Amuggi
06.04.2013, 16:45
Hi, ich nutze ein für mein Projekt ein Script, das den Charakter in verschiedene Formen verwandeln kann.
Mein Problem dabei ist, dass die neue Charakterform von meinem "Visual Equip Script" von der Ausrüstung verdeckt wird.
Daher müsste das Script so abgeändert werden, dass während der Zeit der Verwandlung keine Ausrüstung angezogen werden kann.
Nach der Rückverwandlung sollte aber die alte Ausrüstung wieder angezogen sein (wenn nicht möglich, nicht ganz so schlimm).
Leider schaffe ich das nicht selbst. Bitte helft mir.
Hier das Script:
#==============================================================================
# Vampyr Transformations
#==============================================================================
Vampyr_Kernel.register("Vampyr Transformations", 1.1, "01/28/2009")
#------------------------------------------------------------------------------
# Putting command: Requires Bat in a skill, that skill will be usable only if you
# are transformed into a bat. the same is valid for wolf, putting command: Requires Wolf
Transform_Animation_id = 155 # Animation showed when transform
Use_Particle = true # Use Particle Engine?
#------------------------------------------------------------------------------
Wolf_Button = Keys::M # Key used to transformation into wolf
Wolf_Switch = 43 # ID of item necessary to allows transformation into wolf
Wolf_Item = 125 # ID of item necessary to allows transformation into wolf
Wolf_Graphic = ["$schwarzer Wolf", 0] # Character Sprite and Index of wolf
Wolf_Attack_Animation = 82 # Animation displayed when wolf attacks
#------------------------------------------------------------------------------
Bat_Button = Keys::N # Key used to transform into bat
Bat_Switch = 42 # Switched that need be activated to allows transformation into bat
Bat_Item = 0 # ID of item necessary to allows transformation into bat
Bat_Graphic = ["$Bat", 0] # Character Sprite and Index of bat
Bat_Attack_Animation = 82 # Animation displayed when bat attacks
#------------------------------------------------------------------------------
Mist_Button = Keys::H # Key used to transformation into mist
Mist_Switch = 45 # ID of item necessary to allows transformation into mist
Mist_Item = 0 # ID of item necessary to allows transformation into mist
Mist_Graphic = ["!Other2", 4] # Character Sprite and Index of mist
#------------------------------------------------------------------------------
Mouse_Button = Keys::J # Key used to transformation into mouse
Mouse_Switch = 44 # ID of item necessary to allows transformation into mouse
Mouse_Item = 0 # ID of item necessary to allows transformation into mouse
Mouse_Graphic = ["$E_Ratte", 0] # Character Sprite and Index of mouse
Mouse_Attack_Animation = 82 # Animation displayed when mouse attacks
#------------------------------------------------------------------------------
Creature_Button = Keys::L # Key used to transformation into monster
Creature_Switch = 46 # ID of item necessary to allows transformation into monster
Creature_Item = 0 # ID of item necessary to allows transformation into monster
Creature_Graphic = ["$Demon2", 0] # Character Sprite and Index of monster
Creature_Attack_Animation = 82 # Animation displayed when monster attacks
#==============================================================================
class Game_Player < Game_Character
attr_reader :bat_form
attr_reader :wolf_form
attr_reader :mist_form
attr_reader :mouse_form
attr_reader :creature_form
alias vampyr_transformations_initialize initialize
alias vampyr_transformations_update update
alias vampyr_transformations_dash dash?
def initialize
vampyr_transformations_initialize
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = false
end
def update
vampyr_transformations_update
update_transformations
update_mp_consumation
end
def update_transformations
return if $game_map.interpreter.running?
if Use_Particle and @mist_form
$game_map.interpreter.add_effect(1, $scene.ap("energy-ball-white", self, 1, 0, "LittleSmoke"))
end
if Input.trigger?(Bat_Button)
return if $game_party.members[0].mp <= 0
return if Bat_Switch > 0 and !$game_switches[Bat_Switch]
return if Bat_Item > 0 and !$game_party.has_item?($data_items[Bat_Item])
if @bat_form
untransform
else
transform_into_bat
end
elsif Input.trigger?(Wolf_Button)
return if $game_party.members[0].mp <= 0
return if Wolf_Switch > 0 and !$game_switches[Wolf_Switch]
return if Wolf_Item > 0 and !$game_party.has_item?($data_items[Wolf_Item])
if @wolf_form
untransform
else
transform_into_wolf
end
elsif Input.trigger?(Mist_Button)
return if $game_party.members[0].mp <= 0
return if Mist_Switch > 0 and !$game_switches[Mist_Switch]
return if Mist_Item > 0 and !$game_party.has_item?($data_items[Mist_Item])
if @mist_form
untransform
else
transform_into_mist
end
elsif Input.trigger?(Mouse_Button)
return if $game_party.members[0].mp <= 0
return if Mouse_Switch > 0 and !$game_switches[Mouse_Switch]
return if Mouse_Item > 0 and !$game_party.has_item?($data_items[Mouse_Item])
if @mouse_form
untransform
else
transform_into_mouse
end
elsif Input.trigger?(Creature_Button)
return if $game_party.members[0].mp <= 0
return if Creature_Switch > 0 and !$game_switches[Creature_Switch]
return if Creature_Item > 0 and !$game_party.has_item?($data_items[Creature_Item])
if @creature_form
untransform
else
transform_into_creature
end
end
end
def transform_into_wolf
return unless $game_map.passable?(@x, @y)
@character_name = Wolf_Graphic[0]
@character_index = Wolf_Graphic[1]
@move_speed = 5
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if !@wolf_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-green", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = true
@mist_form = false
@mouse_form = false
@creature_form = false
end
def transform_into_bat
@character_name = Bat_Graphic[0]
@character_index = Bat_Graphic[1]
@move_speed = 4
@always_on_top = true
@step_anime = true
@through = false
@priority_type = 2
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-green", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
if !@bat_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-red", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = true
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = false
end
def transform_into_mist
@character_name = Mist_Graphic[0]
@character_index = Mist_Graphic[1]
@move_speed = 3
@always_on_top = true
@step_anime = true
@through = true
@priority_type = 2
if !@mist_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-blue", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = true
@mouse_form = false
@creature_form = false
end
def transform_into_mouse
return unless $game_map.passable?(@x, @y)
@character_name = Mouse_Graphic[0]
@character_index = Mouse_Graphic[1]
@move_speed = 4
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if !@wolf_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-purple", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = true
@creature_form = false
end
def transform_into_creature
return unless $game_map.passable?(@x, @y)
@character_name = Creature_Graphic[0]
@character_index = Creature_Graphic[1]
@move_speed = 4
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if !@wolf_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-red", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = true
end
def untransform
return unless $game_map.passable?(@x, @y)
@character_name = $data_actors[$game_party.members[0].id].character_name
@character_index = $data_actors[$game_party.members[0].id].character_index
@move_speed = 4
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if transformed?
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-purple", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = false
end
def update_mp_consumation
return unless transformed?
if Graphics.frame_count % 60 <= 0 and $game_party.members[0].mp > 0
$game_party.members[0].mp -= 1
elsif $game_party.members[0].mp <= 0
if $game_map.passable?(@x, @y)
untransform
elsif Vampyr_Kernel.enabled?("Vampyr Horror")
$game_party.members[0].blood -= 1 if Graphics.frame_count % 60 <= 0
else
$game_party.members[0].hp -= 1 if Graphics.frame_count % 60 <= 0
end
end
end
def transformed?
return true if @bat_form
return true if @wolf_form
return true if @mist_form
return true if @mouse_form
return true if @creature_form
return false
end
def dash?
return false unless @wolf_form or @mouse_form
vampyr_transformations_dash
end
end
#==============================================================================
if Vampyr_Kernel.enabled?("Vampyr SBABS")
#------------------------------------------------------------------------------
module RPG
class BaseItem
def requires_bat?
self.note.each_line { |line| return true if line.include?("Requires Bat") }
return false
end
def requires_wolf?
self.note.each_line { |line| return true if line.include?("Requires Wolf") }
return false
end
def requires_mist?
self.note.each_line { |line| return true if line.include?("Requires Mist") }
return false
end
def requires_mouse?
self.note.each_line { |line| return true if line.include?("Requires Mouse") }
return false
end
def requires_creature?
self.note.each_line { |line| return true if line.include?("Requires Creature") }
return false
end
def requires_something?
return true if requires_bat?
return true if requires_wolf?
return true if requires_mist?
return true if requires_mouse?
return true if requires_creature?
return false
end
end
end
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
alias vampyr_transformations_atk_animation_id atk_animation_id
alias vampyr_transformations_atk_animation_id2 atk_animation_id2
def atk_animation_id
if @piece.is_a?(Game_Player)
if @piece.bat_form
return Bat_Attack_Animation
elsif @piece.wolf_form
return Wolf_Attack_Animation
elsif @piece.mouse_form
return Mouse_Attack_Animation
elsif @piece.creature_form
return Creature_Attack_Animation
end
end
vampyr_transformations_atk_animation_id
end
def atk_animation_id2
if @piece.is_a?(Game_Player)
if @piece.bat_form
return Bat_Attack_Animation
elsif @piece.wolf_form
return Wolf_Attack_Animation
elsif @piece.mouse_form
return Mouse_Attack_Animation
elsif @piece.creature_form
return Creature_Attack_Animation
end
end
vampyr_transformations_atk_animation_id2
end
end
#------------------------------------------------------------------------------
class Game_Event < Game_Character
alias vampyr_transformations_gevent_attack_normal attack_normal
alias vampyr_transformations_gevent_skill_attack_normal skill_attack_normal
def attack_normal
return if in_front?(self, $game_player) and $game_player.mist_form
vampyr_transformations_gevent_attack_normal
end
def skill_attack_normal
return if in_front?(self, $game_player) and $game_player.mist_form
vampyr_transformations_gevent_skill_attack_normal
end
end
#------------------------------------------------------------------------------
class Game_Player < Game_Character
alias vampyr_transformations_normal_attack_right normal_attack_right
alias vampyr_transformations_range_attack_right range_attack_right
alias vampyr_transformations_normal_attack_left normal_attack_left
alias vampyr_transformations_range_attack_left range_attack_left
alias vampyr_transformations_skill_attack_normal skill_attack_normal
alias vampyr_transformations_skill_attack_range skill_attack_range
alias vampyr_transformations_skill_attack_all skill_attack_all
alias vampyr_transformations_skill_explode_range skill_explode_range
alias vampyr_transformations_skill_recover skill_recover
alias vampyr_transformations_attack_with_item attack_with_item
def normal_attack_right
return if @mist_form
vampyr_transformations_normal_attack_right
end
def range_attack_right
return if transformed?
vampyr_transformations_range_attack_right
end
def normal_attack_left
return if @mist_form
vampyr_transformations_normal_attack_left
end
def range_attack_left
return if transformed?
vampyr_transformations_range_attack_left
end
def skill_attack_normal
return unless requires_transformation?
vampyr_transformations_skill_attack_normal
end
def skill_attack_range
return unless requires_transformation?
vampyr_transformations_skill_attack_range
end
def skill_attack_all
return unless requires_transformation?
vampyr_transformations_skill_attack_all
end
def skill_explode_range
return unless requires_transformation?
vampyr_transformations_skill_explode_range
end
def skill_recover
return unless requires_transformation?
vampyr_transformations_skill_recover
end
def attack_with_item
return if transformed?
vampyr_transformations_attack_with_item
end
def requires_transformation?
return true if @assigned_skill.requires_bat? and @bat_form
return true if @assigned_skill.requires_wolf? and @wolf_form
return true if @assigned_skill.requires_mist? and @mist_form
return true if @assigned_skill.requires_mouse? and @mouse_form
return true if @assigned_skill.requires_creature? and @creature_form
return true unless @assigned_skill.requires_something?
return false
end
end
#------------------------------------------------------------------------------
class Game_Range < Game_Character
alias vampyr_transformations_grange_hurt_hero_skill hurt_hero_skill
alias vampyr_transformations_grange_hurt_hero_skill_explode hurt_hero_skill_explode
def hurt_hero_skill(hero)
return if hero.is_a?(Game_Player) and $game_player.mist_form
vampyr_transformations_grange_hurt_hero_skill(hero)
end
def hurt_hero_skill_explode
return if $game_player.mist_form
vampyr_transformations_grange_hurt_hero_skill_explode
end
end
#------------------------------------------------------------------------------
class Sprite_Weapon < Sprite_Base
alias vampyr_transformations_update update
def update
if @character.is_a?(Game_Player) and @character.transformed?
self.visible = false
return
end
vampyr_transformations_update
end
end
#------------------------------------------------------------------------------
class Sprite_Shield < Sprite_Base
alias vampyr_transformations_update update
def update
if @character.is_a?(Game_Player) and @character.transformed?
self.visible = false
return
end
vampyr_transformations_update
end
end
#------------------------------------------------------------------------------
end
Zur größten Not gebt mir einfach den Script-Befehl für das komplette abrüsten, dann muss ich mir selbst was basteln.
Mein Problem dabei ist, dass die neue Charakterform von meinem "Visual Equip Script" von der Ausrüstung verdeckt wird.
Daher müsste das Script so abgeändert werden, dass während der Zeit der Verwandlung keine Ausrüstung angezogen werden kann.
Nach der Rückverwandlung sollte aber die alte Ausrüstung wieder angezogen sein (wenn nicht möglich, nicht ganz so schlimm).
Leider schaffe ich das nicht selbst. Bitte helft mir.
Hier das Script:
#==============================================================================
# Vampyr Transformations
#==============================================================================
Vampyr_Kernel.register("Vampyr Transformations", 1.1, "01/28/2009")
#------------------------------------------------------------------------------
# Putting command: Requires Bat in a skill, that skill will be usable only if you
# are transformed into a bat. the same is valid for wolf, putting command: Requires Wolf
Transform_Animation_id = 155 # Animation showed when transform
Use_Particle = true # Use Particle Engine?
#------------------------------------------------------------------------------
Wolf_Button = Keys::M # Key used to transformation into wolf
Wolf_Switch = 43 # ID of item necessary to allows transformation into wolf
Wolf_Item = 125 # ID of item necessary to allows transformation into wolf
Wolf_Graphic = ["$schwarzer Wolf", 0] # Character Sprite and Index of wolf
Wolf_Attack_Animation = 82 # Animation displayed when wolf attacks
#------------------------------------------------------------------------------
Bat_Button = Keys::N # Key used to transform into bat
Bat_Switch = 42 # Switched that need be activated to allows transformation into bat
Bat_Item = 0 # ID of item necessary to allows transformation into bat
Bat_Graphic = ["$Bat", 0] # Character Sprite and Index of bat
Bat_Attack_Animation = 82 # Animation displayed when bat attacks
#------------------------------------------------------------------------------
Mist_Button = Keys::H # Key used to transformation into mist
Mist_Switch = 45 # ID of item necessary to allows transformation into mist
Mist_Item = 0 # ID of item necessary to allows transformation into mist
Mist_Graphic = ["!Other2", 4] # Character Sprite and Index of mist
#------------------------------------------------------------------------------
Mouse_Button = Keys::J # Key used to transformation into mouse
Mouse_Switch = 44 # ID of item necessary to allows transformation into mouse
Mouse_Item = 0 # ID of item necessary to allows transformation into mouse
Mouse_Graphic = ["$E_Ratte", 0] # Character Sprite and Index of mouse
Mouse_Attack_Animation = 82 # Animation displayed when mouse attacks
#------------------------------------------------------------------------------
Creature_Button = Keys::L # Key used to transformation into monster
Creature_Switch = 46 # ID of item necessary to allows transformation into monster
Creature_Item = 0 # ID of item necessary to allows transformation into monster
Creature_Graphic = ["$Demon2", 0] # Character Sprite and Index of monster
Creature_Attack_Animation = 82 # Animation displayed when monster attacks
#==============================================================================
class Game_Player < Game_Character
attr_reader :bat_form
attr_reader :wolf_form
attr_reader :mist_form
attr_reader :mouse_form
attr_reader :creature_form
alias vampyr_transformations_initialize initialize
alias vampyr_transformations_update update
alias vampyr_transformations_dash dash?
def initialize
vampyr_transformations_initialize
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = false
end
def update
vampyr_transformations_update
update_transformations
update_mp_consumation
end
def update_transformations
return if $game_map.interpreter.running?
if Use_Particle and @mist_form
$game_map.interpreter.add_effect(1, $scene.ap("energy-ball-white", self, 1, 0, "LittleSmoke"))
end
if Input.trigger?(Bat_Button)
return if $game_party.members[0].mp <= 0
return if Bat_Switch > 0 and !$game_switches[Bat_Switch]
return if Bat_Item > 0 and !$game_party.has_item?($data_items[Bat_Item])
if @bat_form
untransform
else
transform_into_bat
end
elsif Input.trigger?(Wolf_Button)
return if $game_party.members[0].mp <= 0
return if Wolf_Switch > 0 and !$game_switches[Wolf_Switch]
return if Wolf_Item > 0 and !$game_party.has_item?($data_items[Wolf_Item])
if @wolf_form
untransform
else
transform_into_wolf
end
elsif Input.trigger?(Mist_Button)
return if $game_party.members[0].mp <= 0
return if Mist_Switch > 0 and !$game_switches[Mist_Switch]
return if Mist_Item > 0 and !$game_party.has_item?($data_items[Mist_Item])
if @mist_form
untransform
else
transform_into_mist
end
elsif Input.trigger?(Mouse_Button)
return if $game_party.members[0].mp <= 0
return if Mouse_Switch > 0 and !$game_switches[Mouse_Switch]
return if Mouse_Item > 0 and !$game_party.has_item?($data_items[Mouse_Item])
if @mouse_form
untransform
else
transform_into_mouse
end
elsif Input.trigger?(Creature_Button)
return if $game_party.members[0].mp <= 0
return if Creature_Switch > 0 and !$game_switches[Creature_Switch]
return if Creature_Item > 0 and !$game_party.has_item?($data_items[Creature_Item])
if @creature_form
untransform
else
transform_into_creature
end
end
end
def transform_into_wolf
return unless $game_map.passable?(@x, @y)
@character_name = Wolf_Graphic[0]
@character_index = Wolf_Graphic[1]
@move_speed = 5
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if !@wolf_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-green", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = true
@mist_form = false
@mouse_form = false
@creature_form = false
end
def transform_into_bat
@character_name = Bat_Graphic[0]
@character_index = Bat_Graphic[1]
@move_speed = 4
@always_on_top = true
@step_anime = true
@through = false
@priority_type = 2
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-green", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
if !@bat_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-red", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = true
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = false
end
def transform_into_mist
@character_name = Mist_Graphic[0]
@character_index = Mist_Graphic[1]
@move_speed = 3
@always_on_top = true
@step_anime = true
@through = true
@priority_type = 2
if !@mist_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-blue", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = true
@mouse_form = false
@creature_form = false
end
def transform_into_mouse
return unless $game_map.passable?(@x, @y)
@character_name = Mouse_Graphic[0]
@character_index = Mouse_Graphic[1]
@move_speed = 4
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if !@wolf_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-purple", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = true
@creature_form = false
end
def transform_into_creature
return unless $game_map.passable?(@x, @y)
@character_name = Creature_Graphic[0]
@character_index = Creature_Graphic[1]
@move_speed = 4
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if !@wolf_form
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-red", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = true
end
def untransform
return unless $game_map.passable?(@x, @y)
@character_name = $data_actors[$game_party.members[0].id].character_name
@character_index = $data_actors[$game_party.members[0].id].character_index
@move_speed = 4
@always_on_top = false
@step_anime = false
@through = false
@priority_type = 1
if transformed?
if Use_Particle
RPG::SE.new("Magic", 80).play
$game_map.interpreter.add_effect(1, $scene.ap("fireball-purple", self, 1, 24, "MediumFire"))
else
@animation_id = Transform_Animation_id
end
end
@bat_form = false
@wolf_form = false
@mist_form = false
@mouse_form = false
@creature_form = false
end
def update_mp_consumation
return unless transformed?
if Graphics.frame_count % 60 <= 0 and $game_party.members[0].mp > 0
$game_party.members[0].mp -= 1
elsif $game_party.members[0].mp <= 0
if $game_map.passable?(@x, @y)
untransform
elsif Vampyr_Kernel.enabled?("Vampyr Horror")
$game_party.members[0].blood -= 1 if Graphics.frame_count % 60 <= 0
else
$game_party.members[0].hp -= 1 if Graphics.frame_count % 60 <= 0
end
end
end
def transformed?
return true if @bat_form
return true if @wolf_form
return true if @mist_form
return true if @mouse_form
return true if @creature_form
return false
end
def dash?
return false unless @wolf_form or @mouse_form
vampyr_transformations_dash
end
end
#==============================================================================
if Vampyr_Kernel.enabled?("Vampyr SBABS")
#------------------------------------------------------------------------------
module RPG
class BaseItem
def requires_bat?
self.note.each_line { |line| return true if line.include?("Requires Bat") }
return false
end
def requires_wolf?
self.note.each_line { |line| return true if line.include?("Requires Wolf") }
return false
end
def requires_mist?
self.note.each_line { |line| return true if line.include?("Requires Mist") }
return false
end
def requires_mouse?
self.note.each_line { |line| return true if line.include?("Requires Mouse") }
return false
end
def requires_creature?
self.note.each_line { |line| return true if line.include?("Requires Creature") }
return false
end
def requires_something?
return true if requires_bat?
return true if requires_wolf?
return true if requires_mist?
return true if requires_mouse?
return true if requires_creature?
return false
end
end
end
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
alias vampyr_transformations_atk_animation_id atk_animation_id
alias vampyr_transformations_atk_animation_id2 atk_animation_id2
def atk_animation_id
if @piece.is_a?(Game_Player)
if @piece.bat_form
return Bat_Attack_Animation
elsif @piece.wolf_form
return Wolf_Attack_Animation
elsif @piece.mouse_form
return Mouse_Attack_Animation
elsif @piece.creature_form
return Creature_Attack_Animation
end
end
vampyr_transformations_atk_animation_id
end
def atk_animation_id2
if @piece.is_a?(Game_Player)
if @piece.bat_form
return Bat_Attack_Animation
elsif @piece.wolf_form
return Wolf_Attack_Animation
elsif @piece.mouse_form
return Mouse_Attack_Animation
elsif @piece.creature_form
return Creature_Attack_Animation
end
end
vampyr_transformations_atk_animation_id2
end
end
#------------------------------------------------------------------------------
class Game_Event < Game_Character
alias vampyr_transformations_gevent_attack_normal attack_normal
alias vampyr_transformations_gevent_skill_attack_normal skill_attack_normal
def attack_normal
return if in_front?(self, $game_player) and $game_player.mist_form
vampyr_transformations_gevent_attack_normal
end
def skill_attack_normal
return if in_front?(self, $game_player) and $game_player.mist_form
vampyr_transformations_gevent_skill_attack_normal
end
end
#------------------------------------------------------------------------------
class Game_Player < Game_Character
alias vampyr_transformations_normal_attack_right normal_attack_right
alias vampyr_transformations_range_attack_right range_attack_right
alias vampyr_transformations_normal_attack_left normal_attack_left
alias vampyr_transformations_range_attack_left range_attack_left
alias vampyr_transformations_skill_attack_normal skill_attack_normal
alias vampyr_transformations_skill_attack_range skill_attack_range
alias vampyr_transformations_skill_attack_all skill_attack_all
alias vampyr_transformations_skill_explode_range skill_explode_range
alias vampyr_transformations_skill_recover skill_recover
alias vampyr_transformations_attack_with_item attack_with_item
def normal_attack_right
return if @mist_form
vampyr_transformations_normal_attack_right
end
def range_attack_right
return if transformed?
vampyr_transformations_range_attack_right
end
def normal_attack_left
return if @mist_form
vampyr_transformations_normal_attack_left
end
def range_attack_left
return if transformed?
vampyr_transformations_range_attack_left
end
def skill_attack_normal
return unless requires_transformation?
vampyr_transformations_skill_attack_normal
end
def skill_attack_range
return unless requires_transformation?
vampyr_transformations_skill_attack_range
end
def skill_attack_all
return unless requires_transformation?
vampyr_transformations_skill_attack_all
end
def skill_explode_range
return unless requires_transformation?
vampyr_transformations_skill_explode_range
end
def skill_recover
return unless requires_transformation?
vampyr_transformations_skill_recover
end
def attack_with_item
return if transformed?
vampyr_transformations_attack_with_item
end
def requires_transformation?
return true if @assigned_skill.requires_bat? and @bat_form
return true if @assigned_skill.requires_wolf? and @wolf_form
return true if @assigned_skill.requires_mist? and @mist_form
return true if @assigned_skill.requires_mouse? and @mouse_form
return true if @assigned_skill.requires_creature? and @creature_form
return true unless @assigned_skill.requires_something?
return false
end
end
#------------------------------------------------------------------------------
class Game_Range < Game_Character
alias vampyr_transformations_grange_hurt_hero_skill hurt_hero_skill
alias vampyr_transformations_grange_hurt_hero_skill_explode hurt_hero_skill_explode
def hurt_hero_skill(hero)
return if hero.is_a?(Game_Player) and $game_player.mist_form
vampyr_transformations_grange_hurt_hero_skill(hero)
end
def hurt_hero_skill_explode
return if $game_player.mist_form
vampyr_transformations_grange_hurt_hero_skill_explode
end
end
#------------------------------------------------------------------------------
class Sprite_Weapon < Sprite_Base
alias vampyr_transformations_update update
def update
if @character.is_a?(Game_Player) and @character.transformed?
self.visible = false
return
end
vampyr_transformations_update
end
end
#------------------------------------------------------------------------------
class Sprite_Shield < Sprite_Base
alias vampyr_transformations_update update
def update
if @character.is_a?(Game_Player) and @character.transformed?
self.visible = false
return
end
vampyr_transformations_update
end
end
#------------------------------------------------------------------------------
end
Zur größten Not gebt mir einfach den Script-Befehl für das komplette abrüsten, dann muss ich mir selbst was basteln.