$imported = {} if $imported.nil?
$imported[:mog_battle_cursor] = true
#==============================================================================
# ■ CURSOR SETTING
#==============================================================================
module MOG_BATTLE_CURSOR
#相对于目标的指针位置.
CURSOR_POSITION = [0, 48]
#目标名的位置.
CURSOR_NAME_POSITION = [-10, 46]
#指针是否左右滑动.
CURSOR_SLIDE_EFFECT = true
#指针是否上下浮动.
CURSOR_FLOAT_EFFECT = true
#指针的Z坐标.
CURSOR_Z = 155
#第二个指针的相对于目标的位置.
TARGET_CURSOR_2_POS = [0, 0]
#第二个指针是否有缩放效果.
TARGET_CURSOR_2_ZOOM_EFFECT = false
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :battle_cursor
attr_accessor :battle_cursor_data
attr_accessor :target_skill
attr_accessor :battle_end
attr_accessor :sprite_visible
attr_accessor :battle_cursor_need_refresh
attr_accessor :battle_cursor_scope_refresh
attr_accessor :battle_cursor_target
attr_accessor :target_data
attr_accessor :target_cursor_need_refresh
attr_accessor :target_window_active
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_battle_cursor_initialize initialize
def initialize
@battle_cursor = [0,0,false,""] ; @target_skill = [] ; @battle_end = false
@battle_cursor_need_refresh = [false,false] ; @battle_cursor_target = [nil,nil]
@target_data = [nil,nil] ; @target_cursor_need_refresh = false
@target_window_active = [false,false] ; @battle_cursor_scope_refresh = false
mog_battle_cursor_initialize
end
#--------------------------------------------------------------------------
# ● Clear Target Temp
#--------------------------------------------------------------------------
def clear_target_temp
$game_party.members.each {|t| t.target_temp = false } rescue nil
$game_troop.members.each {|t| t.target_temp = false } rescue nil
@target_data = [nil,nil] ; @battle_cursor_target = [nil,nil]
end
#--------------------------------------------------------------------------
# ● Sprite Visible
#--------------------------------------------------------------------------
def sprite_visible
return false if $game_message.visible
return false if $game_temp.battle_end
return true
end
end
#==============================================================================
# ■ Spriteset Battle Cursor
#==============================================================================
class Sprite_Battle_Cursor < Sprite
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
$game_temp.battle_cursor = [0,0,false,""] ; $game_temp.battle_end = false
self.bitmap = Cache.system("Battle_Cursor")
self.visible = $game_temp.battle_cursor[2] ; self.z = CURSOR_Z
@cw = self.bitmap.width / 2 ; @ch = [self.bitmap.height, Graphics.height - self.bitmap.height]
@cursor_name = Sprite.new ; @cursor_name.bitmap = Bitmap.new(120,32)
@cursor_name.z = self.z + 1 ; @cursor_name.bitmap.font.size = 16
@cursor_name_enemy = $game_temp.battle_cursor[3] ; @cs_x = 0
@cursor_name_position = [CURSOR_NAME_POSITION[0] ,CURSOR_NAME_POSITION[1]]
@cursor_float = [0,0] ; refresh_cursor_name
@face_battler = SceneManager.face_battler? if $imported[:mog_battle_hud_ex]
@cs_x = (15 * MOG_SPRITE_ACTOR::SPRITE_ZOOM).truncate if $imported[:mog_sprite_actor]
end
#--------------------------------------------------------------------------
# ● Dispose Sprite
#--------------------------------------------------------------------------
def dispose
super
dispose_sprite_cursor
end
#--------------------------------------------------------------------------
# ● Dispose Sprite Cursor
#--------------------------------------------------------------------------
def dispose_sprite_cursor
@cursor_name.bitmap.dispose ; @cursor_name.dispose
self.bitmap.dispose ; $game_temp.clear_target_temp
end
#--------------------------------------------------------------------------
# ● Refresh Cursor Name
#--------------------------------------------------------------------------
def refresh_cursor_name
@cursor_name_enemy = $game_temp.battle_cursor[3]
@cursor_name.bitmap.clear
@cursor_name.bitmap.draw_text(0,0,120,32,@cursor_name_enemy.to_s,1)
end
#--------------------------------------------------------------------------
# ● Update Sprite Cursor
#--------------------------------------------------------------------------
def update_sprite_cursor
update_battle_camera_cursor if update_battle_cursor_r?
if force_hide? ; self.visible = false ; @cursor_name.visible = false ; return ; end
update_visible ; update_cursor_float_effect ; set_real_position
execute_move(0,self.x,$game_temp.battle_cursor[0])
execute_move(1,self.y,$game_temp.battle_cursor[1] + @cursor_float[1])
update_sprite_name
self.visible = false if !$game_temp.sprite_visible
@cursor_name.opacity = 0 if @cursor_name and !$game_temp.sprite_visible
end
#--------------------------------------------------------------------------
# ● Process Cursor Move
#--------------------------------------------------------------------------
def process_cursor_move
return unless cursor_movable?
last_index = @index
cursor_move_index(1) if Input.repeat?(:DOWN)
cursor_move_index(-1) if Input.repeat?(:UP)
cursor_move_index(1) if Input.repeat?(:RIGHT)
cursor_move_index(-1) if Input.repeat?(:LEFT)
$game_temp.battle_cursor_data = $game_troop.alive_members[@index]
Sound.play_cursor if @index != last_index
end
#--------------------------------------------------------------------------
# ● Update Battle Cursor
#--------------------------------------------------------------------------
def update_battle_cursor_r?
return false if $imported[:mog_battle_camera] == nil
if $imported[:mog_battle_hud_ex] and SceneManager.face_battler? and $game_temp.battle_cursor_target[0] != nil
self.ox = 0 ; self.oy = 0 ; @cursor_name.ox = 0 ; @cursor_name.oy = 0
return false
end
return true
end
#--------------------------------------------------------------------------
# ● Update Battle Camera Cursor
#--------------------------------------------------------------------------
def update_battle_camera_cursor
self.ox = $game_temp.viewport_oxy[0]
self.oy = $game_temp.viewport_oxy[1]
@cursor_name.ox = self.ox
@cursor_name.oy = self.oy
end
#--------------------------------------------------------------------------
# ● Set Real Position
#--------------------------------------------------------------------------
def set_real_position
return if $game_temp.target_data == [nil,nil]
return if $game_temp.battle_cursor_target == [nil,nil]
$game_temp.battle_cursor[0] = $game_temp.target_data[1].x - @cw + CURSOR_POSITION[0]
$game_temp.battle_cursor[1] = $game_temp.target_data[1].y + CURSOR_POSITION[1]
$game_temp.battle_cursor[1] -= ($game_temp.target_data[1].bitmap.height / 2) unless !$game_temp.target_data[1].bitmap
if $game_temp.target_data[0].is_a?(Game_Actor)
if $imported[:mog_sprite_actor] and $game_temp.target_data[0].dead?
if $game_temp.target_data[0].bact_sprite[5] == 6
$game_temp.battle_cursor[0] -= @cs_x
else
$game_temp.battle_cursor[0] += @cs_x
end
end
$game_temp.battle_cursor[1] -= @ch[0] if @face_battler and $game_temp.battle_cursor[1] > @ch[1]
end
end
#--------------------------------------------------------------------------
# ● Can Move Real Position?
#--------------------------------------------------------------------------
def can_move_real_position?
return false if $game_temp.battle_cursor_data == nil
return false if $game_temp.battle_cursor_data.dead?
screen_x = $game_temp.battle_cursor_data.screen_x rescue nil
return false if screen_x == nil
return true
end
#--------------------------------------------------------------------------
# ● Force Hide
#--------------------------------------------------------------------------
def force_hide?
return true if $game_temp.battle_cursor == nil
return true if $game_temp.battle_cursor[0] == nil
return true if $game_temp.battle_cursor[1] == nil
return false
end
#--------------------------------------------------------------------------
# ● Update Visible
#--------------------------------------------------------------------------
def update_visible
$game_temp.battle_cursor_data = nil if !self.visible
if force_hide_battle_cursor?
self.visible = false ; return
end
self.visible = $game_temp.battle_cursor[2]
(self.x = -64 ; self.y = -64) if !self.visible
end
#--------------------------------------------------------------------------
# ● Force Hide Battle Cursor
#--------------------------------------------------------------------------
def force_hide_battle_cursor?
if $imported[:mog_sprite_actor] and !$game_temp.target_data.nil?
return true if !$game_temp.target_data[0].bact_sprite_visiblle
end
return true if $imported[:mog_active_chain] and $game_temp.chain_action_phase
return true if $imported[:mog_atb_system] and BattleManager.actor == nil
# return true if $imported[:mog_blitz_commands] and $game_temp.blitz_commands_phase
return false
end
#--------------------------------------------------------------------------
# ● Update Sprite Name
#--------------------------------------------------------------------------
def update_sprite_name
return if @cursor_name == nil
refresh_cursor_name if @cursor_name_enemy != $game_temp.battle_cursor[3]
@cursor_name.x = self.x + @cursor_name_position[0]
@cursor_name.y = self.y + @cursor_name_position[1]
@cursor_name.opacity = self.opacity ; @cursor_name.visible = self.visible
end
#--------------------------------------------------------------------------
# ● Update Cursor Float Effect
#--------------------------------------------------------------------------
def update_cursor_float_effect
return if !CURSOR_FLOAT_EFFECT
@cursor_float[0] += 1
case @cursor_float[0]
when 0..20 ; @cursor_float[1] += 1
when 21..40 ; @cursor_float[1] -= 1
else
@cursor_float[0] = 0 ; @cursor_float[1] = 0
end
end
#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(type,cp,np)
sp = 5 + ((cp - np).abs / 5)
if cp > np
cp -= sp ; cp = np if cp < np
elsif cp < np
cp += sp ; cp = np if cp > np
end
self.x = cp if type == 0 ; self.y = cp if type == 1
end
end
#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_battle_cursor_initialize initialize
def initialize
mog_battle_cursor_initialize
create_cursor
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_battle_cursor_dispose dispose
def dispose
mog_battle_cursor_dispose
dispose_battle_cursor
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_update update
def update
mog_battle_cursor_update
update_battle_cursor
end
#--------------------------------------------------------------------------
# ● Create_Cursor
#--------------------------------------------------------------------------
def create_cursor
return if @battle_cursor != nil
$game_temp.clear_target_temp ; @battle_cursor = Sprite_Battle_Cursor.new
end
#--------------------------------------------------------------------------
# ● Dispose Cursor
#--------------------------------------------------------------------------
def dispose_battle_cursor
return if @battle_cursor == nil
@battle_cursor.dispose ; @battle_cursor = nil
end
#--------------------------------------------------------------------------
# ● Update Battle Cursor
#--------------------------------------------------------------------------
def update_battle_cursor
return if @battle_cursor == nil
@battle_cursor.update_sprite_cursor
end
end
#==============================================================================
# ■ Battle Cursor Index
#==============================================================================
module Battle_Cursor_index
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Check Index Limit
#--------------------------------------------------------------------------
def check_index_limit
self.index = 0 if self.index >= item_max
self.index = (item_max - 1) if self.index < 0
end
#--------------------------------------------------------------------------
# ● Set Cursor Position Enemy
#--------------------------------------------------------------------------
def set_cursor_position_enemy
return if !self.active
self.index = 0 if $game_troop.alive_members[self.index].nil?
@fcursor = nil ; $game_temp.battle_cursor_need_refresh[1] = false
$game_temp.battle_cursor[0] = $game_troop.alive_members[self.index].screen_x + CURSOR_POSITION[0] rescue nil
$game_temp.battle_cursor[1] = $game_troop.alive_members[self.index].screen_y + CURSOR_POSITION[1] rescue nil
$game_temp.battle_cursor[3] = $game_troop.alive_members[self.index].name rescue nil
$game_temp.battle_cursor_data = $game_troop.alive_members[self.index]
return if $game_temp.battle_cursor_data == nil
enable_target_sprites($game_temp.battle_cursor_data.index)
end
#--------------------------------------------------------------------------
# ● Enable Target Sprites
#--------------------------------------------------------------------------
def enable_target_sprites(target_index)
return if $game_temp.target_skill.empty?
if $imported[:mog_atb_system] and !BattleManager.subject.nil?
$game_temp.battle_cursor_scope_refresh = true
end
$game_temp.clear_target_temp ; battler = $game_temp.target_skill[1]
type = $game_temp.target_skill[0].is_a?(RPG::Skill) ? 0 : 1
target_index = $game_temp.battle_cursor_data.index
battler.make_action_temp($game_temp.target_skill[0].id, target_index,type)
targets = battler.action_temp.make_targets.compact
targets.each {|t| t.target_temp = true }
end
#--------------------------------------------------------------------------
# ● Refresh Scope Targets
#--------------------------------------------------------------------------
def refresh_scope_targets
targets = battler.action_temp.make_targets.compact
targets.each {|t| t.target_temp = true }
end
#--------------------------------------------------------------------------
# ● Set Cursor Position Actor
#--------------------------------------------------------------------------
def set_cursor_position_actor
return if !self.active
self.index = 0 if $game_party.members[self.index].nil?
@fcursor = nil ; $game_temp.battle_cursor_need_refresh[0] = false
$game_temp.battle_cursor[0] = $game_party.members[self.index].sv.x + CURSOR_POSITION[0] rescue nil#screen_x + CURSOR_POSITION[0] rescue nil
$game_temp.battle_cursor[1] = $game_party.members[self.index].sv.y + CURSOR_POSITION[1] rescue nil#screen_y + CURSOR_POSITION[1] rescue nil
$game_temp.battle_cursor[3] = $game_party.members[self.index].name rescue nil
$game_temp.battle_cursor_data = $game_party.members[self.index]
$game_temp.battle_cursor = [0,0,false,0] if $game_temp.battle_cursor[0] == nil
enable_target_sprites(self.index)
end
#--------------------------------------------------------------------------
# ● Process Cursor Move Index
#--------------------------------------------------------------------------
def cursor_move_index(value = 0)
self.index += value ; check_index_limit
end
end
#==============================================================================
# ■ Window_BattleActor
#==============================================================================
class Window_BattleActor < Window_BattleStatus
include Battle_Cursor_index
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_actor_update update
def update
pre_index = self.index
mog_battle_cursor_actor_update
$game_temp.battle_cursor_target[0] = $game_party.members[self.index]
$game_temp.battle_cursor_target[0] = nil if !self.active
set_cursor_position_actor if refresh_cursor_position?(pre_index)
$game_temp.target_window_active[0] = self.active
end
#--------------------------------------------------------------------------
# ● Refresh Cursor Position
#--------------------------------------------------------------------------
def refresh_cursor_position?(pre_index)
return true if pre_index != self.index
return true if @fcursor
return true if $game_temp.battle_cursor_need_refresh[0]
return false
end
#--------------------------------------------------------------------------
# ● Show
#--------------------------------------------------------------------------
alias mog_battle_cursor_show show
def show
if @info_viewport
set_cursor_position_actor ; $game_temp.battle_cursor[2] = true
@fcursor = true
end
mog_battle_cursor_show
end
#--------------------------------------------------------------------------
# ● Hide
#--------------------------------------------------------------------------
alias mog_battle_cursor_hide hide
def hide
$game_temp.battle_cursor[2] = false if @info_viewport
if $game_temp.target_window_active[1] == false
($game_temp.clear_target_temp ; $game_temp.target_skill.clear) unless self.active
end
mog_battle_cursor_hide
end
#--------------------------------------------------------------------------
# ● Process Cursor Move
#--------------------------------------------------------------------------
def process_cursor_move
return unless cursor_movable?
last_index = @index
cursor_move_index(1) if Input.repeat?(:DOWN)
cursor_move_index(-1) if Input.repeat?(:UP)
cursor_move_index(1) if Input.repeat?(:RIGHT)
cursor_move_index(-1) if Input.repeat?(:LEFT)
$game_temp.battle_cursor_data = $game_party.members[self.index]
Sound.play_cursor if @index != last_index
end
end
#==============================================================================
# ■ Game Enemy
#==============================================================================
class Game_Enemy < Game_Battler
attr_accessor :index
end
#==============================================================================
# ■ Game Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
alias mog_battle_cursor_setup setup
def setup(troop_id)
mog_battle_cursor_setup(troop_id)
if can_sort_index?
@enemies.sort! {|a,b| a.screen_x <=> b.screen_x}
@enemies.each_with_index {|e, i| e.index = i }
end
end
#--------------------------------------------------------------------------
# * Can Sort Index?
#--------------------------------------------------------------------------
def can_sort_index?
return false if @enemies.size < 3
return false if troop.pages.size > 1
return false if !troop.pages[0].list[0].parameters.empty? rescue false
return true
end
end
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy < Window_Selectable
include Battle_Cursor_index
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_enemy_update update
def update
pre_index = self.index
mog_battle_cursor_enemy_update
$game_temp.battle_cursor_target[1] = $game_troop.alive_members[self.index]
$game_temp.battle_cursor_target[1] = nil if !self.active
set_cursor_position_enemy if refresh_cursor_position?(pre_index)
$game_temp.target_window_active[1] = self.active
end
#--------------------------------------------------------------------------
# ● Refresh Cursor Position
#--------------------------------------------------------------------------
def refresh_cursor_position?(pre_index)
return true if pre_index != self.index
return true if @fcursor
return true if $game_temp.battle_cursor_need_refresh[1]
return false
end
#--------------------------------------------------------------------------
# ● Show
#--------------------------------------------------------------------------
alias mog_battle_cursor_show show
def show
if @info_viewport
set_cursor_position_enemy ; $game_temp.battle_cursor[2] = true
@fcursor = true
end
mog_battle_cursor_show
end
#--------------------------------------------------------------------------
# ● Hide
#--------------------------------------------------------------------------
alias mog_battle_cursor_hide hide
def hide
$game_temp.battle_cursor[2] = false if @info_viewport
if $game_temp.target_window_active[0] == false
($game_temp.clear_target_temp ; $game_temp.target_skill.clear) unless self.active
end
mog_battle_cursor_hide
end
#--------------------------------------------------------------------------
# ● Process Cursor Move
#--------------------------------------------------------------------------
def process_cursor_move
return unless cursor_movable?
last_index = @index
cursor_move_index(1) if Input.repeat?(:DOWN)
cursor_move_index(-1) if Input.repeat?(:UP)
cursor_move_index(1) if Input.repeat?(:RIGHT)
cursor_move_index(-1) if Input.repeat?(:LEFT)
$game_temp.battle_cursor_data = $game_troop.alive_members[@index]
Sound.play_cursor if @index != last_index
end
end
#==============================================================================
# ■ Window Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Process OK
#-------------------------------------------------------------------------
alias mog_target_cursor_process_ok process_ok
def process_ok
mog_target_cursor_process_ok
execute_target_selection if can_execute_target_selection?
end
#--------------------------------------------------------------------------
# * Can Execute Target Selection
#-------------------------------------------------------------------------
def can_execute_target_selection?
return false if !SceneManager.scene_is?(Scene_Battle)
return false if !current_item_enabled?
return true if self.is_a?(Window_BattleSkill)
return true if self.is_a?(Window_BattleItem)
return true if self.is_a?(Window_ActorCommand) and self.index == 0
return false
end
#--------------------------------------------------------------------------
# * Execute Target Selection
#-------------------------------------------------------------------------
def execute_target_selection
return if BattleManager.actor == nil
$game_temp.target_skill.clear
item = @data[index] rescue nil
item = $data_skills[BattleManager.actor.attack_skill_id] rescue nil if self.is_a?(Window_ActorCommand)
return if item == nil
if [2,8,10].include?(item.scope) or item.note =~ /<Scope Range = (\d+) - (\d+) - (\d+) - (\d+)>/
$game_temp.target_skill = [item,BattleManager.actor]
end
end
end
#==============================================================================
# ■ Game Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
attr_accessor :target_temp
attr_accessor :action_temp
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_target_cursor_initialize initialize
def initialize
@target_cursor_temp = false
mog_target_cursor_initialize
end
#--------------------------------------------------------------------------
# ● Make Action Temp
#--------------------------------------------------------------------------
def make_action_temp(action_id,target_index,type)
return if action_id == nil
action = Game_Action.new(self, true)
action.set_skill(action_id) if type == 0
action.set_item(action_id) if type == 1
action.target_index = target_index
@action_temp = action
end
#--------------------------------------------------------------------------
# ● Make Action Temp
#--------------------------------------------------------------------------
alias mog_battle_cursor_item_apply item_apply
def item_apply(user, item)
mog_battle_cursor_item_apply(user, item)
if self == $game_temp.battle_cursor_target[1]
$game_temp.battle_cursor_need_refresh[0] = true
$game_temp.battle_cursor_need_refresh[1] = true
end
end
end
#==============================================================================
# ■ Game BattlerBase
#==============================================================================
class Game_BattlerBase
attr_accessor :hidden
end
#==============================================================================
# ■ Sprite Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_target_cursor_initialize initialize
def initialize(viewport, battler = nil)
mog_target_cursor_initialize(viewport, battler)
create_target_cursor
end
#--------------------------------------------------------------------------
# * Create Target Cursor
#--------------------------------------------------------------------------
def create_target_cursor
@target_cursor = Sprite.new
@target_cursor.bitmap = Cache.system("Battle_Cursor2")
@target_cursor.ox = @target_cursor.bitmap.width / 2
@target_cursor.oy = @target_cursor.bitmap.height / 2
@target_cursor_org = [@target_cursor.ox,@target_cursor.oy]
@target_cursor.visible = false
@target_visible_old = @target_cursor.visible
@tc_pos = [TARGET_CURSOR_2_POS[0],TARGET_CURSOR_2_POS[1] + @target_cursor.oy]
@face_battler = SceneManager.face_battler? if $imported[:mog_battle_hud_ex]
@target_cursor_ch = [@target_cursor.bitmap.height, Graphics.height - @target_cursor.bitmap.height]
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_target_cursor_dispose dispose
def dispose
dispose_target_cursor
mog_target_cursor_dispose
end
#--------------------------------------------------------------------------
# * Dispose Target Cursor
#--------------------------------------------------------------------------
def dispose_target_cursor
return if @target_cursor == nil
@target_cursor.bitmap.dispose ; @target_cursor.dispose
end
#--------------------------------------------------------------------------
# * Update Postion
#--------------------------------------------------------------------------
alias mog_target_cursor_update_position update_position
def update_position
mog_target_cursor_update_position
update_battler_cursor_xy
update_target_cursor
end
#--------------------------------------------------------------------------
# * Update Battler Cursor
#--------------------------------------------------------------------------
def update_battler_cursor_xy
return if @battler == nil
return if $game_temp.battle_cursor_target[0] != nil and @battler != $game_temp.battle_cursor_target[0]
return if $game_temp.battle_cursor_target[1] != nil and @battler != $game_temp.battle_cursor_target[1]
$game_temp.target_data = [@battler,self]
end
#--------------------------------------------------------------------------
# * Update Target Cursor
#--------------------------------------------------------------------------
def update_target_cursor
return if @target_cursor == nil
refresh_zoom if @target_visible_old != @target_cursor.visible
@target_cursor.visible = can_target_cursor_visible?
return if !@target_cursor.visible
@target_cursor.x = self.x + @tc_pos[0]
@target_cursor.y = self.y + @tc_pos[1]
@target_cursor.y -= (self.bitmap.height / 2) if self.bitmap
if @battler.is_a?(Game_Actor) and @face_battler
@target_cursor.y -= @target_cursor_ch[0] if @target_cursor.y > @target_cursor_ch[1]
end
@target_cursor.z = CURSOR_Z + 1
@target_cursor.opacity = 130 + rand(125)
@target_cursor.zoom_x -= 0.05 if @target_cursor.zoom_x > 1.00
@target_cursor.zoom_x = 1.00 if @target_cursor.zoom_x < 1.00
@target_cursor.zoom_y = @target_cursor.zoom_x
update_battle_camera_cursor_t if update_battle_camera_cursor_t?
end
#--------------------------------------------------------------------------
# * Update Battle Camera Cursor T
#--------------------------------------------------------------------------
def update_battle_camera_cursor_t?
return false if $imported[:mog_battle_camera] == nil
return false if @battler == nil
if $imported[:mog_battle_hud_ex] and SceneManager.face_battler?
return false if @battler.is_a?(Game_Actor)
end
return true
end
#--------------------------------------------------------------------------
# ● Update Battle Camera Cursor
#--------------------------------------------------------------------------
def update_battle_camera_cursor_t
@target_cursor.ox = $game_temp.viewport_oxy[0] + @target_cursor_org[0]
@target_cursor.oy = $game_temp.viewport_oxy[1] + @target_cursor_org[1]
end
#--------------------------------------------------------------------------
# * Refresh Zoom
#--------------------------------------------------------------------------
def refresh_zoom
@target_visible_old = @target_cursor.visible
@target_cursor.zoom_x = 1.50 if TARGET_CURSOR_2_ZOOM_EFFECT
@target_cursor.zoom_y = @target_cursor.zoom_x
end
#--------------------------------------------------------------------------
# * Can Target Cursor Visible?
#--------------------------------------------------------------------------
def can_target_cursor_visible?
return false if !$game_temp.battle_cursor[2]
return false if @battler.dead?
return false if @battler.hidden
return false if !@battler.target_temp
return false if $game_message.visible
return false if $game_temp.battle_end
return false if $imported[:mog_sprite_actor] and !@battler.bact_sprite_visiblle
return false if $imported[:mog_active_chain] and $game_temp.chain_action_phase
return false if $imported[:mog_atb_system] and BattleManager.actor == nil
# return false if $imported[:mog_blitz_commands] and $game_temp.blitz_commands_phase
return true
end
end
#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * On Skill OK
#--------------------------------------------------------------------------
def on_skill_ok
if $imported[:mog_atb_system]
return if BattleManager.actor == nil
@skill_window.visible = false unless !@status_window.visible
end
@skill = @skill_window.item
@skill_window.hide if @skill.for_opponent? or @skill.for_friend?
BattleManager.actor.input.set_skill(@skill.id)
BattleManager.actor.last_skill.object = @skill
if [0,11].include?(@skill.scope)
@skill_window.hide
if $imported[:mog_atb_system]
next_command
BattleManager.command_end
hide_base_window
end
elsif @skill.for_opponent?
select_enemy_selection
else
select_actor_selection
end
end
#--------------------------------------------------------------------------
# * On Item OK
#--------------------------------------------------------------------------
def on_item_ok
if $imported[:mog_atb_system]
return if BattleManager.actor == nil
@item_window.visible = false unless !@status_window.visible
end
@item = @item_window.item
@item_window.hide if @item.for_opponent? or @item.for_friend?
BattleManager.actor.input.set_item(@item.id)
if [0,11].include?(@item.scope)
@item_window.hide
next_command
if $imported[:mog_atb_system]
next_command
BattleManager.command_end
hide_base_window
end
elsif @item.for_opponent?
select_enemy_selection
else
select_actor_selection
end
$game_party.last_item.object = @item
end
#--------------------------------------------------------------------------
# * Turn End
#--------------------------------------------------------------------------
alias mog_battle_cursor_turn_end turn_end
def turn_end
mog_battle_cursor_turn_end
if $game_temp.battle_cursor_scope_refresh
$game_temp.battle_cursor_scope_refresh = false
$game_temp.battle_cursor_need_refresh[0] = true
$game_temp.battle_cursor_need_refresh[1] = true
end
end
end