Project1
标题:
关于va横版半即时的问题
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作者:
447476402
时间:
2014-2-9 02:52
标题:
关于va横版半即时的问题
我下载了 《我是临时工的》的半即时模板(作者忘记了。。)
又复制了菜鸟横版脚本。。。
拼在一起,结果战斗测试的时候很流畅,但是运行的时候,一旦触发战斗事件就会卡,非常卡
作者:
447476402
时间:
2014-2-9 03:01
http://pan.baidu.com/disk/home#from=share_pan_logo
作者:
447476402
时间:
2014-2-9 03:22
这是半即时的脚本 转自韩云溪
#------------------------------------------------------------------------------
#本脚本作者:韩云溪
#-------------------------------------------------------------------------------
class RPG::UsableItem < RPG::BaseItem
AT_DELAY = /<AT_DELAY=(\d+)\s*>/i
AT_ADVANCE = /<AT_ADVANCE>/
SKILL_USE_TIMES = /<SKILL_USE_TIMES=(\d+)\s*>/i
#--------------------------------------------------------------------------
# ● AT延迟率
#--------------------------------------------------------------------------
def at_delay_rate
return @note =~ AT_DELAY ? $1.to_i : 0
end
#--------------------------------------------------------------------------
# ● AT提前
#--------------------------------------------------------------------------
def at_advance
return true if @note =~ AT_ADVANCE
return false
end
def skill_use_times_request
return @note =~ SKILL_USE_TIMES ? $1.to_i : 0
end
end
class RPG::BaseItem
AT_ICON = /<AT_ICON=(\d+)\s*>/i
AT_DELAY_RESIST = /<AT_DELAY_RESIST>/
#~ ------------------------------------------------------------
#~ AT图标
#~ -------------------------------------------------------------
def at_icon_index
return @note =~ AT_ICON ? $1.to_i : 0
end
#--------------------------------------------------------------------------
# ●抵抗AT延迟
#--------------------------------------------------------------------------
def at_delay_resist
return true if @note =~ AT_DELAY_RESIST
return false
end
end
#-----------------------------------------------------------------------------
#●战斗者的抽象基类:增加at属性
#------------------------------------------------------------------------------
class Game_BattlerBase
attr_reader :at
attr_accessor :turn_count
attr_accessor :my_turn
alias old_initialize initialize
def initialize
old_initialize
@at = 0
@turn_count = 0
@my_turn = false
end
def at=(at)
@at = [at,0].max
end
def at_full
@at <= 0
end
def at_advance
@at = 0
end
def inputable?
if @my_turn
return normal? && !auto_battle?
else
return false
end
end
end
#-----------------------------------------------------------------------------
#●战斗者的基类:增加at延迟抵抗
#------------------------------------------------------------------------------
class Game_Battler < Game_BattlerBase
def at_delay_resist
if self.is_a?(Game_Actor)
return $data_classes[self.class.id].at_delay_resist
return $data_actors[self.id].at_delay_resist
for equip in self.equips
return equip.at_delay_resist
end
for state in self.states
return state.at_delay_resist
end
elsif self.is_a?(Game_Enemy)
return $data_enemies[self.id].at_delay_resist
for state in self.states
return state.at_delay_resist
end
end
end
def at_icon_index
if self.is_a?(Game_Actor)
return $data_classes[self.class.id].at_icon_index
return $data_actors[self.id].at_icon_index
elsif self.is_a?(Game_Enemy)
return $data_enemies[self.id].at_icon_index
end
end
end
class Game_Party < Game_Unit
def make_action(member)
unless member == nil
member.make_actions unless member.inputable?
end
end
end
class Game_Troop < Game_Unit
def make_action(member)
member.make_actions unless member == nil
end
def increase_turn(enemy)
troop.pages.each {|page| @event_flags= false if page.span == 1 }
enemy.turn_count += 1
aaa = []
for iii in $game_troop.members
aaa.push(iii.turn_count)
end
@turn_count = aaa.min
end
end
#----------------------------------------------------------
#at制的实现
#-------------------------------------------------------------
module BattleManager
def self.battle_start
$game_system.battle_count += 1
$game_party.on_battle_start
$game_troop.on_battle_start
$game_troop.enemy_names.each do |name|
$game_message.add(sprintf(Vocab::Emerge, name))
end
if @preemptive
$game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
elsif @surprise
$game_message.add(sprintf(Vocab::Surprise, $game_party.name))
end
wait_for_message
unless $game_party.all_dead?
init_at
end
end
def self.enable_go
@enable_go
end
def self.enable_go_clear
@enable_go = nil
end
def self.max_agi
@max_agi
end
#----------------------------------------------------------------------------
#初始化at
#----------------------------------------------------------------------------
def self.init_at
a = []
for iii in $game_party.members + $game_troop.members
a.push(iii.agi)
end
@max_agi = a.max
if @preemptive
for iii in $game_party.members
iii.at = 1
end
for iii in $game_troop.members
iii.at = @max_agi * 4
end
elsif @surprise
for iii in $game_party.members
iii.at = @max_agi * 4
end
for iii in $game_troop.members
iii.at = 1
end
else
for iii in $game_party.members + $game_troop.members
iii.at = @max_agi * 4
end
end
for iii in $game_party.members + $game_troop.members
iii.turn_count = 0
end
end
#----------------------------------------------------------------------------
#更新at
#----------------------------------------------------------------------------
def self.update_at
for iii in $game_troop.members + $game_party.members
iii.at -= iii.agi
if iii.at_full
@enable_go = iii
iii.my_turn = true
iii.at += @max_agi * 4
input_start
break
end
end
unless at_updating?
return
end
end
def self.at_updation
@phase = :at_update
end
def self.at_updating?
@phase == :at_update
end
#-------------------------------------------------------------------------
#重定义:回合开始
#------------------------------------------------------------------------
def self.turn_start
# self.tp += 10
@phase = :turn
clear_actor
make_action_orders
end
#-------------------------------------------------------------------------
#重定义:行动顺序
#------------------------------------------------------------------------
def self.make_action_orders
@action_battlers = []
for iii in $game_troop.members + $game_party.members
if iii.my_turn
@action_battlers.push(iii)
end
end
end
end
class Window_AT < Window_Base
def initialize
super(Graphics.width-64,96,64,192)
create_contents
self.opacity = 0
@battlers = []
end
def create_contents
self.contents = Bitmap.new(self.width - 32,self.height - 32)
end
def refresh
self.contents.clear
@battlers.clear
for battler in $game_party.members + $game_troop.members
@battlers.push(battler) if battler.alive?
end
@battlers.sort!{|b,a|a.at-b.at}
for battler in @battlers
self.process_draw_icon(battler.at_icon_index, {:x=>0,:y=>@battlers.index(battler)*24})
end
end
end
class Scene_Battle
alias old_create create_all_windows
def create_all_windows
old_create
create_at_window
end
def create_at_window
@window_at = Window_AT.new
end
#-------------------------------------------------------------------------
#当at满时的操作
#------------------------------------------------------------------------
def on_at_full
BattleManager.at_updation
if BattleManager.enable_go.is_a?(Game_Actor) and
BattleManager.enable_go.inputable?
BattleManager.enable_go.on_turn_end
refresh_status
start_party_command_selection
else
if BattleManager.enable_go.is_a?(Game_Actor)
BattleManager.enable_go.on_turn_end
$game_party.make_action(BattleManager.enable_go)
turn_start
elsif BattleManager.enable_go.is_a?(Game_Enemy)
BattleManager.enable_go.on_turn_end
$game_troop.make_action(BattleManager.enable_go)
$game_troop.increase_turn(BattleManager.enable_go)
turn_start
end
end
@window_at.refresh
BattleManager.enable_go_clear
end
#-------------------------------------------------------------------------
#重定义:战斗开始
#------------------------------------------------------------------------
def battle_start
BattleManager.battle_start
process_event
on_at_full
end
#-------------------------------------------------------------------------
#重定义:画面更新
#------------------------------------------------------------------------
def update
super
if BattleManager.at_updating?
BattleManager.update_at
on_at_full
elsif BattleManager.in_turn?
process_event
on_at_full
process_action
end
BattleManager.judge_win_loss
end
#---------------------------------------------------------------------------
#行动过程
#---------------------------------------------------------------------------
#-------------------------------------------------------------------------
#重定义:行动结束
#------------------------------------------------------------------------
def process_action_end
@subject.on_action_end
@subject.my_turn = false
@window_at.refresh
refresh_status
@log_window.display_auto_affected_status(@subject)
@log_window.wait_and_clear
@log_window.display_current_state(@subject)
@log_window.wait_and_clear
BattleManager.judge_win_loss
end
#-------------------------------------------------------------------------
#重定义:回合结束
#------------------------------------------------------------------------
def turn_end
all_battle_members.each do |battler|
refresh_status
@log_window.display_auto_affected_status(battler)
@log_window.wait_and_clear
end
BattleManager.turn_end
process_event
on_at_full
end
#-------------------------------------------------------------------------
#重定义:技能、物品效果
#------------------------------------------------------------------------
def invoke_item(target, item)
@subject.add_skill_use_times(item,1)
if rand < target.item_mrf(@subject, item)
invoke_magic_reflection(target, item)
else
apply_item_effects(apply_substitute(target, item), item)
if rand < target.item_cnt(@subject, item)
invoke_counter_attack(target, item)
end
unless target.at_delay_resist
target.at += BattleManager.max_agi * item.at_delay_rate / 25
end
target.at_advance if item.at_advance
end
@subject.last_target_index = target.index
end
end
复制代码
作者:
447476402
时间:
2014-2-9 03:23
这是横版脚本
#===============================================================================
# RBS - Ramiro's Battle System
# Version 2.0
# Difficulty: Very hard
#-------------------------------------------------------------------------------
# Instructions:
# Paste above main and after all other script, unless that script says other
# thing.
#-------------------------------------------------------------------------------
# WARNING: THIS IS THE CONFIGURATION FILE!
# Each change made on this script will be reflected on the system.
# Use with care.
#-------------------------------------------------------------------------------
# License:
#Copyright (c) 2012, Ramiro Rojo
#All rights reserved.
#
#Redistribution and use in source and binary forms, with or without
#modification, are permitted provided that the following conditions are met:
#
#1. Redistributions of source code must retain the above copyright notice, this
# list of conditions and the following disclaimer.
#2. Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
#THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
#ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
#WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
#DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
#ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
#(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
#LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
#ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
#(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
#SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
#The views and conclusions contained in the software and documentation are those
#of the authors and should not be interpreted as representing official policies,
#either expressed or implied, of the FreeBSD Project.
#===============================================================================
module BattleConfig
# If the value is true, the camera will be in a more panoramic style.
BattleCamera_UsePanoramicCamera = true
# show the positions of the party member by index.
if BattleCamera_UsePanoramicCamera
ActorPos = [[410, 265], [430, 275], [450, 285], [470, 295]]
else
ActorPos = [[410, 210], [430, 235], [450, 260], [470, 295]]
end
# the bitmap name of the cursor for targeting in system folder
CursorBitmap = 'battle cursor'
# the number of frames of the cursor
CursorFrames = 1
# the delay between each frame of the cursor.
CursorDelay = 8
# default enemy animation ids
DefaultEnemey_Ani1ID = 1
DefaultEnemey_Ani2ID = 0
# the number of poses that the standart battles have
DefaultPoses = 1
# the number of frames that the standart battles have
DefaultFrames = 1
# the default sprite acotr an eney indexes for a battle
DefaultActorIndex = 0
DefaultEnemyIndex = 0
# if set to true, the x correction will be inverted for actor sequences
# when using movement commands.
InvertXCorrection = true
# if set to true, the y correction will be inverted for actor sequences
# when using movement commands.
InvertYCorrection = false
# display skill names on the log window when used?
Log_DisplaySkillName = false
# display the messages 1 and 2 for skill on the log window when used?
Log_DisplaySkillMsg1 = true
Log_DisplaySkillMsg2 = true
# display item names on the log window when used?
Log_DisplayItemName = false
# display item usage on the log window when used?
Log_DisplayItemUsage = true
# display critical message on log?
Log_DisplayCritical = false
# display failure message on log?
Log_DisplayFailure = false
# display miss message on log?
Log_DisplayMiss = false
# display evasi髇 message on log?
Log_DisplayEvasion = false
# display the damage or recovery to TP, MP or Hp on log? (if set to false,
# please consider using the popup.
Log_DisplayHpDamage = false
Log_DisplayMpDamage = false
Log_DisplayTpDamage = false
# display counterattack message?
Log_DisplayCounterattack = true
# display reflection message?
Log_DisplayReflection = true
# display substitute message?
Log_DisplaySubstitute = true
# display messages of removed states?
Log_DisplayRemovedStates = false
# display messages of added states?
Log_DisplayAddedStates = false
# display buffs with the log ?
Log_DisplayBuffs = false
# display debuffs with the log ?
Log_DisplayDebuffs = false
# display removed buffs with the log ?
Log_DisplayRemovedBuffs = false
# set this to true to correct the battlebacks with the camera if you are using
# the rtp's battlebacks or the same style and sizes.
UsingDefaultBattlebacks = true
# change the default scale of the battleback (not supported)
Battleback_NormalZoom = 1
# the default notres for each action are defined here.
Default_SequenceNotes = "
# called when the battler's selection turn has started
<sequence:turn start>
pose: 'user', 0, 2, -2, -1, 9;
move: 'user', 'origin', 32, 0, 0, 20;
wait: 20;
pose: 'user', 0, 0, 1, -1, 12;
wait: 20;
</sequence>
# called when the battler's selection turn has ended
<sequence:turn end>
pose: 'user', 0, 1, -2, -1, 9;
move: 'user', 'origin', 0, 0, 0, 20;
wait: 30;
pose: 'user', 0, 2, -2, -1, 12;
wait: 20;
</sequence>
# called when the battle starts as normal
<sequence:presentation>
pose: 'user', 0, 2, -2, -1, 12;
opacity: 'user', 0, 1;
move: 'user', 'origin', -300, 0, 0, 1;
wait: 1;
opacity: 'user', 255, 40;
move: 'user', 'origin', 0, 0, 0, 60;
wait: 60;
</sequence>
# called when the user is surprized.
<sequence:surprised>
balloon: 'user', 1;
opacity: 'user', 0, 1;
wait: 1;
opacity: 'user', 255, 20;
mirror: 'user', true;
wait: 20;
move: 'user', 'origin', 0, 0, 30, 20;
wait: 10;
mirror: 'user', false;
wait: 10;
</sequence>
# called when the user has an advantage turn
<sequence:preemptive>
pose: 'user', 0, 2, -2, -1, 12;
opacity: 'user', 0, 1;
move: 'user', 'origin', -300, 0, 0, 1;
wait: 1;
opacity: 'user', 255, 40;
move: 'user', 'origin', 0, 0, 20, 60;
wait: 60;
</sequence>
# called when the user attacks or the skill/item is used
<sequence:attack>
afterimage: 'user', 3, 3;
pose: 'user', 0, 2, -2, -1, 16;
move: 'user', 'targets', -80, 0, 0, 20;
wait: 20;
check counter;
check substitute;
wait: 1;
weapon: 'user', 2, -12, 0, -90, 10, false, false;
animation: 'target', -1, false;
wait: 20;
weapon: 'user', 2, -12, -90, 0, 10, true, true;
animation: 'target', -2, true;
zoom camera: 150, 20;
move camera: 'user', 0, 0, 20;
damage;
wait: 20;
move: 'user', 'origin', 0, 0, 20, 20;
zoom camera: 100, 20;
move camera: 'screen', 272, 208, 20;
wait: 20;
afterimage: 'user', 0;
</sequence>
# called when the user defends
<sequence:guard>
damage;
</sequence>
# calls when a user makes a counter
<sequence:counter>
afterimage: 'target', 0;
balloon: 'user', 1;
wait: 20;
afterimage: 'user', 3, 3;
pose: 'user', 0, 2, -2, -1, 16;
move: 'user', 'targets', -80, 0, 0, 20;
wait: 20;
weapon: 'user', 2, -8, 0, 50, 10, false, false;
animation: 'target', -1, false;
damage;
wait: 20;
move: 'user', 'origin', 0, 0, 20, 20;
move: 'target', 'origin', 0, 0, 20, 20;
wait: 20;
zoom camera: 100, 20;
move camera: 'screen', 272, 208, 20;
wait: 20;
afterimage: 'user', 0;
</sequence>
# called when the user dies
<sequence:die>
opacity: 'user', 255, 20;
pose: 'user', 0, 3, 1, -1, 16;
angle: 'user', -90, 20;
wait: 20;
</sequence>
# called when the user is dead when enters the battle
<sequence:dead>
opacity: 'user', 255, 20;
pose: 'user', 0, 3, 1, -1, 16;
angle: 'user', -90, 1;
wait: 20;
</sequence>
# called when the user revives
<sequence:revive>
pose: 'user', 0, 2, 1, -1, 16;
angle: 'user', 0, 20;
wait: 20;
</sequence>
# called when the user wins
<sequence:victory>
move: 'user', 'origin', 0, 0, 20, 14;
pose: 'user', 0, 0, 0, 1;
wait: 2;
pose: 'user', 0, 1, 0, 1;
wait: 2;
pose: 'user', 0, 2, 0, 1;
wait: 2;
pose: 'user', 0, 3, 0, 1;
wait: 2;
pose: 'user', 0, 0, 0, 1;
wait: 2;
pose: 'user', 0, 1, 0, 1;
wait: 2;
pose: 'user', 0, 2, 0, 1;
wait: 2;
move: 'user', 'origin', Graphics.width, 0, 0, 120;
wait: 120;
</sequence>
# called when the user runs to protect someone
#(the target is the person to protect, and the user is the substitute)
<sequence:substitute>
balloon: 'user', 1;
wait: 60;
opacity: 'user', 0, 20;
opacity: 'target', 0, 20;
wait: 20;
move: 'user', 'target', 0, 0, 8, 1;
move: 'target', 'user', 0, 0, 8, 1;
wait: 20;
opacity: 'user', 255, 20;
opacity: 'target', 255, 20;
wait: 20;
</sequence>
# called when a magic is reflected
<sequence:reflect>
animation: 'user', 94, false;
wait: 20;
</sequence>
# called when the item does not have an attack animation
<sequence:item>
pose: 'user', 0, 2, -2, -1, 9;
move: 'user', 'origin', 32, 0, 0, 20;
wait: 20;
pose: 'user', 0, 0, 1, -1, 12;
show pic: 1, 0, 1, 0, 0, 0, 0, 0, 0;
move pic ex: 1, 'user', 0, 0, 1;
wait: 1;
move pic ex: 1, 'user', 0, -16, 20;
zoom pic: 1, 100, 100, 20;
opacity pic: 1, 255, 20;
wait: 20;
animation: 'target', 0;
damage;
wait: 20;
zoom pic: 1, 0, 0, 20;
opacity pic: 1, 0, 20;
wait: 20;
delete pic: 1;
pose: 'user', 0, 1, -2, -1, 9;
move: 'user', 'origin', 0, 0, 0, 20;
wait: 20;
pose: 'user', 0, 2, -2, -1, 12;
wait: 20;
</sequence>
# called when the skill does not have an attack animation
<sequence:skill>
pose: 'user', 0, 2, -2, -1, 9;
move: 'user', 'origin', 32, 0, 0, 20;
wait: 20;
weapon: 'user', -2, -12, -45, 45, 11, false, false;
animation: 'user', 81;
wait: 10;
weapon: 'user', 2, -12, 45, 45, 50, false, false;
wait: 50;
check reflect;
animation: 'target', 0;
damage;
wait: 20;
pose: 'user', 0, 1, -2, -1, 9;
move: 'user', 'origin', 0, 0, 0, 20;
wait: 20;
pose: 'user', 0, 2, -2, -1, 12;
wait: 20;
</sequence>
# called when the user is standig you can get it with states too.
<sequence:stand>
</sequence>
# called when the user is standig you can get it with states too.
<sequence:return position>
opacity: 'user', 0, 20;
wait: 20;
move: 'user', 'origin', 0, 0, 0, 1;
opacity: 'user', 255, 20;
wait: 20;
</sequence>
# called when the user evades an attack
<sequence:evade>
</sequence>
# called when the target misses
<sequence:miss>
</sequence>
# called when the actor is selecting something.
<sequence:action selection>
</sequence>
"
end
#==============================================================================
# ?Vocab
#------------------------------------------------------------------------------
# ?????????????????????????????????????
# ??????????? $data_system ??????????????
#==============================================================================
module Vocab
Error_CommandNotRecognized = 'The command %s is not recognized by the system'
Error_TagSintaxError = 'There is an error in your syntax'
Error_ScreenNotValid = 'The screen cannot be targeted in this way'
Error_OriginNotValid = 'The origin cannot be targeted in this way'
end
$imported = {} if $imported.nil?
$imported['Ramiro-RBS'] = true
#===============================================================================
# ** RBS - Ramiro's Battle System (PART II - Classes And Modules)
# Version 2.0
# Difficulty Very Hard.
#-------------------------------------------------------------------------------
# If you don't know what to do... DO NOT EDIT THIS FILE.
#-------------------------------------------------------------------------------
# YANFLY SCRIPTS COMPATIBILITY:
#
# Common ways to test if an YF script works:
#
# First of all, put the Unlisted YEA script BEFORE the RBS, why before? because
# YEA is 'older' (in terms of published date) and the compatibility patches are
# made with the RBS (that supports a way to mix both battle systems altogether)
#
# If the script does not work properly, you may put it AFTER RBS and TRY AGAIN.
#
# If even with that change the script does not work, you may then call it a
# "compatibility issue" and I will, eventually, make a patch for it.
#
# Why are you making compatibility patches?
#
# It's quite simple, YF scripts sometimes overrite some methods that I had to
# alias or vice-versa. in that cases, Yanfly or I should need to make a Patch.
# To run the scripts toguether.
#
# The next section will show HOW TO APPLY each script, knowkn in wich order
# and if it needs or not this patch.
#
#
#
# List of Compatible YEA scripts:
# BATTLE SCRIPTS:
# - Ace Battle Engine (Insert BEFORE RBS)
# Known Issues: Disable one of the popup systems or YEA popup or
# RBS popup.
# - Lunatic Objects (Doesn't infleunce the place)
# Known Issues: None.
# - TargetManager (Doesn't infleunce the place)
# Known Issues: None.
# - CastAnimations (Doesn't infleunce the place)
# Known Issues: None.
#
# OTHER YF SCRIPTS:
# Because other YF scripts won't collide with this battle system.
# They should be compatible. If there is an incompatibility issue, just
# ask and I'll do as much as I can to repair it.
#-------------------------------------------------------------------------------
# License:
#Copyright (c) 2012, Ramiro Rojo
#All rights reserved.
#
#Redistribution and use in source and binary forms, with or without
#modification, are permitted provided that the following conditions are met:
#
#1. Redistributions of source code must retain the above copyright notice, this
# list of conditions and the following disclaimer.
#2. Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
#THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
#ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
#WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
#DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
#ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
#(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
#LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
#ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
#(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
#SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
#The views and conclusions contained in the software and documentation are those
#of the authors and should not be interpreted as representing official policies,
#either expressed or implied, of the FreeBSD Project.
#===============================================================================
#===============================================================================
# BEGIN MODULE SECTION
#===============================================================================
module Cache
#-----------------------------------------------------------------------------
# Constants
#-----------------------------------------------------------------------------
@@icon_bitmaps = {}
def self.get_icon_bitmap(icon_index)
if !@@icon_bitmaps[icon_index] || @@icon_bitmaps[icon_index].disposed?
bmp = Bitmap.new(24,24)
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
bmp.blt(0, 0, bitmap, rect)
@@icon_bitmaps[icon_index] = bmp
end
@@icon_bitmaps[icon_index]
end
class << self
alias rbs_cache_clear clear
def clear
@@icon_bitmaps ||= {}
@@icon_bitmaps.clear
rbs_cache_clear
end
end
end
#===============================================================================
# * BattleCamera module
#-------------------------------------------------------------------------------
# Controls the camera`s position on the battlefield.
# It can be zoomed in and out.
#===============================================================================
module BattleCamera
#-----------------------------------------------------------------------------
# Starts the camera
#-----------------------------------------------------------------------------
def self.start
self.reset
end
#-----------------------------------------------------------------------------
# Resets the camera
#-----------------------------------------------------------------------------
def self.reset
@center_x = Graphics.width / 2
@center_y = Graphics.height / 2
@current_x = @desired_x = @center_x
@current_y = @desired_y = @center_y
@current_zoom = @desired_zoom = 1.0
@zoom_time = 0
@movement_time = 0
@target = :screen
end
#-----------------------------------------------------------------------------
# Corrects a position
#-----------------------------------------------------------------------------
def self.correct_position(pos, current, current_zoom, center)
return ((pos - current) * (current_zoom - 1.0) + pos - (current - center))
end
#-----------------------------------------------------------------------------
# Corrects the x position given
#-----------------------------------------------------------------------------
def self.correct_x(x)
return correct_position(x, @current_x, @current_zoom, @center_x)
end
#-----------------------------------------------------------------------------
# Corrects the y position given
#-----------------------------------------------------------------------------
def self.correct_y(y)
return correct_position(y, @current_y, @current_zoom, @center_y)
end
#-----------------------------------------------------------------------------
# Corrects the zoom given
#-----------------------------------------------------------------------------
def self.correct_zoom(zoom, x=nil, y=nil, zoom_effective=true)
if BattleConfig::BattleCamera_UsePanoramicCamera
if !x || !y || !zoom_effective
return zoom * @current_zoom
else
return ((y - @center_y * 130 / 100) * 0.005 + 1.0) * @current_zoom
end
else
return zoom * @current_zoom
end
end
#-----------------------------------------------------------------------------
# Corrects the angle given
#-----------------------------------------------------------------------------
def self.correct_angle(angle)
return angle
end
#-----------------------------------------------------------------------------
# Corrects the mirror value given
#-----------------------------------------------------------------------------
def self.correct_mirror(mirror)
return mirror
end
#-----------------------------------------------------------------------------
# Calculates the difference of movement in the frame
#-----------------------------------------------------------------------------
def self.calculate_display_change(current, desired, count)
((current * (count - 1) + desired) / count)
end
#-----------------------------------------------------------------------------
# Updates the camera.
#-----------------------------------------------------------------------------
def self.update
@center_x = Graphics.width / 2
@center_y = Graphics.height / 2
if @zoom_time > 0
@current_zoom = self.calculate_display_change(@current_zoom, @desired_zoom, @zoom_time)
@zoom_time -= 1
end
if @movement_time > 0
@current_x = self.calculate_display_change(@current_x, @desired_x, @movement_time)
@current_y = self.calculate_display_change(@current_y, @desired_y, @movement_time)
@movement_time -= 1
end
if @target != :screen && !moving?
cx = 0
cy = 0
@target.each do |i|
cx += i.current_x
cy += i.current_y
end
if @target.size > 0
cx /= @target.size
cy /= @target.size
end
@current_x = cx
@current_y = cy
end
end
#-----------------------------------------------------------------------------
# Sets the movement of the Camera.
#-----------------------------------------------------------------------------
def self.set_movement(x, y, time)
@desired_x = x
@desired_y = y
@movement_time = time
end
#-----------------------------------------------------------------------------
# Sets the zoom of the Camera.
#-----------------------------------------------------------------------------
def self.set_zoom(zoom, time)
@desired_zoom = zoom
@zoom_time = time
end
#-----------------------------------------------------------------------------
# Sets the target of the Camera.
#-----------------------------------------------------------------------------
def self.set_target(target)
@target = target
end
#-----------------------------------------------------------------------------
# Checks if the camera is moving.
#-----------------------------------------------------------------------------
def self.moving?
return ( @movement_time > 0 || @zoom_time > 0 )
end
end
#===============================================================================
# * BattleInterpreter module
#-------------------------------------------------------------------------------
# This module manages the battle's actions and keeps track of all of them.
# it can read commands for using in battle animations.
#===============================================================================
module BattleInterpreter
#-----------------------------------------------------------------------------
# CONSTANTS
#-----------------------------------------------------------------------------
Commands = {}
#=============================================================================
# * BattleInterpreter::Action
#-----------------------------------------------------------------------------
# An action used by the battle interpreter module.
# It stores information of the action used and process part of them.
#=============================================================================
class Action
#---------------------------------------------------------------------------
# Class properties
#---------------------------------------------------------------------------
attr_reader :original_user
attr_reader :original_target
attr_accessor :user
attr_accessor :targets
attr_accessor :item
attr_accessor :loop_depth
attr_accessor :linked_actions
attr_accessor :paused
#---------------------------------------------------------------------------
# Starts an action
#---------------------------------------------------------------------------
def initialize(spriteset, user, targets, sequence, item, can_counter=true)
@extra_affected_battlers = []
@sequence = sequence
[url=home.php?mod=space&uid=103426]@User[/url] = user
@targets = targets
@item = item
@loop_depth = 0
@wait_count = 0
@original_user = user
@original_targets = targets
@spriteset = spriteset
@counter_check = can_counter
@linked_actions = []
@paused = false
compile_data
end
#---------------------------------------------------------------------------
# Checks if a counter can be realized
#---------------------------------------------------------------------------
def counter_active?
return @counter_check
end
#---------------------------------------------------------------------------
# Evaluates parameters
#---------------------------------------------------------------------------
def eval_data(data)
make_parameters(data)[0]
end
#---------------------------------------------------------------------------
# Sets the wait time of the action
#---------------------------------------------------------------------------
def wait(wait)
@wait_count = wait
end
#---------------------------------------------------------------------------
# Makes the parameters for an action
#---------------------------------------------------------------------------
def make_parameters(parameters)
return [] if !parameters
a = @user
b = @targets[0]
t = @targets
s = $game_siwtches
v = $game_variables
result = []
parameters.split(',').each do |i|
r = Kernel.eval(i) rescue nil
result.push(r)
end
return result
end
#---------------------------------------------------------------------------
# Compiles the data for the action
#---------------------------------------------------------------------------
def compile_data
@commands = []
@sequence.split(';').each do |line|
next if (line.gsub(/\s/mi) {''}) == ''
line += ';'
if line[/((\s+)?)(.*?)(:(.*?))?;/mi]
@commands.push([$3.upcase, make_parameters($5)])
end
end
end
#---------------------------------------------------------------------------
# Updates the action
#---------------------------------------------------------------------------
def update
return if @paused
if (@wait_count && @wait_count > 0)
@wait_count -= 1
return
end
call_next_command
end
#---------------------------------------------------------------------------
# Calls next command
#---------------------------------------------------------------------------
def call_next_command
return if @commands.size == 0 || (@wait_count && @wait_count > 0)
initial_depth = current_depth = @loop_depth
command, params = next_command
raise sprintf(Vocab::Error_CommandNotRecognized, command) if !Commands[command]
has_depth, link_method = Commands[command]
current_depth += 1
result = []
if has_depth
while initial_depth != current_depth && @commands.size > 0
i = next_command
nested_command, nested_params = i
if Commands[nested_command] && Commands[nested_command][0]
current_depth += 1
elsif nested_command[/END/mi]
current_depth -= 1
end
result.push(i)
end
if initial_depth == current_depth
params.push(result)
@loop_depth += 1
else
raise Vocab::Error_TagSintaxError
end
end
link_method.call(self, params)
call_next_command
end
#---------------------------------------------------------------------------
# Gets the next command
#---------------------------------------------------------------------------
def next_command
@commands.shift
end
#---------------------------------------------------------------------------
# Insert commands as next
#---------------------------------------------------------------------------
def insert_commands_as_next(commands)
@commands = commands + @commands
end
#---------------------------------------------------------------------------
# Checks if the action is running
#---------------------------------------------------------------------------
def running?
return (@commands.size > 0 || @wait_count > 0)
end
#---------------------------------------------------------------------------
# Pauses the action
#---------------------------------------------------------------------------
def pause
@paused = true
end
#---------------------------------------------------------------------------
# Checks if the action is paused
#---------------------------------------------------------------------------
def paused?
@paused
end
#---------------------------------------------------------------------------
# Resumes the action
#---------------------------------------------------------------------------
def resume
@paused = false
call_next_command
end
#---------------------------------------------------------------------------
# Stops the action
#---------------------------------------------------------------------------
def abort
@commands.clear
@wait_count = 0
end
#---------------------------------------------------------------------------
# Analizes targets by a string
#---------------------------------------------------------------------------
def analize_target_string(string, origin_valid = true, screen_valid = false)
case string
when /(.*?) except (.*)/im
t1 = analize_target_string($1, origin_valid, screen_valid)
t2 = analize_target_string($2, origin_valid, screen_valid)
return t1 - t2
when /(.*?) but (.*)/im
t1 = analize_target_string($1, origin_valid, screen_valid)
t2 = analize_target_string($2, origin_valid, screen_valid)
return t1 - t2
when /(\d+) random ([\w\s]+)/im
num = $1.to_i
targets = analize_target_string($2, false, false)
result = []
num.times do |i|
result.push(targets[rand(targets.size)])
end
return result
when /original (\w+)/im
case $1
when /user/im
return [@original_user]
when /target(s?)/im
return @original_targets
end
when /dead battler(s?)/im
return $game_troop.dead_members + $game_party.dead_members
when /dead all(y||es)/im
case @user.confusion_level
when 0
return @user.friend_unit.dead_members
when 1
return @
[email protected]
_unit.dead_members
when 2
return @user.enemy_unit.dead_members
end
when /dead enem(y||ies)/im
case @user.confusion_level
when 0
return @user.enemy_unit.dead_members
when 1
return @
[email protected]
_unit.dead_members
when 2
return @user.friend_unit.dead_members
end
when /battler(s?)/im
return $game_troop.alive_members + $game_party.alive_members
when /all(y||es)/im
case @user.confusion_level
when 0
return @user.friend_unit.alive_members
when 1
return @
[email protected]
_unit.alive_members
when 2
return @user.enemy_unit.alive_members
end
when /friend(s?)/im
case @user.confusion_level
when 0
group = @user.friend_unit.alive_members
when 1
group = @
[email protected]
_unit.alive_members
when 2
group = @user.enemy_unit.alive_members
end
return group - [@user]
when /enem(y||ies)/im
case @user.confusion_level
when 0
return @user.enemy_unit.alive_members
when 1
return @
[email protected]
_unit.alive_members
when 2
return @user.friend_unit.alive_members
end
when /target(s?)/im
return @targets
when /user/im
return [@user]
when /screen/im
if screen_valid
return :screen
else
raise Vocab::Error_ScreenNotValid
end
when /origin/im
if origin_valid
return :origin
else
raise Vocab::Error_OriginNotValid
end
end
return nil
end
#---------------------------------------------------------------------------
# Get the sprites of battlers.
#---------------------------------------------------------------------------
def get_battler_sprites(battlers)
result = []
@spriteset.battler_sprites.each do |i|
result.push(i) if battlers.any? {|j| i.battler == j }
end
return result
end
#---------------------------------------------------------------------------
# gets the battler sprites of a determined target string
#---------------------------------------------------------------------------
def analize_battler_sprites_string(string, origin_valid = true, screen_valid = false)
battlers = analize_target_string(string, origin_valid, screen_valid)
return battlers if battlers.is_a?(Symbol)
return battlers ? get_battler_sprites(battlers) : []
end
def affected_battlers
targets + [user] + @extra_affected_battlers
end
end
class LoopingAction < BattleInterpreter::Action
def next_command
new_command = @commands.shift
@commands.push(new_command)
return new_command
end
end
#-----------------------------------------------------------------------------
# Starts the interpreter
#-----------------------------------------------------------------------------
def self.start(spriteset)
self.reset
@spriteset = spriteset
end
#-----------------------------------------------------------------------------
# Resets the interpreter
#-----------------------------------------------------------------------------
def self.reset
Commands.clear
@looping_actions = {}
@actions = []
end
#-----------------------------------------------------------------------------
# Adds an action
#-----------------------------------------------------------------------------
def self.add_action(user, targets, sequence, item, can_counter = true)
action = BattleInterpreter::Action.new(@spriteset, user, targets, sequence, item, can_counter)
@actions.push(action)
action
end
#-----------------------------------------------------------------------------
# Updates the interpreter
#-----------------------------------------------------------------------------
def self.update
current_battlers = []
@actions.each do |i|
i.update
if i.running?
i.affected_battlers.each do |j|
current_battlers.push(j)
end
else
@actions.delete(i)
end
end
@looping_actions.each_pair do |battler, action|
action.update if !current_battlers.include?(battler)
end
end
#-----------------------------------------------------------------------------
# Checks if the interpreter is running
#-----------------------------------------------------------------------------
def self.running?
return true if @actions.any? {|i| i.running? && !i.paused?}
return true if BattleCamera.moving?
return true if @spriteset.animation?
return false
end
#-----------------------------------------------------------------------------
# Adds a looping action to an user
#-----------------------------------------------------------------------------
def self.add_looping_action(user, sequence)
action = BattleInterpreter::LoopingAction.new(@spriteset, user, [user], sequence, nil)
@looping_actions[user] = action
action
end
def self.pause_looping_action(user)
@looping_actions[user].pause if @looping_actions[user]
end
def self.resume_looping_action(user)
@looping_actions[user].resume if @looping_actions[user]
end
end
#==============================================================================
# ?BattleManager
#==============================================================================
module BattleManager
#-----------------------------------------------------------------------------
# Checks if the battle is a surprise battle
#-----------------------------------------------------------------------------
def self.surprise?
return @surprise
end
#-----------------------------------------------------------------------------
# Checks if the battle is a preemptive battle
#-----------------------------------------------------------------------------
def self.preemptive?
return @preemptive
end
class << self
#---------------------------------------------------------------------------
# Alias methods
#---------------------------------------------------------------------------
alias rbs_battle_manager_process_victory process_victory
#-----------------------------------------------------------------------------
# Process victory
#-----------------------------------------------------------------------------
def process_victory
for member in $game_party.alive_members
sequence = member.get_victory_sequence
BattleInterpreter.add_action(member, [member], sequence, nil, false)
end
rbs_battle_manager_process_victory
end
end
end
#===============================================================================
# END MODULE SECTION
#===============================================================================
#===============================================================================
# BEGIN SPRITE SECTION
#===============================================================================
#===============================================================================
# ?Sprite_Battler
#===============================================================================
class Sprite_Battler < Sprite_Base
#-----------------------------------------------------------------------------
# Alias methods
#-----------------------------------------------------------------------------
alias rbs_sprite_battler_initialize initialize
alias rbs_sprite_battler_update update
alias rbs_sprite_battler_animation? animation?
alias rbs_sprite_battler_dispose dispose
#-----------------------------------------------------------------------------
# Class Properties
#-----------------------------------------------------------------------------
attr_reader :current_x
attr_reader :current_y
attr_reader :original_x
attr_reader :original_y
#-----------------------------------------------------------------------------
# Resets the position.
#-----------------------------------------------------------------------------
def reset_position
@character_started = true
@original_battler = @battler
@original_x = @battler.screen_x
@original_y = @battler.screen_y
@current_x = @desired_x = @original_x
@current_y = @desired_y = @original_y
@jump_count = 0
@jump_axis = 0
@jump_value = 0
@movement_count = 0
@frame_count = 0
@frame_delay = 16
@last_battler = battler
@battler_index = @battler.default_battler_index
@frame = 0
@pose = 0
@poses = 1
@frames = 1
@frame_style = :rmvx
@loops = 0
@last_battle_index = 0
@desired_zoom_x = @current_zoom_x = 1
@desired_zoom_y = @current_zoom_y = 1
@current_angle = @desired_angle = 0
@angle_time = 0
@zoom_time = 0
@current_opacity = @desired_opacity = 0
@opacity_time = 0
@battler_name_result = @battler.battler_name
@mirrored_sprite = false
@effect_opacity = 255
@effect_ox = 0
@effect_height = 0
@balloon_id = 0
@need_refresh = true
@last_battler = nil
@last_battler_name = ''
@last_battler_hue = 0
end
def make_return_sequence
return if !@battler
seq = ''
if (@original_x != @current_x) || (@original_y != @current_y)
seq = @battler.get_return_sequence
end
BattleInterpreter.add_action(@battler, [@battler], seq, nil, false)
if @battler.alive?
BattleInterpreter.add_looping_action(@battler, @battler.get_stand_sequence)
end
end
#-----------------------------------------------------------------------------
# Sets the mirror value
#-----------------------------------------------------------------------------
def set_mirror_value(value)
@mirrored_sprite = value
end
#-----------------------------------------------------------------------------
# Creates the sprite
#-----------------------------------------------------------------------------
def initialize(viewport, battler=nil)
@weapon_sprites = []
@character_started = false
@afterimages = []
@afterimages_visible = false
@afterimage_separation = 8
@animation_reg = []
rbs_sprite_battler_initialize(viewport, battler)
end
#-----------------------------------------------------------------------------
# Dispose
#-----------------------------------------------------------------------------
def dispose
#dispose_damage_sprites
dispose_afterimages
dispose_weapon_sprites
dispose_balloon
rbs_sprite_battler_dispose
end
#-----------------------------------------------------------------------------
# Dispose afterimages
#-----------------------------------------------------------------------------
def dispose_afterimages
@afterimages.each do |i|
i.dispose
end
@afterimages.clear
end
#-----------------------------------------------------------------------------
# Dispose weapon sprites
#-----------------------------------------------------------------------------
def dispose_weapon_sprites
@weapon_sprites.each do |i|
i.dispose
end
end
#-----------------------------------------------------------------------------
# Checks if the sprite is moving?
#-----------------------------------------------------------------------------
def moving?
return false if !@battler
return (@movement_count > 0 || @angle_time > 0 || @zoom_time > 0 || @opacity_time > 0 )
end
#--------------------------------------------------------------------------
# ? Update blink effect
#--------------------------------------------------------------------------
def update_blink
@effect_opacity = (@effect_duration % 10 < 5) ? 255 : 0
end
#--------------------------------------------------------------------------
# ? Opdates appear effect
#--------------------------------------------------------------------------
def update_appear
@effect_opacity = (16 - @effect_duration) * 16
end
#--------------------------------------------------------------------------
# ? Opdates disappear effect
#--------------------------------------------------------------------------
def update_disappear
@effect_opacity = 256 - (32 - @effect_duration) * 10
end
#--------------------------------------------------------------------------
# ? Update collapse effect
#--------------------------------------------------------------------------
def update_collapse
self.blend_type = 1
self.color.set(255, 128, 128, 128)
@effect_opacity = 256 - (48 - @effect_duration) * 6
end
#--------------------------------------------------------------------------
# ? Reverts the sprite to normal
#--------------------------------------------------------------------------
def revert_to_normal
self.blend_type = 0
self.color.set(0, 0, 0, 0)
@effect_opacity = 255
@effect_ox = @battler_width / 2 if bitmap
@effect_height = 0
end
#--------------------------------------------------------------------------
# ? Updates boss collpase
#--------------------------------------------------------------------------
def update_boss_collapse
alpha = @effect_duration * 120 / bitmap.height
@effect_ox = @battler_width / 2 + @effect_duration % 2 * 4 - 2
self.blend_type = 1
self.color.set(255, 255, 255, 255 - alpha)
@effect_opacity = alpha
@effect_height -= 1
Sound.play_boss_collapse2 if @effect_duration % 20 == 19
end
#--------------------------------------------------------------------------
# ? updates instant collapse
#--------------------------------------------------------------------------
def update_instant_collapse
@effect_opacity = 0
end
#-----------------------------------------------------------------------------
# Frame update
#-----------------------------------------------------------------------------
def update
if [url=home.php?mod=space&uid=133701]@battler[/url] && (!@character_started || @battler != @original_battler)
reset_position
end
set_animation_origin if @animation
rbs_sprite_battler_update
if @battler
update_battler_position
update_battler_pose
update_afterimages
update_weapon_sprites
update_balloon
end
end
#-----------------------------------------------------------------------------
# Update positions.
#-----------------------------------------------------------------------------
def update_battler_position
if @movement_count > 0
@current_x = BattleCamera.calculate_display_change(@current_x, @desired_x, @movement_count)
@current_y = BattleCamera.calculate_display_change(@current_y, @desired_y, @movement_count)
if @jump_count > 0
@jump_value = BattleCamera.calculate_display_change(@jump_value, @jump_axis, @jump_count)
@jump_count -= 1
elsif @jump_value != 0
@jump_axis = 0
@jump_count = @movement_count - 1
end
@movement_count -= 1
end
if @zoom_time > 0
@current_zoom_x = BattleCamera.calculate_display_change(@current_zoom_x, @desired_zoom_x, @zoom_time)
@current_zoom_y = BattleCamera.calculate_display_change(@current_zoom_y, @desired_zoom_y, @zoom_time)
@zoom_time -= 1
end
if @angle_time > 0
@current_angle = BattleCamera.calculate_display_change(@current_angle, @desired_angle, @angle_time)
@angle_time -= 1
end
if @opacity_time > 0
@current_opacity = BattleCamera.calculate_display_change(@current_opacity, @desired_opacity, @opacity_time)
@opacity_time -= 1
end
self.x = BattleCamera.correct_x( @current_x )
self.y = BattleCamera.correct_y( @current_y - @jump_value - @effect_height / 2)
self.z = @current_y + 100
self.zoom_x = BattleCamera.correct_zoom(@current_zoom_x, @current_x, @current_y, @battler.zoom_effective?)
self.zoom_y = BattleCamera.correct_zoom(@current_zoom_y, @current_x, @current_y, @battler.zoom_effective?)
self.angle = BattleCamera.correct_angle(@current_angle)
self.mirror = BattleCamera.correct_mirror(@battler.enemy? ? @mirrored_sprite : !@mirrored_sprite)
self.opacity = @current_opacity * @effect_opacity / 255
end
#-----------------------------------------------------------------------------
# Get the max frame number
#-----------------------------------------------------------------------------
def max_frames
return @frame_style == -2 ? @frames * 2 : @frames
end
#-----------------------------------------------------------------------------
# Gets the real frame number
#-----------------------------------------------------------------------------
def real_frame
return @frame < @frames ? @frame : (max_frames - @frame - 1)
end
#-----------------------------------------------------------------------------
# Updates the current pose
#-----------------------------------------------------------------------------
def update_battler_pose
if @loops != 0
if @frame_style < 0
@frame_count = (@frame_count + 1) % @frame_delay
if @frame_count == 0
@frame = (@frame + 1) % max_frames
@loops -= 1 if @frame == 0 && @loops > 0
end
else
@frame = @frame_style
end
end
o_x = @battler_width * real_frame
o_y = @battler_height * @pose + @effect_height
bh = [@battler_height + @effect_height, 1].max
self.src_rect.set(o_x, o_y, @battler_width, bh)
end
#-----------------------------------------------------------------------------
# Makes the new battler name
#-----------------------------------------------------------------------------
def make_battler_name
if @need_refresh || @last_battler != self.battler ||
@last_battler_name != battler.battler_name ||
@last_battler_hue != battler.battler_hue
@last_battler_name = battler.battler_name
@last_battler_hue = battler.battler_hue
@need_refresh = false
@last_battler = self.battler
battler_name = @battler.battler_name.sub(/\[(\d+),(\d+)\]/i) { '' }
battler_name = @battler_index == 0 ? @battler.battler_name : "#{@battler.battler_name}_#{@battler_index}"
files = Dir.glob("Graphics/Battlers/#{battler_name}*")
@battler_name_result = (files.size > 0) ? files[0] : battler_name
@battler_name_result.gsub! (/Graphics\/Battlers\//mi) {''}
end
return @battler_name_result
end
#-----------------------------------------------------------------------------
# Updates the bitmap
#-----------------------------------------------------------------------------
def update_bitmap
battler_name = make_battler_name
new_bitmap = Cache.battler(battler_name, @battler.battler_hue)
if bitmap != new_bitmap
data = []
if battler_name[/\[(.*?),(.*?)\]/i]
@frames = eval($1)
@poses = eval($2)
else
@poses = BattleConfig::DefaultPoses
@frames = BattleConfig::DefaultFrames
end
@frame_delay = 16
@frame_style = -2
@loops = -1
self.bitmap = new_bitmap
@battler_width = self.bitmap.width / @frames
@battler_height = self.bitmap.height / @poses
@effect_ox = @battler_width / 2 if bitmap
init_visibility
end
end
#-----------------------------------------------------------------------------
# Updates the weapon sprites
#-----------------------------------------------------------------------------
def update_weapon_sprites
@weapon_sprites.each do |i|
if i.animation?
i.update
else
i.dispose
@weapon_sprites.delete(i)
end
end
end
#-----------------------------------------------------------------------------
# Updates original position.
#-----------------------------------------------------------------------------
def update_origin
if bitmap
self.ox = @effect_ox
self.oy = @battler_height + @effect_height
end
end
#-----------------------------------------------------------------------------
# Sets the movememnt
#-----------------------------------------------------------------------------
def set_movement(x, y, jump, time)
@desired_x = x
@desired_y = y
@jump_count = time / 2
@jump_axis = jump
@jump_value = 0
@movement_count = time
end
#-----------------------------------------------------------------------------
# Sets the pose
#-----------------------------------------------------------------------------
def set_pose(character_index, pose, style, loops, interval)
@battler_index = character_index
@frame = 0
@frame_delay = interval
@pose = pose if pose < @poses
@frame_style = style
@loops = loops
@need_refresh = true
end
#-----------------------------------------------------------------------------
# Sets the zoom
#-----------------------------------------------------------------------------
def set_zoom(x, y, time)
@desired_zoom_x = x
@desired_zoom_y = y
@zoom_time = time
end
#-----------------------------------------------------------------------------
# Sets the angle
#-----------------------------------------------------------------------------
def set_angle(angle, time)
@desired_angle = angle
@angle_time = time
end
#-----------------------------------------------------------------------------
# Sets the opacity
#-----------------------------------------------------------------------------
def set_opacity(opacity, time)
@desired_opacity = opacity
@opacity_time = time
end
#-----------------------------------------------------------------------------
# Checks if the sprite is on animation
#-----------------------------------------------------------------------------
def animation?
return rbs_sprite_battler_animation? || moving? || (@effect_duration > 0)
end
#--------------------------------------------------------------------------
# ? Starts new effect
#--------------------------------------------------------------------------
def start_effect(effect_type)
@effect_type = effect_type
case @effect_type
when :appear
@effect_duration = 16
@battler_visible = true
when :disappear
@effect_duration = 32
@battler_visible = false
when :whiten
@effect_duration = 16
@battler_visible = true
when :blink
@effect_duration = 20
@battler_visible = true
when :collapse
@effect_duration = 48
@battler_visible = false
when :boss_collapse
@effect_duration = @battler_height
@battler_visible = false
when :instant_collapse
@effect_duration = 16
@battler_visible = false
end
revert_to_normal
end
#-----------------------------------------------------------------------------
# Sets the sprites of the animation
#-----------------------------------------------------------------------------
def animation_set_sprites(frame)
cell_data = frame.cell_data
@ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @ani_mirror
sprite.x = @ani_ox - cell_data[i, 1]
sprite.y = @ani_oy + cell_data[i, 2]
sprite.angle = BattleCamera.correct_angle(360 - cell_data[i, 4])
sprite.mirror = BattleCamera.correct_mirror(cell_data[i, 5] == 0)
else
sprite.x = @ani_ox + cell_data[i, 1]
sprite.y = @ani_oy + cell_data[i, 2]
sprite.angle = BattleCamera.correct_angle(cell_data[i, 4])
sprite.mirror = BattleCamera.correct_mirror(cell_data[i, 5] == 1)
end
sprite.z = self.z + 300 + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = BattleCamera.correct_zoom(cell_data[i, 3] / 100.0, @current_x, @current_y, @battler.zoom_effective?)
sprite.zoom_y = BattleCamera.correct_zoom(cell_data[i, 3] / 100.0, @current_x, @current_y, @battler.zoom_effective?)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
#-----------------------------------------------------------------------------
# Updates the animation
#-----------------------------------------------------------------------------
def update_animation
return unless @animation
@ani_duration -= 1
if @ani_duration % @ani_rate == 0
if @ani_duration > 0
frame_index = @animation.frame_max
frame_index -= (@ani_duration + @ani_rate - 1) / @ani_rate
animation_set_sprites(@animation.frames[frame_index])
@animation.timings.each do |timing|
animation_process_timing(timing) if timing.frame == frame_index
end
else
end_animation
end
end
end
#-----------------------------------------------------------------------------
# Updates afterimages
#-----------------------------------------------------------------------------
def update_afterimages
@animation_reg.push([self.bitmap, @current_x, @current_y - @jump_value,
self.z,
@current_zoom_x, @current_zoom_y,
self.src_rect.clone, self.ox, self.oy,
@current_angle, self.mirror])
@afterimages.each_with_index do |afterimage, i|
j = @animation_reg.size - ((i + 1) * @afterimage_separation)
reg = @animation_reg[j]
next if !reg
afterimage.update(i, @afterimages.size, reg, self)
end
end
#-----------------------------------------------------------------------------
# Sets the afterimages
#-----------------------------------------------------------------------------
def set_aftermages(value, count, separation)
@afterimages_visible = value
dispose_afterimages
@afterimages.clear
if @afterimages_visible
count.times do |i|
@afterimages.push(Sprite_Afterimage.new(viewport))
end
end
@afterimage_separation = separation
end
#-----------------------------------------------------------------------------
# Sets a weapon sprite by icons
#-----------------------------------------------------------------------------
def set_weapon_icon(x_corr, y_corr, start_angle, end_angle, time, left_hand=false, over=false)
if left_hand
if @battler.weapons[1]
bitmap = get_equip_sprite_icon(@battler.weapons[1])
else
return
end
else
if @battler.weapons[0]
bitmap = get_equip_sprite_icon(@battler.weapons[0])
else
return
end
end
sprite = Sprite_Weapon.new(self, bitmap, time, 1, 1, over, true)
sprite.set_angles(start_angle, end_angle)
sprite.setup_correction(x_corr, y_corr)
@weapon_sprites.push(sprite)
end
def get_equip_sprite_icon(equip)
Cache.get_icon_bitmap(equip.icon_index)
end
def set_weapon_sprite(bitmap_name, x_corr, y_corr, frames, interval, over)
time = frames * interval + 1
bitmap = get_weapon_bitmap_anime(bitmap_name)
sprite = Sprite_Weapon.new(self, bitmap, time, frames, interval, over, false)
sprite.setup_correction(x_corr, y_corr)
@weapon_sprites.push(sprite)
end
def get_weapon_bitmap_anime(bitmap, hue=0)
name = @battler.battler_name.sub(/\[(\d+),(\d+)\]/i) { '' }
bitmap_name = "#{name}_#{bitmap}"
if FileTest.exists?("Graphics/Battlers/#{bitmap_name}")
return Cache.battler(bitmap_name, hue)
else
return Cache.battler(bitmap, hue)
end
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def start_balloon(balloon_id)
dispose_balloon
@balloon_id = balloon_id
@balloon_duration = 8 * balloon_speed + balloon_wait
@balloon_sprite = ::Sprite.new(viewport)
@balloon_sprite.bitmap = Cache.system("Balloon")
@balloon_sprite.ox = 16
@balloon_sprite.oy = 32
update_balloon
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def dispose_balloon
if @balloon_sprite
@balloon_sprite.dispose
@balloon_sprite = nil
end
@balloon_id = 0
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def update_balloon
return if @balloon_id == 0
if @balloon_duration > 0
@balloon_duration -= 1
if @balloon_duration > 0
@balloon_sprite.x = BattleCamera.correct_x(@current_x)
@balloon_sprite.y = BattleCamera.correct_y(@current_y - @battler_height)
@balloon_sprite.z = self.z + 200
sx = balloon_frame_index * 32
sy = (@balloon_id - 1) * 32
@balloon_sprite.src_rect.set(sx, sy, 32, 32)
else
end_balloon
end
end
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def end_balloon
dispose_balloon
@balloon_id = 0
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def balloon_speed
return 8
end
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def balloon_wait
return 12
end
#--------------------------------------------------------------------------
# ? ???????????????
#--------------------------------------------------------------------------
def balloon_frame_index
return 7 - [(@balloon_duration - balloon_wait) / balloon_speed, 0].max
end
end
#===============================================================================
# ?Sprite_Weapon
#-------------------------------------------------------------------------------
# The class that controls weapon animations.
#===============================================================================
class Sprite_Weapon < Sprite
attr_reader :anime_count
def initialize(sprite, bitmap, anime_count, frames=1, frame_interval=1, over=false, icon=false)
super(sprite.viewport)
@sprite = sprite
@anime_count = anime_count
@current_angle = 0
@end_angle = 0
@frames = frames
@frame_interval = frame_interval
@frame_count = 0
@frame = 0
@over = over
@x_correction = @y_correction = 0
self.bitmap = bitmap
@bw = self.bitmap.width / @frames
@bh = self.bitmap.height
self.mirror = sprite.battler.enemy?
self.ox = icon ? @bw : @bw / 2
self.oy = @bh
update_rect
end
def update
super
return if @anime_count < 1
update_animation
@anime_count -= 1
end
def update_animation
update_angle
update_frame
update_rect
update_coordinates
end
def update_angle
@current_angle = (@current_angle * (@anime_count - 1) + @end_angle) / @anime_count
self.angle = @sprite.angle + @current_angle
end
def update_frame
@frame_count = (@frame_count + 1) % @frame_interval
@frame = (@frame + 1) % @frames if @frame_count == 0
end
def update_rect
self.src_rect.set(@bw * @frame, 0, @bw, @bh)
end
def animation?
return (@anime_count > 0)
end
def update_coordinates
self.x = BattleCamera.correct_x(@sprite.current_x + @x_correction)
self.y = BattleCamera.correct_y(@sprite.current_y + @y_correction)
self.z = @over ? @sprite.z + 1 : @sprite.z - 1
self.zoom_x = @sprite.zoom_x
self.zoom_y = @sprite.zoom_y
end
def set_angles(start_angle, end_angle)
@current_angle = start_angle
@end_angle = end_angle
end
def setup_correction(x, y)
@x_correction = x
@y_correction = y
end
end
#===============================================================================
# ?Sprite_Afterimage
#-------------------------------------------------------------------------------
# The class that controls afterimage processing.
#===============================================================================
class Sprite_Afterimage < Sprite
#-----------------------------------------------------------------------------
# Updates the afterimage
#-----------------------------------------------------------------------------
def update(index, size, data, sprite)
super()
self.bitmap = data[0]
self.x = BattleCamera.correct_x(data[1])
self.y = BattleCamera.correct_y(data[2])
self.z = data[3]
self.zoom_x = BattleCamera.correct_zoom(data[4], data[1], data[2], sprite.battler.zoom_effective?)
self.zoom_y = BattleCamera.correct_zoom(data[5], data[1], data[2], sprite.battler.zoom_effective?)
self.src_rect = data[6]
self.ox = data[7]
self.oy = data[8]
self.angle = BattleCamera.correct_angle(data[9])
self.mirror = data[10]
self.opacity = 255 - (index * 255 / size)
end
end
#===============================================================================
# ?Sprite_TargetCursor
#-------------------------------------------------------------------------------
# This class controls Target selection and animation of the cursor.
#===============================================================================
class Sprite_TargetCursor < Sprite
#--------------------------------------------------------------------------
# ? Class Properties
#--------------------------------------------------------------------------
attr_accessor :screen_x
attr_accessor :screen_y
#--------------------------------------------------------------------------
# ? Creates a new cursor.
#--------------------------------------------------------------------------
def initialize
super()
self.z = 999999
self.bitmap = Cache.system(BattleConfig::CursorBitmap)
@frames = BattleConfig::CursorFrames
@delay = BattleConfig::CursorDelay
@frame_width = self.bitmap.width / @frames
@frame_count = 0
@frame = 0
@screen_x = 0
@screen_y = 0
self.src_rect.width = @frame_width
self.ox = @frame_width / 2
self.oy = self.bitmap.width / 2
update
end
#--------------------------------------------------------------------------
# ? Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose if self.bitmap
end
#--------------------------------------------------------------------------
# ? Frame Update
#--------------------------------------------------------------------------
def update
super
@frame_count = (@frame_count + 1) % @delay
@frame = (@frame + 1) % @frames if @frame_count == 0
self.src_rect.x = @frame * @frame_width
self.x = BattleCamera.correct_x(@screen_x)
self.y = BattleCamera.correct_y(@screen_y)
self.zoom_x = self.zoom_y = BattleCamera.correct_zoom(1.0, @screen_x, @screen_y)
end
end
#==============================================================================
# ?Sprite_BattlePicture
#==============================================================================
class Sprite_BattlePicture < Sprite_Base
#--------------------------------------------------------------------------
# ? ?????????
# picture : Game_Picture
#--------------------------------------------------------------------------
def initialize(viewport, picture)
super(viewport)
@picture = picture
update
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
super
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
update_bitmap
update_origin
update_position
update_zoom
update_other
end
#-----------------------------------------------------------------------------
# Updates the bitmap
#-----------------------------------------------------------------------------
def update_bitmap
if @picture.name.is_a?(Integer)
self.bitmap = Cache.get_icon_bitmap(@picture.name)
else
self.bitmap = Cache.picture(@picture.name)
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def update_origin
if @picture.origin == 0
self.ox = 0
self.oy = 0
else
self.ox = bitmap.width / 2
self.oy = bitmap.height / 2
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def update_position
self.x = BattleCamera.correct_x(@picture.x)
self.y = BattleCamera.correct_y(@picture.y)
self.z = @picture.number
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update_zoom
self.zoom_x = BattleCamera.correct_zoom(@picture.zoom_x / 100.0)
self.zoom_y = BattleCamera.correct_zoom(@picture.zoom_y / 100.0)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update_other
self.opacity = @picture.opacity
self.blend_type = @picture.blend_type
self.angle = @picture.angle
self.tone.set(@picture.tone)
end
def start_animation_ex(animation, mirror = false)
start_animation(animation, mirror)
end
end
#===============================================================================
# ?Spriteset_Battle
#===============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? Class variables
#--------------------------------------------------------------------------
@@inverted_x_cache = {}
@@inverted_y_cache = {}
@@inverted_both_cache = {}
#--------------------------------------------------------------------------
# ? Alias methods
#--------------------------------------------------------------------------
alias rbs_spriteset_battle_initialize initialize
alias rbs_spriteset_battle_battleback1_bitmap battleback1_bitmap
alias rbs_spriteset_battle_battleback2_bitmap battleback2_bitmap
#--------------------------------------------------------------------------
# ? Creates the spriteset
#--------------------------------------------------------------------------
def initialize
rbs_spriteset_battle_initialize
@battler_sprites = @enemy_sprites + @actor_sprites
@icon_sprites = {}
end
#--------------------------------------------------------------------------
# ? checks if animating
#--------------------------------------------------------------------------
def animation?
battler_sprites.any? {|sprite| sprite.animation? || sprite.moving? || BattleCamera.moving? }
end
#--------------------------------------------------------------------------
# ? gets the battler sprites
#--------------------------------------------------------------------------
def battler_sprites
@battler_sprites
end
#--------------------------------------------------------------------------
# ? Get the battler sprite of a target
#--------------------------------------------------------------------------
def battler_sprite(battler)
@battler_sprites.each do |i|
return i if i.battler == battler
end
end
#--------------------------------------------------------------------------
# ? Creates the lower battleback
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = Plane.new(@viewport1)
@back1_sprite.bitmap = battleback1_bitmap
@back1_sprite.z = 0
end
#--------------------------------------------------------------------------
# ? Creats the upper battleback
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = Plane.new(@viewport1)
@back2_sprite.bitmap = battleback2_bitmap
@back2_sprite.z = 1
end
#--------------------------------------------------------------------------
# ? Updates lower battleback
#--------------------------------------------------------------------------
def update_battleback1
z = BattleConfig::Battleback_NormalZoom
ox = @back1_sprite.bitmap.width * 3 / 4
oy = @back1_sprite.bitmap.height * 3 / 4
@back1_sprite.ox = -BattleCamera.correct_x(ox)
@back1_sprite.oy = -BattleCamera.correct_y(oy)
zoom = BattleCamera.correct_zoom(BattleConfig::Battleback_NormalZoom)
@back1_sprite.zoom_x = @back1_sprite.zoom_y = zoom
end
#--------------------------------------------------------------------------
# ? Updates upper battleback
#--------------------------------------------------------------------------
def update_battleback2
z = BattleConfig::Battleback_NormalZoom
ox = @back2_sprite.bitmap.width * 3 / 4
oy = @back2_sprite.bitmap.height * 3 / 4
@back2_sprite.ox = -BattleCamera.correct_x(ox)
@back2_sprite.oy = -BattleCamera.correct_y(oy)
zoom = BattleCamera.correct_zoom(BattleConfig::Battleback_NormalZoom)
@back2_sprite.zoom_x = @back2_sprite.zoom_y = zoom
end
#--------------------------------------------------------------------------
# ? Gets the bitmap of lower battleback
#--------------------------------------------------------------------------
def battleback1_bitmap
if BattleConfig::UsingDefaultBattlebacks
return create_mirrored_battleback(rbs_spriteset_battle_battleback1_bitmap)
else
return rbs_spriteset_battle_battleback1_bitmap
end
end
#--------------------------------------------------------------------------
# ? Gets the bitmap of upper battleback
#--------------------------------------------------------------------------
def battleback2_bitmap
if BattleConfig::UsingDefaultBattlebacks
return create_mirrored_battleback(rbs_spriteset_battle_battleback2_bitmap)
else
return rbs_spriteset_battle_battleback2_bitmap
end
end
#--------------------------------------------------------------------------
# ? Creates the sprite of the battleback for compatibility
#--------------------------------------------------------------------------
def create_mirrored_battleback(battleback)
org_w = battleback.width
org_h = battleback.height
bw = battleback.width << 1
bh = battleback.height << 1
bmp = Bitmap.new(bw, bh)
bmp.blt(org_w >> 1, org_h >> 1, battleback, battleback.rect)
battleback.dispose
return bmp
end
def make_return_sequence
battler_sprites.each do |i|
i.make_return_sequence
end
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def update_pictures
$game_troop.screen.pictures.each do |pic|
@picture_sprites[pic.number] ||= Sprite_BattlePicture.new(@viewport2, pic)
@picture_sprites[pic.number].update
end
end
end
#===============================================================================
# END SPRITE SECTION
#===============================================================================
#===============================================================================
# BEGIN GAME DATA SECTION
#===============================================================================
#===============================================================================
# * RPG::BaseItem
#===============================================================================
module RPG
class BaseItem
#---------------------------------------------------------------------------
# Gets attack skill id
#---------------------------------------------------------------------------
def get_atk_skill_id
return self.note[/<atk skill id:(.*?)>/mi] ? eval($1) : nil
end
#---------------------------------------------------------------------------
# Gets guard skill id
#---------------------------------------------------------------------------
def get_guard_skill_id
return self.note[/<guard skill id:(.*?)>/mi] ? eval($1) : nil
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_sequence(key)
ex = BattleConfig::Default_SequenceNotes
reg = /<sequence:#{key}>(.*?)<\/sequence>/mi
ex_r = ''
if self.is_a?(RPG::Actor) || self.is_a?(RPG::Enemy)
ex_r = (ex[reg] ? $1 : '')
end
return self.note[reg] ? $1 : ex_r
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_turn_start_sequence
get_sequence('turn start')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_turn_end_sequence
get_sequence('turn end')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_presentation_sequence
get_sequence('presentation')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_surprised_sequence
get_sequence('surprised')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_preemptive_sequence
get_sequence('preemptive')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_attack_sequence
get_sequence('attack')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_guard_sequence
get_sequence('guard')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_counter_sequence
get_sequence('counter')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_die_sequence
get_sequence('die')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_dead_sequence
get_sequence('dead')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_revive_sequence
get_sequence('revive')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_victory_sequence
get_sequence('victory')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_substitute_sequence
get_sequence('substitute')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_reflect_sequence
get_sequence('reflect')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_item_use_sequence
get_sequence('item')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_skill_use_sequence
get_sequence('skill')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_stand_sequence
get_sequence('stand')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_evade_sequence
get_sequence('evade')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_miss_sequence
get_sequence('miss')
end
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_return_sequence
get_sequence('return position')
end
#---------------------------------------------------------------------------
# Gets the sequence used when actor is processing an input
#---------------------------------------------------------------------------
def get_action_selection_sequence
get_sequence('action selection')
end
#---------------------------------------------------------------------------
# Gets the default battler index
#---------------------------------------------------------------------------
def get_default_battler_index
return self.note[/<default battler index:(.*?)>/mi] ? eval($1) : nil
end
end
end
class RPG::Skill < RPG::UsableItem
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_attack_sequence
get_sequence('skill') == '' ? get_sequence('attack') : get_sequence('skill')
end
end
class RPG::Item < RPG::UsableItem
#---------------------------------------------------------------------------
# Gets a sequence
#---------------------------------------------------------------------------
def get_attack_sequence
get_sequence('item') == '' ? get_sequence('attack') : get_sequence('skill')
end
end
#===============================================================================
# END GAME DATA SECTION
#===============================================================================
#===============================================================================
# BEGIN GAME OBJECTS SECTION
#===============================================================================
#===============================================================================
# ?Game_Battler
#===============================================================================
class Game_Battler
def friend_unit
return []
end
def enemy_unit
return []
end
def counter_skill_id
return attack_skill_id
end
def zoom_effective?
return true
end
end
#==============================================================================
# ?Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#-----------------------------------------------------------------------------
# Class atributes
#-----------------------------------------------------------------------------
attr_reader :atk_animation_id1
attr_reader :atk_animation_id2
#-----------------------------------------------------------------------------
# Alias methods
#-----------------------------------------------------------------------------
alias rbs_game_enemy_initialize initialize
#-----------------------------------------------------------------------------
# Object Creation
#-----------------------------------------------------------------------------
def initialize(index, enemy_id)
rbs_game_enemy_initialize(index, enemy_id)
@atk_animation_id1 = enemy.note[/<atk ani1:(.*?)>/im] ? eval($1) : BattleConfig::DefaultEnemey_Ani1ID
@atk_animation_id2 = enemy.note[/<atk ani2:(.*?)>/im] ? eval($1) : BattleConfig::DefaultEnemey_Ani2ID
@counter_skill_id = enemy.note[/<counter skill id:(.*?)>/im] ? eval($1) : attack_skill_id
@weapon_1_id = enemy.note[/<weapon 1 id:(.*?)>/im] ? eval($1) : 0
@weapon_2_id = enemy.note[/<weapon 2 id:(.*?)>/im] ? eval($1) : 0
end
#--------------------------------------------------------------------------
# ? Get the attack skll id
#--------------------------------------------------------------------------
def attack_skill_id
id = enemy.get_atk_skill_id
return id ? id : super
end
#--------------------------------------------------------------------------
# ? Get the guard skill id
#--------------------------------------------------------------------------
def guard_skill_id
id = enemy.get_guard_skill_id
return id ? id : super
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_turn_start_sequence
return enemy.presentation_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_turn_end_sequence
return enemy.presentation_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_presentation_sequence
return enemy.get_presentation_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_surprised_sequence
return enemy.get_surprised_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_preemptive_sequence
return enemy.get_preemptive_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_attack_sequence
return enemy.get_attack_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_guard_sequence
return enemy.get_guard_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_counter_sequence
return enemy.get_counter_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_die_sequence
return enemy.get_die_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_dead_sequence
return enemy.get_dead_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_revive_sequence
return enemy.get_revive_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_victory_sequence
return enemy.get_victory_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_substitute_sequence
return enemy.get_substitute_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_reflect_sequence
return enemy.get_substitute_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_item_use_sequence
return enemy.get_item_use_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_skill_use_sequence
return enemy.get_skill_use_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_stand_sequence
seq = ''
states.each do |i|
next if !i
seq += i.get_stand_sequence
end
return seq == '' ? enemy.get_stand_sequence : seq
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_evade_sequence
return enemy.get_evade_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_miss_sequence
return enemy.get_miss_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_return_sequence
return enemy.get_return_sequence
end
#-----------------------------------------------------------------------------
# Gets friend unit
#-----------------------------------------------------------------------------
def friend_unit
return $game_troop
end
#-----------------------------------------------------------------------------
# Gets enemy unit
#-----------------------------------------------------------------------------
def enemy_unit
return $game_party
end
#-----------------------------------------------------------------------------
# Gets default battler index
#-----------------------------------------------------------------------------
def default_battler_index
a = enemy.get_default_battler_index
return a ? a : BattleConfig::DefaultEnemyIndex
end
#-----------------------------------------------------------------------------
# Gets the real presentation action according to situation
#-----------------------------------------------------------------------------
def get_real_presentation_action
return get_dead_sequence if dead?
BattleManager.surprise? ? get_preemptive_sequence : (BattleManager.preemptive? ? get_surprised_sequence : get_presentation_sequence )
end
#-----------------------------------------------------------------------------
# Gets the counter skill id
#-----------------------------------------------------------------------------
def counter_skill_id
return @counter_skill_id
end
#-----------------------------------------------------------------------------
# has dia sequence?
#-----------------------------------------------------------------------------
def die_sequence?
return enemy.note[/<die sequence on>/mi] ? true : false
end
#-----------------------------------------------------------------------------
# Get weapons
#-----------------------------------------------------------------------------
def weapons
result = []
result.push($data_weapons[@weapon_1_id]) if @weapon_1_id > 0
result.push($data_weapons[@weapon_2_id]) if @weapon_2_id > 0
return result
end
end
#==============================================================================
# ?Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#-----------------------------------------------------------------------------
# Class atributes
#-----------------------------------------------------------------------------
attr_accessor :battler_name
attr_accessor :battler_hue
attr_accessor :counter_skill_id
#-----------------------------------------------------------------------------
# Alias methods
#-----------------------------------------------------------------------------
alias rbs_game_actor_setup setup
alias rbs_game_actor_make_actions make_actions
#--------------------------------------------------------------------------
# ? Setups an actor by ID
#--------------------------------------------------------------------------
def setup(actor_id)
rbs_game_actor_setup(actor_id)
@battler_name = actor.note[/<battler name:(.*?)>/im] ? $1 : @character_name
@battler_hue = actor.note[/<battler hue:(.*?)>/im] ? $1.to_i : 0
@custom_screen_x = actor.note[/<screen x:(.*?)>/im] ? $1.to_i : nil
@custom_screen_y = actor.note[/<screen y:(.*?)>/im] ? $1.to_i : nil
id1 = actor.note[/<atk ani1:(.*?)>/im] ? Kernel.eval($1) : ($data_classes[@class_id].note[/<atk ani1:(.*?)>/im] ? Kernel.eval($1) : BattleConfig::DefaultEnemey_Ani1ID)
id2 = actor.note[/<atk ani2:(.*?)>/im] ? Kernel.eval($1) : ($data_classes[@class_id].note[/<atk ani2:(.*?)>/im] ? Kernel.eval($1) : BattleConfig::DefaultEnemey_Ani2ID)
@default_atk_animation_id1 = id1
@default_atk_animation_id2 = id2
c_s_id = $data_classes[@class_id].note[/<counter skill id:(.*?)>/im] ? Kernel.eval($1) : attack_skill_id
@counter_skill_id = actor.note[/<counter skill id:(.*?)>/im] ? Kernel.eval($1) : c_s_id
end
#--------------------------------------------------------------------------
# ? Use sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ? Get battle screen x position
#--------------------------------------------------------------------------
def screen_x
return @custom_screen_x ? @custom_screen_x : BattleConfig::ActorPos[self.index][0]
end
#--------------------------------------------------------------------------
# ? Get battle screen y position
#--------------------------------------------------------------------------
def screen_y
return @custom_screen_y ? @custom_screen_y : BattleConfig::ActorPos[self.index][1]
end
#--------------------------------------------------------------------------
# ? Get battle screen z position
#--------------------------------------------------------------------------
def screen_z
return 100
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_turn_start_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_turn_start_sequence
end
return seq != '' ? seq : actor.get_turn_start_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_turn_end_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_turn_end_sequence
end
return seq != '' ? seq : actor.get_turn_end_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_presentation_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_presentation_sequence
end
return seq != '' ? seq : actor.get_presentation_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_surprised_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_surprised_sequence
end
return seq != '' ? seq : actor.get_surprised_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_preemptive_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_preemptive_sequence
end
return seq != '' ? seq : actor.get_preemptive_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_attack_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_attack_sequence
end
return seq != '' ? seq : actor.get_attack_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_guard_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_guard_sequence
end
return seq != '' ? seq : actor.get_guard_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_counter_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_counter_sequence
end
return seq != '' ? seq : actor.get_counter_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_die_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_die_sequence
end
return seq != '' ? seq : actor.get_die_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_dead_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_dead_sequence
end
return seq != '' ? seq : actor.get_dead_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_revive_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_revive_sequence
end
return seq != '' ? seq : actor.get_revive_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_victory_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_victory_sequence
end
return seq != '' ? seq : actor.get_victory_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_substitute_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_substitute_sequence
end
return seq != '' ? seq : actor.get_substitute_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_reflect_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_reflect_sequence
end
return seq != '' ? seq : actor.get_reflect_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_item_use_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_item_use_sequence
end
return seq != '' ? seq : actor.get_item_use_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_skill_use_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_skill_use_sequence
end
return seq != '' ? seq : actor.get_skill_use_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_stand_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_stand_sequence if seq == ''
end
states.each do |i|
next if !i
seq += i.get_stand_sequence if seq == ''
end
return seq != '' ? seq : actor.get_stand_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_evade_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_evade_sequence
end
return seq != '' ? seq : actor.get_evade_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_miss_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_miss_sequence if seq == ''
end
return seq != '' ? seq : actor.get_miss_sequence
end
#--------------------------------------------------------------------------
# ? Get sequence
#--------------------------------------------------------------------------
def get_return_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_return_sequence if seq == ''
end
states.each do |i|
next if !i
seq += i.get_return_sequence if seq == ''
end
return seq != '' ? seq : actor.get_return_sequence
end
#---------------------------------------------------------------------------
# Gets the sequence used when actor is processing an input
#---------------------------------------------------------------------------
def get_action_selection_sequence
seq = ''
equips.each do |i|
next if !i
seq += i.get_action_selection_sequence if seq == ''
end
states.each do |i|
next if !i
seq += i.get_action_selection_sequence if seq == ''
end
return seq != '' ? seq : actor.get_action_selection_sequence
end
#-----------------------------------------------------------------------------
# Gets the real presentation action according to situation
#-----------------------------------------------------------------------------
def get_real_presentation_action
return get_dead_sequence if dead?
BattleManager.surprise? ? get_surprised_sequence : (BattleManager.preemptive? ? get_preemptive_sequence : get_presentation_sequence )
end
#-----------------------------------------------------------------------------
# Performs collapse effect
#-----------------------------------------------------------------------------
def perform_collapse_effect
case collapse_type
when 0
@sprite_effect_type = :collapse
Sound.play_enemy_collapse
when 1
@sprite_effect_type = :boss_collapse
Sound.play_boss_collapse1
when 2
@sprite_effect_type = :instant_collapse
end
end
#-----------------------------------------------------------------------------
# Has die sequence
#-----------------------------------------------------------------------------
def die_sequence?
return actor.note[/<die sequence on>/mi] ? true : false
end
#--------------------------------------------------------------------------
# ? Get the attack skill id
#--------------------------------------------------------------------------
def attack_skill_id
id = actor.get_atk_skill_id
wpns = weapons.compact
if wpns.size > 0
w = wpns[rand(wpns.size)]
id2 = w.get_atk_skill_id
id = id2 if id2
end
return id ? id : super
end
#--------------------------------------------------------------------------
# ? Get the guard skill id
#--------------------------------------------------------------------------
def guard_skill_id
id = actor.get_guard_skill_id
armrs = armors.compact
if armrs.size > 0
a = armrs[rand(armrs.size)]
id2 = a.get_guard_skill_id
id = id2 if id2
end
return id ? id : super
end
#-----------------------------------------------------------------------------
# Get friend unit
#-----------------------------------------------------------------------------
def friend_unit
return $game_party
end
#-----------------------------------------------------------------------------
# Get enemy unit
#-----------------------------------------------------------------------------
def enemy_unit
return $game_troop
end
#-----------------------------------------------------------------------------
# Get default battler index
#-----------------------------------------------------------------------------
def default_battler_index
a = actor.get_default_battler_index
return a ? a : BattleConfig::DefaultActorIndex
end
#-----------------------------------------------------------------------------
# Get attack animation 1
#-----------------------------------------------------------------------------
def atk_animation_id1
if dual_wield?
return weapons[0].animation_id if weapons[0]
return weapons[1] ? 0 : @default_atk_animation_id1
else
return weapons[0] ? weapons[0].animation_id : 1
end
end
#-----------------------------------------------------------------------------
# Get attack animation 2
#-----------------------------------------------------------------------------
def atk_animation_id2
if dual_wield?
return weapons[1] ? weapons[1].animation_id : @default_atk_animation_id2
else
return 0
end
end
#-----------------------------------------------------------------------------
# Get counter attack skill id
#-----------------------------------------------------------------------------
def counter_skill_id
id = @counter_skill_id
equips.each do |i|
next if !i
id = i.note[/<counter skill id:(.*?)>/im] ? Kernel.eval($1) : id
end
return id
end
end
#==============================================================================
# ?Game_Picture
#------------------------------------------------------------------------------
# ??????????????????? Game_Pictures ??????????
# ??????????????????????????
#==============================================================================
class Game_Picture
#-----------------------------------------------------------------------------
# Class atributes
#-----------------------------------------------------------------------------
attr_accessor :animation_id
attr_accessor :animation_flip
#-----------------------------------------------------------------------------
# Alias methods
#-----------------------------------------------------------------------------
alias rbs_game_picture_init_basic init_basic
#-----------------------------------------------------------------------------
# Start basic information
#-----------------------------------------------------------------------------
def init_basic
@animation_id = 0
@animation_flip = false
rbs_game_picture_init_basic
end
#-----------------------------------------------------------------------------
# Move ex
#-----------------------------------------------------------------------------
def move_ex(x, y, duration)
@target_x = x.to_f
@target_y = y.to_f
@duration = duration
end
#-----------------------------------------------------------------------------
# Set zoom
#-----------------------------------------------------------------------------
def set_zoom(zoom_x, zoom_y, duration)
@target_zoom_x = zoom_x.to_f
@target_zoom_y = zoom_y.to_f
@duration = duration
end
#-----------------------------------------------------------------------------
# Set opacity
#-----------------------------------------------------------------------------
def set_opacity(opacity, duration)
@target_opacity = opacity.to_f
@duration = duration
end
#-----------------------------------------------------------------------------
# Set animation
#-----------------------------------------------------------------------------
def set_animation(animation_id, flip=false)
@animation_id = animation_id
@animation_flip = flip
end
end
#===============================================================================
# END GAME OBJECTS SECTION
#===============================================================================
#===============================================================================
# BEGIN WINDOW SECTION
#===============================================================================
if !$imported["YEA-BattleEngine"] # If you use YEA please configure it from YEA.
#==============================================================================
# ?Window_BattleLog
#==============================================================================
class Window_BattleLog < Window_Selectable
#--------------------------------------------------------------------------
# ? Display the use item
#--------------------------------------------------------------------------
def display_use_item(subject, item)
if item.is_a?(RPG::Skill)
if BattleConfig::Log_DisplaySkillName
add_text("\\I[#{item.icon_index}]#{item.name}")
end
if BattleConfig::Log_DisplaySkillMsg1
add_text(subject.name + item.message1)
end
if BattleConfig::Log_DisplaySkillMsg2 && !item.message2.empty?
wait
add_text(item.message2)
end
elsif
if BattleConfig::Log_DisplayItemName
add_text("\\I[#{item.icon_index}]#{item.name}")
end
if BattleConfig::Log_DisplayItemUsage
add_text(sprintf(Vocab::UseItem, subject.name, item.name))
end
end
end
#--------------------------------------------------------------------------
# ? Display action results
#--------------------------------------------------------------------------
def display_action_results(target, item)
if target.result.used
last_line_number = line_number
display_critical(target, item) if BattleConfig::Log_DisplayCritical
display_damage(target, item)
display_affected_status(target, item)
display_failure(target, item) if BattleConfig::Log_DisplayFailure
wait if line_number > last_line_number
back_to(last_line_number)
end
end
#--------------------------------------------------------------------------
# ? Display damage
#--------------------------------------------------------------------------
def display_damage(target, item)
if target.result.missed
display_miss(target, item) if BattleConfig::Log_DisplayMiss
elsif target.result.evaded
display_evasion(target, item) if BattleConfig::Log_DisplayEvasion
else
display_hp_damage(target, item) if BattleConfig::Log_DisplayHpDamage
display_mp_damage(target, item) if BattleConfig::Log_DisplayMpDamage
display_tp_damage(target, item) if BattleConfig::Log_DisplayTpDamage
end
end
#--------------------------------------------------------------------------
# ? Display changed states
#--------------------------------------------------------------------------
def display_changed_states(target)
display_added_states(target) if BattleConfig::Log_DisplayAddedStates
display_removed_states(target) if BattleConfig::Log_DisplayRemovedStates
end
#--------------------------------------------------------------------------
# ? Display added states
#--------------------------------------------------------------------------
def display_added_states(target)
target.result.added_state_objects.each do |state|
state_msg = target.actor? ? state.message1 : state.message2
next if state_msg.empty?
replace_text(target.name + state_msg)
wait
wait_for_effect
end
end
#--------------------------------------------------------------------------
# ? Display changed buffs
#--------------------------------------------------------------------------
def display_changed_buffs(target)
display_buffs(target, target.result.added_buffs, Vocab::BuffAdd) if BattleConfig::Log_DisplayBuffs
display_buffs(target, target.result.added_debuffs, Vocab::DebuffAdd) if BattleConfig::Log_DisplayDebuffs
display_buffs(target, target.result.removed_buffs, Vocab::BuffRemove) if BattleConfig::Log_DisplayRemovedBuffs
end
end
end # if $imported["YEA-BattleEngine"]
#==============================================================================
# ?Window_BattleItem
#==============================================================================
class Window_BattleItem < Window_ItemList
#--------------------------------------------------------------------------
# ? Object creation
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
y = Graphics.height - window_height
super(0, y, window_width, window_height)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
end
#--------------------------------------------------------------------------
# ? Get window width
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# ? Get window height
#--------------------------------------------------------------------------
def window_height
fitting_height(visible_line_number)
end
#--------------------------------------------------------------------------
# ? Get visible line muber
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
end
#==============================================================================
# ?Window_BattleSkill
#------------------------------------------------------------------------------
# ???????????????????????????
#==============================================================================
class Window_BattleSkill < Window_SkillList
#--------------------------------------------------------------------------
# ? Object Creation
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
y = Graphics.height - window_height
super(0, y, window_width, window_height)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
end
#--------------------------------------------------------------------------
# ? Gets window width
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# ? Gets window height
#--------------------------------------------------------------------------
def window_height
fitting_height(visible_line_number)
end
#--------------------------------------------------------------------------
# ? Get visible line muber
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
end
#===============================================================================
# END WINDOW SECTION
#===============================================================================
#===============================================================================
# BEGIN SCENE SECTION
#===============================================================================
#==============================================================================
# ?Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ? Alias methods
#--------------------------------------------------------------------------
alias rbs_scene_battle_start start
alias rbs_scene_battle_post_start post_start
alias rbs_scene_battle_battle_start battle_start
alias rbs_scene_battle_use_item use_item
alias rbs_scene_battle_update_basic update_basic
alias rbs_scene_battle_start_actor_command_selection start_actor_command_selection
alias rbs_scene_battle_next_command next_command
alias rbs_scene_battle_prior_command prior_command
#--------------------------------------------------------------------------
# ? Start scene
#--------------------------------------------------------------------------
def start
BattleCamera.start
rbs_scene_battle_start
BattleInterpreter.start(@spriteset)
setup_battle_commands
end
#--------------------------------------------------------------------------
# ? Post star scene
#--------------------------------------------------------------------------
def post_start
rbs_scene_battle_post_start
show_presentation_animation
end
#--------------------------------------------------------------------------
# ? Start battle
#--------------------------------------------------------------------------
def battle_start
rbs_scene_battle_battle_start
end
#--------------------------------------------------------------------------
# ? Get next command
#--------------------------------------------------------------------------
def next_command
if BattleManager.actor
actor = BattleManager.actor
BattleInterpreter.add_looping_action(actor, actor.get_stand_sequence)
BattleInterpreter.add_action(actor, [actor], actor.get_turn_end_sequence, $data_skills[1])
wait_for_battle_interpreter
end
rbs_scene_battle_next_command
end
#--------------------------------------------------------------------------
# ? Get Prior command
#--------------------------------------------------------------------------
def prior_command
if BattleManager.actor
actor = BattleManager.actor
BattleInterpreter.add_looping_action(actor, actor.get_stand_sequence)
BattleInterpreter.add_action(actor, [actor], actor.get_turn_end_sequence, $data_skills[1])
wait_for_battle_interpreter
end
rbs_scene_battle_prior_command
end
#--------------------------------------------------------------------------
# ? Show presentation animation
#--------------------------------------------------------------------------
def show_presentation_animation
@spriteset.update
act = @party_command_window.active
@party_command_window.deactivate
@party_command_window.hide
for member in $game_party.members+$game_troop.members
sequence = member.get_real_presentation_action
BattleInterpreter.add_action(member, [member], sequence, $data_skills[1])
end
wait_for_battle_interpreter
wait(20)
@spriteset.make_return_sequence
wait_for_battle_interpreter
if $imported["YEA-BattleEngine"]
@party_command_window.show
@party_command_window.active = act
else
@party_command_window.activate
@party_command_window.show
end
end
#--------------------------------------------------------------------------
# ? Start actor command selection
#--------------------------------------------------------------------------
def start_actor_command_selection
if BattleManager.actor
actor = BattleManager.actor
BattleInterpreter.add_looping_action(actor, actor.get_action_selection_sequence)
BattleInterpreter.add_action(actor, [actor], actor.get_turn_start_sequence, $data_skills[1])
wait_for_battle_interpreter
end
rbs_scene_battle_start_actor_command_selection
end
#--------------------------------------------------------------------------
# ? Show attack animation
#--------------------------------------------------------------------------
def show_attack_animation(targets)
show_normal_animation(targets, @subject.atk_animation_id1, false)
wait_for_animation
show_normal_animation(targets, @subject.atk_animation_id2, true)
end
#--------------------------------------------------------------------------
# ? Use item
#--------------------------------------------------------------------------
def use_item
setup_dead_battlers
item = @subject.current_action.item
sequence = get_sequence(@subject, item)
@log_window.display_use_item(@subject, item)
@subject.use_item(item)
if $imported["YEA-LunaticObjects"]
lunatic_object_effect(:before, item, @subject, @subject)
end
if sequence == ''
refresh_status
targets = @subject.current_action.make_targets.compact
show_animation(targets, item.animation_id)
targets.each {|target| item.repeats.times { invoke_item(target, item) } }
else
targets = @subject.current_action.make_targets.compact
if $imported["YEA-TargetManager"]
targets = [alive_random_target(target, item)] if item.for_random?
end
process_casting_animation if $imported["YEA-CastAnimations"]
BattleInterpreter.add_action(@subject, targets, sequence, item)
wait_for_battle_interpreter
end
if $imported["YEA-LunaticObjects"]
lunatic_object_effect(:after, item, @subject, @subject)
end
finish_item_use
end
def setup_dead_battlers
@dead_battlers = []
for battler in $game_troop.dead_members+$game_party.dead_members
@dead_battlers.push(battler) if battler.dead?
end
end
def finish_item_use
@spriteset.make_return_sequence
wait_for_battle_interpreter
for battler in $game_troop.members+$game_party.members
if battler.dead? && !@dead_battlers.include?(battler)
@dead_battlers.delete(battler)
if battler.die_sequence?
sequence = battler.get_die_sequence
BattleInterpreter.add_action(battler, [battler], sequence, nil, false)
else
battler.perform_collapse_effect
end
elsif battler.alive? && @dead_battlers.include?(battler)
sequence = battler.get_revive_sequence
BattleInterpreter.add_action(battler, [battler], sequence, nil, false)
end
end
wait_for_battle_interpreter
end
#--------------------------------------------------------------------------
# ? Gets the sequence for an item
#--------------------------------------------------------------------------
def get_sequence(subject, item)
sequence = item.get_attack_sequence
if item.is_a?(RPG::Skill) and item.id == subject.attack_skill_id
seq = subject.get_attack_sequence
if seq != ''
sequence = seq
end
elsif item.is_a?(RPG::Skill) and item.id == subject.guard_skill_id
seq = subject.get_guard_sequence
if seq != ''
sequence = seq
end
end
if sequence == ''
if item.is_a?(RPG::Skill)
seq = subject.get_skill_use_sequence
if seq != ''
sequence = seq
end
elsif item.is_a?(RPG::Item)
seq = subject.get_item_use_sequence
if seq != ''
sequence = seq
end
end
end
return sequence
end
#--------------------------------------------------------------------------
# ? Wait for battle interpreter
#--------------------------------------------------------------------------
def wait_for_battle_interpreter
update_for_wait while BattleInterpreter.running?
wait_for_animation
end
#--------------------------------------------------------------------------
# ? Basic update
#--------------------------------------------------------------------------
def update_basic
rbs_scene_battle_update_basic
BattleCamera.update
BattleInterpreter.update
end
#--------------------------------------------------------------------------
# ? Show animation ex
#--------------------------------------------------------------------------
def show_animation_ex(targets, animation_id, mirror = false)
return if !targets || targets.empty?
animation = $data_animations[animation_id]
if animation
if animation.to_screen?
target = targets[0]
target.start_animation(animation, mirror)
else
targets.each do |target|
target.start_animation(animation, mirror)
end
end
end
end
#--------------------------------------------------------------------------
# ? Apply item efects
#--------------------------------------------------------------------------
def apply_item_effects_ex(user, target, item)
if $imported["YEA-LunaticObjects"]
lunatic_object_effect(:prepare, item, @subject, target)
end
target.item_apply(user, item)
if $imported["YEA-LunaticObjects"]
lunatic_object_effect(:during, item, @subject, target)
end
refresh_status
@log_window.display_action_results(target, item)
end
#--------------------------------------------------------------------------
# ? Invoke counter attack
#--------------------------------------------------------------------------
def invoke_counter_attack_ex(user, target, item)
if BattleConfig::Log_DisplayCounterattack
@log_window.display_counter(target, item)
end
attack_skill = $data_skills[target.counter_skill_id]
sequence = attack_skill.get_counter_sequence
sequence = target.get_counter_sequence if sequence == ''
BattleInterpreter.add_action(target, [user], sequence, attack_skill, false)
@log_window.display_action_results(target, attack_skill)
end
#--------------------------------------------------------------------------
# ? Invoke magic reflection
#--------------------------------------------------------------------------
def invoke_magic_reflection_ex(action, target)
item = action.item
user = action.user
if BattleConfig::Log_DisplayReflection
@log_window.display_reflection(target, item)
end
action.targets.delete(target)
action.targets.push(user)
sequence = target.get_reflect_sequence
BattleInterpreter.add_action(target, [user], sequence, item, false)
end
#--------------------------------------------------------------------------
# ? Apply substitute
#--------------------------------------------------------------------------
def apply_substitute_ex(action, target, item)
if check_substitute(target, item)
substitute = target.friends_unit.substitute_battler
if substitute && target != substitute &&
[email protected]
?(substitute)
if BattleConfig::Log_DisplaySubstitute
@log_window.display_substitute(substitute, target)
end
sequence = substitute.get_substitute_sequence
action.targets.delete(target)
action.targets.push(substitute)
@substitutes.push(substitute)
BattleInterpreter.add_action(substitute, [target], sequence, item)
end
end
end
if !$imported["YEA-BattleEngine"] # If YEA is imported, please consider using
# the YEA target selection
#--------------------------------------------------------------------------
# ? Selects an enemy
#--------------------------------------------------------------------------
def select_enemy_selection
@actor_input = false
@skill_window.hide
@item_window.hide
@target_index = 0
@target_sprites = get_sprites($game_troop.members).compact
@target_size = $game_troop.members.size
@cursor_sprite = Sprite_TargetCursor.new
while !@actor_input && $game_troop.members[@target_index].dead?
@target_index = (@target_index + 1) % @target_size
end
loop do
update_for_wait
if Input.trigger?(:C)
Sound.play_ok
@cursor_sprite.dispose
on_enemy_ok
return
elsif Input.trigger?(:B)
Sound.play_cancel
@cursor_sprite.dispose
on_enemy_cancel
return
end
update_target_selection
end
end
#--------------------------------------------------------------------------
# ? Selects an actor
#--------------------------------------------------------------------------
def select_actor_selection
@actor_input = true
@skill_window.hide
@item_window.hide
@target_index = 0
@target_sprites = get_sprites($game_party.members).compact
@target_size = $game_party.members.size
@cursor_sprite = Sprite_TargetCursor.new
loop do
update_for_wait
if Input.trigger?(:C)
Sound.play_ok
@cursor_sprite.dispose
on_actor_ok
break
elsif Input.trigger?(:B)
Sound.play_cancel
@cursor_sprite.dispose
on_actor_cancel
break
end
update_target_selection
end
end
#--------------------------------------------------------------------------
# ? Update target selction
#--------------------------------------------------------------------------
def update_target_selection
if Input.repeat?(:UP) || Input.repeat?(:RIGHT)
Sound.play_cursor
@target_index = (@target_index + 1) % @target_size
while !@actor_input && $game_troop.members[@target_index].dead?
@target_index = (@target_index + 1) % @target_size
end
elsif Input.repeat?(:DOWN) || Input.repeat?(:LEFT)
Sound.play_cursor
@target_index = (@target_index - 1) % @target_size
while !@actor_input && $game_troop.members[@target_index].dead?
@target_index = (@target_index - 1) % @target_size
end
end
sprite = @target_sprites[@target_index]
@cursor_sprite.screen_x = sprite.current_x
@cursor_sprite.screen_y = sprite.current_y
@cursor_sprite.update
end
#--------------------------------------------------------------------------
# ? On actor ok
#--------------------------------------------------------------------------
def on_actor_ok
BattleManager.actor.input.target_index = @target_index
@actor_window.hide
@skill_window.hide
@item_window.hide
next_command
end
#--------------------------------------------------------------------------
# ? On enemy ok
#--------------------------------------------------------------------------
def on_enemy_ok
BattleManager.actor.input.target_index = @target_index
@enemy_window.hide
@skill_window.hide
@item_window.hide
next_command
end
#--------------------------------------------------------------------------
# ? On actor cancel
#--------------------------------------------------------------------------
def on_actor_cancel
@actor_window.hide
case @actor_command_window.current_symbol
when :skill
@skill_window.show
@skill_window.activate
when :item
@item_window.show
@item_window.activate
end
end
#--------------------------------------------------------------------------
# ? On enemy cancel
#--------------------------------------------------------------------------
def on_enemy_cancel
@enemy_window.hide
case @actor_command_window.current_symbol
when :attack
@actor_command_window.activate
when :skill
@skill_window.show
@skill_window.activate
when :item
@item_window.show
@item_window.activate
end
end
end # if !$imported["YEA-BattleEngine"]
#--------------------------------------------------------------------------
# ? Get battler sprites
#--------------------------------------------------------------------------
def get_sprites(battlers)
result = []
battlers.each do |battler|
result.push(@spriteset.battler_sprite(battler))
end
return result
end
end
#===============================================================================
# END SCENE SECTION
#===============================================================================
#===============================================================================
# START YEA COMPATIBILITY
#===============================================================================
if $imported["YEA-BattleEngine"]
#==============================================================================
# ?Sprite_Popup
#==============================================================================
class Scene_Battle < Scene_Base
attr_accessor :spriteset
end
class Sprite_Popup < Sprite_Base
attr_accessor :current_x
attr_accessor :current_y
alias rbs_yea_sprite_popup_create_popup_bitmap create_popup_bitmap
#--------------------------------------------------------------------------
# create_popup_bitmap
#--------------------------------------------------------------------------
def create_popup_bitmap
rbs_yea_sprite_popup_create_popup_bitmap
@current_x = @battler.sprite.current_x
@current_y = @battler.sprite.current_y
@current_x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1
@current_x -= SceneManager.scene.spriteset.viewport1.ox
@current_y = @battler.sprite.current_y - @battler.sprite.oy/2
@current_y -= @battler.sprite.oy/2 if @battler.actor?
@current_y -= SceneManager.scene.spriteset.viewport1.oy
update
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
@current_zoom_x = 0 if !@current_zoom_x
@current_zoom_y = 0 if !@current_zoom_y
@current_x = self.x if !@current_x
@current_y = self.y if !@current_y
#---
if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL
@hue_duration = 2 if @hue_duration == nil || @hue_duration == 0
@hue_duration -= 1
self.bitmap.hue_change(15) if @hue_duration <= 0
end
#---
if @zoom_direction == "up"
@current_zoom_x = [@current_zoom_x + 0.075, @target_zoom].min
@current_zoom_y = [@current_zoom_y + 0.075, @target_zoom].min
else
@current_zoom_x = [@current_zoom_x - 0.075, @target_zoom].max
@current_zoom_y = [@current_zoom_y - 0.075, @target_zoom].max
end
self.zoom_x = BattleCamera.correct_zoom(@current_zoom_x)
self.zoom_y = BattleCamera.correct_zoom(@current_zoom_y)
self.x = BattleCamera.correct_x(@current_x)
self.y = BattleCamera.correct_y(@current_y)
#---
@full -= 1
return if @full > 0
@current_y -= 1
self.opacity -= @fade
self.y = BattleCamera.correct_y(@current_y)
end
end
class Sprite_Battler < Sprite_Base
alias rbs_yea_create_new_popup create_new_popup
#--------------------------------------------------------------------------
# new method: create_new_popup
#--------------------------------------------------------------------------
def create_new_popup(value, rules, flags)
return if @battler == nil
return if flags & @popup_flags != []
for popup in @popups
popup.current_y -= 24
end
rbs_yea_create_new_popup(value, rules, flags)
end
end
end
#===============================================================================
# END YEA COMPATIBILITY
#===============================================================================
#===============================================================================
# END OF FILE!!!
#===============================================================================
#===============================================================================
# ** RBS - Ramiro's Battle System (PART II - Classes And Modules)
# Version 2.0
# Difficulty Very Hard.
#-------------------------------------------------------------------------------
# If you don't know what to do... DO NOT EDIT THIS FILE.
#-------------------------------------------------------------------------------
# License:
#Copyright (c) 2012, Ramiro Rojo
#All rights reserved.
#
#Redistribution and use in source and binary forms, with or without
#modification, are permitted provided that the following conditions are met:
#
#1. Redistributions of source code must retain the above copyright notice, this
# list of conditions and the following disclaimer.
#2. Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
#THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
#ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
#WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
#DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
#ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
#(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
#LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
#ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
#(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
#SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
#The views and conclusions contained in the software and documentation are those
#of the authors and should not be interpreted as representing official policies,
#either expressed or implied, of the FreeBSD Project.
#===============================================================================
#==============================================================================
# ?Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
def setup_battle_commands
# ADDING A COMMAND:
# BattleInterpreter::Commands['command in upercase'] = [needs close, linked method]
# <pose: target, character_index, pose_id, style, loops, interval> (WORKS!)
BattleInterpreter::Commands['POSE'] = [false, method(:on_pose_command)]
# <wait: time> (WORKS!)
BattleInterpreter::Commands['WAIT'] = [false, method(:on_wait_command)]
# <move: mover, target, x_correction, y_correction, jump, time> (WORKS!)
BattleInterpreter::Commands['MOVE'] = [false, method(:on_move_command)]
# <zoom: target, zoom_x, zoom_y, time> (WORKS!)
BattleInterpreter::Commands['ZOOM'] = [false, method(:on_zoom_command)]
# <angle: target, angle, time> (WORKS!)
BattleInterpreter::Commands['ANGLE'] = [false, method(:on_angle_command)]
# <opacity: target, opacity, time> (WORKS!)
BattleInterpreter::Commands['OPACITY'] = [false, method(:on_opacity_command)]
# <animation: target, animation_id, flip> (WORKS!)
BattleInterpreter::Commands['ANIMATION'] = [false, method(:on_animation_command)]
# <effects>
BattleInterpreter::Commands['EFFECTS'] = [false, method(:on_effects_command)]
# <if: 'evaluating condition'> (WORKS!)
BattleInterpreter::Commands['IF'] = [true, method(:on_if_command)]
# <repeat: 'times'> (WORKS!)
BattleInterpreter::Commands['REPEAT'] = [true, method(:on_repeat_command)]
# <while: 'evaluating condition'> (WORKS!)
BattleInterpreter::Commands['WHILE'] = [true, method(:on_while_command)]
# <afterimage: target, count, separation> (WORKS!)
BattleInterpreter::Commands['AFTERIMAGE'] = [false, method(:on_afterimage_command)]
# <mirror: target, value> (WORKS!)
BattleInterpreter::Commands['MIRROR'] = [false, method(:on_mirror_command)]
# <show pic: id, name, origin, x, y, zoom_x, zoom_y, opacity, blend_type> (WORKS!)
BattleInterpreter::Commands['SHOW PIC'] = [false, method(:on_show_picture_command)]
# <move pic: id, origin, x, y, zoom_x, zoom_y, opacity, blend_type, duration> (WORKS!)
BattleInterpreter::Commands['MOVE PIC'] = [false, method(:on_move_picture_command)]
# <move pic ex: id, target, x_correction, y_correction, time> (WORKS!)
BattleInterpreter::Commands['MOVE PIC EX'] = [false, method(:on_move_picture_ex_command)]
# <zoom pic ex: id, zoom_x, zoom_y, time> (WORKS!)
BattleInterpreter::Commands['ZOOM PIC'] = [false, method(:on_zoom_picture_command)]
# <opacity pic ex: id, opacity, time> (WORKS!)
BattleInterpreter::Commands['OPACITY PIC'] = [false, method(:on_opacity_picture_command)]
# <anime pic: id, animation_id, flip> (WORKS!)
BattleInterpreter::Commands['ANIME PIC'] = [false, method(:on_anime_picture_command)]
# <rotate pic: id, speed> (WORKS!)
BattleInterpreter::Commands['ROTATE PIC'] = [false, method(:on_rotate_picture_command)]
# <tone pic: id, red, green, blue, gray>, time (WORKS!)
BattleInterpreter::Commands['TONE PIC'] = [false, method(:on_tone_picture_command)]
# <delete pic: id> (WORKS!)
BattleInterpreter::Commands['DELETE PIC'] = [false, method(:on_delete_picture_command)]
# <ruby: script> (WORKS!)
BattleInterpreter::Commands['RUBY'] = [false, method(:on_ruby_script_command)]
# <each process: target> (WORKS!)
BattleInterpreter::Commands['EACH PROCESS'] = [true, method(:on_each_process_command)]
# <change target: target> (WORKS!)
BattleInterpreter::Commands['CHANGE TARGET'] = [false, method(:on_target_change_command)]
# <target change: battler_array> (used by some Commands) (WORKS!)
BattleInterpreter::Commands['TARGET CHANGE EX'] = [false, method(:on_target_change_special_command)]
# <end> (WORKS!)
BattleInterpreter::Commands['END'] = [false, method(:on_end_command)]
# <check counter> (READY!)
BattleInterpreter::Commands['CHECK COUNTER'] = [false, method(:on_counter_check_command)]
# <check reflect> (READY!)
BattleInterpreter::Commands['CHECK REFLECT'] = [false, method(:on_reflect_check_command)]
# <check substitute> (READY!)
BattleInterpreter::Commands['CHECK SUBSTITUTE'] = [false, method(:on_substitute_check_command)]
# <link skill: skill_id, chance> (READY!)
BattleInterpreter::Commands['LINK SKILL'] = [false, method(:on_link_skill_command)]
# <link item: item_id, chance> (READY!)
BattleInterpreter::Commands['LINK ITEM'] = [false, method(:on_link_item_command)]
# <damage>
BattleInterpreter::Commands['DAMAGE'] = [false, method(:on_damage_command)]
# <move camera: target, x, y, time>
BattleInterpreter::Commands['MOVE CAMERA'] = [false, method(:on_move_camera_command)]
# <zoom camera: zoom, time>
BattleInterpreter::Commands['ZOOM CAMERA'] = [false, method(:on_zoom_camera_command)]
# <target camera: target>
BattleInterpreter::Commands['TARGET CAMERA'] = [false, method(:on_target_camera_command)]
# <perform collapse>
BattleInterpreter::Commands['PERFORM COLLAPSE'] = [false, method(:on_perform_collapse_command)]
# <abort>
BattleInterpreter::Commands['ABORT'] = [false, method(:on_abort_command)]
# 1.1 and bigger ===============================================================================
# <weapon: target, x_corr, y_corr, start_angle, end_angle, time, left_hand, over>
BattleInterpreter::Commands['WEAPON'] = [false, method(:on_weapon_command)]
# <weapon ex: target, bitmap, x _corr, y_corr, frames, interval, over> (WORKS!)
BattleInterpreter::Commands['WEAPON EX'] = [false, method(:on_weapon_ex_command)]
# <log text: text> (WORKS!)
BattleInterpreter::Commands['LOG TEXT'] = [false, method(:on_log_text_command)]
# <balloon: target, balloon_id> (WORKS!)
BattleInterpreter::Commands['BALLOON'] = [false, method(:on_balloon_command)]
# 1.2 and bigger ===============================================================================
# <fps: frames> (WORKS!)
BattleInterpreter::Commands['FPS'] = [false, method(:on_fps_command)]
# <switch: id, value> (WORKS!)
BattleInterpreter::Commands['SWITCH'] = [false, method(:on_switch_command)]
# <variable: id, value> (WORKS!)
BattleInterpreter::Commands['VARIABLE'] = [false, method(:on_variable_command)]
# <movie: name> (WORKS!)
BattleInterpreter::Commands['MOVIE'] = [false, method(:on_movie_command)]
# <save bgm> (WORKS!)
BattleInterpreter::Commands['SAVE BGM'] = [false, method(:on_save_bgm_command)]
# <replay bgm> (WORKS!)
BattleInterpreter::Commands['REPLAY BGM'] = [false, method(:on_replay_bgm_command)]
# <save bgs> (WORKS!)
BattleInterpreter::Commands['SAVE BGS'] = [false, method(:on_save_bgs_command)]
# <replay bgs> (WORKS!)
BattleInterpreter::Commands['REPLAY BGS'] = [false, method(:on_replay_bgs_command)]
# <play bgm: name, volume, pitch, pos> (WORKS!)
BattleInterpreter::Commands['PLAY BGM'] = [false, method(:on_play_bgm_command)]
# <play bgs: name, volume, pitch, pos> (WORKS!)
BattleInterpreter::Commands['PLAY BGS'] = [false, method(:on_play_bgs_command)]
# <play me: name, volume, pitch> (WORKS!)
BattleInterpreter::Commands['PLAY ME'] = [false, method(:on_play_me_command)]
# <play se: name, volume, pitch> (WORKS!)
BattleInterpreter::Commands['PLAY SE'] = [false, method(:on_play_se_command)]
# <stop bgm> (WORKS!)
BattleInterpreter::Commands['STOP BGM'] = [false, method(:on_stop_bgm_command)]
# <stop bgs> (WORKS!)
BattleInterpreter::Commands['STOP BGS'] = [false, method(:on_stop_bgs_command)]
# <stop me> (WORKS!)
BattleInterpreter::Commands['STOP ME'] = [false, method(:on_stop_me_command)]
# <stop se> (WORKS!)
BattleInterpreter::Commands['STOP SE'] = [false, method(:on_stop_se_command)]
# <fade bgm: time> (WORKS!)
BattleInterpreter::Commands['FADE BGM'] = [false, method(:on_fade_bgm_command)]
# <fade bgs: time> (WORKS!)
BattleInterpreter::Commands['FADE BGS'] = [false, method(:on_fade_bgs_command)]
# <fade me: time> (WORKS!)
BattleInterpreter::Commands['FADE ME'] = [false, method(:on_fade_me_command)]
end
def on_pose_command(action, params)
action.analize_battler_sprites_string(params[0], false, false).each do |i|
i.set_pose(params[1], params[2], params[3], params[4], params[5])
end
end
def on_wait_command(action, params)
if params[0].is_a?(String) && params[0][/animation/mi]
wait_for_battle_interpreter
elsif params[0].is_a?(String)
action.wait(action.eval_data(params[0]))
else
action.wait(params[0])
end
end
def on_move_command(action, params)
users = action.analize_battler_sprites_string(params[0], false, false)
targets = action.analize_battler_sprites_string(params[1], true, true)
if targets == :screen
users.each do |i|
i.set_movement(params[2], params[3], params[4], params[5])
end
elsif targets == :origin
users.each do |i|
corr_x = params[2]
corr_y = params[3]
corr_x *= -1 if i.battler.actor? && BattleConfig::InvertXCorrection
corr_y *= -1 if i.battler.actor? && BattleConfig::InvertYCorrection
i.set_movement(corr_x+i.original_x, corr_y+i.original_y, params[4], params[5])
end
else
pos_x = 0
pos_y = 0
targets.each do |i|
pos_x += i.current_x
pos_y += i.current_y
end
if targets.size > 0
pos_x /= targets.size
pos_y /= targets.size
else
return
end
users.each do |i|
x = pos_x
y = pos_y
x += i.battler.actor? && BattleConfig::InvertXCorrection ? -params[2] : params[2]
y += i.battler.actor? && BattleConfig::InvertYCorrection ? -params[3] : params[3]
i.set_movement(x, y, params[4], params[5])
end
end
end
def on_zoom_command(action, params)
action.analize_battler_sprites_string(params[0], false, false).each do |i|
i.set_zoom(params[1] / 100.0, params[2] / 100.0, params[3])
end
end
def on_angle_command(action, params)
action.analize_battler_sprites_string(params[0], false, false).each do |i|
i.set_angle(params[1], params[2])
end
end
def on_opacity_command(action, params)
action.analize_battler_sprites_string(params[0], false, false).each do |i|
i.set_opacity(params[1], params[2])
end
end
def on_animation_command(action, params)
animations = []
if params[1] < 0
if params[1] == -1
animations.push(action.user.atk_animation_id1)
else
animations.push(action.user.atk_animation_id2)
end
elsif params[1] == 0
id = action.item.animation_id
if id < 1
animations.push(action.user.atk_animation_id1)
animations.push(action.user.atk_animation_id2)
else
animations.push(id)
end
else
animations.push(params[1])
end
targets = action.analize_battler_sprites_string(params[0], false, false)
show_animation_ex(targets, animations[0], params[2])
if animations[1]
wait_for_animation
show_animation_ex(targets, animations[1], !params[2])
end
end
def on_effects_command(action, params)
end
def on_if_command(action, params)
check = params[0].is_a?(String) ? action.eval_data(params[0]) : params[0]
if check
action.insert_commands_as_next(params[1])
end
end
def on_repeat_command(action, params)
t = params[0].is_a?(String) ? action.eval_data(params[0]) : params[0]
t.times do |i|
action.insert_commands_as_next(params[1])
end
end
def on_while_command(action, params)
check = params[0].is_a?(String) ? action.eval_data(params[0]) : params[0]
if check
action.insert_commands_as_next([['END', [] ]])
action.insert_commands_as_next(params[1])
action.insert_commands_as_next([ ['WHILE', [ params[0] ] ] ])
action.insert_commands_as_next(params[1])
end
end
def on_afterimage_command(action, params)
action.analize_battler_sprites_string(params[0], false, false).each do |i|
visible = params[1] <= 0 ? false : true
i.set_aftermages(visible, params[1], params[2])
end
end
def on_mirror_command(action, params)
targets = action.analize_battler_sprites_string(params[0], false, false)
targets.each do |target|
target.set_mirror_value(params[1])
end
end
def on_show_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
i = params[1]
wpns = action.user.weapons
wpn = wpns[-i - 1] ? wpns[-i - 1] : (wpns[0] ? wpns[0] : nil)
index = wpn ? wpn.icon_index : 0
index = i == 0 ? action.item.icon_index : index
bmp = i.is_a?(String) ? i : (i > 0 ? i : index)
picture.show(bmp, params[2], params[3], params[4], params[5],
params[6], params[7], params[8])
end
def on_move_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
picture.move(params[1], params[2], params[3], params[4], params[5],
params[6], params[7], params[8])
end
def on_move_picture_ex_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
targets = action.analize_battler_sprites_string(params[1], false, true)
pos_x = 0
pos_y = 0
if targets != :screen
targets.each do |i|
pos_x += i.current_x
pos_y += i.current_y
end
if targets.size > 0
pos_x /= targets.size
pos_y /= targets.size
else
return
end
end
pos_x += params[2]
pos_y += params[3]
picture.move_ex(pos_x, pos_y, params[4])
end
def on_zoom_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
picture.set_zoom(params[1], params[2], params[3])
end
def on_opacity_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
picture.set_opacity(params[1], params[2])
end
def on_anime_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
if params[1] < 0
if params[1] == -1
animation_id = action.user.atk_animation_id1
else
animation_id = action.user.atk_animation_id2
end
else
animation_id = params[1]
end
picture.set_animation(animation_id, params[2])
end
def on_rotate_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
picture.rotate(params[1])
end
def on_delete_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
picture.erase
end
def on_tone_picture_command(action, params)
picture = $game_troop.screen.pictures[params[0]]
picture.start_tone_change(Tone.new(params[1], params[2], params[3],
params[4]), params[5])
end
def on_ruby_script_command(action, params)
action.eval_data(params[0])
end
def on_each_process_command(action, params)
@new_targets = action.analize_target_string(params[0])
return if @new_targets.size == 0
@for_alive_targets = @new_targets[0] && @new_targets[0].alive?
@for_friend_target = @new_targets[0] && @new_targets[0].actor? == action.user.actor?
@target_size = 1
@last_targets = action.targets
@remove_targets = []
comm = []
@new_targets.each do |i|
comm += [['TARGET CHANGE EX', [i] ]] + params[1]
end
action.insert_commands_as_next(comm + [['TARGET CHANGE EX', @last_targets]])
end
def on_target_change_special_command(action, params)
if @collapse_checked
params.each do |battler|
if battler.alive? != @for_alive_targets
params.delete(battler)
end
end
if params.size <= 0
unit = @for_friend_target ? acion.user.friend_unit : action.user.enemy_unit
params = @for_alive_targets ? unit.alive_members : unit.dead_members
params = params[0...@target_size].compact
end
@collapse_checked = false
end
action.targets = params
action.linked_actions.each do |a|
a.targets = action.targets
end
end
def on_target_change_command(action, params)
action.targets = action.analize_target_string(params[0])
action.linked_actions.each do |a|
a.targets = action.targets
end
end
def on_end_command(action, params)
action.loop_depth -= 1
end
def on_counter_check_command(action, params)
action.pause
action.targets.each do |target|
if rand < target.item_cnt(action.user, action.item) && action.counter_active?
action.abort
invoke_counter_attack_ex(action.user, target, action.item)
end
end
wait_for_battle_interpreter
action.resume
end
def on_reflect_check_command(action, params)
action.pause
action.targets.each do |target|
if rand < target.item_mrf(action.user, action.item)
invoke_magic_reflection_ex(action, target)
end
end
wait_for_battle_interpreter
action.resume
end
def on_substitute_check_command(action, params)
@substitutes = []
action.pause
action.targets.each do |target|
apply_substitute_ex(action, target, action.item)
end
wait_for_battle_interpreter
action.resume
@substitutes.clear
end
def on_link_skill_command(action, params)
result = params[1].is_a?(String) ? action.eval_data(params[1]) : params[1]
if rand(100) < result
if params[0] < 1
id = action.user.attack_skill_id
else
id = params[0]
end
action.abort
action.user.current_action.set_skill(id)
@subject = action.user
use_item
end
end
def on_link_item_command(action, params)
result = params[1].is_a?(String) ? action.eval_data(params[1]) : params[1]
if rand(100) < result
action.abort
user.current_action.set_item(id)
@subject = action.user
use_item
end
end
def on_damage_command(action, params)
action.targets.each do |target|
apply_item_effects_ex(action.user, target, action.item)
end
end
def on_move_camera_command(action, params)
target = action.analize_battler_sprites_string(params[0], false, true)
if target == :screen
BattleCamera.set_movement(params[1], params[2], params[3])
else
cx = 0
cy = 0
target.each do |i|
cx += i.current_x
cy += i.current_y
end
if target.size > 0
cx /= target.size
cy /= target.size
end
BattleCamera.set_movement(cx+params[1], cy+params[2], params[3])
end
end
def on_zoom_camera_command(action, params)
BattleCamera.set_zoom(params[0] / 100.0, params[1])
end
def on_target_camera_command(action, params)
target = action.analize_battler_sprites_string(params[0], false, true)
BattleCamera.set_target(target)
end
def on_perform_collapse_command(action, params)
@collapse_checked = true
action.targets.each do |target|
if target.dead?
if target.die_sequence?
sequence = target.get_die_sequence
BattleInterpreter.add_action(target, [target], sequence, nil, false)
else
target.perform_collapse_effect
end
action.targets.delete(target)
@dead_battlers.push(target)
@last_targets.delete(target) if @last_targets
@remove_targets.push(target) if @remove_targets
end
end
end
def on_abort_command(action, params)
action.abort
end
def on_weapon_command(action, params)
targets = action.analize_battler_sprites_string(params[0], false, false)
targets.each do |target|
x = target.battler.actor? && BattleConfig::InvertXCorrection ? -params[1] : params[1]
y = target.battler.actor? && BattleConfig::InvertYCorrection ? -params[2] : params[2]
sa = target.battler.actor? ? 360 - params[3] : params[3]
ea = target.battler.actor? ? 360 - params[4] : params[4]
target.set_weapon_icon(x, y, sa, ea, params[5], params[6], params[7])
end
end
def on_weapon_ex_command(action, params)
targets = action.analize_battler_sprites_string(params[0], false, false)
targets.each do |target|
x = target.battler.actor? && BattleConfig::InvertXCorrection ? -params[2] : params[2]
y = target.battler.actor? && BattleConfig::InvertYCorrection ? -params[3] : params[3]
target.set_weapon_sprite(params[1], x, y, params[4], params[5], params[6])
end
end
def on_log_text_command(action, params)
@log_window.add_text(params[0])
end
def on_balloon_command(action, params)
targets = action.analize_battler_sprites_string(params[0], false, false)
targets.each do |target|
target.start_balloon(params[1])
end
end
def on_fps_command(action, params)
Graphics.frame_rate = params[0]
end
def on_switch_command(action, params)
$game_switches[params[0]] = params[1]
end
def on_variable_command(action, params)
$game_variables[params[0]] = params[1]
end
def on_movie_command(action, params)
Graphics.play_movie(params[0])
end
def on_save_bgm_command(action, params)
@last_bgm_played = RPG::BGM.last
end
def on_replay_bgm_command(action, params)
@last_bgm_played.replay if @last_bgm_played
@last_bgm_played = nil
end
def on_save_bgs_command(action, params)
@last_bgs_played = RPG::BGS.last
end
def on_replay_bgs_command(action, params)
@last_bgs_played.replay if @last_bgs_played
@last_bgs_played = nil
end
def on_play_bgm_command(action, params)
RPG::BGM.new(params[0], params[1], params[2], params[3]).play
end
def on_play_bgs_command(action, params)
RPG::BGS.new(params[0], params[1], params[2], params[3]).play
end
def on_play_me_command(action, params)
RPG::ME.new(params[0], params[1], params[2]).play
end
def on_play_se_command(action, params)
RPG::SE.new(params[0], params[1], params[2]).play
end
def on_stop_bgm_command(action, params)
Audio.bgm_stop
end
def on_stop_bgs_command(action, params)
Audio.bgs_stop
end
def on_stop_me_command(action, params)
Audio.me_stop
end
def on_stop_se_command(action, params)
Audio.se_stop
end
def on_fade_bgm_command(action, params)
Audio.bgm_fade(params[0])
end
def on_fade_bgs_command(action, params)
Audio.bgs_fade(params[0])
end
def on_fade_me_command(action, params)
Audio.me_fade(params[0])
end
end
复制代码
作者:
447476402
时间:
2014-2-9 04:28
额 可以删了 已经解决了。。
作者:
liloya
时间:
2014-2-10 12:36
话说我很想知道你是怎么解决的
作者:
447476402
时间:
2014-2-10 23:59
liloya 发表于 2014-2-10 12:36
话说我很想知道你是怎么解决的
我换成sideview的那个横版了。。。
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