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各位大神,
我找到一个理论上很不错的脚本,它的功能是用来播放循环状态动画的,比如,我在敌人身上放个毒气,再放个黑暗,那么这两种状态的动画就会在敌人身上循环播放,一次毒气,一次黑暗,直到效果消失或者敌人死亡为止。
这套脚本需要两个脚本才能使用,一个是基础配置脚本,一个是循环动画脚本。
可是,第二个循环动画脚本当中有个BUG,在624行,是个METHOD定义的错误,我完全不知道该怎么修改,有没有懂脚本的大神能帮着看一眼?
这是VICTOR ENGINE 基础配置脚本
#==============================================================================
# ** Victor Engine - Basic Module
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2011.12.19 > First release
# v 1.01 - 2011.12.21 > Added Event Troop notes
# v 1.02 - 2011.12.22 > Added character frames value
# v 1.03 - 2011.12.30 > Added Actor and Enemy notes
# v 1.04 - 2012.01.01 > Added party average level and map actors
# v 1.05 - 2012.01.04 > Compatibility with Characters Scripts
# v 1.06 - 2012.01.07 > Compatibility with Fog and Light Effect
# > Added new Sprite Character functions
# v 1.07 - 2012.01.11 > Compatibility with Control Text and Codes
# v 1.08 - 2012.01.13 > Compatibility with Trait Control
# v 1.09 - 2012.01.15 > Fixed the Regular Expressions problem with "" and “”
# v 1.10 - 2012.01.18 > Compatibility with Automatic Battlers
# v 1.11 - 2012.01.26 > Compatibility with Followers Options
# Compatibility with Animated Battle beta
# v 1.12 - 2012.02.08 > Compatibility with Animated Battle
# v 1.13 - 2012.02.18 > Fix for non RTP dependant encrypted projects
# v 1.14 - 2012.03.11 > Better version handling and required messages
# v 1.15 - 2012.03.11 > Added level variable for enemies (to avoid crashes)
# v 1.16 - 2012.03.21 > Compatibility with Follower Control
# v 1.17 - 2012.03.22 > Compatibility with Follower Control new method
# v 1.18 - 2012.03.22 > Added Battler Types tag support
# v 1.19 - 2012.05.20 > Compatibility with Map Turn Battle
# v 1.20 - 2012.05.21 > Fix for older RMVXa versions
# v 1.21 - 2012.05.29 > Compatibility with Pixel Movement
# v 1.22 - 2012.07.02 > Compatibility with Terrain States
# v 1.23 - 2012.07.03 > Fix for Pixel Movement
# v 1.24 - 2012.07.17 > Compatibility with Critical Hit Effects
# v 1.25 - 2012.07.24 > Compatibility with Moving Plaforms
# v 1.26 - 2012.07.30 > Compatibility with Automatic Battlers
# v 1.27 - 2012.08.01 > Compatibility with Custom Slip Effect
# v 1.28 - 2012.08.01 > Compatibility with Custom Slip Effect v 1.01
# v 1.29 - 2012.11.03 > Fixed returning value division by 0 error.
# v 1.30 - 2012.12.13 > Compatibility with State Graphics
# v 1.31 - 2012.12.16 > Compatibility with Active Time Battle
# v 1.32 - 2012.12.24 > Compatibility with Active Time Battle v 1.01
# v 1.33 - 2012.12.30 > Compatibility with Leap Attack
# v 1.34 - 2013.01.07 > Compatibility with Critical Hit Effects v 1.01
# v 1.35 - 2013.02.13 > Compatibility with Cooperation Skills
#------------------------------------------------------------------------------
# This is the basic script for the system from Victory Engine and is
# required to use the scripts from the engine. This script offer some new
# functions to be used within many scripts of the engine.
#------------------------------------------------------------------------------
# Compatibility
# Required for the Victor Engine
#
# * Overwrite methods
# class << Cache
# def self.character(filename)
#
# class Sprite_Character < Sprite_Base
# def set_character_bitmap
#
# class Game_Battler < Game_BattlerBase
# def item_effect_recover_hp(user, item, effect)
# def item_effect_recover_mp(user, item, effect)
# def item_effect_gain_tp
#
# * Alias methods
# class Game_Interpreter
# def command_108
#
# class Window_Base < Window
# def convert_escape_characters(text)
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section bellow the Materials section.
#
#------------------------------------------------------------------------------
# New functions
#
# * Random number between two vales
# rand_between(min, max)
# min : min value
# max : max value
# Can be called from any class, this method return an random value between
# two specific numbers
#
# * Random array value
# <Array>.random
# <Array>.random!
# Returns a random object from the array, the method .random! is destructive,
# removing the value returned from the array.
#
# * Sum of the numeric values of a array
# <Array>.sum
# Returns the sum of all numeric values
#
# * Average of all numeric values from the array
# <Array>.average(float = false)
# float : float flag
# Returns the average of all numeric values, if floa is true, the value
# returned is a float, otherwise it's a integer.
#
# * Note for events
# <Event>.note
# By default, events doesn't have note boxes. This command allows to use
# comments as note boxes, following the same format as the ones on the
# database. Returns all comments on the active page of the event.
#
# * Comment calls
# <Event>.comment_call
# Another function for comment boxes, by default, they have absolutely no
# effect in game when called. But this method allows to make the comment
# box to behave like an script call, but with the versatility of the
# note boxes. Remember that the commands will only take effect if there
# is scripts to respond to the comment code.
#
#==============================================================================
#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#==============================================================================
module Victor_Engine
#--------------------------------------------------------------------------
# * New method: required_script
#--------------------------------------------------------------------------
def self.required_script(name, req, version, type = 0)
if type != :bellow && (!$imported[req] || $imported[req] < version)
msg = "The script '%s' requires the script\n"
case type
when :above
msg += "'%s' v%s or higher above it to work properly\n"
else
msg += "'%s' v%s or higher to work properly\n"
end
msg += "Go to http://victorenginescripts.wordpress.com/ to download this script."
self.exit_message(msg, name, req, version)
elsif type == :bellow && $imported[req]
msg = "The script '%s' requires the script\n"
msg += "'%s' to be put bellow it\n"
msg += "move the scripts to the proper position"
self.exit_message(msg, name, req, version)
end
end
#--------------------------------------------------------------------------
# * New method: exit_message
#--------------------------------------------------------------------------
def self.exit_message(message, name, req, version)
name = self.script_name(name)
req = self.script_name(req)
msgbox(sprintf(message, name, req, version))
exit
end
#--------------------------------------------------------------------------
# * New method: script_name
#--------------------------------------------------------------------------
def self.script_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end
$imported ||= {}
$imported[:ve_basic_module] = 1.35
#==============================================================================
# ** Object
#------------------------------------------------------------------------------
# This class is the superclass of all other classes.
#==============================================================================
class Object
#--------------------------------------------------------------------------
# * Include setting module
#--------------------------------------------------------------------------
include Victor_Engine
#-------------------------------------------------------------------------
# * New method: rand_between
#-------------------------------------------------------------------------
def rand_between(min, max)
min + rand(max - min + 1)
end
#--------------------------------------------------------------------------
# * New method: numeric?
#--------------------------------------------------------------------------
def numeric?
return false
end
#--------------------------------------------------------------------------
# * New method: string?
#--------------------------------------------------------------------------
def string?
return false
end
#--------------------------------------------------------------------------
# * New method: array?
#--------------------------------------------------------------------------
def array?
return false
end
#--------------------------------------------------------------------------
# * New method: float?
#--------------------------------------------------------------------------
def float?
return false
end
#--------------------------------------------------------------------------
# * New method: symbol?
#--------------------------------------------------------------------------
def symbol?
return false
end
#--------------------------------------------------------------------------
# * New method: item?
#--------------------------------------------------------------------------
def item?
return false
end
#--------------------------------------------------------------------------
# * New method: skill?
#--------------------------------------------------------------------------
def skill?
return false
end
#--------------------------------------------------------------------------
# * New method: file_exist?
#--------------------------------------------------------------------------
def file_exist?(path, filename)
$file_list ||= {}
$file_list[path + filename] ||= file_test(path, filename)
$file_list[path + filename]
end
#--------------------------------------------------------------------------
# * New method: get_file_list
#--------------------------------------------------------------------------
def file_test(path, filename)
bitmap = Cache.load_bitmap(path, filename) rescue nil
bitmap ? true : false
end
#--------------------------------------------------------------------------
# * New method: character_exist?
#--------------------------------------------------------------------------
def character_exist?(filename)
file_exist?("Graphics/Characters/", filename)
end
#--------------------------------------------------------------------------
# * New method: battler_exist?
#--------------------------------------------------------------------------
def battler_exist?(filename)
file_exist?("Graphics/Battlers/", filename)
end
#--------------------------------------------------------------------------
# * New method: face_exist?
#--------------------------------------------------------------------------
def face_exist?(filename)
file_exist?("Graphics/Faces/", filename)
end
#--------------------------------------------------------------------------
# * New method: get_filename
#--------------------------------------------------------------------------
def get_filename
"[\"'“‘]([^\"'”‘”’]+)[\"'”’]"
end
#--------------------------------------------------------------------------
# * New method: get_all_values
#--------------------------------------------------------------------------
def get_all_values(value1, value2 = nil)
value2 = value1 unless value2
/<#{value1}>((?:[^<]|<[^\/])*)<\/#{value2}>/im
end
#--------------------------------------------------------------------------
# * New method: make_symbol
#--------------------------------------------------------------------------
def make_symbol(string)
string.downcase.gsub(" ", "_").to_sym
end
#--------------------------------------------------------------------------
# * New method: make_string
#--------------------------------------------------------------------------
def make_string(symbol)
symbol.to_s.gsub("_", " ").upcase
end
#--------------------------------------------------------------------------
# * New method: returning_value
#--------------------------------------------------------------------------
def returning_value(i, x)
y = [x * 2, 1].max
i % y >= x ? (x * 2) - i % y : i % y
end
#--------------------------------------------------------------------------
# New method: in_rect?
#--------------------------------------------------------------------------
def in_rect?(w, h, x1, y1, x2, y2, fx = 0)
aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx)
bx > ax - aw && bx < ax + aw && by > ay - ah && by < ay + ah
end
#--------------------------------------------------------------------------
# New method: in_radius?
#--------------------------------------------------------------------------
def in_radius?(w, h, x1, y1, x2, y2, fx = 0)
aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx)
((bx - ax) ** 2 / aw ** 2) + ((by - ay) ** 2 / ah ** 2) <= 1
end
#--------------------------------------------------------------------------
# New method: setup_area
#--------------------------------------------------------------------------
def setup_area(w, h, x1, y1, x2, y2, fx)
aw = w
ah = h * aw
ax = x1
ay = y1
bx = x2
by = y2
bx += fx / 4 if ax > bx
bx -= fx / 4 if ax < bx
[aw, ah, ax, ay, bx, by]
end
#--------------------------------------------------------------------------
# * New method: get_param_id
#--------------------------------------------------------------------------
def get_param_id(text)
case text.upcase
when "MAXHP", "HP" then 0
when "MAXMP", "MP" then 1
when "ATK" then 2
when "DEF" then 3
when "MAT" then 4
when "MDF" then 5
when "AGI" then 6
when "LUK" then 7
end
end
#--------------------------------------------------------------------------
# * New method: get_param_text
#--------------------------------------------------------------------------
def get_param_text(id)
case id
when 0 then "HP"
when 1 then "MP"
when 2 then "ATK"
when 3 then "DEF"
when 4 then "MAT"
when 5 then "MDF"
when 6 then "AGI"
when 7 then "LUK"
end
end
#--------------------------------------------------------------------------
# * New method: get_xparam_id
#--------------------------------------------------------------------------
def get_xparam_id(text)
case text.upcase
when "HIT" then 0
when "EVA" then 1
when "CRI" then 2
when "CEV" then 3
when "MEV" then 4
when "MRF" then 5
when "CNT" then 6
when "HRG" then 7
when "MRG" then 8
when "TRG" then 9
end
end
#--------------------------------------------------------------------------
# * New method: get_xparam_text
#--------------------------------------------------------------------------
def get_xparam_text(id)
case id
when 0 then "HIT"
when 1 then "EVA"
when 2 then "CRI"
when 3 then "CEV"
when 4 then "MEV"
when 5 then "MRF"
when 6 then "CNT"
when 7 then "HRG"
when 8 then "MRG"
when 9 then "TRG"
end
end
#--------------------------------------------------------------------------
# * New method: get_sparam_id
#--------------------------------------------------------------------------
def get_sparam_id(text)
case text.upcase
when "TGR" then 0
when "GRD" then 1
when "REC" then 2
when "PHA" then 3
when "MCR" then 4
when "TCR" then 5
when "PDR" then 6
when "MDR" then 7
when "FDR" then 8
when "EXR" then 9
end
end
#--------------------------------------------------------------------------
# * New method: get_sparam_text
#--------------------------------------------------------------------------
def get_sparam_text(id)
case id
when 0 then "TGR"
when 1 then "GRD"
when 2 then "REC"
when 3 then "PHA"
when 4 then "MCR"
when 5 then "TCR"
when 6 then "PDR"
when 7 then "MDR"
when 8 then "FDR"
when 9 then "EXR"
end
end
#--------------------------------------------------------------------------
# * New method: get_cond
#--------------------------------------------------------------------------
def get_cond(text)
case text.upcase
when "HIGHER" then ">"
when "LOWER" then "<"
when "EQUAL" then "=="
when "DIFFERENT" then "!="
else "!="
end
end
end
#==============================================================================
# ** String
#------------------------------------------------------------------------------
# The string class. Can handle character sequences of arbitrary lengths.
#==============================================================================
class String
#--------------------------------------------------------------------------
# * New method: string?
#--------------------------------------------------------------------------
def string?
return true
end
end
#==============================================================================
# ** String
#------------------------------------------------------------------------------
# The class that represents symbols.
#==============================================================================
class Symbol
#--------------------------------------------------------------------------
# * New method: symbol?
#--------------------------------------------------------------------------
def symbol?
return true
end
end
#==============================================================================
# ** Numeric
#------------------------------------------------------------------------------
# This is the abstract class for numbers.
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# * New method: numeric?
#--------------------------------------------------------------------------
def numeric?
return true
end
#--------------------------------------------------------------------------
# * New method: ceil?
#--------------------------------------------------------------------------
def ceil?
return false
end
#--------------------------------------------------------------------------
# * New method: to_ceil
#--------------------------------------------------------------------------
def to_ceil
self > 0 ? self.abs.ceil : -self.abs.ceil
end
end
#==============================================================================
# ** Float
#------------------------------------------------------------------------------
# This is the abstract class for the floating point values.
#==============================================================================
class Float
#--------------------------------------------------------------------------
# * New method: float?
#--------------------------------------------------------------------------
def float?
return true
end
#--------------------------------------------------------------------------
# * New method: ceil?
#--------------------------------------------------------------------------
def ceil?
self != self.ceil
end
end
#==============================================================================
# ** Array
#------------------------------------------------------------------------------
# This class store arbitrary Ruby objects.
#==============================================================================
class Array
#--------------------------------------------------------------------------
# * New method: array?
#--------------------------------------------------------------------------
def array?
return true
end
#-------------------------------------------------------------------------
# * New method: random
#-------------------------------------------------------------------------
def random
self[rand(size)]
end
#-------------------------------------------------------------------------
# * New method: random!
#-------------------------------------------------------------------------
def random!
self.delete_at(rand(size))
end
#---------------------------------------------------------------------------
# * New method: sum
#---------------------------------------------------------------------------
def sum
self.inject(0) {|r, n| r += (n.numeric? ? n : 0)}
end
#---------------------------------------------------------------------------
# * New method: average
#---------------------------------------------------------------------------
def average(float = false)
self.sum / [(float ? size.to_f : size.to_i), 1].max
end
#---------------------------------------------------------------------------
# * New method: next_item
#---------------------------------------------------------------------------
def next_item
item = self.shift
self.push(item)
item
end
#---------------------------------------------------------------------------
# * New method: previous_item
#---------------------------------------------------------------------------
def previous_item
item = self.pop
self.unshift(item)
item
end
end
#==============================================================================
# ** RPG::Troop::Page
#------------------------------------------------------------------------------
# This is the data class for battle events (pages).
#==============================================================================
class RPG::Troop::Page
#--------------------------------------------------------------------------
# * New method: note
#--------------------------------------------------------------------------
def note
return "" if !@list || @list.size <= 0
comment_list = []
@list.each do |item|
next unless item && (item.code == 108 || item.code == 408)
comment_list.push(item.parameters[0])
end
comment_list.join("\r\n")
end
end
#==============================================================================
# ** RPG::UsableItem
#------------------------------------------------------------------------------
# This is the superclass for skills and items.
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# * New method: for_all_targets?
#--------------------------------------------------------------------------
def for_all_targets?
return false
end
#--------------------------------------------------------------------------
# * New method: element_set
#--------------------------------------------------------------------------
def element_set
[damage.element_id]
end
end
#==============================================================================
# ** RPG::Skill
#------------------------------------------------------------------------------
# This is the data class for skills.
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# * New method: item?
#--------------------------------------------------------------------------
def item?
return false
end
#--------------------------------------------------------------------------
# * New method: skill?
#--------------------------------------------------------------------------
def skill?
return true
end
#--------------------------------------------------------------------------
# * New method: type_set
#--------------------------------------------------------------------------
def type_set
[stype_id]
end
end
#==============================================================================
# ** RPG::Item
#------------------------------------------------------------------------------
# This is the data class for items.
#==============================================================================
class RPG::Item < RPG::UsableItem
#--------------------------------------------------------------------------
# * New method: item?
#--------------------------------------------------------------------------
def item?
return true
end
#--------------------------------------------------------------------------
# * New method: skill?
#--------------------------------------------------------------------------
def skill?
return false
end
#--------------------------------------------------------------------------
# * New method: type_set
#--------------------------------------------------------------------------
def type_set
[itype_id]
end
end
#==============================================================================
# ** Cache
#------------------------------------------------------------------------------
# This module loads each of graphics, creates a Bitmap object, and retains it.
# To speed up load times and conserve memory, this module holds the created
# Bitmap object in the internal hash, allowing the program to return
# preexisting objects when the same bitmap is requested again.
#==============================================================================
class << Cache
#--------------------------------------------------------------------------
# * Overwrite method: character
#--------------------------------------------------------------------------
def character(filename, hue = 0)
load_bitmap("Graphics/Characters/", filename, hue)
end
#--------------------------------------------------------------------------
# * New method: cache
#--------------------------------------------------------------------------
def cache
@cache
end
end
#==============================================================================
# ** BattleManager
#------------------------------------------------------------------------------
# This module handles the battle processing
#==============================================================================
class << BattleManager
#--------------------------------------------------------------------------
# * New method: all_battle_members
#--------------------------------------------------------------------------
def all_battle_members
$game_party.members + $game_troop.members
end
#--------------------------------------------------------------------------
# * New method: all_dead_members
#--------------------------------------------------------------------------
def all_dead_members
$game_party.dead_members + $game_troop.dead_members
end
#--------------------------------------------------------------------------
# * New method: all_movable_members
#--------------------------------------------------------------------------
def all_movable_members
$game_party.movable_members + $game_troop.movable_members
end
end
#==============================================================================
# ** Game_BattlerBase
#------------------------------------------------------------------------------
# This class handles battlers. It's used as a superclass of the Game_Battler
# classes.
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :buffs
#--------------------------------------------------------------------------
# * New method: get_param
#--------------------------------------------------------------------------
def get_param(text)
case text.upcase
when "MAXHP" then self.mhp
when "MAXMP" then self.mmp
when "MAXTP" then self.max_tp
else eval("self.#{text.downcase}")
end
end
#--------------------------------------------------------------------------
# * New method: type
#--------------------------------------------------------------------------
def type
list = []
get_all_notes.scan(/<BATTLER TYPE: ((?:\w+ *,? *)+)>/i) do
$1.scan(/(\d+)/i) { list.push(make_symbol($1)) }
end
list.uniq
end
#--------------------------------------------------------------------------
# * New method: danger?
#--------------------------------------------------------------------------
def danger?
hp < mhp * 25 / 100
end
#--------------------------------------------------------------------------
# * New method: sprite
#--------------------------------------------------------------------------
def sprite
valid = SceneManager.scene_is?(Scene_Battle) && SceneManager.scene.spriteset
valid ? SceneManager.scene.spriteset.sprite(self) : nil
end
#--------------------------------------------------------------------------
# * New method: element_set
#--------------------------------------------------------------------------
def element_set(item)
element_set = item.element_set
element_set += atk_elements if item.damage.element_id < 0
element_set.delete(0)
element_set.compact
end
#--------------------------------------------------------------------------
# * New method: add_state_normal
#--------------------------------------------------------------------------
def add_state_normal(state_id, rate = 1, user = self)
chance = rate
chance *= state_rate(state_id)
chance *= luk_effect_rate(user)
add_state(state_id) if rand < chance
end
#--------------------------------------------------------------------------
# * New method: damaged?
#--------------------------------------------------------------------------
def damaged?
@result.hp_damage != 0 || @result.mp_damage != 0 || @result.tp_damage != 0
end
#--------------------------------------------------------------------------
# * New method: mtp
#--------------------------------------------------------------------------
def mtp
return 100
end
end
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# * Overwrite method: item_effect_recover_hp
#--------------------------------------------------------------------------
def item_effect_recover_hp(user, item, effect)
value = item_value_recover_hp(user, item, effect).to_i
@result.hp_damage -= value
@result.success = true
self.hp += value
end
#--------------------------------------------------------------------------
# * Overwrite method: item_effect_recover_mp
#--------------------------------------------------------------------------
def item_effect_recover_mp(user, item, effect)
value = item_value_recover_mp(user, item, effect).to_i
@result.mp_damage -= value
@result.success = true if value != 0
self.mp += value
end
#--------------------------------------------------------------------------
# * Overwrite method: item_effect_gain_tp
#--------------------------------------------------------------------------
def item_effect_gain_tp(user, item, effect)
value = item_value_recover_tp(user, item, effect)
self.tp += value
end
#--------------------------------------------------------------------------
# * New method: item_value_recover_hp
#--------------------------------------------------------------------------
def item_value_recover_hp(user, item, effect)
value = (mhp * effect.value1 + effect.value2) * rec
value *= user.pha if item.is_a?(RPG::Item)
value
end
#--------------------------------------------------------------------------
# * New method: item_value_recover_mp
#--------------------------------------------------------------------------
def item_value_recover_mp(user, item, effect)
value = (mmp * effect.value1 + effect.value2) * rec
value *= user.pha if item.is_a?(RPG::Item)
value
end
#--------------------------------------------------------------------------
# * New method: item_value_recover_tp
#--------------------------------------------------------------------------
def item_value_recover_tp(user, item, effect)
effect.value1.to_i
end
#--------------------------------------------------------------------------
# * New method: cri_rate
#--------------------------------------------------------------------------
def cri_rate(user, item)
user.cri
end
#--------------------------------------------------------------------------
# * New method: cri_eva
#--------------------------------------------------------------------------
def cri_eva(user, item)
cev
end
#--------------------------------------------------------------------------
# * New method: setup_critical
#--------------------------------------------------------------------------
def setup_critical(user, item)
cri_rate(user, item) * (1 - cri_eva(user, item))
end
end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemy characters. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * New method: id
#--------------------------------------------------------------------------
def id
@enemy_id
end
#--------------------------------------------------------------------------
# * New method: note
#--------------------------------------------------------------------------
def note
enemy ? enemy.note : ""
end
#--------------------------------------------------------------------------
# * New method: get_all_notes
#--------------------------------------------------------------------------
def get_all_notes(*args)
notes = ""
notes += note if !args.include?(:self)
states.compact.each {|state| notes += state.note } if !args.include?(:state)
notes
end
#--------------------------------------------------------------------------
# * New method: get_all_objects
#--------------------------------------------------------------------------
def get_all_objects(*args)
result = []
result += [self] if !args.include?(:self)
result += states.compact if !args.include?(:state)
result
end
#--------------------------------------------------------------------------
# * New method: level
#--------------------------------------------------------------------------
def level
return 1
end
#--------------------------------------------------------------------------
# * New method: skill_learn?
#--------------------------------------------------------------------------
def skill_learn?(skill)
skill.skill? && skills.include?(skill)
end
#--------------------------------------------------------------------------
# * New method: skills
#--------------------------------------------------------------------------
def skills
(enemy_actions | added_skills).sort.collect {|id| $data_skills[id] }
end
#--------------------------------------------------------------------------
# * New method: enemy_actions
#--------------------------------------------------------------------------
def enemy_actions
enemy.actions.collect {|action| action.skill_id }
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * New method: note
#--------------------------------------------------------------------------
def note
actor ? actor.note : ""
end
#--------------------------------------------------------------------------
# * New method: hue
#--------------------------------------------------------------------------
def hue
@hue ? @hue : 0
end
#--------------------------------------------------------------------------
# * New method: get_all_notes
#--------------------------------------------------------------------------
def get_all_notes(*args)
notes = ""
notes += note if !args.include?(:self)
notes += self.class.note if !args.include?(:class)
equips.compact.each {|equip| notes += equip.note } if !args.include?(:equip)
states.compact.each {|state| notes += state.note } if !args.include?(:state)
notes
end
#--------------------------------------------------------------------------
# * New method: get_all_objects
#--------------------------------------------------------------------------
def get_all_objects(*args)
result = []
result += [self] if !args.include?(:self)
result += [self.class] if !args.include?(:class)
result += equips.compact if !args.include?(:equip)
result += states.compact if !args.include?(:state)
result
end
#--------------------------------------------------------------------------
# * New method: in_active_party?
#--------------------------------------------------------------------------
def in_active_party?
$game_party.battle_members.include?(self)
end
#--------------------------------------------------------------------------
# * New method: in_reserve_party?
#--------------------------------------------------------------------------
def in_reserve_party?
$game_party.reserve_members.include?(self)
end
#--------------------------------------------------------------------------
# * New method: in_party?
#--------------------------------------------------------------------------
def in_party?
$game_party.all_members.include?(self)
end
#--------------------------------------------------------------------------
# * New method: map_animation
#--------------------------------------------------------------------------
def map_animation(id)
$game_map.actors.each do |member|
member.animation_id = id if member.actor == self
end
end
#--------------------------------------------------------------------------
# * New method: on_damage_floor
#--------------------------------------------------------------------------
def on_damage_floor?
$game_player.on_damage_floor?
end
end
#==============================================================================
# ** Game_Unit
#------------------------------------------------------------------------------
# This class handles units. It's used as a superclass of the Game_Party and
# Game_Troop classes.
#==============================================================================
class Game_Unit
#--------------------------------------------------------------------------
# * New method: refresh
#--------------------------------------------------------------------------
def refresh
members.each {|member| member.refresh }
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. The instance of this class is referenced by $game_party.
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# * New method: average_level
#--------------------------------------------------------------------------
def average_level
battle_members.collect {|actor| actor.level }.average
end
#--------------------------------------------------------------------------
# * New method: reserve_members
#--------------------------------------------------------------------------
def reserve_members
all_members - battle_members
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * New method: event_list
#--------------------------------------------------------------------------
def event_list
events.values
end
#--------------------------------------------------------------------------
# * New method: note
#--------------------------------------------------------------------------
def note
@map ? @map.note : ""
end
#--------------------------------------------------------------------------
# * New method: vehicles
#--------------------------------------------------------------------------
def vehicles
@vehicles
end
#--------------------------------------------------------------------------
# * New method: map_events
#--------------------------------------------------------------------------
def map_events
@map.events
end
#--------------------------------------------------------------------------
# * New method: actors
#--------------------------------------------------------------------------
def actors
[$game_player] + $game_player.followers.visible_followers
end
end
#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#==============================================================================
class Game_CharacterBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :move_speed
attr_accessor :move_frequency
#--------------------------------------------------------------------------
# * New method: player?
#--------------------------------------------------------------------------
def player?
return false
end
#--------------------------------------------------------------------------
# * New method: event?
#--------------------------------------------------------------------------
def event?
return false
end
#--------------------------------------------------------------------------
# * New method: follower?
#--------------------------------------------------------------------------
def follower?
return false
end
#--------------------------------------------------------------------------
# * New method: vehicle?
#--------------------------------------------------------------------------
def vehicle?
return false
end
#--------------------------------------------------------------------------
# * New method: frames
#--------------------------------------------------------------------------
def frames
return 3
end
#--------------------------------------------------------------------------
# * New method: hue
#--------------------------------------------------------------------------
def hue
@hue ? @hue : 0
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# * New method: move_toward_position
#--------------------------------------------------------------------------
def move_toward_position(x, y)
sx = distance_x_from(x)
sy = distance_y_from(y)
if sx.abs > sy.abs
move_straight(sx > 0 ? 4 : 6)
move_straight(sy > 0 ? 8 : 2) if !@move_succeed && sy != 0
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
move_straight(sx > 0 ? 4 : 6) if !@move_succeed && sx != 0
end
end
#--------------------------------------------------------------------------
# * New method: move_toward_position
#--------------------------------------------------------------------------
def turn_toward_position(x, y)
sx = distance_x_from(x)
sy = distance_y_from(y)
if sx.abs > sy.abs
set_direction(sx > 0 ? 4 : 6)
elsif sy != 0
set_direction(sy > 0 ? 8 : 2)
end
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player.
# The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * New method: player?
#--------------------------------------------------------------------------
def player?
return true
end
#--------------------------------------------------------------------------
# * New method: perform_transfer
#--------------------------------------------------------------------------
def new_map_id
@new_map_id
end
#--------------------------------------------------------------------------
# * New method: hue
#--------------------------------------------------------------------------
def hue
actor ? actor.hue : 0
end
end
#==============================================================================
# ** Game_Follower
#------------------------------------------------------------------------------
# This class handles the followers. Followers are the actors of the party
# that follows the leader in a line. It's used within the Game_Followers class.
#==============================================================================
class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * New method: follower?
#--------------------------------------------------------------------------
def follower?
return true
end
#--------------------------------------------------------------------------
# * New method: index
#--------------------------------------------------------------------------
def index
@member_index
end
#--------------------------------------------------------------------------
# * New method: gathering?
#--------------------------------------------------------------------------
def gathering?
$game_player.followers.gathering? && !gather?
end
end
#==============================================================================
# ** Game_Followers
#------------------------------------------------------------------------------
# This class handles the followers. It's a wrapper for the built-in class
# "Array." It's used within the Game_Player class.
#==============================================================================
class Game_Followers
#--------------------------------------------------------------------------
# * New method: get_actor
#--------------------------------------------------------------------------
def get_actor(id)
list = [$game_player] + visible_followers
list.select {|follower| follower.actor && follower.actor.id == id }.first
end
#--------------------------------------------------------------------------
# * Method fix: visble_folloers
#--------------------------------------------------------------------------
unless method_defined?(:visible_followers)
def visible_followers; visible_folloers; end
end
end
#==============================================================================
# ** Game_Vehicle
#------------------------------------------------------------------------------
# This class handles vehicles. It's used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates is set to (-1,-1).
#==============================================================================
class Game_Vehicle < Game_Character
#--------------------------------------------------------------------------
# * New method: vehicle?
#--------------------------------------------------------------------------
def vehicle?
return true
end
#--------------------------------------------------------------------------
# * New method: map_id
#--------------------------------------------------------------------------
def map_id
@map_id
end
#--------------------------------------------------------------------------
# * New method: type
#--------------------------------------------------------------------------
def type
@type
end
#--------------------------------------------------------------------------
# * New method: aerial?
#--------------------------------------------------------------------------
def aerial?
type == :airship
end
#--------------------------------------------------------------------------
# * New method: above?
#--------------------------------------------------------------------------
def above?
aerial?
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * New method: name
#--------------------------------------------------------------------------
def name
@event.name
end
#--------------------------------------------------------------------------
# * New method: event?
#--------------------------------------------------------------------------
def event?
return true
end
#--------------------------------------------------------------------------
# * New method: erased?
#--------------------------------------------------------------------------
def erased?
@erased
end
#--------------------------------------------------------------------------
# * New method: note
#--------------------------------------------------------------------------
def note
return "" if !@page || [email protected] || @page.list.size <= 0
return @notes if @notes && @page.list == @note_page
@note_page = @page.list.dup
comment_list = []
@page.list.each do |item|
next unless item && (item.code == 108 || item.code == 408)
comment_list.push(item.parameters[0])
end
@notes = comment_list.join("\r\n")
@notes
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias method: command_108
#--------------------------------------------------------------------------
alias :command_108_ve_basic_module :command_108
def command_108
command_108_ve_basic_module
comment_call
end
#--------------------------------------------------------------------------
# * New method: comment_call
#--------------------------------------------------------------------------
def comment_call
end
#--------------------------------------------------------------------------
# * New method: note
#--------------------------------------------------------------------------
def note
@comments ? @comments.join("\r\n") : ""
end
end
#==============================================================================
# ** Game_Animation
#------------------------------------------------------------------------------
# Classe that handles Animation data
#==============================================================================
class Game_Animation
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :ox
attr_accessor :oy
attr_accessor :rate
attr_accessor :zoom
attr_accessor :loop
attr_accessor :type
attr_accessor :map_x
attr_accessor :map_y
attr_accessor :mirror
attr_accessor :follow
attr_accessor :height
attr_accessor :bitmap1
attr_accessor :bitmap2
attr_accessor :sprites
attr_accessor :duration
attr_accessor :direction
attr_accessor :duplicated
#--------------------------------------------------------------------------
# * New method: initialize
#--------------------------------------------------------------------------
def initialize(animation, mirror, user = nil)
@animation = animation
@rate = animation.name =~ /<RATE: ([+-]?\d+)>/i ? [$1.to_i, 1].max : 4
@zoom = animation.name =~ /<ZOOM: (\d+)%?>/i ? $1.to_i / 100.0 : 1.0
@follow = animation.name =~ /<FOLLOW>/i ? true : false
@mirror = mirror
@duration = frame_max * @rate
@direction = user.anim_direction if user
@sprites = []
bellow = animation.name =~ /<BELLOW>/i
above = animation.name =~ /<ABOVE>/i
@height = bellow ? -1 : above ? 300 : 1
end
#--------------------------------------------------------------------------
# * New method: data
#--------------------------------------------------------------------------
def data
@animation
end
#--------------------------------------------------------------------------
# * New method: id
#--------------------------------------------------------------------------
def id
@animation.id
end
#--------------------------------------------------------------------------
# * New method: name
#--------------------------------------------------------------------------
def name
@animation.name
end
#--------------------------------------------------------------------------
# * New method: frame_max
#--------------------------------------------------------------------------
def frame_max
@animation.frame_max
end
#--------------------------------------------------------------------------
# * New method: position
#--------------------------------------------------------------------------
def position
@animation.position
end
#--------------------------------------------------------------------------
# * New method: animation1_name
#--------------------------------------------------------------------------
def animation1_name
@animation.animation1_name
end
#--------------------------------------------------------------------------
# * New method: animation2_name
#--------------------------------------------------------------------------
def animation2_name
@animation.animation2_name
end
#--------------------------------------------------------------------------
# * New method: animation1_hue
#--------------------------------------------------------------------------
def animation1_hue
@animation.animation1_hue
end
#--------------------------------------------------------------------------
# * New method: animation2_hue
#--------------------------------------------------------------------------
def animation2_hue
@animation.animation2_hue
end
#--------------------------------------------------------------------------
# * New method: frames
#--------------------------------------------------------------------------
def frames
@animation.frames
end
#--------------------------------------------------------------------------
# * New method: timings
#--------------------------------------------------------------------------
def timings
@animation.timings
end
end
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display characters. It observes a instance of the
# Game_Character class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# * Overwrite method: set_character_bitmap
#--------------------------------------------------------------------------
def set_character_bitmap
update_character_info
set_bitmap
set_bitmap_position
end
#--------------------------------------------------------------------------
# * New method: center_y
#--------------------------------------------------------------------------
def actor?
@character.is_a?(Game_Player) || @character.is_a?(Game_Follower)
end
#--------------------------------------------------------------------------
# * New method: center_y
#--------------------------------------------------------------------------
def actor
actor? ? @character.actor : nil
end
#--------------------------------------------------------------------------
# * New method: update_character_info
#--------------------------------------------------------------------------
def update_character_info
end
#--------------------------------------------------------------------------
# * New method: hue
#--------------------------------------------------------------------------
def hue
@character.hue
end
#--------------------------------------------------------------------------
# * New method: set_bitmap
#--------------------------------------------------------------------------
def set_bitmap
self.bitmap = Cache.character(set_bitmap_name, hue)
end
#--------------------------------------------------------------------------
# * New method: set_bitmap_name
#--------------------------------------------------------------------------
def set_bitmap_name
@character_name
end
#--------------------------------------------------------------------------
# * New method: set_bitmap_position
#--------------------------------------------------------------------------
def set_bitmap_position
sign = get_sign
if sign && sign.include?('$')
@cw = bitmap.width / @character.frames
@ch = bitmap.height / 4
else
@cw = bitmap.width / (@character.frames * 4)
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
#--------------------------------------------------------------------------
# * New method: get_sign
#--------------------------------------------------------------------------
def get_sign
@character_name[/^[\!\$]./]
end
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :dmg_mirror
#--------------------------------------------------------------------------
# * New method: center_x
#--------------------------------------------------------------------------
def center_x
self.ox
end
#--------------------------------------------------------------------------
# * New method: center_y
#--------------------------------------------------------------------------
def center_y
self.oy / 2
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :viewport1
#--------------------------------------------------------------------------
# * New method: sprite
#--------------------------------------------------------------------------
def sprite(subject)
battler_sprites.compact.select {|sprite| sprite.battler == subject }.first
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Alias method: convert_escape_characters
#--------------------------------------------------------------------------
alias :convert_escape_ve_basic_module :convert_escape_characters
def convert_escape_characters(text)
result = text.to_s.clone
result = text_replace(result)
result = convert_escape_ve_basic_module(text)
result
end
#--------------------------------------------------------------------------
# * New method: text_replace
#--------------------------------------------------------------------------
def text_replace(result)
result.gsub!(/\r/) { "" }
result.gsub!(/\\/) { "\e" }
result
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :subject
attr_reader :spriteset
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :spriteset
end
这是循环动画脚本,624行会出错,method定义有问题
#==============================================================================
# ** Victor Engine - Loop Animation
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2012.01.01 > First relase
# v 1.01 - 2012.01.07 > Fixed Bug with Comment Call
# > Reordered the Regular Expression to fix a mismatch
# v 1.02 - 2012.01.15 > Compatibility with Target Arrow
# v 1.03 - 2012.03.11 > Compatibility with Animation Setting
# v 1.04 - 2013.02.13 > Compatibility with Basic Module 1.35
#------------------------------------------------------------------------------
# This script allows to display looping and cycling animations, the
# animation loops indefinitely, and if there's more than one they cycles
# between them. They're used to display status effects or can be called to
# display some visual effect.
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' v 1.35 or higher
#
# * Alias methods (Default)
# class Game_Battler < Game_BattlerBase
# def initialize
#
# class Game_Enemy < Game_Battler
# def initialize
#
# class Game_CharacterBase
# def initialize
#
# class Sprite_Base < Sprite
# def initialize(viewport = nil)
# def dispose
# def update
#
# class Sprite_Character < Sprite_Base
# def initialize(viewport, character = nil)
# def setup_new_effect
#
# class Sprite_Battler < Sprite_Base
# def initialize(viewport, battler = nil)
# def setup_new_effect
#
# * Alias methods (Basic Module)
# class Game_Interpreter
# def comment_call
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section bellow the Materials section. This script must also
# be bellow the scripts 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# Comment calls note tags:
# Tags to be used in events comment box, works like a script call.
#
# <event loop animation i: x>
# Display a loop animation on the event.
# i : event ID
# x : loop animation ID
#
# <event loop animation type i: x, y>
# Set the loop animation type for events, have effect only when used together
# with <event loop animation i: x>, otherwise have no effect, this tag is
# opitional
# i : event ID
# x : loop animation ID
# y : loop animation type
#
# <event loop animation loop i: x, y>
# Set the loop animation loop numbers for events, have effect only when used
# together with <event loop animation i: x>, otherwise have no effect,
# this tag is opitional
# i : event ID
# x : loop animation ID
# y : loop animation loop times
#
# <actor loop animation i: x>
# Display a loop animation on the actors, can be used in battles.
# i : actor index
# x : loop animation ID
#
# <actor loop animation type i: x, y>
# Set the loop animation type for actors, have effect only when used together
# with <actor loop animation i: x>, otherwise have no effect, this tag
# is opitional
# i : actor index
# x : loop animation ID
# y : loop animation type
#
# <actor loop animation loop i: x, y>
# Set the loop animation loop numbers for actors, have effect only when used
# together with <actor loop animation i: x>, otherwise have no effect,
# this tag is opitional
# i : actor index
# x : loop animation ID
# y : loop animation loop times
#
# <vehicle loop animation i: x>
# Display a loop animation on the vehicles, can be used in battles.
# this tag is opitional
# i : vehicle type name
# x : loop animation ID
#
# <vehicle loop animation type i: x, y>
# Set the loop animation type for vehicles, have effect only when used
# together with <vehicle loop animation i: x>, otherwise have no effect,
# this tag is opitional
# i : vehicle type name
# x : loop animation ID
# y : loop animation type
#
# <vehicle loop animation loop i: x, y>
# Set the loop animation loop numbers for vehicles, have effect only when
# used together with <vehicle loop animation i: x>, otherwise have no
# effect, this tag is opitional
# i : vehicle type name
# x : loop animation ID
# y : loop animation loop times
#
#------------------------------------------------------------------------------
# Comment boxes note tags:
# Tags to be used on events Comment boxes. They're different from the
# comment call, they're called always the even refresh.
#
# <loop animation: i>
# Display a loop animation on the event.
# i : loop animation ID
#
# <loop animation type: x, y>
# Set the loop animation type, have effect only when used together with
# <self loop animation id: x>, otherwise have no effect, this tag is opitional
# x : loop animation ID
# y : loop animation type
#
# <loop animation loop: x, y>
# Set the loop animation loop numbers, have effect only when used
# together with <self loop animation id: x>, otherwise have no effect,
# this tag is opitional
# x : loop animation ID
# y : loop animation loop times
#
#------------------------------------------------------------------------------
# Enemies note tags:
# Tags to be used on the Enemies note box in the database
#
# <loop animation: i>
# Display a loop animation on the enemy.
# i : loop animation ID
#
# <loop animation type: x, y>
# Set the loop animation type, have effect only when used together with
# <loop animation id: x>, otherwise have no effect, this tag is opitional
# x : loop animation ID
# y : loop animation type
#
# <loop animation loop: x, y>
# Set the loop animation loop numbers, have effect only when used together
# with <loop animation id: x>, otherwise have no effect, this tag is opitional
# x : loop animation ID
# y : loop animation loop times
#
#------------------------------------------------------------------------------
# States note tags:
# Tags to be used on the States note box in the database
#
# <loop animation: i>
# Display a loop animation on the target of the state during battles
# i : loop animation ID
#
# <loop animation type: x, y>
# Set the loop animation type, have effect only when used together with
# <loop animation: x>, otherwise have no effect, this tag is opitional
# x : loop animation ID
# y : loop animation type
#
# <loop animation loop: x, y>
# Set the loop animation loop numbers, have effect only when used together
# with <loop animation: x>, otherwise have no effect, this tag is opitional
# x : loop animation ID
# y : loop animation loop times
#
# <map loop animation: i>
# Display a loop animation on the target of the state on the map
# i : loop animation ID
#
# <map loop animation type: x, y>
# Set the loop animation type, have effect only when used together with
# <map loop animation: x>, otherwise have no effect, this tag is opitional
# x : loop animation ID
# y : loop animation type
#
# <map loop animation loop: x, y>
# Set the loop animation loop numbers, have effect only when used together
# with <map loop animation: x>, otherwise have no effect, this tag is
# opitional
# x : loop animation ID
# y : loop animation loop times
#
#------------------------------------------------------------------------------
# Additional instructions:
#
# The animation type is a identifier to decide the animation cycle. Loop
# animations only cycle thought animations of the same type. If two or more
# animations from different types are displayed on the same target.
# all animations from the different types will be displayed at same time.
# Avoid overdoing with this because it may cause FPS drop.
#
#==============================================================================
#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#==============================================================================
module Victor_Engine
#--------------------------------------------------------------------------
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this script to work, don't edit this
#--------------------------------------------------------------------------
def self.required(name, req, version, type = nil)
if !$imported[:ve_basic_module]
msg = "The script '%s' requires the script\n"
msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
msg += "Go to http://victorenginescripts.wordpress.com/ to download this script."
msgbox(sprintf(msg, self.script_name(name), version))
exit
else
self.required_script(name, req, version, type)
end
end
#--------------------------------------------------------------------------
# * script_name
# Get the script name base on the imported value, don't edit this
#--------------------------------------------------------------------------
def self.script_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end
$imported ||= {}
$imported[:ve_loop_animation] = 1.04
Victor_Engine.required(:ve_loop_animation, :ve_basic_module, 1.35, :above)
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :add_animation
attr_reader :remove_animation
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_loop_animation :initialize
def initialize
initialize_ve_loop_animation
clear_add_loop_animation
end
#--------------------------------------------------------------------------
# * New method: add_loop_animation
#--------------------------------------------------------------------------
def add_loop_animation(anim, type, loop = 1)
@add_animation = {anim: anim, type: type, loop: loop}
end
#--------------------------------------------------------------------------
# * New method: remove_loop_animation
#--------------------------------------------------------------------------
def remove_loop_animation(anim, type)
@remove_animation = {anim: anim, type: type}
end
#--------------------------------------------------------------------------
# * New method: clear_add_loop_animation
#--------------------------------------------------------------------------
def clear_add_loop_animation
@add_animation = nil
end
#--------------------------------------------------------------------------
# * New method: clear_remove_loop_animation
#--------------------------------------------------------------------------
def clear_remove_loop_animation
@remove_animation = nil
end
end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemy characters. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ge_ve_loop_animation :initialize
def initialize(index, enemy_id)
initialize_ge_ve_loop_animation(index, enemy_id)
refresh_loop_animations
end
#--------------------------------------------------------------------------
# * New method: refresh_loop_animations
#--------------------------------------------------------------------------
def refresh_loop_animations
note.scan(/<LOOP ANIMATION: (\d+)>/i) do
id = $1
type = note =~ /<LOOP ANIMATION TYPE: #{id},\s*(\d+)>/i ? $1 : 0
loop = note =~ /<LOOP ANIMATION LOOP: #{id},\s*(\d+)>/i ? $1 : 1
add_loop_animation(id.to_i, type.to_i, loop.to_i)
end
end
end
#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#==============================================================================
class Game_CharacterBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :add_animation
attr_reader :remove_animation
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_loop_animation :initialize
def initialize
initialize_ve_loop_animation
clear_add_loop_animation
end
#--------------------------------------------------------------------------
# * New method: add_loop_animation
#--------------------------------------------------------------------------
def add_loop_animation(anim, type, loop = 1)
@add_animation = {anim: anim, type: type, loop: loop}
end
#--------------------------------------------------------------------------
# * New method: remove_loop_animation
#--------------------------------------------------------------------------
def remove_loop_animation(anim, type)
@remove_animation = {anim: anim, type: type}
end
#--------------------------------------------------------------------------
# * New method: clear_add_loop_animation
#--------------------------------------------------------------------------
def clear_add_loop_animation
@add_animation = nil
end
#--------------------------------------------------------------------------
# * New method: clear_remove_loop_animation
#--------------------------------------------------------------------------
def clear_remove_loop_animation
@remove_animation = nil
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Alias method: clear_starting_flag
#--------------------------------------------------------------------------
alias :clear_starting_flag_ve_loop_animation :clear_starting_flag
def clear_starting_flag
clear_starting_flag_ve_loop_animation
refresh_loop_animations if @page
end
#--------------------------------------------------------------------------
# * New method: refresh_loop_animations
#--------------------------------------------------------------------------
def refresh_loop_animations
note.scan(/<LOOP ANIMATION ID: (\d+)>/i) do
id = $1
type = note =~ /<LOOP ANIMATION TYPE: #{id},\s*(\d+)>/i ? $1 : 0
loop = note =~ /<LOOP ANIMATION LOOP: #{id},\s*(\d+)>/i ? $1 : 1
add_loop_animation(id.to_i, type.to_i, loop.to_i)
end
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias method: comment_call
#--------------------------------------------------------------------------
alias :comment_call_ve_loop_animation :comment_call
def comment_call
call_event_loop_anim
call_actor_loop_anim
call_vehicle_loop_anim
call_enemy_loop_anim
comment_call_ve_loop_animation
end
#--------------------------------------------------------------------------
# * New method: call_event_loop_anim
#--------------------------------------------------------------------------
def call_event_loop_anim
note.scan(/<EVENT LOOP ANIMATION (\d+): (\d+)>/i) do |i, id|
event = $game_map.events[i.to_i]
regexp = "EVENT LOOP ANIMATION"
type = note =~ /<#{regexp} TYPE #{i}: #{id},\s*(\d+)>/i ? $1 : 1
loop = note =~ /<#{regexp} LOOP #{i}: #{id},\s*(\d+)>/i ? $1 : 1
event.add_loop_animation(id.to_i, type.to_i, loop.to_i)
end
end
#--------------------------------------------------------------------------
# * New method: call_actor_loop_anim
#--------------------------------------------------------------------------
def call_actor_loop_anim
note.scan(/<ACTOR LOOP ANIMATION (\d+): (\d+)>/i) do |i, id|
if $game_party.in_battle
actor = $game_party.battle_members[i.to_i]
else
actor = $game_map.actors[i.to_i]
end
regexp = "ACTOR LOOP ANIMATION"
type = note =~ /<#{regexp} TYPE #{i}: #{id},\s*(\d+)>/i ? $1 : 1
loop = note =~ /<#{regexp} LOOP #{i}: #{id},\s*(\d+)>/i ? $1 : 1
actor.add_loop_animation(id.to_i, type.to_i, loop.to_i)
end
end
#--------------------------------------------------------------------------
# * New method: call_vehicle_loop_anim
#--------------------------------------------------------------------------
def call_vehicle_loop_anim
note.scan(/<VEHICLE LOOP ANIMATION (\w+): (\d+)>/i) do |i, id|
vehicle = $game_map.vehicle(eval(":#{i}"))
regexp = "VEHICLE LOOP ANIMATION"
type = note =~ /<#{regexp} TYPE #{i}: #{id},\s*(\d+)>/i ? $1 : 1
loop = note =~ /<#{regexp} LOOP #{i}: #{id},\s*(\d+)>/i ? $1 : 1
vehicle.add_loop_animation(id.to_i, type.to_i, loop.to_i)
end
end
#--------------------------------------------------------------------------
# * New method: call_enemy_loop_anim
#--------------------------------------------------------------------------
def call_enemy_loop_anim
return if !$game_party.in_battle
note.scan(/<ENEMY LOOP ANIMATION (\d+): (\d+)>/i) do |i, id|
enemy = $game_troop.members[i.to_i]
regexp = "ENEMY LOOP ANIMATION"
type = note =~ /<#{regexp} TYPE #{i}: #{id},\s*(\d+)>/i ? $1 : 1
loop = note =~ /<#{regexp} LOOP #{i}: #{id},\s*(\d+)>/i ? $1 : 1
enemy.add_loop_animation(id.to_i, type.to_i, loop.to_i)
end
end
end
#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
# A sprite class with animation display processing added.
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :loop_anim
#--------------------------------------------------------------------------
# * Class Variables
#--------------------------------------------------------------------------
@@loop_ani_checker = []
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_loop_animation :initialize
def initialize(viewport = nil)
initialize_ve_loop_animation(viewport)
@loop_animation = {}
@loop_list = {}
end
#--------------------------------------------------------------------------
# * Alias method: dispose
#--------------------------------------------------------------------------
alias :dispose_ve_loop_animation :dispose
def dispose
dispose_ve_loop_animation
end_all_loop_anim
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_loop_animation :update
def update
dispose_removed_loop_anim
update_ve_loop_animation
setup_loop_anim
update_all_loop_anim
end_all_loop_anim if any_loop_anim? && !sprite_visible
end
#--------------------------------------------------------------------------
# * New method: user
#--------------------------------------------------------------------------
def user
@battler ? @battler : @character
end
#--------------------------------------------------------------------------
# * New method: setup_loop_anim
#--------------------------------------------------------------------------
def setup_loop_anim
@loop_list.keys.each do |type|
if !loop_anim?(type) && @loop_list[type].size > 0
create_loop_anim(type)
elsif @loop_list[type].empty?
@loop_list.delete(type)
end
end
end
#--------------------------------------------------------------------------
# * New method: create_loop_anim
#--------------------------------------------------------------------------
def create_loop_anim(type)
return if !@loop_list[type]
item = @loop_list[type].next_item
anim = $data_animations[item.first]
start_loop_anim(anim, type)
@loop_animation[type].loop = item.last - 1
end
#--------------------------------------------------------------------------
# * New method: any_loop_anim?
#--------------------------------------------------------------------------
def any_loop_anim?
@loop_animation && @loop_animation.values.size > 0
end
#--------------------------------------------------------------------------
# * New method: loop_anim?
#--------------------------------------------------------------------------
def loop_anim?(type)
@loop_animation[type]
end
#--------------------------------------------------------------------------
# * New method: start_loop_anim
#--------------------------------------------------------------------------
def start_loop_anim(animation, type, mirror = false)
return if @loop_animation[type] && animation == @loop_animation[type].data
dispose_loop_anim(type) if @loop_animation[type]
@loop_animation[type] = Game_Animation.new(animation, mirror)
if @loop_animation[type]
load_loop_anim_bitmap(type)
make_loop_anim_sprites(type)
set_loop_anim_origin(type)
end
end
#--------------------------------------------------------------------------
# * New method: load_loop_anim_bitmap
#--------------------------------------------------------------------------
def load_loop_anim_bitmap(type)
animation = @loop_animation[type]
anim1_name = animation.animation1_name
anim1_hue = animation.animation1_hue
anim2_name = animation.animation2_name
anim2_hue = animation.animation2_hue
animation.bitmap1 = Cache.animation(anim1_name, anim1_hue)
animation.bitmap2 = Cache.animation(anim2_name, anim2_hue)
if @@_reference_count.include?(animation.bitmap1)
@@_reference_count[animation.bitmap1] += 1
else
@@_reference_count[animation.bitmap1] = 1
end
if @@_reference_count.include?(animation.bitmap2)
@@_reference_count[animation.bitmap2] += 1
else
@@_reference_count[animation.bitmap2] = 1
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * New method: make_loop_anim_sprites
#--------------------------------------------------------------------------
def make_loop_anim_sprites(type)
animation = @loop_animation[type]
animation.duplicated = @@loop_ani_checker.include?(animation.data)
if @use_sprite && !(animation.duplicated && animation.position == 3)
16.times do
sprite = ::Sprite.new(viewport)
sprite.visible = false
animation.sprites.push(sprite)
end
end
@@loop_ani_checker.push(animation.data) if !animation.duplicated
end
#--------------------------------------------------------------------------
# * New method: set_loop_anim_origin
#--------------------------------------------------------------------------
def set_loop_anim_origin(type)
animation = @loop_animation[type]
if animation.position == 3
update_animation_screen(animation)
else
update_animation_origin(animation)
end
animation.map_x = charset? ? $game_map.display_x : 0
animation.map_y = charset? ? $game_map.display_y : 0
end
#--------------------------------------------------------------------------
# * New method: update_animation_screen
#--------------------------------------------------------------------------
def update_animation_screen(animation)
if viewport == nil
animation.ox = Graphics.width / 2
animation.oy = Graphics.height / 2
else
animation.ox = viewport.rect.width / 2
animation.oy = viewport.rect.height / 2
end
end
#--------------------------------------------------------------------------
# * New method: update_animation_origin
#--------------------------------------------------------------------------
def update_animation_origin(animation)
animation.ox = x - ox + width / 2
animation.oy = y - oy + height / 2
animation.oy -= height / 2 if animation.position == 0
animation.oy += height / 2 if animation.position == 2
end
#--------------------------------------------------------------------------
# * New method: dispose_loop_anim
#--------------------------------------------------------------------------
def dispose_loop_anim(type)
animation = @loop_animation[type]
if animation.bitmap1
@@_reference_count[animation.bitmap1] -= 1
animation.bitmap1.dispose if @@_reference_count[animation.bitmap1] == 0
end
if animation.bitmap2
@@_reference_count[animation.bitmap2] -= 1
animation.bitmap2.dispose if @@_reference_count[animation.bitmap2] == 0
end
animation.sprites.each {|sprite| sprite.dispose } if animation.sprites
@loop_animation.delete(type)
end
#--------------------------------------------------------------------------
# * New method: update_all_loop_anim
#--------------------------------------------------------------------------
def update_all_loop_anim
@loop_animation.keys.each {|type| update_loop_anim(type) }
end
#--------------------------------------------------------------------------
# * New method: update_loop_anim
#--------------------------------------------------------------------------
def update_loop_anim(type)
animation = @loop_animation[type]
animation.duration -= 1
update_animation_origin(animation)
if animation.duration > 0
update_loop_frames(animation)
elsif animation.duration <= 0 && animation.loop > 0
animation.loop -= 1
animation.duration = animation.frame_max * animation.rate + 1
elsif @loop_list.empty?
end_all_loop_anim
else
create_loop_anim(type)
animation = @loop_animation[type]
animation.duration = animation.frame_max * animation.rate
update_loop_frames(animation)
end
end
#--------------------------------------------------------------------------
# * New method: update_loop_frames
#--------------------------------------------------------------------------
def update_loop_frames(animation)
frame = (animation.duration + animation.rate - 1) / animation.rate
index = animation.frame_max - frame
animation_set_sprites(animation, animation.frames[index])
@ani_duplicated = animation.duplicated
@ani_rate = animation.rate
if animation.duration % animation.rate == 1
@@loop_ani_checker.delete(animation.data)
animation.timings.each do |timing|
animation_process_timing(timing) if timing.frame == index
end
end
end
#--------------------------------------------------------------------------
# * New method: dispose_removed_loop_anim
#--------------------------------------------------------------------------
def dispose_removed_loop_anim
@loop_animation.keys.each do |type|
id = @loop_animation[type].id
if @loop_list[type] && !@loop_list[type].include?(id)
@loop_list[type].delete(id)
end
end
end
#--------------------------------------------------------------------------
# * New method: end_all_loop_anim
#--------------------------------------------------------------------------
def end_all_loop_anim
@loop_animation.keys.each {|type| dispose_loop_anim(type) }
@loop_list = {}
end
#--------------------------------------------------------------------------
# * New method: end_all_loop_anim
#--------------------------------------------------------------------------
def end_loop_anim(type)
return unless @loop_animation.keys.include?(type)
dispose_loop_anim(type)
@loop_list.delete(type)
end
#--------------------------------------------------------------------------
# * New method: loop_anim_set_sprites
#--------------------------------------------------------------------------
def loop_anim_set_sprites(animation, frame)
cell_data = frame.cell_data
animation.sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
if animation.duration % animation.rate == 0
setup_loop_pattern(animation, pattern, sprite)
end
setup_loop_position(animation, cell_data, sprite, i)
end
end
#--------------------------------------------------------------------------
# * New method: setup_loop_pattern
#--------------------------------------------------------------------------
def setup_loop_pattern(animation, pattern, sprite)
sprite.bitmap = pattern < 100 ? animation.bitmap1 : animation.bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192)
end
#--------------------------------------------------------------------------
# * New method: setup_loop_position
#--------------------------------------------------------------------------
def setup_loop_position(animation, cell_data, sprite, i)
if $imported[:ve_animation_setting]
setup_sprite_position(animation, cell_data, sprite, i)
else
if animation.mirror
sprite.x = animation.ox - cell_data[i, 1] * animation.zoom
sprite.y = animation.oy + cell_data[i, 2] * animation.zoom
sprite.angle = 360 - cell_data[i, 4]
sprite.mirror = cell_data[i, 5] == 0
else
sprite.x = animation.ox + cell_data[i, 1] * animation.zoom
sprite.y = animation.oy + cell_data[i, 2] * animation.zoom
sprite.angle = cell_data[i, 4]
sprite.mirror = cell_data[i, 5] == 1
end
sprite.z = self.z + 300 + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
#--------------------------------------------------------------------------
# * New method: add_loop_animation
#--------------------------------------------------------------------------
def add_loop_animation(animation)
if animation
type = animation[:type]
anim = animation[:anim]
loop = animation[:loop]
@loop_list[type] ||= []
@loop_list[type].push([anim, loop])
@loop_list[type].uniq!
end
end
#--------------------------------------------------------------------------
# * New method: remove_loop_animation
#--------------------------------------------------------------------------
def remove_loop_animation(animation)
if animation
type = animation[:type]
data = animation[:anim]
if @loop_list[type]
@loop_list[type].delete_if {|anim| anim.first == data }
end
@loop_list.delete(type) if @loop_list[type] && @loop_list[type].empty?
end
end
#--------------------------------------------------------------------------
# * New method: remove_state_animations
#--------------------------------------------------------------------------
def remove_state_animations(new_states, old_states, map)
regex = "#{map}\s*LOOP ANIMATION"
old_states.each do |state|
next if new_states.include?(state)
if state.note =~ /<#{regex}: (\d+)>/i
id = $1.to_i
type = state.note =~ /<#{regex} TYPE: #{id},\s*(\d+)>/i ? $1.to_i : ""
anim = {anim: id, type: eval(":state#{type}")}
remove_loop_animation(anim)
end
end
end
#--------------------------------------------------------------------------
# * New method: add_state_animation
#--------------------------------------------------------------------------
def add_state_animation(new_states, old_states, map)
regex = "#{map}\s*LOOP ANIMATION"
new_states.each do |state|
next if old_states.include?(state)
if state.note =~ /<#{regex}: (\d+)>/i
id = $1.to_i
type = state.note =~ /<#{regex} TYPE: #{id},\s*(\d+)>/i ? $1.to_i : ""
loop = state.note =~ /<#{regex} LOOP: #{id},\s*(\d+)>/i ? $1.to_i : 1
anim = {anim: id, type: eval(":state#{type}"), loop: loop}
add_loop_animation(anim)
end
end
end
#--------------------------------------------------------------------------
# * New method: sprite_visible
#--------------------------------------------------------------------------
def sprite_visible
self.visible && self.opacity > 0
end
end
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display characters. It observes a instance of the
# Game_Character class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_sc_ve_loop_animation :initialize
def initialize(viewport, character = nil)
@actor_states = []
initialize_sc_ve_loop_animation(viewport, character)
end
#--------------------------------------------------------------------------
# * Alias method: setup_new_effect
#--------------------------------------------------------------------------
alias :setup_new_effect_ve_loop_animation :setup_new_effect
def setup_new_effect
setup_new_effect_ve_loop_animation
setup_new_loop_animation
setup_remove_loop_animation
setup_states_loop_animation
end
#--------------------------------------------------------------------------
# * New method: setup_new_loop_animation
#--------------------------------------------------------------------------
def setup_new_loop_animation
add_loop_animation(@character.add_animation)
@character.clear_add_loop_animation
end
#--------------------------------------------------------------------------
# * New method: setup_remove_loop_animation
#--------------------------------------------------------------------------
def setup_remove_loop_animation
remove_loop_animation(@character.remove_animation)
@character.clear_remove_loop_animation
end
#--------------------------------------------------------------------------
# * New method: setup_states_loop_animation
#--------------------------------------------------------------------------
def setup_states_loop_animation
return unless actor
if @actor_states != actor.states
remove_state_animations(actor.states, @actor_states, "MAP")
add_state_animation(actor.states, @actor_states, "MAP")
@actor_states = actor.states.dup
end
end
#--------------------------------------------------------------------------
# * New method: sprite_visible
#--------------------------------------------------------------------------
def sprite_visible
self.visible && (self.opacity > 0 || @effect_type == :blink)
end
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_sb_ve_loop_animation :initialize
def initialize(viewport, battler = nil)
@battler_states = []
initialize_sb_ve_loop_animation(viewport, battler)
end
#--------------------------------------------------------------------------
# * Alias method: setup_new_effect
#--------------------------------------------------------------------------
alias :setup_new_effect_ve_loop_animation :setup_new_effect
def setup_new_effect
setup_new_effect_ve_loop_animation
setup_new_loop_animation
setup_remove_loop_animation
setup_states_loop_animation
end
#--------------------------------------------------------------------------
# * New method: setup_new_loop_animation
#--------------------------------------------------------------------------
def setup_new_loop_animation
add_loop_animation(@battler.add_animation)
@battler.clear_add_loop_animation
end
#--------------------------------------------------------------------------
# * New method: setup_remove_loop_animation
#--------------------------------------------------------------------------
def setup_remove_loop_animation
remove_loop_animation(@battler.remove_animation)
@battler.clear_remove_loop_animation
end
#--------------------------------------------------------------------------
# * New method: setup_states_loop_animation
#--------------------------------------------------------------------------
def setup_states_loop_animation
if @battler_states != @battler.states
remove_state_animations(@battler.states, @battler_states, "")
add_state_animation(@battler.states, @battler_states, "")
@battler_states = @battler.states.dup
end
end
#--------------------------------------------------------------------------
# * New method: sprite_visible
#--------------------------------------------------------------------------
def sprite_visible
@battler_visible && (self.opacity > 0 || @effect_type == :blink)
end
end |
|