#==============================================================================
# +++ MOG - ADVANCED BATTLE HUD (v1.4) +++
#==============================================================================
# By Moghunter
# [url]http://www.atelier-rgss.com/[/url]
#==============================================================================
# Sistema de hud avançado de batalha.
#==============================================================================
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.4 - Corrigido o erro de crash randômico. (relativo a dispose de imagem.)
# v 1.3 - Script 100% independente do sistema de AT System.
# - Correção da posição inicial da janela de Fuga.
# - Correção da posição do cursor nos aliados quando a face está
# desabilitada.
# v 1.2 - Corrigido a prioridade das condições.
# v 1.1 - Corrigido o glitch inicial da prioridade da face.
# v 1.0 - Primeiro lançamento.
#==============================================================================
#==============================================================================
# ■ - FACE ANIMADAS DOS PERSONAGENS - (Opcional)
#==============================================================================
# 1 - Grave as imagens das faces dos personagens na pasta.
#
# GRAPHICS/BATTLERS/
#
# 2 - Nomeie a imagem com o mesmo nome do personagem. (EG - Hertor.png)
# 3 - A largura da imagem deverá ser dividido por 5. (A escolha do tamanho
# da face é livre desde que a lagura dividido pela altura seja igual a 5 )
#
#==============================================================================
#==============================================================================
# ■ CURSOR SETTING
#==============================================================================
module MOG_BATTLE_CURSOR
#相對於目標格式光標位置。
CURSOR_POSITION = [-62, -30]
#目標名稱位置的定義。
CURSOR_NAME_POSITION = [-71, 38]
#啟用效果的幻燈片。
CURSOR_SLIDE_EFFECT = true
#啟用動畫磁懸浮。
CURSOR_FLOAT_EFFECT = true
#光標優先級設置。
CURSOR_Z = 500
ACTOR_POSITION = [[478,190, 0],[498,230, 0],[518,270, 0],[538,310, 0]] #選擇玩家腳色位置
end
#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_hud_update_basic update_basic
def update_basic
mog_battle_hud_update_basic
update_command_window_visible
end
#--------------------------------------------------------------------------
# ● Update Command Window Visible
#--------------------------------------------------------------------------
def update_command_window_visible
@status_window.visible
@actor_command_window.visible
#@status_window.visible = @status_window.active ? true : false
#@actor_command_window.visible = @actor_command_window.active ? true : false
@skill_window.visible = @skill_window.active ? true : false
@item_window.visible = @item_window.active ? true : false
@help_window.visible = @skill_window.active || @item_window.active ? true : false
end
end
class Game_Temp
attr_accessor :battle_cursor
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_battle_cursor_initialize initialize
def initialize
@battle_cursor = [0,0,true,""]
mog_battle_cursor_initialize
end
end
#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_battle_cursor_initialize initialize
def initialize
mog_battle_cursor_initialize
create_cursor
end
#--------------------------------------------------------------------------
# ● Create_Cursor
#--------------------------------------------------------------------------
def create_cursor
@cursor = Sprite.new
@cursor.bitmap = Cache.system("Battle_Cursor")
@cursor.z = 999
@cursor.visible = false
@cursor_new_x = -64
@cursor_new_y = -64
@cursor_float_y = 0
@cursor_float_duration = 0
@c_real_y = 0
@cursor_name = Sprite.new
@cursor_name.bitmap = Bitmap.new(240,32)
@cursor_name.z = @cursor.z + 1
@cursor_name.bitmap.font.size = 18
refresh_cursor_name
update_cursor_name
$game_temp.battle_cursor = [@cursor_new_x,@cursor_new_y,false]
end
#--------------------------------------------------------------------------
# ● Refresh Cursor Name
#--------------------------------------------------------------------------
def refresh_cursor_name
return if !(@cursor.x == $game_temp.battle_cursor[0] and
@cursor.y == @c_real_y)
@cursor_name_enemy = $game_temp.battle_cursor[3]
@cursor_name.bitmap.clear
@cursor_name.bitmap.draw_text(0,0,240,32,@cursor_name_enemy.to_s,1)
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_battle_cursor_dispose dispose
def dispose
mog_battle_cursor_dispose
dispose_cursor
end
#--------------------------------------------------------------------------
# ● Dispose Cursor
#--------------------------------------------------------------------------
def dispose_cursor
@cursor.bitmap.dispose
@cursor.dispose
@cursor_name.bitmap.dispose
@cursor_name.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_cursor_update update
def update
mog_battle_cursor_update
update_battle_cursor
end
#--------------------------------------------------------------------------
# ● Update Battle Cursor
#--------------------------------------------------------------------------
def update_battle_cursor
return if @cursor == nil
@cursor.visible = $game_temp.battle_cursor[2]
update_cursor_name
if !@cursor.visible
@cursor.x = -64
@cursor.y = -64
@cursor.opacity = 0
update_cursor_name
return
end
@cursor.opacity += 15
update_cursor_float_effect
if CURSOR_SLIDE_EFFECT
update_cursor_slide_effect
else
@cursor.x = $game_temp.battle_cursor[0]
@cursor.y = $game_temp.battle_cursor[1]
end
end
#--------------------------------------------------------------------------
# ● Update Cursor Name
#--------------------------------------------------------------------------
def update_cursor_name
refresh_cursor_name if @cursor_name_enemy != $game_temp.battle_cursor[3]
@cursor_name.x = @cursor.x + CURSOR_NAME_POSITION[0]
@cursor_name.y = @cursor.y + CURSOR_NAME_POSITION[1]
@cursor_name.opacity = @cursor.opacity
@cursor_name.visible = @cursor.visible
end
#--------------------------------------------------------------------------
# ● Update Cursor Slide Effect
#--------------------------------------------------------------------------
def update_cursor_slide_effect
@cursor_new_x = $game_temp.battle_cursor[0]
@cursor_new_y = $game_temp.battle_cursor[1]
@cs_x = 5 + ((@cursor.x - @cursor_new_x).abs / 5)
@cs_y = 5 + ((@cursor.y - @cursor_new_y).abs / 5)
if @cursor.x > @cursor_new_x
@cursor.x -= @cs_x
@cursor.x = @cursor_new_x if @cursor.x < @cursor_new_x
elsif @cursor.x < @cursor_new_x
@cursor.x += @cs_x
@cursor.x = @cursor_new_x if @cursor.x > @cursor_new_x
end
@c_real_y = @cursor_new_y + @cursor_float_y
if @cursor.y > @cursor_new_y
@cursor.y -= @cs_y
@cursor.y = @c_real_y if @cursor.y < @c_real_y
elsif @cursor.y < @c_real_y
@cursor.y += @cs_y
@cursor.y = @c_real_y if @cursor.y > @c_real_y
end
end
#--------------------------------------------------------------------------
# ● Update Cursor Float Effect
#--------------------------------------------------------------------------
def update_cursor_float_effect
return if !CURSOR_FLOAT_EFFECT
@cursor_float_duration += 1
case @cursor_float_duration
when 0..20
@cursor_float_y += 1
when 21..40
@cursor_float_y -= 1
else
@cursor_float_y = 0
@cursor_float_duration = 0
end
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Create Enemy Window
#--------------------------------------------------------------------------
def create_enemy_window
@enemy_window = Window_BattleEnemy_Cursor.new
@enemy_window.set_handler(:ok, method(:on_enemy_ok))
@enemy_window.set_handler(:cancel, method(:on_enemy_cancel))
end
#--------------------------------------------------------------------------
# ● Create Actor Window
#--------------------------------------------------------------------------
def create_actor_window
@actor_window = Window_BattleActor_Cursor.new
@actor_window.set_handler(:ok, method(:on_actor_ok))
@actor_window.set_handler(:cancel, method(:on_actor_cancel))
end
end
#==============================================================================
# ■ Window Selectable Battle_Cursor
#==============================================================================
class Window_Selectable_Battle_Cursor < Window_Base
attr_reader :index
#--------------------------------------------------------------------------
# ● Initialize
#-------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@index = -1
@handler = {}
deactivate
end
#--------------------------------------------------------------------------
# ● Item Max
#--------------------------------------------------------------------------
def item_max
return 0
end
#--------------------------------------------------------------------------
# ● Active
#--------------------------------------------------------------------------
def active=(active)
super
end
#--------------------------------------------------------------------------
# ● Index
#--------------------------------------------------------------------------
def index=(index)
@index = index
end
#--------------------------------------------------------------------------
# ● Set Handler
#--------------------------------------------------------------------------
def set_handler(symbol, method)
@handler[symbol] = method
end
#--------------------------------------------------------------------------
# ● Handle?
#--------------------------------------------------------------------------
def handle?(symbol)
@handler.include?(symbol)
end
#--------------------------------------------------------------------------
# ● Call Handler
#--------------------------------------------------------------------------
def call_handler(symbol)
@handler[symbol].call if handle?(symbol)
end
#--------------------------------------------------------------------------
# ● Cursor Movable
#--------------------------------------------------------------------------
def cursor_movable?
active && open? && !@cursor_fix && !@cursor_all && item_max > 0
end
#--------------------------------------------------------------------------
# ● Cursor Down
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
self.index += 1
check_index_limit
end
#--------------------------------------------------------------------------
# ● Cursor Right
#--------------------------------------------------------------------------
def cursor_right(wrap = false)
self.index += 1
check_index_limit
end
#--------------------------------------------------------------------------
# ● Cursor UP
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
self.index -= 1
check_index_limit
end
#--------------------------------------------------------------------------
# ● Cursor Left
#--------------------------------------------------------------------------
def cursor_left(wrap = false)
self.index -= 1
check_index_limit(self.index)
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
process_cursor_move
process_handling
end
#--------------------------------------------------------------------------
# ● Process Cursor Move
#--------------------------------------------------------------------------
def process_cursor_move
return unless cursor_movable?
last_index = @index
cursor_down (Input.trigger?(:DOWN)) if Input.repeat?(:DOWN)
cursor_up (Input.trigger?(:UP)) if Input.repeat?(:UP)
cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
cursor_left (Input.trigger?(:LEFT)) if Input.repeat?(:LEFT)
if @index != last_index
Sound.play_cursor
set_cursor_position(@index)
end
end
#--------------------------------------------------------------------------
# ● Process Handling
#--------------------------------------------------------------------------
def process_handling
return unless open? && active
return process_ok if ok_enabled? && Input.trigger?(:C)
return process_cancel if cancel_enabled? && Input.trigger?(:B)
end
#--------------------------------------------------------------------------
# ● OK Enabled
#--------------------------------------------------------------------------
def ok_enabled?
handle?(:ok)
end
#--------------------------------------------------------------------------
# ● Cancel Enabled
#--------------------------------------------------------------------------
def cancel_enabled?
handle?(:cancel)
end
#--------------------------------------------------------------------------
# ● Process OK
#--------------------------------------------------------------------------
def process_ok
if current_item_enabled?
Sound.play_ok
Input.update
deactivate
call_ok_handler
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● Call OK Handler
#--------------------------------------------------------------------------
def call_ok_handler
call_handler(:ok)
end
#--------------------------------------------------------------------------
# ● Process Cancel
#--------------------------------------------------------------------------
def process_cancel
Sound.play_cancel
Input.update
deactivate
call_cancel_handler
end
#--------------------------------------------------------------------------
# ● Call Cancel Handler
#--------------------------------------------------------------------------
def call_cancel_handler
call_handler(:cancel)
end
#--------------------------------------------------------------------------
# ● Set Cursor Position
#--------------------------------------------------------------------------
def set_cursor_position(index)
end
#--------------------------------------------------------------------------
# ● Current Item Enabled?
#--------------------------------------------------------------------------
def current_item_enabled?
return true
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
end
#--------------------------------------------------------------------------
# ● Show
#--------------------------------------------------------------------------
def show
set_cursor_position(self.index)
$game_temp.battle_cursor[2] = true
super
end
#--------------------------------------------------------------------------
# ● Hide
#--------------------------------------------------------------------------
def hide
$game_temp.battle_cursor[2] = false
super
end
#--------------------------------------------------------------------------
# ● Check Index Limit
#--------------------------------------------------------------------------
def check_index_limit(index = self.index)
self.index = index
self.index = 0 if self.index >= item_max
self.index = (item_max - 1) if self.index < 0
end
end
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy_Cursor < Window_Selectable_Battle_Cursor
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 48)
self.index = 0
self.visible = false
set_cursor_position(self.index)
end
#--------------------------------------------------------------------------
# ● Item Max
#--------------------------------------------------------------------------
def item_max
$game_troop.alive_members.size
end
#--------------------------------------------------------------------------
# ● Enemy
#--------------------------------------------------------------------------
def enemy
$game_troop.alive_members[self.index]
end
#--------------------------------------------------------------------------
# ● Set Cursor Position
#--------------------------------------------------------------------------
def set_cursor_position(index)
check_index_limit(index)
return if $game_troop.alive_members[self.index] == nil
$game_temp.battle_cursor[0] = $game_troop.alive_members[self.index].screen_x + CURSOR_POSITION[0]
$game_temp.battle_cursor[1] = $game_troop.alive_members[self.index].screen_y + CURSOR_POSITION[1]
$game_temp.battle_cursor[3] = $game_troop.alive_members[self.index].name
refresh
draw_text(0, 0, 300, 24, "型態:")
draw_text(140, 0, 300, 24, "狀態:")
draw_text(60, 0, 300, 24, "火") if enemy.enemy.note.include?("火")
draw_text(60, 0, 300, 24, "冰") if enemy.enemy.note.include?("冰")
draw_text(60, 0, 300, 24, "雷") if enemy.enemy.note.include?("雷")
draw_text(60, 0, 300, 24, "土") if enemy.enemy.note.include?("土")
draw_text(60, 0, 300, 24, "風") if enemy.enemy.note.include?("風")
draw_text(60, 0, 300, 24, "光") if enemy.enemy.note.include?("光")
draw_text(60, 0, 300, 24, "闇") if enemy.enemy.note.include?("闇")
draw_text(60, 0, 300, 24, "飛行") if enemy.enemy.note.include?("飛行")
draw_text(60, 0, 300, 24, "潛行") if enemy.enemy.note.include?("潛行")
draw_text(60, 0, 300, 24, "劍") if enemy.enemy.note.include?("劍")
draw_text(60, 0, 300, 24, "槍") if enemy.enemy.note.include?("槍")
draw_text(60, 0, 300, 24, "術") if enemy.enemy.note.include?("術")
draw_text(60, 0, 300, 24, "戰") if enemy.enemy.note.include?("戰")
draw_text(60, 0, 300, 24, "弓") if enemy.enemy.note.include?("弓")
draw_actor_icons(enemy, 200, 0, 192)
draw_actor_hp(enemy, 440, 0, 70)
draw_actor_mp(enemy, 520, 0, 70)
end
end
#==============================================================================
# ■ Window_BattleActor Cursor
#==============================================================================
class Window_BattleActor_Cursor < Window_Selectable_Battle_Cursor
include MOG_BATTLE_CURSOR
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
super(-32, -32, 32, 32)
self.index = 0
self.visible = true
set_cursor_position(self.index)
end
#--------------------------------------------------------------------------
# ● Item Max
#--------------------------------------------------------------------------
def item_max
$game_party.members.size
end
#--------------------------------------------------------------------------
# ● Set Cursor Position
#--------------------------------------------------------------------------
def set_cursor_position(index)
check_index_limit(index)
return if $game_party.members[self.index] == nil
screen_x = $game_party.members[self.index].screen_x rescue nil
screen_y = $game_party.members[self.index].screen_y rescue nil
if screen_x == nil or screen_y == nil
screen_x = 480 + index*15
screen_y = 150 + index*50
end
$game_temp.battle_cursor[0] = screen_x + CURSOR_POSITION[0]
$game_temp.battle_cursor[1] = screen_y + CURSOR_POSITION[1]
$game_temp.battle_cursor[3] = $game_party.members[self.index].name
end
end
$mog_rgss3_battle_hud = true