------------------------------------
def equip_armor_list
result = []
(1..4).each { |i| result << $data_armors[eval("@armor#{i}_id")] }
return result.compact
end
#--------------------------------------------------------------------------
# ○ 装備品リストの取得
#--------------------------------------------------------------------------
def equip_item_list
return equip_weapon_list + equip_armor_list
end
end
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#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ○ MaxHP 限界値の取得
#--------------------------------------------------------------------------
def maxhp_limit
return KGC::LimitBreak::ENEMY_HP_LIMIT
end
#--------------------------------------------------------------------------
# ○ MaxSP 限界値の取得
#--------------------------------------------------------------------------
def maxsp_limit
return KGC::LimitBreak::ENEMY_SP_LIMIT
end
#--------------------------------------------------------------------------
# ○ パラメータ限界値の取得
#--------------------------------------------------------------------------
def parameter_limit
return KGC::LimitBreak::ENEMY_ETC_LIMIT
end
end
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#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● ゴールドの増加 (減少)
# n : 金額
#--------------------------------------------------------------------------
def gain_gold(n)
# 所持金の限界値変更
@gold = [[@gold + n, 0].max, KGC::LimitBreak::GOLD_LIMIT].min
end
#--------------------------------------------------------------------------
# ● アイテムの増加 (減少)
# item_id : アイテム ID
# n : 個数
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# ハッシュの個数データを更新
if item_id > 0
limit = $data_items[item_id].number_limit
@items[item_id] = [[item_number(item_id) + n, 0].max, limit].min
end
end
#--------------------------------------------------------------------------
# ● 武器の増加 (減少)
# weapon_id : 武器 ID
# n : 個数
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# ハッシュの個数データを更新
if weapon_id > 0
limit = $data_weapons[weapon_id].number_limit
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, limit].min
end
end
#--------------------------------------------------------------------------
# ● 防具の増加 (減少)
# armor_id : 防具 ID
# n : 個数
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# ハッシュの個数データを更新
if armor_id > 0
limit = $data_armors[armor_id].number_limit
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, limit].min
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# アイテムの所持数を取得
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
# 価格が所持金以下、かつ所持数が上限でなければ通常文字色に、
# そうでなければ無効文字色に設定
if item.price <= $game_party.gold && number < item.number_limit
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● コマンド : ニューゲーム
#--------------------------------------------------------------------------
alias command_new_game_KGC_LimitBreak command_new_game
def command_new_game
command_new_game_KGC_LimitBreak
KGC::LimitBreak.revise_enemy_parameters
KGC::LimitBreak.set_enemy_status
end
#--------------------------------------------------------------------------
# ● コマンド : コンティニュー
#--------------------------------------------------------------------------
alias command_continue_KGC_LimitBreak command_continue
def command_continue
command_continue_KGC_LimitBreak
KGC::LimitBreak.revise_enemy_parameters
KGC::LimitBreak.set_enemy_status
end
#--------------------------------------------------------------------------
# ● 戦闘テスト
#--------------------------------------------------------------------------
alias battle_test_KGC_LimitBreak battle_test
def battle_test
battle_test_KGC_LimitBreak
KGC::LimitBreak.revise_enemy_parameters
KGC::LimitBreak.set_enemy_status
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Shop
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● フレーム更新 (購入ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_buy
# ステータスウィンドウのアイテムを設定
@status_window.item = @buy_window.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)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @buy_window.item
# アイテムが無効の場合、または価格が所持金より上の場合
if @item == nil or @item.price > $game_party.gold
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# アイテムの所持数を取得
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# すでに上限まで個所持している場合
limit = @item.number_limit
if number >= limit
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 最大購入可能個数を計算
max = (@item.price == 0 ? limit : $game_party.gold / @item.price)
max = [max, limit - number].min
# ウィンドウの状態を個数入力モードへ
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
end