#==============================================================================
# +++ MOG - Battle Cursor (2.2) +++
#==============================================================================
# By Moghunter
# [url]http://www.atelier-rgss.com/[/url]
#==============================================================================
# Sistema de cursor animado de batalha nos sprites dos battlers.
#==============================================================================
# Arquivo necessário. (Graphics/System)
#
# Battle_Cursor.png
# Battle_Cursor2.png *(necessário o script Scope EX)
#
#==============================================================================
# NOTA - Deixe este script abaixo do script Battler Motion.
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# (2.2) Melhoria no sistema de posição da origem Z.
#==============================================================================
#==============================================================================
# ■ CURSOR SETTING
#==============================================================================
module MOG_BATTLE_CURSOR
#Definição da posição do cursor em relação ao alvo.
CURSOR_POSITION = [10, -30]
#Definição da posição do nome do alvo.
CURSOR_NAME_POSITION = [10, 20]
#Ativar efeito deslizar.
CURSOR_SLIDE_EFFECT = true
#Ativar animação de levitação.
CURSOR_FLOAT_EFFECT = false
#Definição da prioridade do cursor.
CURSOR_Z = 2000
#Posição do cursor Secundário.
TARGET_CURSOR_2_POS = [0, -48]
#Ativar animação de zoom.
TARGET_CURSOR_2_ZOOM_EFFECT = true
end
$imported = {} if $imported.nil?
$imported[:mog_battle_cursor] = true
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :battle_cursor
attr_accessor :battle_cursor_data
attr_accessor :target_skill
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_battle_cursor_initialize initialize
def initialize
@battle_cursor = [0,0,false,""] ; @target_skill = []
mog_battle_cursor_initialize
end
#--------------------------------------------------------------------------
# ● Clear Target Temp
#--------------------------------------------------------------------------
def clear_target_temp
$game_party.members.each {|t| t.target_temp = false } rescue nil
$game_troop.members.each {|t| t.target_temp = false } rescue nil
end
end
#==============================================================================
# ■ Spriteset Battle Cursor
#==============================================================================
class Sprite_Battle_Cursor < Sprite
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
$game_temp.battle_cursor = [0,0,false,""]
self.bitmap = Cache.system("Battle_Cursor")
self.visible = $game_temp.battle_cursor[2] ; self.z = CURSOR_Z
@cursor_name = Sprite.new ; @cursor_name.bitmap = Bitmap.new(120,32)
@cursor_name.z = self.z + 1 ; @cursor_name.bitmap.font.size = 16
@cursor_name_enemy = $game_temp.battle_cursor[3]
@cursor_name_position = [CURSOR_NAME_POSITION[0] ,CURSOR_NAME_POSITION[1]]
@cursor_float = [0,0] ; refresh_cursor_name
end
#--------------------------------------------------------------------------
# ● Dispose Sprite
#--------------------------------------------------------------------------
def dispose
super
dispose_sprite_cursor
end
#--------------------------------------------------------------------------
# ● Dispose Sprite Cursor
#--------------------------------------------------------------------------
def dispose_sprite_cursor
@cursor_name.bitmap.dispose ; @cursor_name.dispose
self.bitmap.dispose ; $game_temp.clear_target_temp
end
#--------------------------------------------------------------------------
# ● Refresh Cursor Name
#--------------------------------------------------------------------------
def refresh_cursor_name
@cursor_name_enemy = $game_temp.battle_cursor[3]
@cursor_name.bitmap.clear
@cursor_name.bitmap.draw_text(0,0,120,32,@cursor_name_enemy.to_s,1)
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
update_sprite_cursor
end
#--------------------------------------------------------------------------
# ● Update Sprite Cursor
#--------------------------------------------------------------------------
def update_sprite_cursor
update_visible ; update_cursor_float_effect
execute_move(0,self.x,$game_temp.battle_cursor[0])
execute_move(1,self.y,$game_temp.battle_cursor[1] + @cursor_float[1])
update_sprite_name
end
#--------------------------------------------------------------------------
# ● Update Visible
#--------------------------------------------------------------------------
def update_visible
self.visible = $game_temp.battle_cursor[2]
(self.x = -64 ; self.y = -64) if !self.visible
end
#--------------------------------------------------------------------------
# ● Update Sprite Name
#--------------------------------------------------------------------------
def update_sprite_name
return if @cursor_name == nil
refresh_cursor_name if @cursor_name_enemy != $game_temp.battle_cursor[3]
@cursor_name.x = self.x + @cursor_name_position[0]
@cursor_name.y = self.y + @cursor_name_position[1]
@cursor_name.opacity = self.opacity ; @cursor_name.visible = self.visible
end
#--------------------------------------------------------------------------
# ● Update Cursor Float Effect
#--------------------------------------------------------------------------
def update_cursor_float_effect
return if !CURSOR_FLOAT_EFFECT
@cursor_float[0] += 1
case @cursor_float[0]
when 0..20 ; @cursor_float[1] += 1
when 21..40 ; @cursor_float[1] -= 1
else
@cursor_float[0] = 0 ; @cursor_float[1] = 0
end
end
#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(type,cp,np)
sp = 5 + ((cp - np).abs / 5)
if cp > np
cp -= sp ; cp = np if cp < np
elsif cp < np
cp += sp ; cp = np if cp > np
end
self.x = cp if type == 0 ; self.y = cp if type == 1
end
end
#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_battle_cursor_initialize initialize
def initialize
mog_battle_cursor_initialize
create_cursor
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_battle_cursor_dispose dispose
def dispose
mog_battle_cursor_dispose
dispose_cursor
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_update update
def update
mog_battle_cursor_update
update_battle_cursor
end
#--------------------------------------------------------------------------
# ● Create_Cursor
#--------------------------------------------------------------------------
def create_cursor
return if @battle_cursor != nil
$game_temp.clear_target_temp ; @battle_cursor = Sprite_Battle_Cursor.new
end
#--------------------------------------------------------------------------
# ● Dispose Cursor
#--------------------------------------------------------------------------
def dispose_cursor
return if @battle_cursor == nil
@battle_cursor.dispose
end
#--------------------------------------------------------------------------
# ● Update Battle Cursor
#--------------------------------------------------------------------------
def update_battle_cursor
return if @battle_cursor == nil
@battle_cursor.update
end
end
#==============================================================================
# ■ Battle Cursor Index
#==============================================================================
module Battle_Cursor_index
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Check Index Limit
#--------------------------------------------------------------------------
def check_index_limit
self.index = 0 if self.index >= item_max
self.index = (item_max - 1) if self.index < 0
end
#--------------------------------------------------------------------------
# ● Set Cursor Position Enemy
#--------------------------------------------------------------------------
def set_cursor_position_enemy
return if !self.active
@fcursor = nil
$game_temp.battle_cursor[0] = $game_troop.alive_members[self.index].screen_x + CURSOR_POSITION[0] rescue nil
$game_temp.battle_cursor[1] = $game_troop.alive_members[self.index].screen_y + CURSOR_POSITION[1] rescue nil
$game_temp.battle_cursor[3] = $game_troop.alive_members[self.index].name rescue nil
$game_temp.battle_cursor_data = $game_troop.alive_members[self.index]
$game_temp.battle_cursor = [0,0,false,0] if $game_temp.battle_cursor[0] == nil
enable_target_sprites($game_temp.battle_cursor_data.index)
end
#--------------------------------------------------------------------------
# ● Enable Target Sprites
#--------------------------------------------------------------------------
def enable_target_sprites(target_index)
return if $game_temp.target_skill.empty?
$game_temp.clear_target_temp ; battler = $game_temp.target_skill[1]
type = $game_temp.target_skill[0].is_a?(RPG::Skill) ? 0 : 1
target_index = $game_temp.battle_cursor_data.index
battler.make_action_temp($game_temp.target_skill[0].id, target_index,type)
targets = battler.action_temp.make_targets.compact
targets.each {|t| t.target_temp = true }
end
#--------------------------------------------------------------------------
# ● Set Cursor Position Actor
#--------------------------------------------------------------------------
def set_cursor_position_actor
return if !self.active
@fcursor = nil
$game_temp.battle_cursor[0] = $game_party.members[self.index].screen_x + CURSOR_POSITION[0] rescue nil
$game_temp.battle_cursor[1] = $game_party.members[self.index].screen_y + CURSOR_POSITION[1] rescue nil
$game_temp.battle_cursor[3] = $game_party.members[self.index].name rescue nil
$game_temp.battle_cursor_data = $game_party.members[self.index]
$game_temp.battle_cursor = [0,0,false,0] if $game_temp.battle_cursor[0] == nil
enable_target_sprites(self.index)
end
#--------------------------------------------------------------------------
# ● Process Cursor Move
#--------------------------------------------------------------------------
def process_cursor_move
$game_temp.battle_cursor_data = nil
return unless cursor_movable?
last_index = @index
cursor_move_index(1) if Input.repeat?(:DOWN)
cursor_move_index(-1) if Input.repeat?(:UP)
cursor_move_index(1) if Input.repeat?(:RIGHT)
cursor_move_index(-1) if Input.repeat?(:LEFT)
$game_temp.battle_cursor_data = $game_troop.alive_members[@index]
Sound.play_cursor if @index != last_index
end
#--------------------------------------------------------------------------
# ● Process Cursor Move Index
#--------------------------------------------------------------------------
def cursor_move_index(value = 0)
self.index += value ; check_index_limit
end
end
#==============================================================================
# ■ Window_BattleActor
#==============================================================================
class Window_BattleActor < Window_BattleStatus
include Battle_Cursor_index
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_actor_update update
def update
pre_index = self.index
mog_battle_cursor_actor_update
set_cursor_position_actor if pre_index != self.index or @fcursor
end
#--------------------------------------------------------------------------
# ● Show
#--------------------------------------------------------------------------
alias mog_battle_cursor_show show
def show
if @info_viewport
set_cursor_position_actor ; $game_temp.battle_cursor[2] = true
@fcursor = true
end
mog_battle_cursor_show
end
#--------------------------------------------------------------------------
# ● Hide
#--------------------------------------------------------------------------
alias mog_battle_cursor_hide hide
def hide
$game_temp.battle_cursor[2] = false if @info_viewport
$game_temp.clear_target_temp ; $game_temp.target_skill.clear
mog_battle_cursor_hide
end
end
#==============================================================================
# ■ Game Enemy
#==============================================================================
class Game_Enemy < Game_Battler
attr_accessor :index
end
#==============================================================================
# ■ Game Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
alias mog_battle_cursor_setup setup
def setup(troop_id)
mog_battle_cursor_setup(troop_id)
if can_sort_index?
@enemies.sort! {|a,b| a.screen_x <=> b.screen_x}
@enemies.each_with_index {|e, i| e.index = i }
end
end
#--------------------------------------------------------------------------
# * Can Sort Index?
#--------------------------------------------------------------------------
def can_sort_index?
return false if @enemies.size < 3
return false if troop.pages.size > 1
return false if !troop.pages[0].list[0].parameters.empty? rescue false
return true
end
end
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy < Window_Selectable
include Battle_Cursor_index
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_enemy_update update
def update
pre_index = self.index
mog_battle_cursor_enemy_update
set_cursor_position_enemy if pre_index != self.index or @fcursor
end
#--------------------------------------------------------------------------
# ● Show
#--------------------------------------------------------------------------
alias mog_battle_cursor_show show
def show
if @info_viewport
set_cursor_position_enemy ; $game_temp.battle_cursor[2] = true
@fcursor = true
end
mog_battle_cursor_show
end
#--------------------------------------------------------------------------
# ● Hide
#--------------------------------------------------------------------------
alias mog_battle_cursor_hide hide
def hide
$game_temp.battle_cursor[2] = false if @info_viewport
$game_temp.clear_target_temp ; $game_temp.target_skill.clear
mog_battle_cursor_hide
end
end
#==============================================================================
# ■ Window Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Process OK
#-------------------------------------------------------------------------
alias mog_target_cursor_process_ok process_ok
def process_ok
mog_target_cursor_process_ok
execute_target_selection if can_execute_target_selection?
end
#--------------------------------------------------------------------------
# * Can Execute Target Selection
#-------------------------------------------------------------------------
def can_execute_target_selection?
return false if !SceneManager.scene_is?(Scene_Battle)
return false if !current_item_enabled?
return true if self.is_a?(Window_BattleSkill)
return true if self.is_a?(Window_BattleItem)
return true if self.is_a?(Window_ActorCommand) and self.index == 0
return false
end
#--------------------------------------------------------------------------
# * Execute Target Selection
#-------------------------------------------------------------------------
def execute_target_selection
return if BattleManager.actor == nil
$game_temp.target_skill.clear
item = @data[index] rescue nil
item = $data_skills[BattleManager.actor.attack_skill_id] rescue nil if self.is_a?(Window_ActorCommand)
return if item == nil
if [2,8,10].include?(item.scope) or item.note =~ /<Scope Range = (\d+) - (\d+) - (\d+) - (\d+)>/
$game_temp.target_skill = [item,BattleManager.actor]
end
end
end
#==============================================================================
# ■ Game Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
attr_accessor :target_temp
attr_accessor :action_temp
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_target_cursor_initialize initialize
def initialize
@target_cursor_temp = false
mog_target_cursor_initialize
end
#--------------------------------------------------------------------------
# ● Make Action Temp
#--------------------------------------------------------------------------
def make_action_temp(action_id,target_index,type)
return if action_id == nil
action = Game_Action.new(self, true)
action.set_skill(action_id) if type == 0
action.set_item(action_id) if type == 1
action.target_index = target_index
@action_temp = action
end
end
#==============================================================================
# ■ Game BattlerBase
#==============================================================================
class Game_BattlerBase
attr_accessor :hidden
end
#==============================================================================
# ■ Scene Battler
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * On Skill OK
#--------------------------------------------------------------------------
def on_skill_ok
[url=home.php?mod=space&uid=260100]@skill[/url] = @skill_window.item
BattleManager.actor.input.set_skill(@skill.id)
BattleManager.actor.last_skill.object = @skill
if [0,11].include?(@skill.scope)
@skill_window.hide ; next_command
elsif @skill.for_opponent?
select_enemy_selection
else
select_actor_selection
end
end
#--------------------------------------------------------------------------
# * On Item OK
#--------------------------------------------------------------------------
def on_item_ok
@item = @item_window.item
BattleManager.actor.input.set_item(@item.id)
if [0,11].include?(@item.scope)
@item_window.hide ; next_command
elsif @item.for_opponent?
select_enemy_selection
else
select_actor_selection
end
$game_party.last_item.object = @item
end
end
#==============================================================================
# ■ Sprite Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_target_cursor_initialize initialize
def initialize(viewport, battler = nil)
mog_target_cursor_initialize(viewport, battler)
create_target_cursor
end
#--------------------------------------------------------------------------
# * Create Target Cursor
#--------------------------------------------------------------------------
def create_target_cursor
@target_cursor = Sprite.new
@target_cursor.bitmap = Cache.system("Battle_Cursor2")
@target_cursor.ox = @target_cursor.bitmap.width / 2
@target_cursor.oy = @target_cursor.bitmap.height / 2
@target_cursor.visible = false
@target_visible_old = @target_cursor.visible
@tc_pos = [TARGET_CURSOR_2_POS[0],TARGET_CURSOR_2_POS[1] + @target_cursor.oy]
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_target_cursor_dispose dispose
def dispose
dispose_target_cursor
mog_target_cursor_dispose
end
#--------------------------------------------------------------------------
# * Dispose Target Cursor
#--------------------------------------------------------------------------
def dispose_target_cursor
return if @target_cursor == nil
@target_cursor.bitmap.dispose ; @target_cursor.dispose
end
#--------------------------------------------------------------------------
# * Update Postion
#--------------------------------------------------------------------------
alias mog_target_cursor_update_position update_position
def update_position
mog_target_cursor_update_position
update_target_cursor
end
#--------------------------------------------------------------------------
# * Update Target Cursor
#--------------------------------------------------------------------------
def update_target_cursor
return if @target_cursor == nil
refresh_zoom if @target_visible_old != @target_cursor.visible
@target_cursor.visible = can_target_cursor_visible?
return if !@target_cursor.visible
@target_cursor.x = self.x + @tc_pos[0]
@target_cursor.y = self.y + @tc_pos[1]
@target_cursor.z = CURSOR_Z + 1
@target_cursor.opacity = 130 + rand(125)
@target_cursor.zoom_x -= 0.05 if @target_cursor.zoom_x > 1.00
@target_cursor.zoom_x = 1.00 if @target_cursor.zoom_x < 1.00
@target_cursor.zoom_y = @target_cursor.zoom_x
end
#--------------------------------------------------------------------------
# * Refresh Zoom
#--------------------------------------------------------------------------
def refresh_zoom
@target_visible_old = @target_cursor.visible
@target_cursor.zoom_x = 1.50 if TARGET_CURSOR_2_ZOOM_EFFECT
@target_cursor.zoom_y = @target_cursor.zoom_x
end
#--------------------------------------------------------------------------
# * Can Target Cursor Visible?
#--------------------------------------------------------------------------
def can_target_cursor_visible?
return false if @battler.dead?
return false if @battler.hidden
return false if !@battler.target_temp
return true
end
end