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#==============================================================================
#
# ▼ Yami Engine Symphony - Battle Symphony
# -- Version: 1.15 (2013.03.04)
# -- Level: Easy, Normal, Hard, Very Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YES-BattleSymphony"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2013.03.04 - Release Build 1.15.
# 2013.02.07 - Release Build 1.14.
# 2013.02.01 - Release Build 1.13.
# 2013.01.12 - Release Build 1.12.
# 2013.01.09 - Release Build 1.11.
# 2013.01.03 - Release Build 1.10.
# 2012.11.29 - Release Build 1.09.
# 2012.11.29 - Release Build 1.08.
# 2012.11.28 - Release Build 1.07.
# 2012.11.25 - Release Build 1.06.
# 2012.11.24 - Release Build 1.05.
# 2012.11.16 - Release Build 1.04.
# 2012.11.15 - Release Build 1.03.
# 2012.11.12 - Release Build 1.02.
# 2012.11.08 - Release Build 1.01.
# 2012.10.20 - Finished Script.
# 2012.07.01 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Core Engine of Symphony. This script provides a complicated visual battle
# which can be customized and many add-on awaited in the future.
# -----------------------------------------------------------------------------
# There are 8 Sections of Script:
#
# Section I. Basic Settings (S-01)
# Section II. Default Actions (S-02)
# Section III. AutoSymphony (S-03)
# Section IV. Default Symphony Tags (S-04)
# Section V. Imports Symphony Tags (S-05)
# Section VI. Sprites Initialization (S-06)
# Section VII. Icons Sprites Initialization (S-07)
# Section VIII. Core Script (S-08)
#
# You can search these sections by the code next to them (S-xx).
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# To make this script work correctly with YEA - Battle Engine Ace, you have to
# put this script under YEA - Battle Engine Ace.
#
#==============================================================================
# ▼ Credits
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Symphony Tags: Yanfly (From his Melody Tags).
# Inspired: Yanfly, Nessiah, EvilEagles.
# Testers: Many Guys in RPG Maker Community.
# Many Descriptions: Yanfly (From his Yanfly Engine Melody)
#
#==============================================================================
#==============================================================================
# Section I. Basic Settings (S-01)
# -----------------------------------------------------------------------------
# These are all basic requirements for running Battle Engine Symphony.
# Please pay attention to those settings before you touch and read next
# sections and add-ons.
#==============================================================================
module SYMPHONY
module View
# Set this to false to set Battle View to Empty.
# All Sprites of actors as well as Icon (Weapon, Item...) will be hide.
# All other Symphony Tags are still available.
EMPTY_VIEW = false
# Set Party default Direction. For Number of Direction, check NumPad on the
# Keyboard. Troop Direction will be opposited with Party Direction.
PARTY_DIRECTION = 4
# Set Party default Location. If You have more than 4 Actors in Battle, You
# have to add more index in the hash below.
# For example: If you have 5 Actors, You will have to add default Location
# for 5th Actor by adding: 4 => [Location X, Location Y],
# (Don't forget the comma at the end of each line)
ACTORS_POSITION = { # Begin.
0 => [480, 224],
1 => [428, 244],
2 => [472, 264],
3 => [422, 284],
3 => [452, 304],
} # End.
end # View
module Visual
# Set this to false to disable Weapon Icon creating for non-charset Battlers.
# Recommend not to enable this, unless You use a Battler which doesn't show
# its own weapon in the Battler-set.
WEAPON_ICON_NON_CHARSET = false
# Set this to true to disable auto Move Posing. When set this to false,
# You can let the actor to change to any pose while moving.
DISABLE_AUTO_MOVE_POSE = true
# Set this to true to enable shadow beneath battler.
BATTLER_SHADOW = true
# Enemies default attack animation ID.
# First Attack Animation and Second Attack Animation can be defined by
# notetags <atk ani 1: x> and <atk ani 2: x> respectively.
ENEMY_ATTACK_ANIMATION = 1
end # Visual
module Fixes
# Set this to false to disable auto turn-off the immortal flag. Many people
# forgot to turn-off immortal flag in an actions sequence, so the targets
# remain alive even their HP reach zero.
# Auto Turn-off Immortal will be push to Finish Actions.
AUTO_IMMORTAL_OFF = true
end # Fixes
end # SYMPHONY
#==============================================================================
# Section II. Default Actions (S-02)
# -----------------------------------------------------------------------------
# These are all Default Actions of Symphony. There are Magic Action,
# Physical Action, Item Action and some Misc Actions. If You are really
# good at Symphony Tags and want to customize all of these actions, please
# pay attention here.
# Note: You can use Symphony Tags in each skills so You don't have to check
# this if these actions settings are good for You.
#==============================================================================
module SYMPHONY
module DEFAULT_ACTIONS
#==========================================================================
# Default Magic Actions
# -------------------------------------------------------------------------
# These are the default magic actions for all Magic Skills as well as Certain
# hit Skills. Battlers will play these actions when use a Magic/Certain Hit
# Skill unless You customize it with Symphony Tags.
#==========================================================================
MAGIC_SETUP =[
["MESSAGE"],
["MOVE USER", ["FORWARD", "WAIT"]],
["POSE", ["USER", "CAST"]],
["STANCE", ["USER", "CAST"]],
] # Do not remove this.
MAGIC_WHOLE =[
["IMMORTAL", ["TARGETS", "TRUE"]],
["AUTO SYMPHONY", ["SKILL FULL"]],
] # Do not remove this.
MAGIC_TARGET =[
] # Do not remove this.
MAGIC_FOLLOW =[
["WAIT FOR MOVE"],
] # Do not remove this.
MAGIC_FINISH =[
["IMMORTAL", ["TARGETS", "FALSE"]],
["AUTO SYMPHONY", ["RETURN ORIGIN"]],
["WAIT FOR MOVE"],
["WAIT", ["12", "SKIP"]],
] # Do not remove this.
#==========================================================================
# Default Physical Actions
# -------------------------------------------------------------------------
# These are the default physical actions for all Physical Skills as well as
# Normal Attack. Battlers will play these actions when use a Physical
# Skill unless You customize it with Symphony Tags.
#==========================================================================
PHYSICAL_SETUP =[
["MESSAGE"],
["MOVE USER", ["FORWARD", "WAIT"]],
] # Do not remove this.
PHYSICAL_WHOLE =[
] # Do not remove this.
PHYSICAL_TARGET =[
["IMMORTAL", ["TARGETS", "TRUE"]],
["POSE", ["USER", "FORWARD"]],
["STANCE", ["USER", "FORWARD"]],
["MOVE USER", ["TARGET", "BODY", "WAIT"]],
["AUTO SYMPHONY", ["SINGLE SWING"]],
["AUTO SYMPHONY", ["SKILL FULL", "unless attack"]],
["AUTO SYMPHONY", ["ATTACK FULL", "if attack"]],
] # Do not remove this.
PHYSICAL_FOLLOW =[
["WAIT FOR MOVE"],
] # Do not remove this.
PHYSICAL_FINISH =[
["IMMORTAL", ["TARGETS", "FALSE"]],
["ICON DELETE", ["USER", "WEAPON"]],
["AUTO SYMPHONY", ["RETURN ORIGIN"]],
["WAIT FOR MOVE"],
["WAIT", ["12", "SKIP"]],
] # Do not remove this.
#==========================================================================
# Default Item Actions
# -------------------------------------------------------------------------
# These are the default item actions for all Items. Battlers will play these
# actions when use an Item unless You customize it with Symphony Tags.
#==========================================================================
ITEM_SETUP =[
["MESSAGE"],
["MOVE USER", ["FORWARD", "WAIT"]],
["AUTO SYMPHONY", ["ITEM FLOAT"]],
] # Do not remove this.
ITEM_WHOLE =[
["IMMORTAL", ["TARGETS", "TRUE"]],
["AUTO SYMPHONY", ["ITEM FULL"]],
] # Do not remove this.
ITEM_TARGET =[
] # Do not remove this.
ITEM_FOLLOW =[
["WAIT FOR MOVE"],
] # Do not remove this.
ITEM_FINISH =[
["IMMORTAL", ["TARGETS", "FALSE"]],
["AUTO SYMPHONY", ["RETURN ORIGIN"]],
["WAIT FOR MOVE"],
["WAIT", ["12", "SKIP"]],
] # Do not remove this.
#==========================================================================
# Critical Action
# -------------------------------------------------------------------------
# This is the critical action. This action will be played when a battler
# scores a critical hit.
#==========================================================================
CRITICAL_ACTIONS =[
["SCREEN", ["FLASH", "30", "255", "255", "255"]],
] # Do not remove this.
#==========================================================================
# Miss Action
# -------------------------------------------------------------------------
# This is the miss action. This action will be played when a battler attacks
# miss.
#==========================================================================
MISS_ACTIONS =[
["POSE", ["TARGET", "EVADE"]],
] # Do not remove this.
#==========================================================================
# Evade Action
# -------------------------------------------------------------------------
# This is the evade action. This action will be played when a battler evades.
#==========================================================================
EVADE_ACTIONS =[
["POSE", ["TARGET", "EVADE"]],
] # Do not remove this.
#==========================================================================
# Fail Action
# -------------------------------------------------------------------------
# This is the fail action. This action will be played when a battler fails
# on casting skill.
#==========================================================================
FAIL_ACTIONS =[
] # Do not remove this.
#==========================================================================
# Damaged Action
# -------------------------------------------------------------------------
# This is the damaged action. This action will be played when a battler is
# damaged.
#==========================================================================
DAMAGED_ACTION = [
["POSE", ["TARGET", "DAMAGE"]],
["STANCE", ["TARGET", "STRUCK"]],
] # Do not remove this.
#==========================================================================
# Counter Action
# -------------------------------------------------------------------------
# This is the counter action. This action will be played when a battler
# counters an attack.
#==========================================================================
COUNTER_ACTION = [
["MOVE COUNTER SUBJECT", ["FORWARD", "WAIT"]],
["AUTO SYMPHONY", ["SINGLE SWING COUNTER"]],
["AUTO SYMPHONY", ["SKILL FULL COUNTER"]],
["ICON DELETE", ["COUNTER SUBJECT", "WEAPON"]],
["POSE", ["COUNTER SUBJECT", "BREAK"]],
["STANCE", ["COUNTER SUBJECT", "BREAK"]],
] # Do not remove this.
#==========================================================================
# Reflect Action
# -------------------------------------------------------------------------
# This is the reflect action. This action will be played when a battler
# reflects a magic.
#==========================================================================
REFLECT_ACTION = [
["MOVE REFLECT SUBJECT", ["FORWARD", "WAIT"]],
["POSE", ["REFLECT SUBJECT", "CAST"]],
["STANCE", ["REFLECT SUBJECT", "CAST"]],
["AUTO SYMPHONY", ["SKILL FULL COUNTER"]],
["POSE", ["REFLECT SUBJECT", "BREAK"]],
["STANCE", ["REFLECT SUBJECT", "BREAK"]],
] # Do not remove this.
end # DEFAULT_ACTIONS
end # SYMPHONY
#==============================================================================
# Section III. AutoSymphony (S-03)
# -----------------------------------------------------------------------------
# These are all Settings of AutoSymphony. You can make a sequence of Actions
# and Symphony Tags and reuse it with a single tag: AutoSymphony.
#==============================================================================
module SYMPHONY
AUTO_SYMPHONY = { # Start
# "Key" => [Symphony Sequence],
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: return origin
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This AutoSymphony returns the active battler and all of its targets back
# to their original locations. Used often at the end of a skill, item,
# or any other action sequence.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"RETURN ORIGIN" => [
["STANCE", ["USER", "ORIGIN"]],
["MOVE USER", ["ORIGIN", "WAIT"]],
["POSE", ["USER", "BREAK"]],
["MOVE EVERYTHING", ["ORIGIN"]],
], # end RETURN ORIGIN
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: single swing
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This causes the active battler to perform a single-handed weapon swing
# downwards.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"SINGLE SWING" => [
["ICON CREATE", ["USER", "WEAPON"]],
["ICON", ["USER", "WEAPON", "SWING"]],
["POSE", ["USER", "2H SWING"]],
["STANCE", ["USER", "ATTACK"]],
], # end SINGLE SWING
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: single swing counter
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This causes the countering battler to perform a single-handed weapon
# swing downwards.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"SINGLE SWING COUNTER" => [
["ICON CREATE", ["COUNTER SUBJECT", "WEAPON"]],
["ICON", ["COUNTER SUBJECT", "WEAPON", "SWING"]],
["POSE", ["COUNTER SUBJECT", "2H SWING"]],
["STANCE", ["USER", "ATTACK"]],
], # end SINGLE SWING COUNTER
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: item float
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This causes the active battler to enter a "Cast" stance to make the
# active battler appear to throw the item upward. The icon of the item
# is then created and floats upward.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"ITEM FLOAT" => [
["POSE", ["USER", "CAST"]],
["STANCE", ["USER", "ITEM"]],
["ICON CREATE", ["USER", "ITEM"]],
["ICON", ["USER", "ITEM", "FLOAT", "WAIT"]],
], # end ITEM FLOAT
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: attack full
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This triggers the full course for an attack effect. Attack's animation
# plays and waits until it ends. The damage, status changes, and anything
# else the attack may do to the target. Once the attack effect is over,
# the target is sent sliding backwards a little bit.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"ATTACK FULL" => [
["ATTACK EFFECT", ["COUNTER CHECK"]],
["ATTACK ANIMATION", ["WAIT"]],
["ATTACK EFFECT", ["WHOLE"]],
["MOVE TARGETS", ["BACKWARD"]],
], # end ATTACK FULL
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: skill full
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trigger the full course for a skill's effect. The skill animation
# plays and waits to the end. The damage, status changes, and anything
# else the skill may do to the target. Once the skill effect is over, the
# target is sent sliding backwards a little bit.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"SKILL FULL" => [
["SKILL EFFECT", ["COUNTER CHECK"]],
["SKILL EFFECT", ["REFLECT CHECK"]],
["SKILL ANIMATION", ["WAIT"]],
["SKILL EFFECT", ["WHOLE"]],
["MOVE TARGETS", ["BACKWARD", "unless skill.for_friend?"]],
], # end SKILL FULL
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: skill full counter
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This trigger the full course for a skill's effect. The skill animation
# plays and waits to the end. The damage, status changes, and anything
# else the skill may do to the target. Once the skill effect is over, the
# target is sent sliding backwards a little bit.
# This trigger is used in countering/reflecting skill.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"SKILL FULL COUNTER" => [
["ATTACK ANIMATION", ["TARGETS", "WAIT", "if attack"]],
["SKILL ANIMATION", ["TARGETS", "WAIT", "unless attack"]],
["SKILL EFFECT", ["WHOLE"]],
["MOVE TARGETS", ["BACKWARD", "unless skill.for_friend?"]],
], # end SKILL FULL COUNTER
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# autosymphony: item full
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This triggers the full course for an item's effect. The item animation
# plays and waits to the end. The damage, status changes, and anything
# else the item may do to the target. Once the skill effect is over, the
# target is sent sliding backwards a little bit.
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used AutoSymphony. Do not remove this.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"ITEM FULL" => [
["SKILL EFFECT", ["COUNTER CHECK"]],
["SKILL EFFECT", ["REFLECT CHECK", "unless skill.for_all?"]],
["SKILL ANIMATION", ["WAIT"]],
["ICON", ["USER", "ITEM", "FADE OUT", "WAIT"]],
["ICON DELETE", ["USER", "ITEM"]],
["SKILL EFFECT", ["WHOLE"]],
["MOVE TARGETS", ["BACKWARD", "unless item.for_friend?"]],
], # end ITEM FULL
} # Do not remove this.
end # SYMPHONY
#==============================================================================
# Section IV. Default Symphony Tags (S-04)
# -----------------------------------------------------------------------------
# These are all Default Symphony Tags. They define actions that will be played
# when the tags are called. All these tags are optimized for the best
# performance through testings.
# -----------------------------------------------------------------------------
# Do not edit anything below here unless You have read carefully the Tutorial
# at Creating and Editing Symphony Tags.
#==============================================================================
#==============================================================================
# ■ Scene_Battle - Defines Tags Names
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# new method: perform_actions_list
#--------------------------------------------------------------------------
def perform_actions_list(actions, targets)
#--- Create Formers ---
former_action = @action
former_values = (@action_values != nil) ? @action_values.clone : nil
former_targets = (@action_targets != nil) ? @action_targets.clone : nil
former_item = (@scene_item != nil) ? @scene_item.clone : nil
#--- Create Current ---
@action_targets = targets
actions.each { |action|
@action = action[0].upcase; @action_values = action[1]
@action_values.each { |s| s.upcase! if s.is_a?(String) } if @action_values
break unless SceneManager.scene_is?(Scene_Battle)
break if @subject && @subject.dead?
next unless action_condition_met
case @action.upcase
when /ANIMATION[ ](\d+)|SKILL ANIMATION|ATTACK ANIMATION|ANIMATION/i
action_animation
when /ATTACK EFFECT|SKILL EFFECT/i
action_skill_effect
when /AUTO SYMPHONY|AUTOSYMPHONY/i
action_autosymphony
when /ICON CREATE|CREATE ICON/i
action_create_icon
when /ICON DELETE|DELETE ICON/i
action_delete_icon
when "ICON", "ICON EFFECT"
action_icon_effect
when /ICON THROW[ ](.*)/i
action_icon_throw
when /IF[ ](.+)/i
action_condition
when /JUMP[ ](.*)/i
action_move
when /MESSAGE/i
action_message
when /MOVE[ ](.*)/i
action_move
when /IMMORTAL/i
action_immortal
when /POSE/i
action_pose
when /STANCE/i
action_stance
when /UNLESS[ ](.+)/i
action_condition
when /TELEPORT[ ](.*)/i
action_move
when "WAIT", "WAIT SKIP", "WAIT FOR ANIMATION", "WAIT FOR MOVE",
"WAIT FOR MOVEMENT", "ANI WAIT"
action_wait
else
imported_symphony
end
}
#--- Release Formers ---
@action = former_action
@action_values = former_values
@action_targets = former_targets
@scene_item = former_item
end
end # Scene_Battle
#==============================================================================
# ■ Scene_Battle - Defines Tags Actions
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# new method: action_condition_met
#--------------------------------------------------------------------------
def action_condition_met
target = @action_targets[0]
targets = @action_targets
user = @subject
skill = item = @scene_item
attack = false
if @counter_subject || (user.current_action && user.current_action.attack?)
attack = true
end
weapons = user.weapons if user.actor?
@action_condition ||= []
@action_condition.pop if @action.upcase == "END"
if @action_condition.size > 0
@action_condition.each { |action_condition|
action_condition =~ /(IF|UNLESS)[ ](.+)/i
condition_type = $1.upcase
condition_value = $2.downcase
#---
if condition_type == "IF"
return false unless eval(condition_value)
elsif condition_type == "UNLESS"
return false if eval(condition_value)
end
}
end
if @action_values
@action_values.each { |value|
case value
when /IF[ ](.*)/i
eval("return false unless " + $1.to_s.downcase)
when /UNLESS[ ](.*)/i
eval("return false if " + $1.to_s.downcase)
end
}
end
return true
end
#--------------------------------------------------------------------------
# new method: get_action_mains
#--------------------------------------------------------------------------
def get_action_mains
result = []
case @action.upcase
when /(?:USER)/i
result.push(@subject) if @subject
when /(?:TARGET|TARGETS)/i
result = @action_targets
when /(?:COUNTER SUBJECT)/i
result = [@counter_subject]
when /(?:REFLECT SUBJECT)/i
result = [@reflect_subject]
when /(?:ACTORS|PARTY|ACTORS LIVING)/i
result = $game_party.alive_members
when /(?:ALL ACTORS|ACTORS ALL)/i
result = $game_party.battle_members
when /(?:ACTORS NOT USER|PARTY NOT USER)/i
result = $game_party.alive_members
result.delete(@subject) if @subject
when /(?:ENEMIES|TROOP|ENEMIES LIVING)/i
result = $game_troop.alive_members
when /(?:ALL ENEMIES|ENEMIES ALL)/i
result = $game_troop.battle_members
when /(?:ENEMIES NOT USER|ENEMIES NOT USER)/i
result = $game_troop.alive_members
result.delete(@subject) if @subject
when /ACTOR[ ](\d+)/i
result.push($game_party.battle_members[$1.to_i])
when /ENEMY[ ](\d+)/i
result.push($game_troop.battle_members[$1.to_i])
when /(?:EVERYTHING|EVERYBODY)/i
result = $game_party.alive_members + $game_troop.alive_members
when /(?:EVERYTHING NOT USER|EVERYBODY NOT USER)/i
result = $game_party.alive_members + $game_troop.alive_members
result.delete(@subject) if @subject
when /(?:ALLIES|FRIENDS)/i
result = @subject.friends_unit.alive_members if @subject
when /(?:OPPONENTS|RIVALS)/i
result = @subject.opponents_unit.alive_members if @subject
when /(?:FRIENDS NOT USER)/i
if @subject
result = @subject.friends_unit.alive_members
result.delete(@subject)
end
when /(?:FOCUS)/i
result = @action_targets
result.push(@subject) if @subject
when /(?:NOT FOCUS|NON FOCUS)/i
result = $game_party.alive_members + $game_troop.alive_members
result -= @action_targets
result.delete(@subject) if @subject
else;
end
return result.compact
end
#--------------------------------------------------------------------------
# new method: get_action_targets
#--------------------------------------------------------------------------
def get_action_targets
result = []
@action_values.reverse.each { |value|
next if value.nil?
case value.upcase
when /(?:USER)/i
result.push(@subject) if @subject
when /(?:TARGET|TARGETS)/i
result = @action_targets
when /(?:COUNTER SUBJECT)/i
result = [@counter_subject]
when /(?:REFLECT SUBJECT)/i
result = [@reflect_subject]
when /(?:ACTORS|PARTY|ACTORS LIVING)/i
result = $game_party.alive_members
when /(?:ALL ACTORS|ACTORS ALL)/i
result = $game_party.battle_members
when /(?:ACTORS NOT USER|PARTY NOT USER)/i
result = $game_party.alive_members
result.delete(@subject) if @subject
when /(?:ENEMIES|TROOP|ENEMIES LIVING)/i
result = $game_troop.alive_members
when /(?:ALL ENEMIES|ENEMIES ALL)/i
result = $game_troop.battle_members
when /(?:ENEMIES NOT USER|ENEMIES NOT USER)/i
result = $game_troop.alive_members
result.delete(@subject) if @subject
when /ACTOR[ ](\d+)/i
result.push($game_party.battle_members[$1.to_i])
when /ENEMY[ ](\d+)/i
result.push($game_troop.battle_members[$1.to_i])
when /(?:EVERYTHING|EVERYBODY)/i
result = $game_party.alive_members + $game_troop.alive_members
when /(?:EVERYTHING NOT USER|EVERYBODY NOT USER)/i
result = $game_party.alive_members + $game_troop.alive_members
result.delete(@subject) if @subject
when /(?:ALLIES|FRIENDS)/i
result = @subject.friends_unit.alive_members if @subject
when /(?:OPPONENTS|RIVALS)/i
result = @subject.opponents_unit.alive_members if @subject
when /(?:FRIENDS NOT USER)/i
if @subject
result = @subject.friends_unit.alive_members
result.delete(@subject)
end
when /(?:NOT FOCUS|NON FOCUS)/i
result = $game_party.alive_members + $game_troop.alive_members
result -= @action_targets
result.delete(@subject)
when /(?:FOCUS)/i
result = @action_targets
result.push(@subject) if @subject
else;
end
}
return result.compact
end
#--------------------------------------------------------------------------
# new method: action_animation
#--------------------------------------------------------------------------
def action_animation
targets = get_action_targets
targets = @action_targets if ["SKILL ANIMATION", "ATTACK ANIMATION"].include?(@action.upcase)
return if targets.size == 0
#---
case @action.upcase
when /ANIMATION[ ](\d+)/i
animation_id = [$1.to_i]
when "SKILL ANIMATION", "ANIMATION"
return unless @subject.current_action.item
animation_id = [@subject.current_action.item.animation_id]
when "ATTACK ANIMATION"
animation_id = [@subject.atk_animation_id1]
animation_id = [@subject.atk_animation_id2] if @subject.atk_animation_id2 > 0 && @action_values[1].to_i == 2
when "LAST ANIMATION"
animation_id = [@last_animation_id]
end
mirror = true if @action_values.include?("MIRROR")
#---
animation_id = [@subject.atk_animation_id1] if animation_id == [-1]
#---
ani_count = 0
animation_id.each { |id|
wait_for_animation if ani_count > 0
mirror = !mirror if ani_count > 0
animation = $data_animations[id]
#---
return unless animation
if animation.to_screen?; targets[0].animation_id = id; end
if !animation.to_screen?
targets.each {|target| target.animation_id = id}
end
targets.each {|target| target.animation_mirror = mirror}
ani_count += 1
}
@last_animation_id = animation_id[0]
return unless @action_values.include?("WAIT")
wait_for_animation
end
#--------------------------------------------------------------------------
# new method: action_skill_effect
#--------------------------------------------------------------------------
def action_skill_effect
return unless @subject
return unless @subject.alive?
return unless @subject.current_action.item
targets = @action_targets.uniq
item = @subject.current_action.item
#---
if @action_values.include?("CLEAR")
targets.each { |target| target.result.set_calc; target.result.clear }
return
end
#---
if @action_values.include?("COUNTER CHECK")
targets.each { |target| target.result.set_counter }
return
elsif @action_values.include?("REFLECT CHECK")
targets.each { |target| target.result.set_reflection }
return
end
#---
array = []
array.push("calc") if @action_values.include?("CALC")
array = ["perfect"] if @action_values.include?("PERFECT")
@action_values.each {|value| array.push(value.downcase) unless ["PERFECT", "CALC"].include?(value)}
array = ["calc", "dmg", "effect"] if @action_values.include?("WHOLE") || @action_values.size == 0
#---
targets.each {|target|
target.result.clear_bes_flag
array.each {|value| str = "target.result.set_#{value}"; eval(str)}
item.repeats.times { invoke_item(target, item) }
target.result.clear_change_target
}
end
#--------------------------------------------------------------------------
# new method: action_autosymphony
#--------------------------------------------------------------------------
def action_autosymphony
key = @action_values[0].to_s.upcase
return unless SYMPHONY::AUTO_SYMPHONY.include?(key)
actions_list = SYMPHONY::AUTO_SYMPHONY[key]
perform_actions_list(actions_list, @action_targets)
end
#--------------------------------------------------------------------------
# new method: action_create_icon
#--------------------------------------------------------------------------
def action_create_icon
targets = get_action_targets
return if targets.size == 0
return if SYMPHONY::View::EMPTY_VIEW
#---
case @action_values[1]
when "WEAPON", "WEAPON1"
symbol = :weapon1
attachment = :hand1
when "WEAPON2"
symbol = :weapon2
attachment = :hand2
when "SHIELD"
symbol = :shield
attachment = :shield
when "ITEM"
symbol = :item
attachment = :middle
else
symbol = @action_values[1]
attachment = :middle
end
#---
case @action_values[2]
when "HAND", "HAND1"
attachment = :hand1
when "HAND2", "SHIELD"
attachment = :hand2
when "ITEM"
attachment = :item
when "MIDDLE", "BODY"
attachment = :middle
when "TOP", "HEAD"
attachment = :top
when "BOTTOM", "FEET", "BASE"
attachment = :base
end
#---
targets.each { |target|
next if target.sprite.nil?
next if !target.use_charset? && !SYMPHONY::Visual::WEAPON_ICON_NON_CHARSET && [:weapon1, :weapon2].include?(symbol)
target.create_icon(symbol, @action_values[3].to_i)
next if target.icons[symbol].nil?
target.icons[symbol].set_origin(attachment)
}
end
#--------------------------------------------------------------------------
# new method: action_delete_icon
#--------------------------------------------------------------------------
def action_delete_icon
targets = get_action_targets
return if targets.size == 0
#---
case @action_values[1]
when "WEAPON", "WEAPON1"
symbol = :weapon1
when "WEAPON2"
symbol = :weapon2
when "SHIELD"
symbol = :shield
when "ITEM"
symbol = :item
else
symbol = @action_values[1]
end
#---
targets.each { |target| target.delete_icon(symbol) }
end
#--------------------------------------------------------------------------
# new method: action_icon_effect
#--------------------------------------------------------------------------
def action_icon_effect
targets = get_action_targets
return if targets.size == 0
#---
case @action_values[1]
when "WEAPON", "WEAPON1"
symbol = :weapon1
when "WEAPON2"
symbol = :weapon2
when "SHIELD"
symbol = :shield
when "ITEM"
symbol = :item
else
symbol = @action_values[1]
end
#---
targets.each { |target|
icon = target.icons[symbol]
next if icon.nil?
total_frames = 8
case @action_values[2]
when "ANGLE"
angle = @action_values[3].to_i
icon.set_angle(angle)
when "ROTATE", "REROTATE"
angle = @action_values[3].to_i
angle = -angle if @action_values[2] == "REROTATE"
total_frames = @action_values[4].to_i
total_frames = 8 if total_frames == 0
icon.create_angle(angle, total_frames)
when /ANIMATION[ ](\d+)/i
animation = $1.to_i
if $data_animations[animation].nil?; return; end
total_frames = $data_animations[animation].frame_max
total_frames *= 4 unless $imported["YEA-CoreEngine"]
total_frames *= YEA::CORE::ANIMATION_RATE if $imported["YEA-CoreEngine"]
icon.start_animation($data_animations[animation])
when /MOVE_X[ ](\d+)/i
move_x = $1.to_i
total_frames = @action_values[3].to_i
total_frames = 8 if total_frames == 0
icon.create_movement(move_x, icon.y, total_frames)
when /MOVE_Y[ ](\d+)/i
move_y = $1.to_i
total_frames = @action_values[3].to_i
total_frames = 8 if total_frames == 0
icon.create_movement(icon.x, move_y, total_frames)
when /CUR_X[ ]([\-]?\d+)/i
move_x = icon.x + $1.to_i
total_frames = @action_values[3].to_i
total_frames = 8 if total_frames == 0
icon.create_movement(move_x, icon.y, total_frames)
when /CUR_Y[ ]([\-]?\d+)/i
move_y = icon.y + $1.to_i
total_frames = @action_values[3].to_i
total_frames = 8 if total_frames == 0
icon.create_movement(icon.x, move_y, total_frames)
when "FADE IN"
total_frames = @action_values[3].to_i
total_frames = 8 if total_frames == 0
rate = Integer(256.0/total_frames)
icon.set_fade(rate)
when "FADE OUT"
total_frames = @action_values[3].to_i
total_frames = 8 if total_frames == 0
rate = Integer(256.0/total_frames)
icon.set_fade(-rate)
when "FLOAT"
total_frames = @action_values[3].to_i
total_frames = 24 if total_frames == 0
icon.create_move_direction(8, total_frames, total_frames)
when "SWING"
total_frames = 10
icon.set_angle(0)
icon.create_angle(90, total_frames)
when "UPSWING"
total_frames = 10
icon.set_angle(90)
icon.create_angle(0, total_frames)
when "STAB", "THRUST"
total_frames = 8
direction = Direction.direction(target.pose)
direction = Direction.opposite(direction) if target.sprite.mirror
case direction
when 8
icon_direction = 8
icon.set_angle(-45)
when 4
icon_direction = 4
icon.set_angle(45)
when 6
icon_direction = 6
icon.set_angle(-135)
when 2
icon_direction = 2
icon.set_angle(135)
end
icon.create_move_direction(Direction.opposite(icon_direction), 40, 1)
icon.update
icon.create_move_direction(icon_direction, 32, total_frames)
when "CLAW"
total_frames = 8
direction = Direction.direction(target.pose)
direction = Direction.opposite(direction) if target.sprite.mirror
case direction
when 8
icon_direction = 7
back_direction = 3
when 4
icon_direction = 1
back_direction = 9
when 6
icon_direction = 3
back_direction = 7
when 2
icon_direction = 9
back_direction = 1
end
icon.create_move_direction(back_direction, 32, 1)
icon.update
icon.create_move_direction(icon_direction, 52, total_frames)
end
#---
if @action_values.include?("WAIT")
update_basic while icon.effecting?
end
}
end
#--------------------------------------------------------------------------
# new method: action_icon_throw
#--------------------------------------------------------------------------
def action_icon_throw
mains = get_action_mains
targets = get_action_targets
return if mains.size == 0
#---
case @action_values[1]
when "WEAPON", "WEAPON1"
symbol = :weapon1
when "WEAPON2"
symbol = :weapon2
when "SHIELD"
symbol = :shield
when "ITEM"
symbol = :item
else
symbol = @action_values[1]
end
#---
mains.each { |main|
icon = main.icons[symbol]
next if icon.nil?
total_frames = @action_values[3].to_i
total_frames = 12 if total_frames <= 0
arc = @action_values[2].to_f
#---
targets.each { |target|
move_x = target.screen_x
move_y = target.screen_y - target.sprite.height / 2
icon.create_movement(move_x, move_y, total_frames)
icon.create_arc(arc)
if @action_values.include?("WAIT")
update_basic while icon.effecting?
end
}
}
end
#--------------------------------------------------------------------------
# new method: action_condition
#--------------------------------------------------------------------------
def action_condition
@action_condition ||= []
@action_condition.push(@action.dup)
end
#--------------------------------------------------------------------------
# new method: action_message
#--------------------------------------------------------------------------
def action_message
user = @subject
return unless user
item = @subject.current_action.item
return unless item
@log_window.display_use_item(@subject, item)
end
#--------------------------------------------------------------------------
# new method: action_move
#--------------------------------------------------------------------------
def action_move
movers = get_action_mains
return unless movers.size > 0
return if SYMPHONY::View::EMPTY_VIEW
#--- Get Location ---
case @action_values[0]
#---
when "FORWARD", "BACKWARD"
distance = @action_values[1].to_i
distance = @action_values[0] == "FORWARD" ? 16 : 8 if distance <= 0
frames = @action_values[2].to_i
frames = 8 if frames <= 0
movers.each { |mover|
next unless mover.exist?
direction = mover.direction
destination_x = mover.screen_x
destination_y = mover.screen_y
case direction
when 1; move_x = distance / -2; move_y = distance / 2
when 2; move_x = distance * 0; move_y = distance * 1
when 3; move_x = distance / -2; move_y = distance / 2
when 4; move_x = distance * -1; move_y = distance * 0
when 6; move_x = distance * 1; move_y = distance * 0
when 7; move_x = distance / -2; move_y = distance / -2
when 8; move_x = distance * 0; move_y = distance * -1
when 9; move_x = distance / 2; move_y = distance / -2
else; return
end
destination_x += @action_values[0] == "FORWARD" ? move_x : - move_x
destination_y += @action_values[0] == "FORWARD" ? move_y : - move_y
mover.face_coordinate(destination_x, destination_y) unless @action_values[0] == "BACKWARD"
mover.create_movement(destination_x, destination_y, frames)
case @action.upcase
when /JUMP[ ](.*)/i
arc_scan = $1.scan(/(?:ARC)[ ](\d+)/i)
arc = $1.to_i
mover.create_jump(arc)
end
}
#---
when "ORIGIN", "RETURN"
frames = @action_values[1].to_i
frames = 20 if frames <= 0
movers.each { |mover|
next unless mover.exist?
destination_x = mover.origin_x
destination_y = mover.origin_y
next if destination_x == mover.screen_x && destination_y == mover.screen_y
if @action_values[0] == "ORIGIN"
mover.face_coordinate(destination_x, destination_y)
end
mover.create_movement(destination_x, destination_y, frames)
case @action.upcase
when /JUMP[ ](.*)/i
arc_scan = $1.scan(/(?:ARC)[ ](\d+)/i)
arc = $1.to_i
mover.create_jump(arc)
end
}
#---
when "TARGET", "TARGETS", "USER"
frames = @action_values[2].to_i
frames = 20 if frames <= 0
#---
case @action_values[0]
when "USER"
targets = [@subject]
when "TARGET", "TARGETS"
targets = @action_targets
end
#---
destination_x = destination_y = 0
case @action_values[1]
when "BASE", "FOOT", "FEET"
targets.each { |target|
destination_x += target.screen_x; destination_y += target.screen_y
side_l = target.screen_x - target.sprite.width/2
side_r = target.screen_x + target.sprite.width/2
side_u = target.screen_y - target.sprite.height
side_d = target.screen_y
movers.each { |mover|
next unless mover.exist?
if side_l > mover.origin_x
destination_x -= target.sprite.width/2
destination_x -= mover.sprite.width/2
elsif side_r < mover.origin_x
destination_x += target.sprite.width/2
destination_x += mover.sprite.width/2
elsif side_u > mover.origin_y - mover.sprite.height
destination_y -= target.sprite.height
elsif side_d < mover.origin_y - mover.sprite.height
destination_y += mover.sprite.height
end
}
}
#---
when "BODY", "MIDDLE", "MID"
targets.each { |target|
destination_x += target.screen_x
destination_y += target.screen_y - target.sprite.height / 2
side_l = target.screen_x - target.sprite.width/2
side_r = target.screen_x + target.sprite.width/2
side_u = target.screen_y - target.sprite.height
side_d = target.screen_y
movers.each { |mover|
next unless mover.exist?
if side_l > mover.origin_x
destination_x -= target.sprite.width/2
destination_x -= mover.sprite.width/2
elsif side_r < mover.origin_x
destination_x += target.sprite.width/2
destination_x += mover.sprite.width/2
elsif side_u > mover.origin_y - mover.sprite.height
destination_y -= target.sprite.height
elsif side_d < mover.origin_y - mover.sprite.height
destination_y += mover.sprite.height
end
destination_y += mover.sprite.height
destination_y -= mover.sprite.height/2
if $imported["BattleSymphony-8D"] && $imported["BattleSymphony-HB"]
destination_y += mover.sprite.height if mover.use_8d? && target.use_hb?
destination_y -= mover.sprite.height/4 if mover.use_hb? && target.use_8d?
end
}
}
#---
when "CENTER"
targets.each { |target|
destination_x += target.screen_x
destination_y += target.screen_y - target.sprite.height/2
}
#---
when "HEAD", "TOP"
targets.each { |target|
destination_x += target.screen_x
destination_y += target.screen_y - target.sprite.height
side_l = target.screen_x - target.sprite.width/2
side_r = target.screen_x + target.sprite.width/2
side_u = target.screen_y - target.sprite.height
side_d = target.screen_y
movers.each { |mover|
next unless mover.exist?
if side_l > mover.origin_x
destination_x -= target.sprite.width/2
destination_x -= mover.sprite.width/2
elsif side_r < mover.origin_x
destination_x += target.sprite.width/2
destination_x += mover.sprite.width/2
elsif side_u > mover.origin_y - mover.sprite.height
destination_y -= target.sprite.height
elsif side_d < mover.origin_y - mover.sprite.height
destination_y += mover.sprite.height
end
destination_y += mover.sprite.height
destination_y -= mover.sprite.height/2
if $imported["BattleSymphony-8D"] && $imported["BattleSymphony-HB"]
destination_y += mover.sprite.height if mover.use_8d? && target.use_hb?
destination_y -= mover.sprite.height/4 if mover.use_hb? && target.use_8d?
end
}
}
#---
when "BACK"
targets.each { |target|
destination_x += target.screen_x
destination_y += target.screen_y - target.sprite.height
side_l = target.screen_x - target.sprite.width/2
side_r = target.screen_x + target.sprite.width/2
side_u = target.screen_y - target.sprite.height
side_d = target.screen_y
movers.each { |mover|
next unless mover.exist?
if side_l > mover.origin_x
destination_x += target.sprite.width/2
destination_x += mover.sprite.width/2
elsif side_r < mover.origin_x
destination_x -= target.sprite.width/2
destination_x -= mover.sprite.width/2
elsif side_u > mover.origin_y - mover.sprite.height
destination_y -= target.sprite.height
elsif side_d < mover.origin_y - mover.sprite.height
destination_y += mover.sprite.height
end
destination_y += mover.sprite.height
destination_y -= mover.sprite.height/2
if $imported["BattleSymphony-8D"] && $imported["BattleSymphony-HB"]
destination_y += mover.sprite.height if mover.use_8d? && target.use_hb?
destination_y -= mover.sprite.height/4 if mover.use_hb? && target.use_8d?
end
}
}
#---
else
targets.each { |target|
destination_x += target.screen_x
destination_y += target.screen_y
}
end
#---
destination_x /= targets.size
destination_y /= targets.size
movers.each { |mover|
next unless mover.exist?
next if mover.screen_x == destination_x && mover.screen_y == destination_y
case @action.upcase
when /MOVE[ ](.*)/i
mover.face_coordinate(destination_x, destination_y)
mover.create_movement(destination_x, destination_y, frames)
when /TELEPORT[ ](.*)/i
mover.screen_x = destination_x
mover.screen_y = destination_y
when /JUMP[ ](.*)/i
arc_scan = $1.scan(/(?:ARC)[ ](\d+)/i)
arc = $1.to_i
mover.face_coordinate(destination_x, destination_y)
mover.create_movement(destination_x, destination_y, frames)
mover.create_jump(arc)
end
}
#---
end
#---
return unless @action_values.include?("WAIT")
wait_for_move
end
#--------------------------------------------------------------------------
# new method: action_immortal
#--------------------------------------------------------------------------
def action_immortal
targets = get_action_targets
return unless targets.size > 0
targets.each { |target|
next unless target.alive?
case @action_values[1].upcase
when "TRUE", "ON", "ENABLE"
target.immortal = true
when "OFF", "FALSE", "DISABLE"
target.immortal = false
target.refresh
perform_collapse_check(target)
end
}
end
#--------------------------------------------------------------------------
# new method: action_pose
#--------------------------------------------------------------------------
def action_pose
targets = get_action_targets
return unless targets.size > 0
#---
case @action_values[1]
when "BREAK", "CANCEL", "RESET", "NORMAL"
targets.each { |target| target.break_pose }
return
when "IDLE", "READY"
pose_key = :ready
when "DAMAGE", "DMG"
pose_key = :damage
when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY"
pose_key = :critical
when "MARCH", "FORWARD"
pose_key = :marching
when "VICTORY", "POSE"
pose_key = :victory
when "EVADE", "DODGE"
pose_key = :dodge
when "DOWN", "DOWNED", "FALLEN"
pose_key = :fallen
when "2H", "2H SWING"
pose_key = :swing2h
when "1H", "1H SWING"
pose_key = :swing1h
when "2H REVERSE", "2H SWING REVERSE"
pose_key = :r2hswing
reverse_pose = true
when "1H REVERSE", "1H SWING REVERSE"
pose_key = :r1hswing
reverse_pose = true
when "CAST", "INVOKE", "ITEM", "MAGIC"
pose_key = :cast
when "CHANT", "CHANNEL", "CHARGE"
pose_key = :channeling
else; return
end
#---
return unless $imported["BattleSymphony-8D"]
#---
targets.each { |target|
next unless target.exist?
next unless target.use_8d?
target.pose = pose_key
target.force_pose = true
target.reverse_pose = reverse_pose
}
end
#--------------------------------------------------------------------------
# new method: action_stance
#--------------------------------------------------------------------------
def action_stance
targets = get_action_targets
return unless targets.size > 0
#---
case @action_values[1]
when "BREAK", "CANCEL", "RESET", "NORMAL"
targets.each { |target| target.break_pose }
return
when "IDLE", "READY"
pose_key = :idle
when "DAMAGE", "DMG", "STRUCK"
pose_key = :struck
when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY", "WOOZY"
pose_key = :woozy
when "VICTORY"
pose_key = :victory
when "EVADE", "DODGE", "DEFEND"
pose_key = :defend
when "DOWN", "DOWNED", "FALLEN", "DEAD"
pose_key = :dead
when "SWING", "ATTACK", "SLASH"
pose_key = :attack
when "CAST", "INVOKE", "MAGIC"
pose_key = :magic
when "ITEM"
pose_key = :item
when "SKILL", "PHYSICAL"
pose_key = :skill
when "FORWARD", "MOVE", "TARGET"
pose_key = :advance
when "ORIGIN", "BACK", "RETREAT"
pose_key = :retreat
else; return
end
#---
return unless $imported["BattleSymphony-HB"]
#---
targets.each { |target|
next unless target.exist?
next unless target.use_hb?
target.pose = pose_key
target.force_pose = true
}
end
#--------------------------------------------------------------------------
# action_wait
#--------------------------------------------------------------------------
def action_wait
case @action
when "WAIT FOR ANIMATION"
wait_for_animation
return
when "WAIT FOR MOVE", "WAIT FOR MOVEMENT"
wait_for_move
return
end
frames = @action_values[0].to_i
frames *= $imported["YEA-CoreEngine"] ? YEA::CORE::ANIMATION_RATE : 4 if @action == "ANI WAIT"
skip = @action_values.include?("SKIP")
skip = true if @action == "WAIT SKIP"
skip ? wait(frames) : abs_wait(frames)
end
end # Scene_Battle
#==============================================================================
# Section V. Imports Symphony Tags (S-05)
# -----------------------------------------------------------------------------
# This section is the field for You to create your own Symphony Tags. Please
# read carefully the Tutorial at Creating Symphony Tags before touching this.
#==============================================================================
#==============================================================================
# ■ Scene_Battle - Imported Symphony Configuration
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# new method: imported_symphony
#--------------------------------------------------------------------------
def imported_symphony
case @action.upcase
#--- Start Importing ---
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# sample symphony
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is the most basic sample, it will put a line which contains
# action name and action values in Console.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
when /SAMPLE SYMPHONY/i
action_sample_symphony
#--- End Importing ---
else
if SYMPHONY::AUTO_SYMPHONY.include?(@action.upcase)
@action_values = [@action.upcase]
@action = "AUTO SYMPHONY"
action_autosymphony
end
end
end
end # Scene_Battle
#==============================================================================
# ■ Scene_Battle - Imported Symphony Actions
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# new method: action_sample_symphony
#--------------------------------------------------------------------------
def action_sample_symphony
str = "#{@action.upcase}: "
@action_values.each {|value| str += "#{value} "}
puts str
end
end # Scene_Battle
#==============================================================================
# Section VI. Sprites Initialization (S-06)
# -----------------------------------------------------------------------------
# This section is the first section of core script. It will Initializes and
# Creates Sprites for all Battlers and Maintains them.
# -----------------------------------------------------------------------------
# Do not touch below script unless You know what You do and How it works.
#==============================================================================
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :origin_x
attr_accessor :origin_y
attr_accessor :screen_x
attr_accessor :screen_y
attr_accessor :pose
attr_accessor :immortal
attr_accessor :icons
attr_accessor :direction
attr_accessor :force_pose
attr_accessor :reverse_pose
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias bes_initialize initialize
def initialize
bes_initialize
@screen_x = 0
@screen_y = 0
#---
@move_x_rate = 0
@move_y_rate = 0
#---
@immortal = false
#---
@icons = {}
@force_pose = false
@reverse_pose = false
#---
@hp = 1 # Fix Change Party in Battle.
#---
@arc = 0
@parabola = {}
@f = 0
@arc_y = 0
end
#--------------------------------------------------------------------------
# new method: use_charset?
#--------------------------------------------------------------------------
def use_charset?
return false
end
#--------------------------------------------------------------------------
# new method: emptyview?
#--------------------------------------------------------------------------
def emptyview?
return SYMPHONY::View::EMPTY_VIEW
end
#--------------------------------------------------------------------------
# new method: battler
#--------------------------------------------------------------------------
def battler
self.actor? ? self.actor : self.enemy
end
#--------------------------------------------------------------------------
# new method: use_custom_charset?
#--------------------------------------------------------------------------
def use_custom_charset?
if $imported["BattleSymphony-8D"]; return true if use_8d?; end
if $imported["BattleSymphony-HB"]; return true if use_hb?; end
return false
end
#--------------------------------------------------------------------------
# new method: screen_z
#--------------------------------------------------------------------------
def screen_z
return 100
end
#--------------------------------------------------------------------------
# alias method: on_battle_start
#--------------------------------------------------------------------------
alias bes_on_battle_start on_battle_start
def on_battle_start
reset_position
#---
bes_on_battle_start
#---
return if self.actor? && !$game_party.battle_members.include?(self)
set_default_position
end
#--------------------------------------------------------------------------
# new method: set_default_position
#--------------------------------------------------------------------------
def set_default_position
@move_rate_x = 0
@move_rate_y = 0
#---
@destination_x = self.screen_x
@destination_y = self.screen_y
end
#--------------------------------------------------------------------------
# new method: correct_origin_position
#--------------------------------------------------------------------------
def correct_origin_position
# Compatible
end
#--------------------------------------------------------------------------
# new method: reset_position
#--------------------------------------------------------------------------
def reset_position
break_pose
end
#--------------------------------------------------------------------------
# new method: break_pose
#--------------------------------------------------------------------------
def break_pose
@direction = SYMPHONY::View::PARTY_DIRECTION
@direction = Direction.opposite(@direction) if self.enemy?
#---
@pose = Direction.pose(@direction)
#---
@force_pose = false
@reverse_pose = false
end
#--------------------------------------------------------------------------
# new method: pose=
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
return if self.actor? && !$game_party.battle_members.include?(self)
self.sprite.correct_change_pose if SceneManager.scene.spriteset
end
#--------------------------------------------------------------------------
# new method: can_collapse?
#--------------------------------------------------------------------------
def can_collapse?
return false unless dead?
unless actor?
return false unless sprite.battler_visible
array = [:collapse, :boss_collapse, :instant_collapse]
return false if array.include?(sprite.effect_type)
end
return true
end
#--------------------------------------------------------------------------
# new method: weapons
#--------------------------------------------------------------------------
def weapons
return []
end
#--------------------------------------------------------------------------
# new method: equips
#--------------------------------------------------------------------------
def equips
return []
end
#--------------------------------------------------------------------------
# alias method: add_state
#--------------------------------------------------------------------------
alias bes_add_state add_state
def add_state(state_id)
bes_add_state(state_id)
#--- Fix Death pose ---
return unless SceneManager.scene_is?(Scene_Battle)
break_pose if state_id == death_state_id
end
end # Game_Battler
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# overwrite method: use_sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# new method: use_charset?
#--------------------------------------------------------------------------
def use_charset?
return true
end
#--------------------------------------------------------------------------
# new method: set_default_position
#--------------------------------------------------------------------------
def set_default_position
super
return if @origin_x && @origin_y
return unless $game_party.battle_members.include?(self)
@origin_x = @screen_x = @destination_x = SYMPHONY::View::ACTORS_POSITION[index][0]
@origin_y = @screen_y = @destination_y = SYMPHONY::View::ACTORS_POSITION[index][1]
return unless emptyview?
@origin_x = @screen_x = @destination_x = self.screen_x
@origin_y = @screen_y = @destination_y = self.screen_y
end
#--------------------------------------------------------------------------
# new method: reset_position
#--------------------------------------------------------------------------
def reset_position
super
@origin_x = @origin_y = nil
end
#--------------------------------------------------------------------------
# alias method: screen_x
#--------------------------------------------------------------------------
alias bes_screen_x screen_x
def screen_x
emptyview? ? bes_screen_x : @screen_x
end
#--------------------------------------------------------------------------
# alias method: screen_y
#--------------------------------------------------------------------------
alias bes_screen_y screen_y
def screen_y
emptyview? ? bes_screen_y : @screen_y
end
#--------------------------------------------------------------------------
# new method: correct_origin_position
#--------------------------------------------------------------------------
def correct_origin_position
return if @origin_x && @origin_y
@origin_x = @screen_x = SYMPHONY::View::ACTORS_POSITION[index][0]
@origin_y = @screen_y = SYMPHONY::View::ACTORS_POSITION[index][1]
return unless emptyview?
@origin_x = @screen_x = @destination_x = self.screen_x
@origin_y = @screen_y = @destination_y = self.screen_y
end
#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
index = $game_party.battle_members.index(self)
return nil unless index
return nil unless SceneManager.scene_is?(Scene_Battle)
return SceneManager.scene.spriteset.actor_sprites[index]
end
#--------------------------------------------------------------------------
# overwrite method: perform_collapse_effect
#--------------------------------------------------------------------------
def perform_collapse_effect
if $game_party.in_battle
@sprite_effect_type = :collapse unless self.use_custom_charset?
Sound.play_actor_collapse
end
end
end # Game_Actor
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: correct_origin_position
#--------------------------------------------------------------------------
def correct_origin_position
@origin_x ||= @screen_x
@origin_y ||= @screen_y
end
#--------------------------------------------------------------------------
# new method: use_charset?
#--------------------------------------------------------------------------
def use_charset?
return super
end
#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
return nil unless SceneManager.scene_is?(Scene_Battle)
return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
end
#--------------------------------------------------------------------------
# new method: atk_animation_id1
#--------------------------------------------------------------------------
def atk_animation_id1
return enemy.atk_animation_id1
end
#--------------------------------------------------------------------------
# new method: atk_animation_id2
#--------------------------------------------------------------------------
def atk_animation_id2
return enemy.atk_animation_id2
end
end # Game_Enemy
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :effect_type
attr_accessor :battler_visible
#--------------------------------------------------------------------------
# new method: pose
#--------------------------------------------------------------------------
alias bes_initialize initialize
def initialize(viewport, battler = nil)
bes_initialize(viewport, battler)
correct_change_pose if @battler
#---
self.visible = false if SYMPHONY::View::EMPTY_VIEW && (@battler.nil? || @battler.actor?)
#---
return if SYMPHONY::View::EMPTY_VIEW
#---
return unless SYMPHONY::Visual::BATTLER_SHADOW
#---
@charset_shadow = Sprite.new(viewport)
@charset_shadow.bitmap = Cache.system("Shadow")
@charset_shadow.ox = @charset_shadow.width / 2
@charset_shadow.oy = @charset_shadow.height
end
#--------------------------------------------------------------------------
# new method: pose
#--------------------------------------------------------------------------
def pose
@battler.pose
end
#--------------------------------------------------------------------------
# alias method: update
#--------------------------------------------------------------------------
alias bes_update update
def update
bes_update
#---
return if SYMPHONY::View::EMPTY_VIEW
#---
return unless SYMPHONY::Visual::BATTLER_SHADOW
#---
@charset_shadow.opacity = self.opacity
@charset_shadow.visible = self.visible
@charset_shadow.x = self.x + (self.mirror ? 0 : - 2)
@charset_shadow.y = self.y + 2
@charset_shadow.z = self.z - 1
#---
@charset_shadow.opacity = 0 if @battler.nil?
end
#--------------------------------------------------------------------------
# alias method: update_bitmap
#--------------------------------------------------------------------------
alias bes_update_bitmap update_bitmap
def update_bitmap
correct_change_pose if @timer.nil?
@battler.use_charset? ? update_charset : bes_update_bitmap
end
#--------------------------------------------------------------------------
# alias method: update_origin
#--------------------------------------------------------------------------
alias bes_update_origin update_origin
def update_origin
@battler.update_visual
@battler.use_charset? ? update_charset_origin : bes_update_origin
end
#--------------------------------------------------------------------------
# new method: update_charset
#--------------------------------------------------------------------------
def update_charset
@battler.set_default_position unless pose
#---
update_charset_bitmap
update_src_rect
end
#--------------------------------------------------------------------------
# new method: correct_change_pose
#--------------------------------------------------------------------------
def correct_change_pose
@pattern = 1
@timer = 15
@back_step = false
@last_pose = pose
end
#--------------------------------------------------------------------------
# new method: update_charset_origin
#--------------------------------------------------------------------------
def update_charset_origin
if bitmap
self.ox = @cw / 2
self.oy = @ch
end
end
#--------------------------------------------------------------------------
# new method: graphic_changed?
#--------------------------------------------------------------------------
def graphic_changed?
self.bitmap.nil? || @character_name != @battler.character_name ||
@character_index != @battler.character_index
end
#--------------------------------------------------------------------------
# new method: set_character_bitmap
#--------------------------------------------------------------------------
def set_character_bitmap
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
end
#--------------------------------------------------------------------------
# new method: update_charset_bitmap
#--------------------------------------------------------------------------
def update_charset_bitmap
if graphic_changed?
@character_name = @battler.character_name
@character_index = @battler.character_index
set_character_bitmap
end
end
#--------------------------------------------------------------------------
# new method: update_src_rect
#--------------------------------------------------------------------------
def update_src_rect
@timer -= 1
if @battler.force_pose
array = []
array = Direction.index_8d(pose) if $imported["BattleSymphony-8D"] && @battler.use_8d?
if [email protected]_pose && @pattern < 2 && @timer <= 0
@pattern += 1
@timer = array[2].nil? ? 15 : array[2]
elsif @battler.reverse_pose && @pattern > 0 && @timer <= 0
@pattern -= 1
@timer = array[2].nil? ? 15 : array[2]
end
else
#--- Quick Fix
@pattern = 2 if @pattern > 2
@pattern = 0 if @pattern < 0
#--- End
if @timer <= 0
@pattern += @back_step ? -1 : 1
@back_step = true if @pattern >= 2
@back_step = false if @pattern <= 0
@timer = 15
end
end
#---
@battler.break_pose unless pose
direction = Direction.direction(pose)
character_index = @character_index
#---
if $imported["BattleSymphony-8D"] && @battler.use_8d?
array = Direction.index_8d(pose)
character_index = array[0]
direction = array[1]
end
sx = (character_index % 4 * 3 + @pattern) * @cw
sy = (character_index / 4 * 4 + (direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
#--------------------------------------------------------------------------
# overwrite method: revert_to_normal
#--------------------------------------------------------------------------
def revert_to_normal
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 255
end
#--------------------------------------------------------------------------
# alias method: animation_set_sprites
# Make Animation Opacity independent of Sprite Opacity
#--------------------------------------------------------------------------
alias bes_animation_set_sprites animation_set_sprites
def animation_set_sprites(frame)
bes_animation_set_sprites(frame)
cell_data = frame.cell_data
@ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.opacity = cell_data[i, 6]
end
end
end # Sprite_Battler
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# overwrite method: create_actors
# Fixed Large Party.
#--------------------------------------------------------------------------
def create_actors
max_members = $game_party.max_battle_members
@actor_sprites = Array.new(max_members) { Sprite_Battler.new(@viewport1) }
end
#--------------------------------------------------------------------------
# overwrite method: update_actors
# Fixed Change Party.
#--------------------------------------------------------------------------
def update_actors
@actor_sprites.each_with_index do |sprite, i|
party_member = $game_party.battle_members
if party_member != sprite.battler
sprite.battler = $game_party.battle_members
#---
if party_member
party_member.reset_position
party_member.correct_origin_position
party_member.break_pose if party_member.dead?
end
sprite.init_visibility if sprite.battler && !sprite.battler.use_custom_charset?
end
sprite.update
end
end
end # Spriteset_Battle
#==============================================================================
# Section VII. Icons Sprites Initialization (S-07)
# -----------------------------------------------------------------------------
# This section is the second section of core script. It will Initializes and
# Creates Sprites for all Object like Weapons, Items and Maintains them.
# -----------------------------------------------------------------------------
# Do not touch below script unless You know what You do and How it works.
#==============================================================================
#==============================================================================
# ■ Sprite_Object
#==============================================================================
class Sprite_Object < Sprite_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
#---
@dest_angle = 0
@dest_x = 0
@dest_y = 0
#---
@angle_rate = 0
@move_x_rate = 0
@move_y_rate = 0
@fade_rate = 0
#---
@arc = 0
@parabola = {}
@f = 0
@arc_y = 0
#---
@battler = nil
@offset_x = 0
@offset_y = 0
@offset_z = 0
@attach_x = 0
@attach_y = 0
@attachment = :middle
end
#--------------------------------------------------------------------------
# set_battler
#--------------------------------------------------------------------------
def set_battler(battler = nil)
@battler = battler
update
end
#--------------------------------------------------------------------------
# set_position
#--------------------------------------------------------------------------
def set_position(x, y)
@dest_x = self.x = x
@dest_y = self.y = y
end
#--------------------------------------------------------------------------
# set_angle
#--------------------------------------------------------------------------
def set_angle(angle)
@dest_angle = self.angle = angle
@dest_angle = self.angle = -angle if mirror_battler?
end
#--------------------------------------------------------------------------
# set_icon
#--------------------------------------------------------------------------
def set_icon(index)
return if index <= 0
bitmap = Cache.system("Iconset")
self.bitmap ||= bitmap
self.src_rect.set(index % 16 * 24, index / 16 * 24, 24, 24)
self.ox = self.oy = 12
end
#--------------------------------------------------------------------------
# set_origin
#--------------------------------------------------------------------------
def set_origin(type)
@offset_z = 2
@attachment = type
case type
when :item
self.ox = 12
self.oy = 12
@offset_y = [email protected]
@offset_x = [email protected] / 2
when :hand1
self.ox = 24
self.oy = 24
@attach_y = [email protected]/3
@attach_x = [email protected]/5
when :hand2
self.ox = 24
self.oy = 24
@attach_y = [email protected]/3
@attach_x = @battler.sprite.width/5
when :middle
self.ox = 12
self.oy = 12
@offset_y = [email protected]/2
when :top
self.ox = 12
self.oy = 24
@offset_y = [email protected]
when :base
self.ox = 12
self.oy = 24
end
self.y = @battler.screen_y + @attach_y + @offset_y + @arc_y
end
#--------------------------------------------------------------------------
# set_fade
#--------------------------------------------------------------------------
def set_fade(rate)
@fade_rate = rate
end
#--------------------------------------------------------------------------
# create_angle
#--------------------------------------------------------------------------
def create_angle(angle, frames = 8)
return if angle == self.angle
@dest_angle = angle
@dest_angle = - @dest_angle if mirror_battler?
frames = [frames, 1].max
@angle_rate = [(self.angle - @dest_angle).abs / frames, 2].max
end
#--------------------------------------------------------------------------
# create_arc
#--------------------------------------------------------------------------
def create_arc(arc)
@arc = arc
@parabola[:x] = 0
@parabola[:y0] = 0
@parabola[:y1] = @dest_y - self.y
@parabola[:h] = - (@parabola[:y0] + @arc * 5)
@parabola[:d] = (self.x - @dest_x).abs
end
#--------------------------------------------------------------------------
# create_movement
#--------------------------------------------------------------------------
def create_movement(destination_x, destination_y, frames = 12)
return if self.x == destination_x && self.y == destination_y
@arc = 0
@dest_x = destination_x
@dest_y = destination_y
frames = [frames, 1].max
@f = frames.to_f / 2
@move_x_rate = [(self.x - @dest_x).abs / frames, 2].max
@move_y_rate = [(self.y - @dest_y).abs / frames, 2].max
end
#--------------------------------------------------------------------------
# create_move_direction
#--------------------------------------------------------------------------
def create_move_direction(direction, distance, frames = 12)
case direction
when 1; move_x = distance / -2; move_y = distance / 2
when 2; move_x = distance * 0; move_y = distance * 1
when 3; move_x = distance / -2; move_y = distance / 2
when 4; move_x = distance * -1; move_y = distance * 0
when 6; move_x = distance * 1; move_y = distance * 0
when 7; move_x = distance / -2; move_y = distance / -2
when 8; move_x = distance * 0; move_y = distance * -1
when 9; move_x = distance / 2; move_y = distance / -2
else; return
end
#---
move_x += self.x
move_y += self.y
#---
create_movement(move_x, move_y, frames)
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_angle
@arc == 0 ? update_movement : update_arc
update_position
update_opacity
end
#--------------------------------------------------------------------------
# update_angle
#--------------------------------------------------------------------------
def update_angle
return if @angle_rate == 0
@angle_rate = 0 if self.angle == @dest_angle
value = [(self.angle - @dest_angle).abs, @angle_rate].min
self.angle += (@dest_angle > self.angle) ? value : -value
end
#--------------------------------------------------------------------------
# update_arc
#--------------------------------------------------------------------------
def update_arc
return unless [@move_x_rate, @move_y_rate].any? { |x| x != 0 }
#---
value = [(self.x - @dest_x).abs, @move_x_rate].min
@offset_x += (@dest_x > self.x) ? value : -value
@parabola[:x] += value
#---
if @dest_x == self.x
self.y = @dest_y
else
a = (2*(@parabola[:y0]+@parabola[:y1])-4*@parabola[:h])/(@parabola[:d]**2)
b = (@parabola[:y1]-@parabola[:y0]-a*(@parabola[:d]**2))/@parabola[:d]
@arc_y = a * @parabola[:x] * @parabola[:x] + b * @parabola[:x] + @parabola[:y0]
end
#---
@move_x_rate = 0 if self.x == @dest_x
@move_y_rate = 0 if self.y == @dest_y
end
#--------------------------------------------------------------------------
# update_movement
#--------------------------------------------------------------------------
def update_movement
return unless [@move_x_rate, @move_y_rate].any? { |x| x != 0 }
@move_x_rate = 0 if self.x == @dest_x
@move_y_rate = 0 if self.y == @dest_y
value = [(self.x - @dest_x).abs, @move_x_rate].min
@offset_x += (@dest_x > self.x) ? value : -value
value = [(self.y - @dest_y).abs, @move_y_rate].min
@offset_y += (@dest_y > self.y) ? value : -value
end
#--------------------------------------------------------------------------
# update_position
#--------------------------------------------------------------------------
def update_position
if @battler != nil
self.mirror = mirror_battler?
update_attachment(self.mirror)
attach_x = self.mirror ? -@attach_x : @attach_x
self.x = @battler.screen_x + attach_x + @offset_x
self.y = @battler.screen_y + @attach_y + @offset_y + @arc_y
self.z = @battler.screen_z + @offset_z
else
self.x = @offset_x
self.y = @offset_y
self.z = @offset_z
end
end
#--------------------------------------------------------------------------
# update_attachment
#--------------------------------------------------------------------------
def update_attachment(mirror = false)
case @attachment
when :hand1
self.ox = mirror ? 0 : 24
self.oy = 24
@attach_y = [email protected]/3
@attach_x = [email protected]/5
when :hand2
self.ox = mirror ? 0 : 24
self.oy = 24
@attach_y = [email protected]/3
@attach_x = @battler.sprite.width/5
else
@attach_x = 0
@attach_y = 0
end
end
#--------------------------------------------------------------------------
# update_attachment
#--------------------------------------------------------------------------
def update_opacity
self.opacity += @fade_rate
end
#--------------------------------------------------------------------------
# mirror_battler?
#--------------------------------------------------------------------------
def mirror_battler?
return false if @battler.sprite == nil
direction = Direction.direction(@battler.pose)
return true if [9, 6, 3].include?(direction)
return true if @battler.sprite.mirror
return false
end
#--------------------------------------------------------------------------
# effecting?
#--------------------------------------------------------------------------
def effecting?
[@angle_rate,@move_y_rate,@move_x_rate,@fade_rate].any? { |x| x > 0 }
end
end # Sprite_Object
#==============================================================================
# Section VIII. Core Script (S-08)
# -----------------------------------------------------------------------------
# This section is the most important section of Core SCript. It will Initialize
# Database as well as Symphony Tags and put them in actions.
# -----------------------------------------------------------------------------
# Do not touch below script unless You know what You do and How it works.
#==============================================================================
#==============================================================================
# ■ Regular Expression
#==============================================================================
module REGEXP
module SYMPHONY
SETUP_ANI_ON = /<(?:SETUP_ACTION|setup action|setup)>/i
SETUP_ANI_OFF = /<\/(?:SETUP_ACTION|setup action|setup)>/i
WHOLE_ANI_ON = /<(?:WHOLE_ACTION|whole action|whole)>/i
WHOLE_ANI_OFF = /<\/(?:WHOLE_ACTION|whole action|whole)>/i
TARGET_ANI_ON = /<(?:TARGET_ACTION|target action|target)>/i
TARGET_ANI_OFF = /<\/(?:TARGET_ACTION|target action|target)>/i
FOLLOW_ANI_ON = /<(?:FOLLOW_ACTION|follow action|follow)>/i
FOLLOW_ANI_OFF = /<\/(?:FOLLOW_ACTION|follow action|follow)>/i
FINISH_ANI_ON = /<(?:FINISH_ACTION|finish action|finish)>/i
FINISH_ANI_OFF = /<\/(?:FINISH_ACTION|finish action|finish)>/i
SYMPHONY_TAG_NONE = /[ ]*(.*)/i
SYMPHONY_TAG_VALUES = /[ ]*(.*):[ ]*(.*)/i
ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i
ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i
end
end
# Scan values: /\w+[\s*\w+]*/i
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_bes load_database; end
def self.load_database
load_database_bes
load_notetags_bes
end
#--------------------------------------------------------------------------
# new method: load_notetags_bes
#--------------------------------------------------------------------------
def self.load_notetags_bes
groups = [$data_skills, $data_items, $data_weapons, $data_enemies]
groups.each { |group|
group.each { |obj|
next if obj.nil?
obj.battle_symphony_initialize
}
}
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :setup_actions_list
attr_accessor :whole_actions_list
attr_accessor :target_actions_list
attr_accessor :follow_actions_list
attr_accessor :finish_actions_list
attr_accessor :atk_animation_id1
attr_accessor :atk_animation_id2
#--------------------------------------------------------------------------
# new method: battle_symphony_initialize
#--------------------------------------------------------------------------
def battle_symphony_initialize
create_default_animation
create_default_symphony
create_tags_symphony
end
#--------------------------------------------------------------------------
# new method: create_default_animation
#--------------------------------------------------------------------------
def create_default_animation
@atk_animation_id1 = SYMPHONY::Visual::ENEMY_ATTACK_ANIMATION
@atk_animation_id2 = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when REGEXP::SYMPHONY::ATK_ANI1
@atk_animation_id1 = $1.to_i
when REGEXP::SYMPHONY::ATK_ANI2
@atk_animation_id2 = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# new method: create_default_symphony
#--------------------------------------------------------------------------
def create_default_symphony
@setup_actions_list = []; @finish_actions_list = []
@whole_actions_list = []; @target_actions_list = []
@follow_actions_list = []
#---
if self.is_a?(RPG::Skill) and !self.physical?
@setup_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_SETUP
@whole_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_WHOLE
@target_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_TARGET
@follow_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_FOLLOW
@finish_actions_list = SYMPHONY::DEFAULT_ACTIONS::MAGIC_FINISH
return
elsif self.is_a?(RPG::Skill) and self.physical?
@setup_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_SETUP
@whole_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_WHOLE
@target_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_TARGET
@follow_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_FOLLOW
@finish_actions_list = SYMPHONY::DEFAULT_ACTIONS::PHYSICAL_FINISH
return
elsif self.is_a?(RPG::Item)
@setup_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_SETUP
@whole_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_WHOLE
@target_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_TARGET
@follow_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_FOLLOW
@finish_actions_list = SYMPHONY::DEFAULT_ACTIONS::ITEM_FINISH
return
end
end
#--------------------------------------------------------------------------
# new method: create_tags_symphony
#--------------------------------------------------------------------------
def create_tags_symphony
self.note.split(/[\r\n]+/).each { |line|
case line
when REGEXP::SYMPHONY::SETUP_ANI_ON
@symphony_tag = true
@setup_actions_list = []
@setup_action_flag = true
when REGEXP::SYMPHONY::SETUP_ANI_OFF
@symphony_tag = false
@setup_action_flag = false
when REGEXP::SYMPHONY::WHOLE_ANI_ON
@symphony_tag = true
@whole_actions_list = []
@whole_action_flag = true
when REGEXP::SYMPHONY::WHOLE_ANI_OFF
@symphony_tag = false
@whole_action_flag = false
when REGEXP::SYMPHONY::TARGET_ANI_ON
@symphony_tag = true
@target_actions_list = []
@target_action_flag = true
when REGEXP::SYMPHONY::TARGET_ANI_OFF
@symphony_tag = false
@target_action_flag = false
when REGEXP::SYMPHONY::FOLLOW_ANI_ON
@symphony_tag = true
@follow_actions_list = []
@follow_action_flag = true
when REGEXP::SYMPHONY::FOLLOW_ANI_OFF
@symphony_tag = false
@follow_action_flag = false
when REGEXP::SYMPHONY::FINISH_ANI_ON
@symphony_tag = true
@finish_actions_list = []
@finish_action_flag = true
when REGEXP::SYMPHONY::FINISH_ANI_OFF
@symphony_tag = false
@finish_action_flag = false
#---
else
next unless @symphony_tag
case line
when REGEXP::SYMPHONY::SYMPHONY_TAG_VALUES
action = $1
value = $2.scan(/[^, ]+[^,]*/i)
when REGEXP::SYMPHONY::SYMPHONY_TAG_NONE
action = $1
value = [nil]
else; next
end
array = [action, value]
if @setup_action_flag
@setup_actions_list.push(array)
elsif @whole_action_flag
@whole_actions_list.push(array)
elsif @target_action_flag
@target_actions_list.push(array)
elsif @follow_action_flag
@follow_actions_list.push(array)
elsif @finish_action_flag
@finish_actions_list.push(array)
end
end
}
end
#--------------------------------------------------------------------------
# new method: valid_actions?
#--------------------------------------------------------------------------
def valid_actions?(phase)
case phase
when :setup
return @setup_actions_list.size > 0
when :whole
return @whole_actions_list.size > 0
when :target
return @target_actions_list.size > 0
when :follow
return @follow_actions_list.size > 0
when :finish
return @finish_actions_list.size > 0
end
end
end # RPG::BaseItem
#==============================================================================
# ■ Direction
#==============================================================================
module Direction
#--------------------------------------------------------------------------
# self.pose
#--------------------------------------------------------------------------
def self.pose(direction)
case direction
when 4; return :left
when 6; return :right
when 8; return :up
when 2; return :down
when 7; return :left
when 1; return :left
when 9; return :right
when 3; return :right
end
end
#--------------------------------------------------------------------------
# self.non8d_pose
#--------------------------------------------------------------------------
def self.non8d_pose(pose)
case pose
when :down_l; return :left
when :down_r; return :right
when :up_l; return :left
when :up_r; return :right
end
end
#--------------------------------------------------------------------------
# self.pose
#--------------------------------------------------------------------------
def self.direction(pose)
case pose
when :left; return 4
when :right; return 6
when :up; return 8
when :down; return 2
end
end
#--------------------------------------------------------------------------
# self.opposite
#--------------------------------------------------------------------------
def self.opposite(direction)
case direction
when 1; return 9
when 2; return 8
when 3; return 7
when 4; return 6
when 6; return 4
when 7; return 3
when 8; return 2
when 9; return 1
else; return direction
end
end
#--------------------------------------------------------------------------
# self.face_coordinate
#--------------------------------------------------------------------------
def self.face_coordinate(screen_x, screen_y, destination_x, destination_y)
x1 = Integer(screen_x)
x2 = Integer(destination_x)
y1 = Graphics.height - Integer(screen_y)
y2 = Graphics.height - Integer(destination_y)
return if x1 == x2 and y1 == y2
#---
angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
if (0..225) === angle or (-225..0) === angle
direction = 6
elsif (226..675) === angle
direction = 9
elsif (676..1125) === angle
direction = 8
elsif (1126..1575) === angle
direction = 7
elsif (1576..1800) === angle or (-1800..-1576) === angle
direction = 4
elsif (-1575..-1126) === angle
direction = 1
elsif (-1125..-676) === angle
direction = 2
elsif (-675..-226) === angle
direction = 3
end
return direction
end
end # Direction
#==============================================================================
# ■ Game_ActionResult
#==============================================================================
class Game_ActionResult
#--------------------------------------------------------------------------
# alias method: clear_hit_flags
#--------------------------------------------------------------------------
alias bes_clear_hit_flags clear_hit_flags
def clear_hit_flags
return unless @calc
bes_clear_hit_flags
@temp_missed = @temp_evaded = @temp_critical = nil
end
#--------------------------------------------------------------------------
# new method: clear_bes_flag
#--------------------------------------------------------------------------
def clear_bes_flag
@perfect_hit = false
@calc = false
@dmg = false
@effect = false
end
#--------------------------------------------------------------------------
# new method: clear_change_target
#--------------------------------------------------------------------------
def clear_change_target
@check_counter = false
@check_reflection = false
end
#--------------------------------------------------------------------------
# new method: set_perfect
#--------------------------------------------------------------------------
def set_perfect
@perfect_hit = true
end
#--------------------------------------------------------------------------
# new method: set_calc
#--------------------------------------------------------------------------
def set_calc
@calc = true
end
#--------------------------------------------------------------------------
# new method: set_dmg
#--------------------------------------------------------------------------
def set_dmg
@dmg = true
end
#--------------------------------------------------------------------------
# new method: set_effect
#--------------------------------------------------------------------------
def set_effect
@effect = true
end
#--------------------------------------------------------------------------
# new method: set_counter
#--------------------------------------------------------------------------
def set_counter
@check_counter = true
end
#--------------------------------------------------------------------------
# new method: set_reflection
#--------------------------------------------------------------------------
def set_reflection
@check_reflection = true
end
#--------------------------------------------------------------------------
# new method: used=
#--------------------------------------------------------------------------
def evaded=(flag)
@evaded = @temp_evaded.nil? ? flag : @temp_evaded
end
#--------------------------------------------------------------------------
# new method: used=
#--------------------------------------------------------------------------
def critical=(flag)
@critical = @temp_critical.nil? ? flag : @temp_critical
end
#--------------------------------------------------------------------------
# new method: used=
#--------------------------------------------------------------------------
def misssed=(flag)
@missed = @temp_missed.nil? ? flag : @temp_missed
end
#--------------------------------------------------------------------------
# alias method: hit?
#--------------------------------------------------------------------------
alias bes_hit? hit?
def hit?
bes_hit? || (@used && @perfect_hit)
end
#--------------------------------------------------------------------------
# new method: dmg?
#--------------------------------------------------------------------------
def dmg?
@dmg || !SceneManager.scene_is?(Scene_Battle)
end
#--------------------------------------------------------------------------
# new method: effect?
#--------------------------------------------------------------------------
def effect?
@effect || !SceneManager.scene_is?(Scene_Battle)
end
#--------------------------------------------------------------------------
# new method: has_damage?
#--------------------------------------------------------------------------
def has_damage?
[@hp_damage, @mp_damage, @tp_damage].any? { |x| x > 0 }
end
#--------------------------------------------------------------------------
# new method: check_counter?
#--------------------------------------------------------------------------
def check_counter?
@check_counter
end
#--------------------------------------------------------------------------
# new method: check_reflection?
#--------------------------------------------------------------------------
def check_reflection?
@check_reflection
end
end # Game_ActionResult
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# new method: backup_actions
#--------------------------------------------------------------------------
def backup_actions
@backup_actions = @actions.dup if @actions
end
#--------------------------------------------------------------------------
# new method: restore_actions
#--------------------------------------------------------------------------
def restore_actions
@actions = @backup_actions.dup if @backup_actions
@backup_actions.clear
@backup_actions = nil
end
#--------------------------------------------------------------------------
# alias method: item_cnt
#--------------------------------------------------------------------------
alias bes_item_cnt item_cnt
def item_cnt(user, item)
return 0 unless @result.check_counter?
return bes_item_cnt(user, item)
end
#--------------------------------------------------------------------------
# alias method: item_mrf
#--------------------------------------------------------------------------
alias bes_item_mrf item_mrf
def item_mrf(user, item)
return 0 unless @result.check_reflection?
return 0 if @magic_reflection
return bes_item_mrf(user, item)
end
#--------------------------------------------------------------------------
# alias method: state_resist_set
#--------------------------------------------------------------------------
alias bes_state_resist_set state_resist_set
def state_resist_set
result = bes_state_resist_set
result += [death_state_id] if @immortal
result
end
#--------------------------------------------------------------------------
# alias method: execute_damage
#--------------------------------------------------------------------------
alias bes_execute_damage execute_damage
def execute_damage(user)
return unless @result.dmg?
bes_execute_damage(user)
end
#--------------------------------------------------------------------------
# alias method: make_damage_value
#--------------------------------------------------------------------------
alias bes_make_damage_value make_damage_value
def make_damage_value(user, item)
return unless @result.dmg?
bes_make_damage_value(user, item)
end
#--------------------------------------------------------------------------
# alias method: item_effect_apply
#--------------------------------------------------------------------------
alias bes_item_effect_apply item_effect_apply
def item_effect_apply(user, item, effect)
return unless @result.effect?
bes_item_effect_apply(user, item, effect)
end
#--------------------------------------------------------------------------
# alias method: item_user_effect
#--------------------------------------------------------------------------
alias bes_item_user_effect item_user_effect
def item_user_effect(user, item)
return unless @result.effect?
bes_item_user_effect(user, item)
end
#--------------------------------------------------------------------------
# alias method: make_miss_popups
#--------------------------------------------------------------------------
if $imported["YEA-BattleEngine"]
alias bes_make_miss_popups make_miss_popups
def make_miss_popups(user, item)
@result.restore_damage unless @result.effect?
bes_make_miss_popups(user, item)
unless @result.effect?
@result.store_damage
@result.clear_damage_values
end
end
end
#--------------------------------------------------------------------------
# new method: face_coordinate
#--------------------------------------------------------------------------
def face_coordinate(destination_x, destination_y)
direction = Direction.face_coordinate(self.screen_x, self.screen_y, destination_x, destination_y)
#direction = Direction.opposite(direction) if self.sprite.mirror
@direction = direction
return if $imported["BattleSymphony-HB"] && self.use_hb?
return if SYMPHONY::Visual::DISABLE_AUTO_MOVE_POSE && self.use_custom_charset?
@pose = Direction.pose(direction)
end
#--------------------------------------------------------------------------
# new method: create_movement
#--------------------------------------------------------------------------
def create_movement(destination_x, destination_y, frames = 12)
return if @screen_x == destination_x && @screen_y == destination_y
@destination_x = destination_x
@destination_y = destination_y
frames = [frames, 1].max
@f = frames.to_f / 2
@move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max
@move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max
end
#--------------------------------------------------------------------------
# new method: create_jump
#--------------------------------------------------------------------------
def create_jump(arc)
@arc = arc
@parabola[:x] = 0
@parabola[:y0] = 0
@parabola[:y1] = @destination_y - @screen_y
@parabola[:h] = - (@parabola[:y0] + @arc * 5)
@parabola[:d] = (@screen_x - @destination_x).abs
end
#--------------------------------------------------------------------------
# new method: create_icon
#--------------------------------------------------------------------------
def create_icon(symbol, icon_id = 0)
delete_icon(symbol)
#---
icon = Sprite_Object.new(self.sprite.viewport)
case symbol
when :weapon1
object = self.weapons[0]
icon_id = object.nil? ? nil : object.icon_index
when :weapon2
object = dual_wield? ? self.weapons[1] : nil
icon_id = object.nil? ? nil : object.icon_index
when :shield
object = dual_wield? ? nil : self.equips[1]
icon_id = object.nil? ? nil : object.icon_index
when :item
object = self.current_action.item
icon_id = object.nil? ? nil : object.icon_index
else; end
return if icon_id.nil? || icon_id <= 0
icon.set_icon(icon_id)
icon.set_battler(self)
#---
@icons[symbol] = icon
end
#--------------------------------------------------------------------------
# new method: delete_icon
#--------------------------------------------------------------------------
def delete_icon(symbol)
return unless @icons[symbol]
@icons[symbol].dispose
@icons.delete(symbol)
end
#--------------------------------------------------------------------------
# new method: clear_icons
#--------------------------------------------------------------------------
def clear_icons
@icons.each { |key, value|
value.dispose
@icons.delete(key)
}
end
#--------------------------------------------------------------------------
# new method: update_movement
#--------------------------------------------------------------------------
def update_movement
return unless self.is_moving?
@move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
@move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
value = [(@screen_x - @destination_x).abs, @move_x_rate].min
@screen_x += (@destination_x > @screen_x) ? value : -value
value = [(@screen_y - @destination_y).abs, @move_y_rate].min
@screen_y += (@destination_y > @screen_y) ? value : -value
end
#--------------------------------------------------------------------------
# new method: update_jump
#--------------------------------------------------------------------------
def update_jump
return unless self.is_moving?
#---
value = [(@screen_x - @destination_x).abs, @move_x_rate].min
@screen_x += (@destination_x > @screen_x) ? value : -value
@parabola[:x] += value
@screen_y -= @arc_y
#---
if @destination_x == @screen_x
@screen_y = @destination_y
@arc_y = 0
@arc = 0
else
a = (2.0*(@parabola[:y0]+@parabola[:y1])-4*@parabola[:h])/(@parabola[:d]**2)
b = (@parabola[:y1]-@parabola[:y0]-a*(@parabola[:d]**2))/@parabola[:d]
@arc_y = a * @parabola[:x] * @parabola[:x] + b * @parabola[:x] + @parabola[:y0]
end
#---
@screen_y += @arc_y
@move_x_rate = 0 if @screen_x == @destination_x
@move_y_rate = 0 if @screen_y == @destination_y
end
#--------------------------------------------------------------------------
# new method: update_icons
#--------------------------------------------------------------------------
def update_icons
@icons ||= {}
@icons.each_value { |value| value.update }
end
#--------------------------------------------------------------------------
# new method: update_visual
#--------------------------------------------------------------------------
def update_visual
return unless SceneManager.scene_is?(Scene_Battle)
return unless SceneManager.scene.spriteset
correct_origin_position
#---
@arc == 0 ? update_movement : update_jump
update_icons
end
#--------------------------------------------------------------------------
# new method: is_moving?
#--------------------------------------------------------------------------
def is_moving?
[@move_x_rate, @move_y_rate].any? { |x| x != 0 }
end
#--------------------------------------------------------------------------
# new method: is_moving?
#--------------------------------------------------------------------------
def dual_attack?
self.actor? && self.current_action.attack? && self.dual_wield? && self.weapons.size > 1
end
end # Game_Battler
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# new method: is_moving?
#--------------------------------------------------------------------------
def is_moving?
return unless @battler
@battler.is_moving?
end
end # Sprite_Battler
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# new method: is_moving?
#--------------------------------------------------------------------------
def is_moving?
self.battler_sprites.any? { |sprite| sprite.is_moving? }
end
end # Spriteset_Battle
#==============================================================================
# ■ Window_BattleLog
#==============================================================================
class Window_BattleLog < Window_Selectable
end # Window_BattleLog
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# overwrite method: use_item
#--------------------------------------------------------------------------
def use_item
@scene_item = item = @subject.current_action.item
targets = @subject.current_action.make_targets.compact
#---
attack = @subject.current_action.attack?
weapon = @subject.weapons[0]
w_action = attack && weapon
#---
targets = targets * 2 if attack && @subject.dual_attack?
#--- Setup Actions ---
actions_list = item.setup_actions_list
actions_list = weapon.setup_actions_list if w_action && weapon.valid_actions?(:setup)
perform_actions_list(actions_list, targets)
#--- Item Costs ---
@subject.use_item(item)
refresh_status
#--- YEA - Cast Animation
process_casting_animation if $imported["YEA-CastAnimations"]
#--- YEA - Lunatic Object
if $imported["YEA-LunaticObjects"]
lunatic_object_effect(:before, item, @subject, @subject)
end
#--- Whole Actions ---
actions_list = item.whole_actions_list
actions_list = weapon.whole_actions_list if w_action && weapon.valid_actions?(:whole)
perform_actions_list(actions_list, targets)
#--- Target Actions ---
actions_list = item.target_actions_list
actions_list = weapon.target_actions_list if w_action && weapon.valid_actions?(:target)
targets.each { |target|
next if target.dead?
perform_actions_list(actions_list, [target])
}
#--- Follow Actions ---
actions_list = item.follow_actions_list
actions_list = weapon.follow_actions_list if w_action && weapon.valid_actions?(:follow)
perform_actions_list(actions_list, targets)
#--- Finish Actions ---
actions_list = item.finish_actions_list
actions_list = weapon.finish_actions_list if w_action && weapon.valid_actions?(:finish)
immortal_flag = ["IMMORTAL", ["TARGETS", "FALSE"]]
if !actions_list.include?(immortal_flag)
if SYMPHONY::Fixes::AUTO_IMMORTAL_OFF
actions_list = [immortal_flag] + actions_list
end
end
perform_actions_list(actions_list, targets)
#--- YEA - Lunatic Object
if $imported["YEA-LunaticObjects"]
lunatic_object_effect(:after, item, @subject, @subject)
end
targets.each { |target|
next unless target.actor?
@status_window.draw_item(target.index)
}
end
#--------------------------------------------------------------------------
# alias method: invoke_item
#--------------------------------------------------------------------------
alias bes_invoke_item invoke_item
def invoke_item(target, item)
if $imported["YEA-TargetManager"]
target = alive_random_target(target, item) if item.for_random?
end
bes_invoke_item(target, item)
#--- Critical Actions ---
actions_list = SYMPHONY::DEFAULT_ACTIONS::CRITICAL_ACTIONS
perform_actions_list(actions_list, [target]) if target.result.critical
#--- Miss Actions ---
actions_list = SYMPHONY::DEFAULT_ACTIONS::MISS_ACTIONS
perform_actions_list(actions_list, [target]) if target.result.missed
#--- Evade Actions ---
actions_list = SYMPHONY::DEFAULT_ACTIONS::EVADE_ACTIONS
perform_actions_list(actions_list, [target]) if target.result.evaded
#--- Fail Actions ---
actions_list = SYMPHONY::DEFAULT_ACTIONS::FAIL_ACTIONS
perform_actions_list(actions_list, [target]) if !target.result.success
#--- Damaged Actions
actions_list = SYMPHONY::DEFAULT_ACTIONS::DAMAGED_ACTION
perform_actions_list(actions_list, [target]) if target.result.has_damage?
end
#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias bes_execute_action execute_action
def execute_action
bes_execute_action
#--- Reset Flags ---
($game_party.battle_members + $game_troop.members).each { |battler|
battler.result.set_calc; battler.result.clear
battler.clear_icons
battler.set_default_position
battler.break_pose
}
$game_troop.screen.clear_bes_ve if $imported["BattleSymphony-VisualEffect"]
@status_window.draw_item(@status_window.index)
end
#--------------------------------------------------------------------------
# overwrite method: invoke_counter_attack
#--------------------------------------------------------------------------
def invoke_counter_attack(target, item)
@log_window.display_counter(target, item)
last_subject = @subject
@counter_subject = target
@subject = target
#---
@subject.backup_actions
#---
@subject.make_actions
@subject.current_action.set_attack
#---
actions_list = SYMPHONY::DEFAULT_ACTIONS::COUNTER_ACTION
perform_actions_list(actions_list, [last_subject])
#---
@subject.clear_actions
@subject = last_subject
#---
@counter_subject.restore_actions
#---
@counter_subject = nil
@log_window.display_action_results(@subject, item)
refresh_status
perform_collapse_check(@subject)
perform_collapse_check(target)
end
#--------------------------------------------------------------------------
# overwrite method: invoke_magic_reflection
#--------------------------------------------------------------------------
def invoke_magic_reflection(target, item)
@subject.magic_reflection = true
@log_window.display_reflection(target, item)
last_subject = @subject
@reflect_subject = target
@subject = target
#---
@subject.backup_actions
#---
@subject.make_actions
if item.is_a?(RPG::Skill); @subject.current_action.set_skill(item.id)
else; @subject.current_action.set_item(item.id); end
#---
actions_list = SYMPHONY::DEFAULT_ACTIONS::REFLECT_ACTION
perform_actions_list(actions_list, [last_subject])
#---
@subject.clear_actions
@subject = last_subject
#---
@reflect_subject.restore_actions
#---
@reflect_subject = nil
@log_window.display_action_results(@subject, item)
refresh_status
perform_collapse_check(@subject)
perform_collapse_check(target)
@subject.magic_reflection = false
end
#--------------------------------------------------------------------------
# new method: wait_for_move
#--------------------------------------------------------------------------
def wait_for_move
update_for_wait
update_for_wait while @spriteset.is_moving?
end
#--------------------------------------------------------------------------
# new method: spriteset
#--------------------------------------------------------------------------
def spriteset
@spriteset
end
#--------------------------------------------------------------------------
# compatible overwrite method: separate_ani?
#--------------------------------------------------------------------------
if $imported["YEA-BattleEngine"]
def separate_ani?(target, item)
return false
end
end
#--------------------------------------------------------------------------
# new method: perform_collapse_check
#--------------------------------------------------------------------------
def perform_collapse_check(target)
target.perform_collapse_effect if target.can_collapse?
@log_window.wait_for_effect
end
#--------------------------------------------------------------------------
# overwrite method: create_log_window
#--------------------------------------------------------------------------
#~ def create_log_window
#~ @log_window = Window_BattleLog.new
#~ end
end # Scene_Battle
#===============================================================================
#
# END OF FILE
#
#=============================================================================== |
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