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标题:
XAS如何将玩家设置为不能被击倒
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作者:
daysp2
时间:
2020-4-14 11:40
标题:
XAS如何将玩家设置为不能被击倒
本帖最后由 daysp2 于 2020-4-14 12:17 编辑
XAS虽然是个很完善的系统,
但在我感觉很多需要的功能没有(比如真CD),其它偏门的、非arpg必须的花里胡哨功能太多...
官方使用教程似乎也没说,请问有没有会xas的大佬,玩家如何设置为不能被击倒?
被打一下就倒,感觉打起群架来手感贼不好.....
作者:
b200077
时间:
2020-4-14 21:38
我改了XAS脚本哪里不太清楚,但是击倒确实改掉了。
=begin
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■ X A S - Xiderwong Action System (面向高级用户)
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
X - Xiderowng
A - Action
S - System
如果你要使用XAS,那么请贴上下面这个连接并尊重Xiderowng.
http://xrxs.at-ninja.jp/
如果你要转载该汉化版本,那么注明以下来源。
(脚本翻译+文档翻译+脚本修改:白雪羊圣域
BY白雪羊 6R ID:47731089 百度ID:47731089)
#===============================================================================
# ■ XAS HERO ACE W.S+(VER DEMO 0.5 - 2012 / 01 / 04)(汉化版本:Ver2013.7.28)
#===============================================================================
这里有XAS Hero Edtion的更新与支持.
http://www.atelier-rgss.com/
#===============================================================================
# ■ Caracteristicas (主要功能)
#===============================================================================
活跃争斗系统在地图(或)和互作用以场面。
#===============================================================================
# ■ 描述
=end
#===============================================================================
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
# XAS - 设定
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XAS SYSTEN SETTING
#===============================================================================
# 如果你不想要使用下面任何一个系统或脚本,或者这个系统和脚本与其他的脚本
#有冲突,可以关掉它。
#-------------------------------------------------------------------------------
module XAS_SYSTEM
#开启伤害显示
BATTLE_SYSTEM = true
# 是否弹出伤害?
DAMAGE_POP = true
# 启用行走图名字系统?
CHARACTER_POSE_NAME = true
# 启用对角色的影响 的描绘?
CHARACTER_SPRITE_EFFECTS = true
# 启用冲刺系统?
DASH_SYSTEM = true
# 启用对角线运动么?
PLAYER_DIAGONAL_MOVEMENT = true
# 事件启用对角线运动么?
EVENT_DIAGONAL_MOVEMENT = true
# 状态系统是否开启呢?
STATE_SYSTEM = true
# 定义的地图,这将是事件的工具的仓库地图哦!
ACTION_TEMPLATE_MAP_ID = 3
#变量定义ID与仓库事件ID相匹配的工具,
#这个ID是用于创建互动活动的工具哦。...比如仓库事件中火球的事件ID为3
#然后建立一个事件,换上草的行走图,再新增加一个页面,设置公共变量【3】条件为3
#就可以通过火球的射击到这个事件,来触发这个事件页面的开启了。
HIT_ID = 3
end
#===============================================================================
# ■ XAS 按钮设定
#===============================================================================
module XAS_BUTTON
#使用武器的按钮
ACTION_1_BUTTON = Input::C
#使用盾牌的按钮.
ACTION_2_BUTTON = Input::X
#使用技能的按钮
SKILL_BUTTON = Input::Z
#使用道具的按钮
ITEM_BUTTON = Input::Y
#冲刺的按钮
DASH_BUTTON = Input::A
#切换领队的按钮
CHANGE_LEADER_BUTTON = Input::R
#是否使用武器按钮.
ENABLE_ACTION_1_BUTTON = true
#是否使用盾牌按钮
ENABLE_ACTION_2_BUTTON = true
#是否使用技能按钮
ENABLE_SKILL_BUTTON = true
#是否使用道具按钮
ENABLE_ITEM_BUTTON = true
#是否使用冲刺按钮
ENABLE_DASH_BUTTON = true
#是否使用队友切换系统
ENABLE_CHANGE_LEADER_BUTTON = false
end
#===============================================================================
# ■ 文字设定
#===============================================================================
# 文字系统在 XAS的一般定义。
#-------------------------------------------------------------------------------
module XAS_WORD
# Ativar as palavras.
ENABLE_WORD = true
# 防御成功时显示的文字。
GUARD = "防御"
# MP不足时显示的文字。
NO_MP = "MP不足"
# 没有道具时显示的文字。
NO_ITEM = "道具不足"
# 升级时显示的文字。
LEVEL_UP = "升级!"
# 禁止使用(道具,技能或者武器)时显示的文字。
SEAL = "禁止使用!"
# 无敌时显示的文字。
INVINCIBLE = "无敌"
# 定义“经验”的名称。
EXP = "Exp"
# 定义目标闪避时播放的文字。
EVADED = "闪避!"
# 未能命中显示的文字
MISSED = "未命中!"
# 当反击使用时,显示的文字。
COUNTER = "反击!"
# 反射成功时显示的文字。
REFLECT = "反射!"
end
#===============================================================================
# ■ XAS 伤害
#===============================================================================
# 伤害系统的XAS一般定义。
#-------------------------------------------------------------------------------
module XAS_DAMAGE_POP
# 伤害弹出的字体
DAMAGE_FONT_NAME = "黑体"
# 字体的大小。
DAMAGE_FONT_SIZE = 22
# 启用加粗字体咩?.
DAMAGE_FONT_BOLD = true
# 启用斜体咩?
DAMAGE_FONT_ITALIC = true
# 暴击时,伤害字体放大咩?
DAMAGE_CRITICAL_ZOOM = true
# 伤害弹出,显示金钱和经验咩?
DAMAGE_EXP_GOLD_POP = true
# 状态获得时,是否弹出状态名显示呢?
DAMAGE_STATE_POP = true
# 道具获得时,是否弹出道具名显示咩?
DAMAGE_ITEM_POP = true
# 设置默认的字体颜色
DAMAGE_DEFAULT_FONT_COLOR = Color.new(255, 255, 255)
# 设置弹出 经验 文字的字体颜色
DAMAGE_EXP_FONT_COLOR = Color.new(0, 255, 100)
# 设置弹出 金币 文字的字体颜色
DAMAGE_GOLD_FONT_COLOR = Color.new(255, 255, 50)
# 设置弹出 道具 文字的字体颜色
DAMAGE_ITEM_FONT_COLOR = Color.new(155, 55, 250)
end
#===============================================================================
# ■ 声音设定
#===============================================================================
# Definição do sistema de sons do XAS.
#-------------------------------------------------------------------------------
module XAS_SOUND
#接到掉落的道具时的音效
ITEM_DROP = "Key"
#升级时的音效
LEVEL_UP = "Chime1"
#消耗行为的效果,比如消耗道具之类的.
ACTION_COST = "Cusor2"
end
#===============================================================================
# ■ 动画设定
#===============================================================================
# 动画系统XAS的定义。
# 如果你不想使用动画,将值设置为0(零)。
#-------------------------------------------------------------------------------
module XAS_ANIMATION
# 防御时动画
GUARD_ANIMATION_ID = 127
# 切换队长后播放的动画
CHANGE_LEADER_ANIMATION_ID = 135
# 角色无敌时的动画。
INVINCIBLE_ANIMATION_ID = 36
# 蓄力中的动画。
CHARGE_ANIMATION1_ID = 155
# 蓄力完成时的动画。
CHARGE_ANIMATION2_ID = 123
# 吟唱时显示的动画
CAST_TIME_ANIMATION_ID = 120
# 循环动画的播放速度。
LOOP_ANIMATIONS_SPEED = 60
# 反射时的动画。
REFLECT_ANIMATION_ID = 128
end
#===============================================================================
# ■ 一般战斗设置
#===============================================================================
# 战斗系统XAS的一般定义
#-------------------------------------------------------------------------------
module XAS_BA
#交换队长后需要等待多久才能再换。
CHANGE_LEADER_WAIT_TIME = 10
#启动游戏时,HUD是否见?
#您可以启用或禁用的HUD,在事件中使用下面的代码
# $game_system.hud_visible = true
HUD_VISIBLE_AT_STARTUP = false
# 在敌人传感器范围内会被激活的独立开关。
SENSOR_SELF_SWITCH = "D"
#设置变量定义的区域激活的默认ID(就是传感器变量的ID)
DEFAULT_SENSOR_RANGE_VARIABLE_ID = 4
# 角色被击破倒地后,起身所需要的时间.
DEFAULT_KNOCK_BACK_DURATION = 60
# 被击破倒地后,是否震动屏幕。
KNOCKBACKING_SHAKE = false
#基础移动速度
BASE_MOVE_SPEED = 4.2
# 冲刺时增加的移动速度.
DASH_MOVE_SPEED = 0.6
# 是否启用八方向行走。
DIAGONAL_DURATION_ENABLE = true
# 返回四方向的时间。
#(就是说角色是斜着走的,停止操作后,行走图切换到正方向行走的时间。)
DIAGONAL_DURATION = 15
# 经验的分配方式。
# 0 - EXP 谁杀了死敌人谁得这些EXP。
# 1 - EXP 每个人都可以获得同样多的EXP。
# 2 - EXP 获得的EXP需要被平均分配到每一个队员。
EXP_TYPE = 0
#[下面是用来定义地图掉落道具的。]
# 定义宝物消失时间。(秒数吧....)
TREASURE_ERASE_TIME = 5
# 是否启用忽明忽暗的效果。
FADE_TREASURE_SPRITE = true
# 是否启用悬浮的效果。
FLOAT_TREASURE_SPRITE = true
# 修正掉落道具的位置高度。
FIX_BALLOON_POSITION = true
# 固定在离地图多少高度以上。(像素)
BALLOON_HEIGHT = 32
end
#===============================================================================
# ■ 敌人的设置
#===============================================================================
module XAS_BA_ENEMY
#定义敌人能够抵挡的技能(TOOL事件)。
#
#INVUNERABLE_ACTIONS={A#=> B,B,B,B] A => B,B,B,B],...}
#A - 敌人的ID。
#B - 技能的ID。
INVUNERABLE_ACTIONS = {
6=>[39,40,41,42,43],
7=>[24,25,26,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45],
8=>[1,2,3,4,5,6,7,11,12,13,14,15,16,17,18,19,20,21,24,25,26],
9=>[39,40,41,42,43],
10=>[39,40,41,42,43],
11=>[39,40,41,42,43]
}
# 敌人能够抵挡哪个方向上的攻击。
# GUARD_DIRECTIONS = { A=>[B], A=>[B,B,B,B], ...}
# A - 敌人的ID
# B - 方向。(2,4,6,8)
# -> 2 = 下. -> 4 = 左.
# -> 6 = 右. -> 8 = 上.
GUARD_DIRECTIONS = {
}
# 敌人能够反击的技能
# 按下面的格式来设置。A为敌人ID,B为技能ID。
# COUNTER_ATTACK = { A=>[B,B,B,B], A=>[B,B,B,B], ...}
COUNTER_ATTACK = {
}
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ 初始化操作
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ 游戏_队伍
#===============================================================================
class Game_Temp
attr_accessor :change_leader_wait_time
attr_accessor :reset_battler_time
attr_accessor :tool_event
attr_accessor :animation_garbage
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias xas_initialize initialize
def initialize
@change_leader_wait_time = 0
@reset_battler_time = 0
@tool_event = nil
@animation_garbage = []
xas_initialize
end
end
#===============================================================================
# ■ 游戏_系统
#===============================================================================
class Game_System
attr_accessor :tools_on_map
attr_accessor :old_interpreter_running
attr_accessor :hud_visible
attr_accessor :enable_hud
attr_accessor :command_enable
attr_accessor :pre_leader_id
attr_accessor :xas_battle
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias x_initialize initialize
def initialize
@tools_on_map = []
@old_interpreter_running = false
@hud_visible = XAS_BA::HUD_VISIBLE_AT_STARTUP
@enable_hud = false
@command_enable = true
@pre_leader_id = 0
@xas_battle = XAS_SYSTEM::BATTLE_SYSTEM
x_initialize
end
end
#===============================================================================
# ■ 游戏_战斗者
#===============================================================================
class Game_Battler
attr_accessor :damage_pop
attr_accessor :damage
attr_accessor :damage_type
attr_accessor :critical
attr_accessor :invunerable_duration
attr_accessor :shield
attr_accessor :invunerable_actions
attr_accessor :guard_directions
attr_accessor :guard
attr_accessor :invunerable
attr_accessor :x_combo
attr_accessor :cast_action
attr_accessor :defeated
attr_accessor :death_zoom_effect
attr_accessor :counter_action
attr_accessor :knockback_duration
attr_accessor :hp_damage
attr_accessor :mp_damage
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias x_initialize initialize
def initialize
@damage = 0
@damage_pop = false
@damage_type = 0
@critical = false
@invunerable_duration = 0
@shield = false
@invunerable_actions = []
@guard_directions = []
@guard = true
@invunerable = false
@x_combo = [0,-1,0]
@defeated = false
@death_zoom_effect = 0
@cast_action = [0,0,0,0,0]
@counter_action = [0,0,true]
@knockback_duration = XAS_BA::DEFAULT_KNOCK_BACK_DURATION
x_initialize
end
#--------------------------------------------------------------------------
# ● 添加 无敌 行为
#--------------------------------------------------------------------------
def add_inv(action_id = 0)
return if action_id == nil or action_id <= 0
return if @invunerable_actions.include?(action_id)
@invunerable_actions.push(action_id)
end
#--------------------------------------------------------------------------
# ● 消除 无敌 行为
#--------------------------------------------------------------------------
def remove_inv(action_id = 0)
return if action_id == nil or action_id <= 0
return unless @invunerable_actions.include?(action_id)
@invunerable_actions.delete(action_id)
end
#--------------------------------------------------------------------------
# ● 防御 的方向
#--------------------------------------------------------------------------
def add_guard_dir(direction = 0)
return if direction == nil or direction <= 0
return if @guard_directions.include?(direction)
@guard_directions.push(direction)
end
#--------------------------------------------------------------------------
# ● 消除 防御 的方向
#--------------------------------------------------------------------------
def remove_guard_dir(direction = 0)
return if direction == nil or direction <= 0
return unless @guard_directions.include?(direction)
@guard_directions.delete(direction)
end
end
#===============================================================================
# ■ 游戏 Actor
#===============================================================================
class Game_Actor < Game_Battler
attr_accessor :x_action1_id
attr_accessor :x_action2_id
attr_accessor :skill_id
attr_accessor :x_item_id
attr_accessor :x_charge_action
attr_accessor :old_equipment_id
attr_accessor :item_id
attr_accessor :old_level
attr_reader :actor_id
#--------------------------------------------------------------------------
# ● 计划
#--------------------------------------------------------------------------
alias x_setup setup
def setup(actor_id)
@x_action1_id = 0
@x_action2_id = 0
@skill_id = 0
@x_item_id = 0
@item_id = 0
@x_charge_action = [0,0,0,0]
@old_level = @level
@old_equipment_id = [0,0,0,0,0]
x_setup(actor_id)
end
#--------------------------------------------------------------------------
# ● 显示的等级
#--------------------------------------------------------------------------
alias x_display_level_up display_level_up
def display_level_up(new_skills)
return unless $game_party.in_battle
x_display_level_up(new_skills)
end
end
#===============================================================================
# ■ 角色
#===============================================================================
class Game_Character < Game_CharacterBase
attr_accessor :tool_id
attr_accessor :tool_effect
attr_accessor :target
attr_accessor :target2
attr_accessor :old_x
attr_accessor :old_y
attr_accessor :pre_x
attr_accessor :pre_y
attr_accessor :temp_id
attr_accessor :angle
attr_accessor :force_action_times
attr_accessor :force_action
attr_accessor :move_frequency
attr_accessor :move_speed
attr_accessor :direction_fix
attr_accessor :walk_anime
attr_accessor :step_anime
attr_accessor :x
attr_accessor :y
attr_accessor :pattern
attr_accessor :pattern_count
attr_accessor :jump_count
attr_accessor :jump_peak
attr_accessor :dash_active
attr_accessor :direction
attr_accessor :through
attr_accessor :bush_depth
attr_accessor :blend_type
attr_accessor :priority_type
attr_accessor :jump_count
attr_accessor :zoom_x
attr_accessor :zoom_y
attr_accessor :stop
attr_accessor :force_update
attr_accessor :treasure_time
attr_accessor :treasure_float
attr_accessor :can_update
attr_accessor :pre_move_speed
attr_accessor :knock_back_duration
attr_accessor :orig_pos_x
attr_accessor :orig_pos_y
attr_accessor :shoot_time
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias x_initialize initialize
def initialize
x_initialize
@tool_id = 0
@tool_effect = ""
@target = false
@target2 = nil
@old_x = @x
@old_y = @y
@pre_x = @x
@pre_y = @y
@orig_pos_x = @x
@orig_pos_y = @y
@angle = 0
@force_action_times = 0
@force_action = ""
@dash_active = false
@zoom_x = 1.00
@zoom_y = 1.00
@stop = false
@force_update = false
@treasure_time = 0
@treasure_float = [0,0,0,0]
@can_update = true
@temp_id = 0
@pre_move_speed = @move_speed
@shoot_time = [0,0]
end
#--------------------------------------------------------------------------
# ● 无敌
#--------------------------------------------------------------------------
def invunerable(enable = false)
return if @battler == nil or @battler.dead?
@battler.invunerable = enable
end
#--------------------------------------------------------------------------
# ● 敌人呼吸
#--------------------------------------------------------------------------
def fast_breath(enable = true)
return if @battler == nil or @battler.dead?
@battler.fast_breath_effect = enable
end
end
#===============================================================================
# ■ 游戏_事件
#===============================================================================
class Game_Event < Game_Character
attr_accessor :target
attr_reader :name
attr_accessor :collision_attack
#--------------------------------------------------------------------------
# ● 对象
#--------------------------------------------------------------------------
alias x_event_initialize initialize
def initialize(map_id, event)
x_event_initialize(map_id, event)
@collision_attack = false
if @event.name =~ /<O(\d+)>/i or @event.name =~ /<透(\d+)>/i
@opacity = $1.to_i
end
if @event.name =~ /<B(\d+)>/i or @event.name =~ /<合(\d+)>/i
@blend_type = $1.to_i
end
end
#--------------------------------------------------------------------------
# ● 事件消除
#--------------------------------------------------------------------------
alias x_event_erase erase
def erase
if self.tool_id > 0
$game_system.tools_on_map.delete(self.tool_id)
end
x_event_erase
end
#--------------------------------------------------------------------------
# ● 事件名字
#--------------------------------------------------------------------------
def name
return @event.name
end
end
#===============================================================================
# ■ 游戏队友
#===============================================================================
class Game_Followers
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias x_party_initialize initialize
def initialize(leader)
x_party_initialize(leader)
if $xas_party_system == nil
@visible = false
end
end
end
#===============================================================================
# ■ 游戏地图
#===============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● 设置
#--------------------------------------------------------------------------
alias x_initial_setup setup
def setup(map_id)
x_initial_setup(map_id)
xas_initial_setup(map_id)
end
#--------------------------------------------------------------------------
# ● XAS 初始设置
#--------------------------------------------------------------------------
def xas_initial_setup(map_id)
for actor in $game_party.members
setup_initial_members(actor)
end
end
#--------------------------------------------------------------------------
# ● 设置 初始成员
#--------------------------------------------------------------------------
def setup_initial_members(actor)
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 调用菜单
#--------------------------------------------------------------------------
alias x_call_menu call_menu
def call_menu
return if $game_player.action != nil
$game_player.reset_charge_temp
x_call_menu
end
end
#===============================================================================
# ■ Scene_Refresh
#===============================================================================
class Scene_Refresh
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
SceneManager.call(Scene_Map)
end
end
#==============================================================================
# ■ Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 队友切换
#--------------------------------------------------------------------------
def leader_changed?(actor)
if $game_party.members[0] == nil
return true if actor != nil
elsif $game_party.members[0] != nil
return true if actor == nil
return true if actor.actor_id != $game_party.members[0].actor_id
end
return false
end
end
$xas = true
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ 运动 - 斜向运动
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ 游戏 角色
#===============================================================================
class Game_CharacterBase
#--------------------------------------------------------------------------
# ● 建立方向
#--------------------------------------------------------------------------
alias diagonal_set_direction set_direction
def set_direction(d)
diagonal_set_direction(d)
@diagonal_direction = 0
reset_diagonal
end
end
#===============================================================================
# ■ 游戏 角色
#===============================================================================
class Game_Character < Game_CharacterBase
attr_accessor :diagonal
attr_accessor :diagonal_direction
attr_accessor :sprite_angle_enable
attr_accessor :diagonal_time
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
alias diagonal_initialize initialize
def initialize
diagonal_initialize
if XAS_SYSTEM::EVENT_DIAGONAL_MOVEMENT
@diagonal = true
else
@diagonal = false
end
@diagonal_direction = 0
@sprite_angle_enable = false
@diagonal_time = 0
end
#--------------------------------------------------------------------------
# ● 复位 对角线
#--------------------------------------------------------------------------
def reset_diagonal
return if @direction_fix
return if @diagonal == false
@diagonal_direction = 0
@diagonal_time = 0
@angle = 0 if @sprite_angle_enable
end
#--------------------------------------------------------------------------
# ● 启用对角线
#--------------------------------------------------------------------------
def enable_diagonal(dir = 0)
return if @direction_fix
return if @diagonal == false
return if dir == 0
@diagonal_direction = dir
@diagonal_time = XAS_BA::DIAGONAL_DURATION
@angle = 315 if @sprite_angle_enable
end
#--------------------------------------------------------------------------
# ● ↗
#--------------------------------------------------------------------------
def turn_upper_right
enable_diagonal(9)
@direction = 8 unless @direction_fix
end
#--------------------------------------------------------------------------
# ● ↖
#--------------------------------------------------------------------------
def turn_upper_left
enable_diagonal(7)
@direction = 4 unless @direction_fix
end
#--------------------------------------------------------------------------
# ● ↘
#--------------------------------------------------------------------------
def turn_lower_right
enable_diagonal(3)
@direction = 6 unless @direction_fix
end
#--------------------------------------------------------------------------
# ● ↙
#--------------------------------------------------------------------------
def turn_lower_left
enable_diagonal(1)
@direction = 2 unless @direction_fix
end
#--------------------------------------------------------------------------
# ● 移动朝向
#--------------------------------------------------------------------------
alias diagonal_move_forward move_forward
def move_forward
return if move_forward_diagonal?
diagonal_move_forward
end
#--------------------------------------------------------------------------
# ● 移动朝向对角线设置?
#--------------------------------------------------------------------------
def move_forward_diagonal?
return false if @diagonal == false
if @diagonal_direction != 0
case @diagonal_direction
when 1 #左上
move_diagonal(4, 2)
@direction = 2
when 3 #右下
move_diagonal(6, 2)
@direction = 6
when 7 #左下
move_diagonal(4, 8)
@direction = 4
when 9 #右上
move_diagonal(6, 8)
@direction = 8
end
enable_diagonal(@diagonal_direction)
return true
end
return false
end
#--------------------------------------------------------------------------
# ● 后移动
#--------------------------------------------------------------------------
alias diagonal_move_backward move_backward
def move_backward
return if move_backward_diagonal?
diagonal_move_backward
end
#--------------------------------------------------------------------------
# ● 后移动对角线?
#--------------------------------------------------------------------------
def move_backward_diagonal?
return false if @diagonal == false
if @diagonal_direction != 0
last_direction_fix = @direction_fix
@direction_fix = true
case @diagonal_direction
when 1
move_diagonal(6, 8)
@direction = 6
when 3
move_diagonal(4, 8)
@direction = 4
when 7
move_diagonal(6, 2)
@direction = 6
when 9
move_diagonal(4, 2)
@direction = 2
end
enable_diagonal(@diagonal_direction)
@direction_fix = last_direction_fix
return true
end
return false
end
#--------------------------------------------------------------------------
# ● 转向朝向玩家
#--------------------------------------------------------------------------
alias turn_toward_player_diagonal turn_toward_player
def turn_toward_player
if @diagonal
diagonal_turn_toward_player
return
end
turn_toward_player_diagonal
end
#--------------------------------------------------------------------------
# ● 对角线 转向朝向玩家
#--------------------------------------------------------------------------
def diagonal_turn_toward_player
sx = distance_x_from($game_player.x)
sy = distance_y_from($game_player.y)
sd = sx.abs - sy.abs
sdx = sd.abs - sx.abs
sdy = sd.abs - sy.abs
return if sx == 0 and sy == 0
#Turn Upper Right
if sx < 0 and sy > 0
if sx.abs > sy.abs and sdx.abs < sd.abs
set_direction(6)
elsif sx.abs < sy.abs and sdy.abs < sd.abs
set_direction(8)
else
turn_upper_right
end
enable_diagonal(9)
#Turn Upper Left
elsif sx > 0 and sy > 0
if sx.abs > sy.abs and sdx.abs < sd.abs
set_direction(4)
elsif sx.abs < sy.abs and sdy.abs < sd.abs
set_direction(8)
else
set_direction(4)
turn_upper_left
end
enable_diagonal(7)
#Turn Lower Left
elsif sx > 0 and sy < 0
if sx.abs > sy.abs and sdx.abs < sd.abs
set_direction(4)
elsif sx.abs < sy.abs and sdy.abs < sd.abs
set_direction(2)
else
turn_lower_left
end
enable_diagonal(1)
#Turn Lower Right
elsif sx < 0 and sy < 0
if sx.abs > sy.abs and sdx.abs < sd.abs
set_direction(6)
elsif sx.abs < sy.abs and sdy.abs < sd.abs
set_direction(2)
else
turn_lower_right
end
enable_diagonal(3)
elsif sx < 0
set_direction(6)
elsif sx > 0
set_direction(4)
elsif sy > 0
set_direction(8)
elsif sy < 0
set_direction(2)
end
end
#--------------------------------------------------------------------------
# ● 跟随玩家
#--------------------------------------------------------------------------
alias move_toward_player_diagonal move_toward_player
def move_toward_player
if @diagonal
diagonal_move_toward_player
return
end
move_toward_player_diagonal
end
#--------------------------------------------------------------------------
# ● 对角线移动跟随玩家
#--------------------------------------------------------------------------
def diagonal_move_toward_player
sx = distance_x_from($game_player.x)
sy = distance_y_from($game_player.y)
if sx == 0 and sy == 0
return
end
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == abs_sy
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
if abs_sx
if sx < 0 and sy > 0
move_diagonal(6, 8)
move_random unless moving?
enable_diagonal(9)
elsif sx > 0 and sy > 0
move_diagonal(4, 8)
move_random unless moving?
enable_diagonal(7)
elsif sx > 0 and sy < 0
move_diagonal(4, 2)
move_random unless moving?
enable_diagonal(1)
elsif sx < 0 and sy < 0
move_diagonal(6, 2)
move_random unless moving?
enable_diagonal(3)
elsif sx < 0
move_straight(6)
elsif sx > 0
move_straight(4)
elsif sy > 0
move_straight(8)
elsif sy < 0
move_straight(2)
end
if abs_sx != 1 and abs_sy != 1
move_random unless moving?
end
end
end
#--------------------------------------------------------------------------
# ● 右转_45度
#--------------------------------------------------------------------------
def turn_right_45
if @diagonal and @diagonal_direction != 0
case @diagonal_direction
when 1; set_direction(4)
when 3; set_direction(2)
when 7; set_direction(8)
when 9; set_direction(6)
end
else
case @direction
when 2; turn_lower_left
when 4; turn_upper_left
when 6; turn_lower_right
when 8; turn_upper_right
end
end
end
#--------------------------------------------------------------------------
# ● 左转_45
#--------------------------------------------------------------------------
def turn_left_45
if @diagonal and @diagonal_direction != 0
case @diagonal_direction
when 1; set_direction(2)
when 3; set_direction(6)
when 7; set_direction(4)
when 9; set_direction(8)
end
else
case @direction
when 2; turn_lower_right
when 4; turn_lower_left
when 6; turn_upper_right
when 8; turn_upper_left
end
end
end
#--------------------------------------------------------------------------
# ● 右转_90度
#--------------------------------------------------------------------------
alias diagonal_turn_right_90 turn_right_90
def turn_right_90
if @diagonal and @diagonal_direction != 0
turn_diagonal_right_90
return
end
diagonal_turn_right_90
end
#--------------------------------------------------------------------------
# ● 斜角右转_90度
#--------------------------------------------------------------------------
def turn_diagonal_right_90
case @diagonal_direction
when 1; turn_upper_left
when 3; turn_lower_left
when 7; turn_upper_right
when 9; turn_lower_right
end
end
#--------------------------------------------------------------------------
# ● 左转_90度
#--------------------------------------------------------------------------
alias diagonal_turn_left_90 turn_left_90
def turn_left_90
if @diagonal and @diagonal_direction != 0
turn_diagonal_left_90
return
end
diagonal_turn_left_90
end
#--------------------------------------------------------------------------
# ● 斜角左转_90度
#--------------------------------------------------------------------------
def turn_diagonal_left_90
case @diagonal_direction
when 1; turn_lower_right
when 3; turn_upper_right
when 7; turn_lower_left
when 9; turn_upper_left
end
end
#--------------------------------------------------------------------------
# ● 转_180度
#--------------------------------------------------------------------------
alias diagonal_turn_180 turn_180
def turn_180
if @diagonal and @diagonal_direction != 0
turn_diagonal_180
return
end
diagonal_turn_180
end
#--------------------------------------------------------------------------
# ● 斜角转_180度
#--------------------------------------------------------------------------
def turn_diagonal_180
case @diagonal_direction
when 1; turn_upper_right
when 3; turn_upper_left
when 7; turn_lower_right
when 9; turn_lower_left
end
end
#--------------------------------------------------------------------------
# ● 随机移动
#--------------------------------------------------------------------------
alias diagonal_turn_random turn_random
def turn_random
if @diagonal
turn_diagonal_random
return
end
diagonal_turn_random
end
#--------------------------------------------------------------------------
# ● 斜角随机移动
#--------------------------------------------------------------------------
def turn_diagonal_random
case rand(8)
when 0; set_direction(8)
when 1; set_direction(6)
when 2; set_direction(4)
when 3; set_direction(2)
when 4; turn_lower_left
when 5; turn_lower_right
when 6; turn_upper_left
when 7; turn_upper_right
end
end
end
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Move By Input
#--------------------------------------------------------------------------
alias diagonal_move_by_input move_by_input
def move_by_input
if XAS_SYSTEM::PLAYER_DIAGONAL_MOVEMENT
player_diagonal_move_by_input
# update_sprite_diagonal
update_return_direction
return
end
diagonal_move_by_input
end
#~
#--------------------------------------------------------------------------
# ● Update Sprite Diagonal
#--------------------------------------------------------------------------
def update_sprite_diagonal
return if @diagonal_direction == 0
return if self.action != nil
return if @dash_active
make_pose("_Diagonal", 2)
end
#--------------------------------------------------------------------------
# ● Update Return Direction
#--------------------------------------------------------------------------
def update_return_direction
return if XAS_BA::DIAGONAL_DURATION_ENABLE == false
return if @diagonal_time == 0
return if moving? or @stop
@diagonal_time -= 1
@diagonal_direction = 0 if @diagonal_time == 0
end
#--------------------------------------------------------------------------
# ● Player Diagonal Move By Input
#--------------------------------------------------------------------------
def player_diagonal_move_by_input
return unless movable?
return if $game_map.interpreter.running?
case Input.dir8
when 1
move_diagonal(4, 2)
unless moving?
move_straight(4)
move_straight(2)
end
@diagonal_direction = 1
when 2; move_straight(2)
when 3
move_diagonal(6, 2)
unless moving?
move_straight(6)
move_straight(2)
end
@diagonal_direction = 3
when 4; move_straight(4)
when 6; move_straight(6)
when 7
move_diagonal(4, 8)
unless moving?
move_straight(4)
move_straight(8)
end
@diagonal_direction = 7
when 8; move_straight(8)
when 9
move_diagonal(6, 8)
unless moving?
move_straight(6)
move_straight(8)
end
@diagonal_direction = 9
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ MOVEMENT - FORCE ACTION
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game Character
#===============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● moving 2?
#--------------------------------------------------------------------------
def moving2?
@real_x != @x || @real_y != @y
end
#--------------------------------------------------------------------------
# ● Can Force Action?
#--------------------------------------------------------------------------
def can_force_action?
return false if @force_action_times == 0
return false if self.moving2?
return false if self.jumping?
return false if self.knockbacking?
return false if self.stop
return true
end
#--------------------------------------------------------------------------
# ● Update Force Action
#--------------------------------------------------------------------------
def update_force_action
@force_action_times -= 1
execute_force_action
execute_force_action_tool_effect if @tool_id > 0 and @tool_effect != ""
reset_auto_action if @force_action_times == 0
end
#--------------------------------------------------------------------------
# ● Execute Force Action
#--------------------------------------------------------------------------
def execute_force_action
case @force_action
when "Forward"
move_forward
when "Backward"
move_backward
when "Toward Player"
move_toward_player
when "Move Left"
move_straight(4)
when "Move Right"
move_straight(6)
when "Move Up"
move_straight(8)
when "Move Down"
move_straight(2)
when "All Shoot"
if self.action != nil
turn_right_45
self.shoot(self.action.id) unless @force_action_times == 0
end
when "Four Shoot"
if self.action != nil
turn_right_90
self.shoot(self.action.id) unless @force_action_times == 0
end
when "Three Shoot"
if self.action != nil
case @force_action_times
when 2
turn_right_45
when 1
turn_left_90
when 0
turn_right_45
end
self.shoot(self.action.id) unless @force_action_times == 0
end
when "Two Shoot"
if self.action != nil
turn_180
self.shoot(self.action.id) unless @force_action_times == 0
end
end
end
#--------------------------------------------------------------------------
# ● Execute Force Action Tool Effect
#--------------------------------------------------------------------------
def execute_force_action_tool_effect
action_effect_during_move
action_effect_after_move if @force_action_times == 0
end
#--------------------------------------------------------------------------
# ● Auto Action Effect During Move
#--------------------------------------------------------------------------
def reset_auto_action
@force_action = ""
@force_action_times = 0
@anime_count = 0
end
#--------------------------------------------------------------------------
# ● Action Effect During Move
#--------------------------------------------------------------------------
def action_effect_during_move
if @tool_effect == "Boomerang" and @force_action == "Toward Player"
if @x == $game_player.x and @y == $game_player.y
self.action.duration = 15
@force_action_times = 0
@force_action_type = ""
end
end
end
#--------------------------------------------------------------------------
# ● Action Effect After Move
#--------------------------------------------------------------------------
def action_effect_after_move
if @tool_effect == "Boomerang"
@force_action_times = 30
@force_action = "Toward Player"
@move_frequency = 6
@move_speed = 5.5
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ MOVEMENT - EXTRA MOVEMENT
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game Character
#===============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● Check XY
#--------------------------------------------------------------------------
def check_xy
@pre_x = @x
@pre_y = @y
end
#--------------------------------------------------------------------------
# ● Turn Reverse
#--------------------------------------------------------------------------
def turn_reverse(dir)
case dir
when 2; set_direction(8)
when 4; set_direction(6)
when 6; set_direction(4)
when 8; set_direction(2)
end
end
#--------------------------------------------------------------------------
# ● Org Here
#--------------------------------------------------------------------------
def org_here
@orig_pos_x = @x
@orig_pos_y = @y
end
#--------------------------------------------------------------------------
# ● return_org
#--------------------------------------------------------------------------
def return_org(type = 0)
if type == 1
moveto(@orig_pos_x,@orig_pos_x)
else
jump(0,0)
end
@x = @orig_pos_x
@y = @orig_pos_y
end
#--------------------------------------------------------------------------
# ● Dual Switch
#--------------------------------------------------------------------------
def dual_switch(switch_on, switch_off,percentage = 100)
enable_per = rand(100)
if enable_per <= percentage
$game_switches[switch_on] = true
$game_switches[switch_off] = false
$game_map.need_refresh = true
end
end
#--------------------------------------------------------------------------
# ● Move Forward 2
#--------------------------------------------------------------------------
def move_forward2
return if moving2?
move_forward
end
#--------------------------------------------------------------------------
# ● Bounce Direction
#--------------------------------------------------------------------------
def bounce_direction
@diagonal = true
turn_random
end
#--------------------------------------------------------------------------
# ● Turn_back
#--------------------------------------------------------------------------
def turn_back
if @diagonal_direction != 0
case @diagonal_direction
when 1
turn_upper_right
when 3
turn_upper_left
when 7
turn_lower_right
when 9
turn_lower_left
end
else
case @direction
when 2; set_direction(8)
when 4; @direction = 6#move_straight(6)#set_direction(6)
when 6; set_direction(4)
when 8; set_direction(2)
end
end
end
#--------------------------------------------------------------------------
# ● Jump_high
#--------------------------------------------------------------------------
def jump_high(x_plus,y_plus,high = 10)
@x += x_plus
@y += y_plus
distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
@jump_peak = high + distance - @move_speed
@jump_count = @jump_peak * 2
@stop_count = 0
straighten
end
#--------------------------------------------------------------------------
# ● Passable Temp
#--------------------------------------------------------------------------
def passable_temp_id?(x, y)
return false unless $game_map.valid?(x, y)
return true if @through or debug_through?
return false unless map_passable?(x, y,@direction)
return false if collide_with_characters_temp_id?(x, y)
return true
end
#--------------------------------------------------------------------------
# ● Collide With Characters
#--------------------------------------------------------------------------
def collide_with_characters_temp_id?(x, y)
for event in $game_map.events_xy(x, y)
unless event.through or event.battler != nil
return true if self.is_a?(Game_Event)
return true if event.priority_type >= 1
end
end
return false
end
#--------------------------------------------------------------------------
# ● Force Move Route
#--------------------------------------------------------------------------
alias x_force_move_route force_move_route
def force_move_route(move_route)
if self.battler != nil and self.is_a?(Game_Event)
return
end
x_force_move_route(move_route)
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ MOVEMENT - PLAYER COMMANDS
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ■ Game_Player
#==============================================================================
class Game_Player < Game_Character
include XAS_BUTTON
#--------------------------------------------------------------------------
# ● Update Action Command
#--------------------------------------------------------------------------
def update_action_command
update_check_battler_equipment if can_check_battler_equipment?
update_dash_button
update_auto_target_shoot
update_combo_time
update_action_1_button
update_action_2_button
update_skill_button
update_item_button
update_change_leader_button
update_charge_button
end
#--------------------------------------------------------------------------
# ● Can Use Command?
#--------------------------------------------------------------------------
def can_use_command?
return false if $game_map.interpreter.running?
return false if $game_message.visible
return false if self.battler == nil
return false if self.action != nil
return false if self.knockbacking?
return false if @stop
return true
end
#--------------------------------------------------------------------------
# ● Update Check Battler Equipment
#--------------------------------------------------------------------------
def update_check_battler_equipment
end
#--------------------------------------------------------------------------
# ● Can Check Battler Equipment
#--------------------------------------------------------------------------
def can_check_battler_equipment?
if self.battler.old_equipment_id[0] != self.battler.equips[0] or
self.battler.old_equipment_id[1] != self.battler.equips[1] or
self.battler.old_equipment_id[2] != self.battler.equips[2] or
self.battler.old_equipment_id[3] != self.battler.equips[3] or
self.battler.old_equipment_id[4] != self.battler.equips[4]
self.battler.old_equipment_id[0] = self.battler.equips[0]
self.battler.old_equipment_id[1] = self.battler.equips[1]
self.battler.old_equipment_id[2] = self.battler.equips[2]
self.battler.old_equipment_id[3] = self.battler.equips[3]
self.battler.old_equipment_id[4] = self.battler.equips[4]
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Update Charge Button
#--------------------------------------------------------------------------
def update_charge_button
return unless can_charge_command?
if Input.press?(ACTION_1_BUTTON) and ENABLE_ACTION_1_BUTTON
update_charge_effect(0)
reset_charge_temp if Input.press?(ACTION_2_BUTTON) and ENABLE_ACTION_2_BUTTON
elsif Input.press?(ACTION_2_BUTTON)
update_charge_effect(1)
reset_charge_temp if Input.press?(ACTION_1_BUTTON)
else
if self.battler.x_charge_action[2] >= self.battler.x_charge_action[1]
self.shoot(self.battler.x_charge_action[0])
end
reset_charge_temp
end
end
#--------------------------------------------------------------------------
# ● Update Charge Effect
#--------------------------------------------------------------------------
def update_charge_effect(type)
if self.battler.x_charge_action[2] == 0
return unless equipped_charge_action?(type)
end
if self.battler.x_charge_action[2] < self.battler.x_charge_action[1]
self.battler.x_charge_action[2] += 1
end
self.battler.x_charge_action[3] += 1
if self.battler.x_charge_action[3] > XAS_ANIMATION::LOOP_ANIMATIONS_SPEED
self.battler.x_charge_action[3] = 0
if self.battler.x_charge_action[2] < self.battler.x_charge_action[1]
self.animation_id = XAS_ANIMATION::CHARGE_ANIMATION1_ID
else
self.animation_id = XAS_ANIMATION::CHARGE_ANIMATION2_ID
end
end
end
#--------------------------------------------------------------------------
# ● Equipped Charge Action
#--------------------------------------------------------------------------
def equipped_charge_action?(type)
case type
when 0
weapon = self.battler.equips[0]
when 1
weapon = self.battler.equips[1]
end
if weapon == nil
return false
reset_charge_temp
end
if weapon.note =~ /<Charge Action = (\d+) - (\d+)>/ or
weapon.note =~ /<蓄力技能 = (\d+) - (\d+)>/
self.battler.x_charge_action[0] = $1.to_i rescue 0#Skill ID
self.battler.x_charge_action[1] = $2.to_i rescue 0#Max Time
self.battler.x_charge_action[2] = 0#Current Time
self.battler.x_charge_action[3] = 0#Loop Anime Time
return true
end
return false
reset_charge_temp
end
#--------------------------------------------------------------------------
# ● Update Combo Time
#--------------------------------------------------------------------------
def update_combo_time
return if self.battler.x_combo[2] == 0
self.battler.x_combo[2] -= 1
if self.battler.x_combo[2] == 0
self.battler.x_combo[0] = 0
self.battler.x_combo[1] = -1
end
end
#--------------------------------------------------------------------------
# ● Can Use Weapon Command?
#--------------------------------------------------------------------------
def can_use_weapon_command?
return false if $game_system.command_enable == false
return false unless ENABLE_ACTION_1_BUTTON
return false if self.battler.shield
return false if self.battler.cast_action[4] > 0
return false if self.battler.x_charge_action[2] > 0
return true
end
#--------------------------------------------------------------------------
# ● Can Use Shield Command?
#--------------------------------------------------------------------------
def can_use_shield_command?
return false if $game_system.command_enable == false
return false unless ENABLE_ACTION_2_BUTTON
return false if self.battler.equips[1] == nil
return false if self.battler.equips[1].id == 0
return false if self.battler.cast_action[4] > 0
return false if self.battler.x_charge_action[2] > 0
return true
end
#--------------------------------------------------------------------------
# ● Can Use Skill Command?
#--------------------------------------------------------------------------
def can_use_skill_command?
return false if $game_system.command_enable == false
return false unless ENABLE_SKILL_BUTTON
return false if self.battler.shield
return false if self.battler.cast_action[4] > 0
return false if self.battler.x_charge_action[2] > 0
return true
end
#--------------------------------------------------------------------------
# ● Can Use Item Command?
#--------------------------------------------------------------------------
def can_use_item_command?
return false if $game_system.command_enable == false
return false unless ENABLE_ITEM_BUTTON
return false if self.battler.shield
return false if self.battler.cast_action[4] > 0
return false if self.battler.x_charge_action[2] > 0
return true
end
#--------------------------------------------------------------------------
# ● Can Charge Command
#--------------------------------------------------------------------------
def can_charge_command?
return false if $game_system.command_enable == false
return false if self.battler.cast_action[4] > 0
return false if self.battler.shield
return true
end
#--------------------------------------------------------------------------
# ● Can Use Change Leader Command?
#--------------------------------------------------------------------------
def can_use_change_leader_command?
return false unless ENABLE_CHANGE_LEADER_BUTTON
return false if self.battler.shield
return false if self.battler.cast_action[4] > 0
return false if self.battler.x_charge_action[2] > 0
return false if $game_temp.change_leader_wait_time > 0
return true
end
#--------------------------------------------------------------------------
# ● State_Seal Command
#--------------------------------------------------------------------------
def state_seal_command?(type)
seal = false
case type
when 0
seal = true if self.battler.state_mute
seal = true if self.battler.state_seal_attack
when 1
seal = true if self.battler.state_mute
seal = true if self.battler.state_seal_attack
when 2
seal = true if self.battler.state_mute
seal = true if self.battler.state_seal_skill
when 3
seal = true if self.battler.state_mute
seal = true if self.battler.state_seal_item
end
if seal
seal_effect
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Check Equipped Action(修改BY W.S)
#--------------------------------------------------------------------------
def check_equipped_action(command_type)
case command_type
when 0 # Weapon 1
weapon = self.battler.equips[0]
if weapon == nil
self.battler.x_action1_id = 0
return
end
if weapon.note =~ /<Action ID = (\d+)>/
weapon.note =~ /<Action ID = (\d+)>/
elsif weapon.note =~ /<动作ID = (\d+)>/
weapon.note =~ /<动作ID = (\d+)>/
end
action_id = $1.to_i
action_id = 0 if action_id == nil
self.battler.x_action1_id = action_id
when 1 # Weapon 2
weapon = self.battler.equips[1]
if weapon == nil
self.battler.x_action2_id = 0
return
end
if weapon.note =~ /<Action ID = (\d+)>/
weapon.note =~ /<Action ID = (\d+)>/
elsif weapon.note =~ /<动作ID = (\d+)>/
weapon.note =~ /<动作ID = (\d+)>/
end
action_id = $1.to_i
action_id = 0 if action_id == nil
self.battler.x_action2_id = action_id
when 2 # Skill
when 3 # Item
item_id = $data_items[self.battler.item_id]
if item_id == nil
self.battler.x_item_id = 0
return
end
if item_id.note =~ /<Action ID = (\d+)>/
item_id.note =~ /<Action ID = (\d+)>/
elsif item_id.note =~ /<动作ID = (\d+)>/
item_id.note =~ /<动作ID = (\d+)>/
end
action_id = $1.to_i
action_id = 0 if action_id == nil
self.battler.x_item_id = action_id
end
end
#--------------------------------------------------------------------------
# ● Execute Combo
#--------------------------------------------------------------------------
def execute_combo?(type)
if type == self.battler.x_combo[1] and self.battler.x_combo[0] != 0
return if state_seal_command?(type)
self.shoot(self.battler.x_combo[0])
self.battler.x_combo[1] = type
return true
end
self.battler.x_combo[0] = 0
self.battler.x_combo[1] = type
self.battler.x_combo[2] = 0
return false
end
#--------------------------------------------------------------------------
# ● Update Change Leader Button
#--------------------------------------------------------------------------
def update_change_leader_button
if Input.trigger?(CHANGE_LEADER_BUTTON)
return unless can_use_change_leader_command?
change_leader
end
end
#--------------------------------------------------------------------------
# ● Update Action 1 Button
#--------------------------------------------------------------------------
def update_action_1_button
if Input.trigger?(ACTION_1_BUTTON)
type = 0
return unless can_use_weapon_command?
return if execute_combo?(type)
check_equipped_action(type)
action_id = self.battler.x_action1_id
return if action_id == 0
return if state_seal_command?(type)
self.shoot(action_id)
end
end
#--------------------------------------------------------------------------
# ● Update Action 2 Button
#--------------------------------------------------------------------------
def update_action_2_button
if Input.trigger?(ACTION_2_BUTTON)
if self.battler.equips[1].is_a?(RPG::Weapon)
type = 1
return unless can_use_weapon_command?
return if execute_combo?(type)
check_equipped_action(type)
action_id = self.battler.x_action2_id
return if action_id == 0
return if state_seal_command?(type)
self.shoot(action_id)
return
end
end
update_shield_button
end
#--------------------------------------------------------------------------
# ● Update Shield Button(修改BY W.S)
#--------------------------------------------------------------------------
def update_shield_button
if Input.press?(ACTION_2_BUTTON)
if can_use_shield_command?
unless self.battler.shield
shield = self.battler.equips[1]
if shield.note =~ /<Action>/ or shield.note =~ /<动作>/
if shield.note =~ /<Pose = (\w+)>/ or shield.note =~ /<行走图 = (\w+)>/
make_pose($1.to_s, 2)
end
else
self.battler.shield = false
return
end
end
self.x_pose_duration = 2
self.battler.shield = true
update_shield_diretion_button
else
self.battler.shield = false
end
else
self.battler.shield = false
end
end
#--------------------------------------------------------------------------
# ● update_shield_direction_button
#--------------------------------------------------------------------------
def update_shield_diretion_button
return if @direction_fix
case Input.dir4
when 2; set_direction(2)
when 4; set_direction(4)
when 6; set_direction(6)
when 8; set_direction(8)
end
end
#--------------------------------------------------------------------------
# ● Update Skill Button
#--------------------------------------------------------------------------
def update_skill_button
if Input.trigger?(SKILL_BUTTON)
type = 2
return unless can_use_skill_command?
return if execute_combo?(type)
check_equipped_action(type)
action_id = self.battler.skill_id
return if action_id == 0
return if state_seal_command?(type)
self.shoot(action_id)
end
end
#--------------------------------------------------------------------------
# ● Update Item Button
#--------------------------------------------------------------------------
def update_item_button
if Input.trigger?(ITEM_BUTTON)
type = 3
return unless can_use_item_command?
return if execute_combo?(type)
check_equipped_action(type)
action_id = self.battler.x_item_id
return if action_id == 0
return if state_seal_command?(type)
self.shoot(action_id)
end
end
#--------------------------------------------------------------------------
# ● Update Auto Target Shoot
#--------------------------------------------------------------------------
def update_auto_target_shoot
return if $game_temp.xas_target_time == 0
return if $game_temp.xas_target_shoot_id == 0
return if $game_temp.xas_target_x == 0 and $game_temp.xas_target_y == 0
$game_temp.xas_target_time -= 1
if $game_temp.xas_target_time == 0
self.shoot($game_temp.xas_target_shoot_id)
$game_temp.xas_target_shoot_id = 0
end
end
#--------------------------------------------------------------------------
# ● Dash?
#--------------------------------------------------------------------------
alias x_dash dash?
def dash?
return false if XAS_SYSTEM::DASH_SYSTEM
x_dash
end
#--------------------------------------------------------------------------
# ● Can Dash?
#--------------------------------------------------------------------------
def can_dash?
return false unless XAS_BUTTON::ENABLE_DASH_BUTTON
return false if self.battler.shield
return true if Input.press?(XAS_BUTTON::DASH_BUTTON)
@dash_active = false
return false
end
#--------------------------------------------------------------------------
# ● Update Dash Command
#--------------------------------------------------------------------------
def update_dash_button
return unless can_dash?
@dash_active = true
@anime_count -= 0.5 if moving?
update_dash_sprite_name
end
#--------------------------------------------------------------------------
# ● Update Dash Sprite Name
#--------------------------------------------------------------------------
def update_dash_sprite_name
make_pose("_Dash", 2)
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ TOOL - INITIALIZE
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game_Map
#===============================================================================
class Game_Map
attr_accessor :need_refresh_token
#--------------------------------------------------------------------------
# ● need_add_tokens
#--------------------------------------------------------------------------
def need_add_tokens
@need_add_tokens = [] if @need_add_tokens == nil
return @need_add_tokens
end
#--------------------------------------------------------------------------
# ● need_remove_tokens
#--------------------------------------------------------------------------
def need_remove_tokens
@need_remove_tokens = [] if @need_remove_tokens == nil
return @need_remove_tokens
end
#--------------------------------------------------------------------------
# ● add_token
#--------------------------------------------------------------------------
def add_token(token_event)
$game_temp.tool_event = [] if $game_temp.tool_event == nil
$game_temp.tool_event.push(token_event)
self.need_add_tokens.push(token_event)
self.need_refresh_token = true
end
#--------------------------------------------------------------------------
# ● remove_token
#--------------------------------------------------------------------------
def remove_token(token_event)
@events.delete(token_event.id)
self.need_remove_tokens.push(token_event)
self.need_refresh_token = true
end
#--------------------------------------------------------------------------
# ● clear_tokens
#--------------------------------------------------------------------------
def clear_tokens
$game_system.tools_on_map.clear
$game_system.tools_on_map = []
for event in @events.values.dup
remove_token(event) if event.is_a?(Token_Event)
end
channels = ["A", "B", "C", "D"]
for id in 1001..(token_id_shift - 1)
for a in channels
key = [self.map_id, id, a]
$game_self_switches.delete(key)
end
end
clear_token_id
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias x_temp_tool_hash_update update
def update(main = false)
x_temp_tool_hash_update(main)
update_add_tool_hash
end
#--------------------------------------------------------------------------
# ● Update Add Toll Hash
#--------------------------------------------------------------------------
def update_add_tool_hash
return if $game_temp.tool_event == nil
for i in $game_temp.tool_event
$game_map.events[i.id] = i
execute_tool_effects_hash(i)
end
$game_temp.tool_event.clear
$game_temp.tool_event = nil
end
#--------------------------------------------------------------------------
# ● Execute Toll Effects Hash
#--------------------------------------------------------------------------
def execute_tool_effects_hash(i)
end
end
#===============================================================================
# ■ Game_SelfSwitches
#===============================================================================
class Game_SelfSwitches
def delete(key)
@data.delete(key)
end
end
#===============================================================================
# ■ Game_Map
#===============================================================================
class Game_Map
attr_accessor :token_id
#--------------------------------------------------------------------------
# ● token_id_shift
#--------------------------------------------------------------------------
def token_id_shift
@token_id = 1000 if @token_id == nil
@token_id += 1
return @token_id
end
#--------------------------------------------------------------------------
# ● clear_token_id
#--------------------------------------------------------------------------
def clear_token_id
@token_id = nil
end
end
#===============================================================================
# ■ XRXS_CTS_RefreshToken
#===============================================================================
module XRXS_CTS_RefreshToken
#--------------------------------------------------------------------------
# ● refresh_token
#--------------------------------------------------------------------------
def refresh_token
for event in $game_map.need_add_tokens
@character_sprites.push(Sprite_Character.new(@viewport1, event))
end
$game_map.need_add_tokens.clear
for sprite in @character_sprites.dup
if $game_map.need_remove_tokens.empty?
break
end
if $game_map.need_remove_tokens.delete(sprite.character)
@character_sprites.delete(sprite)
sprite.dispose
end
end
$game_map.need_refresh_token = false
end
end
#===============================================================================
# ■ Spriteset_Map
#===============================================================================
class Spriteset_Map
include XRXS_CTS_RefreshToken
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_smap_initialize initialize
def initialize
setup_start
x_smap_initialize
end
#--------------------------------------------------------------------------
# ● Setup Start
#--------------------------------------------------------------------------
def setup_start
$game_player.reset_old_level(true)
end
end
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● x_reserve_transfer
#--------------------------------------------------------------------------
alias x_reserve_transfer reserve_transfer
def reserve_transfer(map_id, x, y, direction)
$game_map.clear_tokens
if $game_temp.tool_event != nil
$game_temp.tool_event.clear
$game_temp.tool_event = nil
end
x_reserve_transfer(map_id, x, y, direction)
end
end
#===============================================================================
# ■ Token_Event
#===============================================================================
class Token_Event < Game_Event
#--------------------------------------------------------------------------
# ● Token_Event
#--------------------------------------------------------------------------
def initialize(map_id, event)
event.id = $game_map.token_id_shift
super
end
#--------------------------------------------------------------------------
# ● erase
#--------------------------------------------------------------------------
def erase
super
$game_map.remove_token(self)
end
end
#===============================================================================
# ■ XRXS_ActionTemplate
#===============================================================================
module XRXS_ActionTemplate
map_id = XAS_SYSTEM::ACTION_TEMPLATE_MAP_ID
map = load_data(sprintf("Data/Map%03d.rvdata2", map_id))
@@events = map.events
end
#===============================================================================
# ■ Token_Event
#===============================================================================
class Token_Event < Game_Event
include XRXS_ActionTemplate
end
#===============================================================================
# ■ Game_Temp
#===============================================================================
class Game_Temp
attr_accessor :active_token
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ TOOL - SHOOT COMMAND
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XAS ACTION
#===============================================================================
module XAS_ACTION
attr_reader :action
attr_reader :erased
#--------------------------------------------------------------------------
# ● shoot
#--------------------------------------------------------------------------
def shoot(action_id = 0)
return if action_id == 0
skill = $data_skills[action_id]
return unless can_shoot?(skill)
execute_user_effects(skill)
execute_call_event(action_id)
self.action_attachment(action_id)
execute_set_pose(action_id)
end
#--------------------------------------------------------------------------
# ● Can Shoot
#--------------------------------------------------------------------------
def can_shoot?(skill)
if self.battler == nil and self.tool_id > 0
@battler = self.action.user.battler
end
return false if self.battler == nil
return false if skill == nil
return true if ignore_can_shoot?(skill)
enough_cost = true
return false if tools_on_map?(skill.id)
if self.battler.state_mute
seal_effect
return false
end
if self.battler.cast_action[4].between?(1,self.battler.cast_action[1] -1)
return false
end
return false if check_cast_action?(skill)
return false if check_auto_target_select?(skill)
unless enough_skill_cost?(skill)
Audio.se_play("Audio/SE/" + XAS_SOUND::ACTION_COST , 100, 100)
return false
end
return true
end
#--------------------------------------------------------------------------
# ● Ignore Can Shoot?
#--------------------------------------------------------------------------
def ignore_can_shoot?(skill)
return false
end
#--------------------------------------------------------------------------
# ● Tools on Map
#--------------------------------------------------------------------------
def tools_on_map?(skill_id)
return true if $game_system.tools_on_map.include?(skill_id)
return false
end
#--------------------------------------------------------------------------
# ● Check Cast Action (修改BY W.S)
#--------------------------------------------------------------------------
def check_cast_action?(skill)
if self.battler.cast_action[0] != 0
self.battler.cast_action[0] = 0
self.battler.cast_action[1] = 0
self.battler.cast_action[2] = 0
self.battler.cast_action[3] = 0
self.battler.cast_action[4] = 0
return false
end
if (skill.note =~ /<Cast Time = (\d+)>/ or skill.note =~ /<吟唱时间 = (\d+)>/) and
$game_temp.xas_target_shoot_id == 0 and
self.force_action_times == 0
self.battler.cast_action[0] = skill.id
self.battler.cast_action[1] = $1.to_i rescue 0
self.battler.cast_action[2] = XAS_ANIMATION::CAST_TIME_ANIMATION_ID
self.battler.cast_action[3] = 0
self.battler.cast_action[4] = 0
self.animation_id = self.battler.cast_action[2]
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Check Auto Target Select(修改BY W.S)
#--------------------------------------------------------------------------
def check_auto_target_select?(skill)
return false if self.is_a?(Game_Event)
if skill.note =~ /<Auto Target>/ or skill.note =~ /<瞄准>/
if $game_temp.xas_target_shoot_id == 0
$game_temp.xas_target_shoot_id = skill.id
$game_map.check_events_on_screen
SceneManager.call(Scene_Target_Select)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● enough_skill_cost?
#--------------------------------------------------------------------------
def enough_skill_cost?(skill)
return false unless enough_mp_cost?(skill)
return false unless enough_item_cost?(skill)
return true
end
#--------------------------------------------------------------------------
# ● Enough MP Cost
#--------------------------------------------------------------------------
def enough_mp_cost?(skill)
if @force_action_times > 0
return true if @force_action == "All Shoot"
return true if @force_action == "Four Shoot"
return true if @force_action == "Three Shoot"
return true if @force_action == "Two Shoot"
end
if self.battler.mp < skill.mp_cost
self.battler.damage = XAS_WORD::NO_MP
self.battler.damage_pop = true
return false
else
self.battler.mp -= skill.mp_cost
return true
end
return true
end
#--------------------------------------------------------------------------
# ● Enough MP Cost
#--------------------------------------------------------------------------
def enough_item_cost?(skill)
return true if self.battler.is_a?(Game_Enemy)
if @force_action_times > 0
return true if @force_action == "All Shoot"
return true if @force_action == "Four Shoot"
return true if @force_action == "Three Shoot"
return true if @force_action == "Two Shoot"
end
if skill.note =~ /<Item Cost = (\d+)>/
skill.note =~ /<Item Cost = (\d+)>/
elsif skill.note =~ /<道具消耗 = (\d+)>/
skill.note =~ /<道具消耗 = (\d+)>/
end
item_id = $1.to_i
if item_id != nil and item_id != 0
item_cost = $data_items[item_id]
number = $game_party.item_number(item_cost)
if number == 0 or number == nil
self.battler.damage = XAS_WORD::NO_ITEM
self.battler.damage_pop = true
return false
else
$game_party.lose_item(item_cost, 1, false)
return true
end
end
return true
end
#--------------------------------------------------------------------------
# ● Execute User Effects
#--------------------------------------------------------------------------
def execute_user_effects(skill)
self.battler.shield = false
#Animation
if skill.note =~ /<Cast Ani = (\d+)>/ or skill.note =~ /<吟唱动画 = (\d+)>/
ani_id = $1.to_i
if ani_id != nil
self.animation_id = ani_id
end
end
unless @force_action_times > 0
#All Directions
if skill.note =~ /<All Directions>/ or skill.note =~ /<八方射击>/
@force_action = "All Shoot"
@force_action_times = 8
elsif skill.note =~ /<Four Directions>/ or skill.note =~ /<四方射击>/
@force_action = "Four Shoot"
@force_action_times = 4
elsif skill.note =~ /<Three Directions>/ or skill.note =~ /<三向射击>/
@force_action = "Three Shoot"
@force_action_times = 3
elsif skill.note =~ /<Two Directions>/ or skill.note =~ /<前后射击>/
@force_action = "Two Shoot"
@force_action_times = 2
end
end
end
#--------------------------------------------------------------------------
# ● Execute Set Pose
#--------------------------------------------------------------------------
def execute_set_pose(action_id)
@action.duration = @action.sunflag
make_pose(@action.self_motion, @action.sunflag )
@pattern = 0
@pattern_count = 0
@step_anime = true
@self_motion = nil
self.need_refresh = true if self.is_a?(Game_Player)
end
#--------------------------------------------------------------------------
# ● execute_call_event
#--------------------------------------------------------------------------
def execute_call_event(action_id)
bullet_token = Token_Bullet.new(self, action_id)
$game_map.add_token(bullet_token)
return bullet_token
end
#--------------------------------------------------------------------------
# ● action_attachment
#--------------------------------------------------------------------------
def action_attachment(action_id)
@action = Game_Action_XAS.new(self, action_id)
@action.attachment(action_id)
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ TOOL - SHOOT SETTING
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game_Action_XAS
#===============================================================================
class Game_Action_XAS
attr_accessor :user
attr_accessor :id
attr_accessor :attack_id
attr_accessor :attack_range
attr_accessor :attack_range_type
attr_accessor :hit_events
attr_accessor :now_count
attr_accessor :pre_now_count
attr_accessor :duration
attr_accessor :blow_power
attr_accessor :piercing
attr_accessor :ignore_knockback_invincible
attr_accessor :target_invunerable_duration
attr_accessor :multi_hit
attr_accessor :ally_damage
attr_accessor :all_damage
attr_accessor :sunflag
attr_accessor :self_motion
attr_accessor :second_animation_id
attr_accessor :third_animation_id
attr_accessor :attack_range_type
attr_accessor :attack_range_plan
attr_accessor :blow_power
attr_accessor :ignore_guard
attr_accessor :user_invincible
attr_accessor :short_range
attr_accessor :first_impact_time
attr_accessor :animation_time
attr_accessor :duration
attr_accessor :item_cost
attr_accessor :hit_shake
attr_accessor :hit_hold_target
attr_accessor :hit_bounce
attr_accessor :sticky
attr_accessor :reflectable
attr_accessor :can_reflect
attr_accessor :attack_id_plan
attr_accessor :hit_action
attr_accessor :fake_id
attr_accessor :impact
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(user, action_id)
@user = user
@id = action_id
@now_count = 0
@duration = nil
@attack_id = 0
@attack_range = 0
@hit_events = []
@blow_power = 0
@skill = $data_skills[action_id]
@ignore_knockback_invincible = false
@multi_hit = false
@piercing = false
@all_damage = false
@ally_damage = false
@ignore_guard = false
@sunflag = 10
@duration = 10
@self_motion = ""
@attack_range_type = 1
@attack_range_plan = 1
@blow_power = 1
@first_impact_time = 0
@animation_time = []
@target_invunerable_duration = 10
@second_animation_id = 0
@third_animation_id = 0
@user_invincible = false
@short_range = false
@item_cost = 0
@hit_shake = false
@hit_hold_target = false
@hit_bounce = false
@sticky = false
@reflectable = false
@can_reflect = false
@hit_action = 0
@fake_id = false
@impact = true
end
#--------------------------------------------------------------------------
# ● attachment (修改 BY W.S)
#--------------------------------------------------------------------------
def attachment(action_id)
@attack_id_plan = [action_id]
if @skill.note =~ /<Sunflag = (\d+)>/ or /<动作时间 = (\d+)>/
@sunflag = $1.to_i
end
if @skill.note =~ /<Duration = (\d+)>/ or @skill.note =~ /<存在时间 = (\d+)>/
@duration = $1.to_i
end
if @skill.note =~ /<Pose = (\S+)>/ or @skill.note =~ /<行走图 = (\S+)>/
@self_motion = $1.to_s
end
if @skill.note =~ /<Area = (\w+)>/
case $1
when "CROSS"
area = 7
when "WALL"
area = 6
when "FRONTRHOMBUS"
area = 5
when "FRONTSQUARE"
area = 4
when "LINE"
area = 3
when "SQUARE"
area = 2
else
area = 1
end
elsif @skill.note =~ /<区域 = (\w+)>/
case $1
when "十字"
area = 7
when "墙"
area = 6
when "半菱形"
area = 5
when "半矩形"
area = 4
when "直线"
area = 3
when "矩形"
area = 2
else
area = 1
end
@attack_range_type = area
end
if @skill.note =~ /<Range = (\d+)>/ or @skill.note =~ /<范围 = (\d+)>/
@attack_range_plan = [$1.to_i]
end
if @skill.note =~ /<Blow Power = (\d+)>/ or @skill.note =~ /<击退格数 = (\d+)>/
@blow_power = $1.to_i
end
if @skill.note =~ /<Impact Time = (\d+)>/ or @skill.note =~ /<影响时间 = (\d+)>/ or @skill.note =~ /<Impact Time = (\d+)>/
@first_impact_time = $1.to_i
end
if @skill.note =~ /<Animation Time = (\d+) - (\d+)>/ or @skill.note =~ /<动画时间 = (\d+) - (\d+)>/
@animation_time[0] = $1.to_i
@animation_time[1] = $2.to_i
end
if @skill.note =~ /<Target Invunerable = (\d+)>/ or @skill.note =~ /<伤害间隔 = (\d+)>/
@target_invunerable_duration = $1.to_i
end
if @skill.note =~ /<Tool Hit Ani = (\d+)>/ or @skill.note =~ /<击中动画 = (\d+)>/
@second_animation_id = $1.to_i
end
if @skill.note =~ /<User Hit Ani = (\d+)>/ or @skill.note =~ /<使用动画 = (\d+)>/
@third_animation_id = $1.to_i
end
if @skill.note =~ /<Item Cost = (\d+)>/ or @skill.note =~ /<消耗道具 = (\d+)>/
@item_cost = $1.to_i
end
if @skill.note =~ /<Link Action ID = (\d+)>/ or @skill.note =~ /<连接技能ID = (\d+)>/ or @skill.note =~ /<连接技能 = (\d+)>/
if user.battler != nil
user.battler.x_combo[0] = $1.to_i
user.battler.x_combo[2] = @sunflag + 20
end
else
if user.battler != nil
user.battler.x_combo[0] = 0
user.battler.x_combo[1] = 0
user.battler.x_combo[2] = 0
end
end
if @skill.note =~ /<Hit Action ID = (\d+)>/ or @skill.note =~ /<攻击动作ID = (\d+)>/
@hit_action = $1.to_i
end
if @skill.note =~ /<Ignore Knockback>/ or @skill.note =~ /<忽略击倒>/ or @skill.note =~ /<忽略击破>/
@ignore_knockback_invincible = true
end
if @skill.note =~ /<Multi Hit>/ or @skill.note =~ /<多次连击>/ or @skill.note =~ /<多重连击>/
@multi_hit = true
end
if @skill.note =~ /<Piercing>/ or @skill.note =~ /<贯穿>/
@piercing = true
end
if @skill.note =~ /<All Damage>/ or @skill.note =~ /<全域化>/
@all_damage = true
end
if @skill.note =~ /<Ally Damage>/ or @skill.note =~ /<己方伤害>/
@ally_damage = true
end
if @skill.note =~ /<User Invincible>/ or @skill.note =~ /<使用者无敌>/
@user_invincible = true
end
if @skill.note =~ /<Ignore Guard>/ or @skill.note =~ /<忽略防御>/
@ignore_guard = true
end
if @skill.note =~ /<One Action>/ or @skill.note =~ /<等待结束>/ or @skill.note =~ /<等待完成>/
unless $game_system.tools_on_map.include?(action_id)
$game_system.tools_on_map.push(action_id)
end
end
if @skill.note =~ /<Shake>/ or @skill.note =~ /<震动>/ or @skill.note =~ /<地震>/
@hit_shake = true
end
if @skill.note =~ /<User Range>/ or @skill.note =~ /<使用者属性>/
@short_range = true
end
if @skill.note =~ /<Hit Hold Target>/ or @skill.note =~ /<按键持续>/
@hit_hold_target = true
end
if @skill.note =~ /<Hit Sticky Target>/ or @skill.note =~ /<追踪>/
@sticky = true
end
if @skill.note =~ /<Hit Bounce Direction>/ or @skill.note =~ /<击中转向>/
@hit_bounce = true
end
if @skill.note =~ /<Reflectable>/ or @skill.note =~ /<允许反射>/
@reflectable = true
end
if @skill.note =~ /<Can Reflect>/ or @skill.note =~ /<允许反击>/
@can_reflect = true
end
if @skill.note =~ /<Disable Hit>/ or @skill.note =~ /<不计入连击>/
@impact = false
end
@sunflag = 1 if @sunflag <= 0
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
@first_impact_time -= 1 if @first_impact_time > 0
if @attack_id_plan != nil
id = @attack_id_plan[@now_count]
unless id.nil?
@attack_id = id
@hit_events.clear
@hit_events.push(self.user) unless @all_damage or @ally_damage
end
end
if @attack_range_plan != nil
range = @attack_range_plan[@now_count]
@attack_range = range unless range.nil?
end
@now_count += 1
end
#--------------------------------------------------------------------------
# ● done?
#--------------------------------------------------------------------------
def done?
return (self.duration.to_i > 0 and self.now_count >= self.duration)
end
end
#===============================================================================
# ■ Token_Bullet
#===============================================================================
class Token_Bullet < Token_Event
include XRXS_ActionTemplate
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(user, action_id)
event_id = action_id
skill = $data_skills[action_id]
if skill.note =~ /<Event ID = (\d+)>/ or skill.note =~ /<事件ID = (\d+)>/
event_id = $1.to_i
end
original_event = @@events[event_id]
if original_event == nil
msgbox("这里没有 对应的事件 ID " + event_id.to_s + " 在 Tool Map中!")
SceneManager.exit
return
end
event = original_event.dup
event.x = user.x
event.y = user.y
pre_direction = event.pages[0].graphic.direction
event.pages[0].graphic.direction = user.direction
@character_name = event.pages[0].graphic
super($game_map.map_id, event)
self.action_attachment(action_id)
self.tool_id = action_id
self.diagonal = false
self.diagonal_direction = 0
self.sprite_angle_enable = false
@action.user = user
@remain_for_an_act = @action.duration.is_a?(Numeric)
check_tool_effects(user,skill,pre_direction)
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super
if @action == nil and @remain_for_an_act
erase
$game_system.tools_on_map.delete(self.tool_id)
end
check_event_trigger_attack
end
end
#===============================================================================
# ■ Game Player
#===============================================================================
class Game_Player < Game_Character
attr_accessor :need_refresh
end
#===============================================================================
# ■ Token_Bullet
#===============================================================================
class Token_Bullet < Token_Event
#--------------------------------------------------------------------------
# ● Check Tool Effects
#--------------------------------------------------------------------------
def check_tool_effects(user,skill,pre_direction)
if @action.ally_damage or @action.all_damage
user.battler.invunerable_duration = 0
end
# Force Update Out Screen
if user.battler.sensor_range >= 15 or
skill.note =~ /<Update Out Screen>/ or skill.note =~ /<屏幕外刷新>/
self.force_update = true
end
#Diagonal Effect
if skill.note =~ /<Diagonal>/ or skill.note =~ /<斜角>/ or
skill.note =~ /<All Direction>/ or skill.note =~ /<八方射击>/ or
skill.note =~ /<Three Direction>/ or skill.note =~ /<三向射击>/
self.diagonal = true
self.diagonal_direction = user.diagonal_direction
self.sprite_angle_enable = true
user.diagonal_time = XAS_BA::DIAGONAL_DURATION if user.diagonal_direction != 0
user.diagonal = true if user.tool_id > 0
end
#Auto Target
if skill.note =~ /<Auto Target>/ or skill.note =~ /<瞄准>/
if user.is_a?(Game_Event)
self.moveto($game_player.x, $game_player.y)
else
moveto($game_temp.xas_target_x, $game_temp.xas_target_y)
$game_temp.xas_target_x = 0
$game_temp.xas_target_y = 0
$game_temp.xas_target_time = 0
$game_temp.xas_target_shoot_id = 0
end
end
#Barrier
if skill.note =~ /<Barrier>/ or skill.note =~ /<跟随>/ or skill.note =~ /<跟随角色>/
self.tool_effect = "Barrier"
end
#Boomerang
if skill.note =~ /<Boomerang = (\d+)>/ or skill.note =~ /<回旋镖 = (\d+)>/
self.tool_effect = "Boomerang"
self.action.duration = 1000
self.diagonal = true
self.diagonal_direction = user.diagonal_direction
self.force_update = true
@move_frequency = 6
@move_speed = 5
@direction_fix = false
@walk_anime = true
@step_anime = true
@force_action = "Forward"
@force_action_times = $1.to_i
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ TOOL - AREA
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XAS ACTION
#===============================================================================
module XAS_ACTION
#--------------------------------------------------------------------------
# ● action_update
#--------------------------------------------------------------------------
def action_update
return unless @action.is_a?(Game_Action_XAS)
if @action.animation_time != [] and
@action.animation_time[0] == @action.now_count
animation_id = @action.animation_time[1]
unless self.is_a?(Game_Player) or self.tool_id == 0
self.animation_id = animation_id
end
end
@action.update
end
#--------------------------------------------------------------------------
# ● Can Impact Target
#--------------------------------------------------------------------------
def can_impact_target?
return false if @action.nil?
return false if @action.attack_id == 0
return false if @action.first_impact_time > 0
return false if @action.impact == false
return false if self.jumping?
return true
end
#--------------------------------------------------------------------------
# ● check_event_trigger_attack
#--------------------------------------------------------------------------
def check_event_trigger_attack()
return unless can_impact_target?
hit_check = false
range = @action.attack_range
hit = []
targets = [$game_player] + $game_map.events.values
for event in targets
next if event == self or
@action.hit_events.include?(event) or event.erased
body_size = event.body_size
event_center_x = event.x
event_center_y = event.y - body_size
if @action.short_range
dx = event_center_x - $game_player.x
dy = event_center_y - $game_player.y
else
dx = event_center_x - self.x
dy = event_center_y - self.y
end
dx = (dx >= 0 ? [dx - body_size, 0].max : [dx + body_size, 0].min)
dy = (dy >= 0 ? [dy - body_size, 0].max : [dy + body_size, 0].min)
hit_check = true if in_range?(dx,dy,event,range)
hit.push(event) if hit_check
hit_check = false
end
for event in hit
if event.action_effect(self, self.action.attack_id)
hit_check = true
end
if event.action_effect_page(self, self.action.attack_id)
hit_check = true
end
@action.hit_events.push(event) unless @action.multi_hit
end
if hit_check
$game_temp.active_token = self
end
end
#--------------------------------------------------------------------------
# ● In Range?
#--------------------------------------------------------------------------
def in_range?(dx,dy,event,range)
case @action.attack_range_type
when 1 #RHOMBUS
return true if (dx.abs + dy.abs <= range)
when 2 #SQUARE
return true if (dx.abs <= range and dy.abs <= range)
when 3 #LINE
case self.direction
when 2
return true if (dx == 0 and dy >= 0 and dy <= range)
when 8
return true if (dx == 0 and dy <= 0 and dy >= -range)
when 6
return true if (dy == 0 and dx >= 0 and dx <= range)
when 4
return true if (dy == 0 and dx <= 0 and dx >= -range)
end
when 4 #FRONT SQUARE
case self.direction
when 2
return true if (dx.abs <= range and dy >= 0 and dy.abs <= range)
when 4
return true if (dx.abs <= range and dx <= 0 and dy.abs <= range)
when 6
return true if (dx.abs <= range and dx >= 0 and dy.abs <= range)
when 8
return true if (dx.abs <= range and dy <= 0 and dy.abs <= range)
end
when 5 #FRONT RHOMBUS
case self.direction
when 2
return true if (dx.abs + dy.abs <= range and dy >= 0)
when 8
return true if (dx.abs + dy.abs <= range and dy <= 0)
when 6
return true if (dx.abs + dy.abs <= range and dx >= 0)
when 4
return true if (dx.abs + dy.abs <= range and dx <= 0)
end
when 6 #WALL
case self.direction
when 2
return true if (dx.abs <= range and dy == 0 )
when 4
return true if (dy.abs <= range and dx == 0)
when 6
return true if (dy.abs <= range and dx == 0)
when 8
return true if (dx.abs <= range and dy == 0)
end
when 7 #CROSS
return true if (dx.abs <= range and dy == 0)
return true if (dy.abs <= range and dx == 0)
end
return false
end
#--------------------------------------------------------------------------
# ● action_effect Page
#--------------------------------------------------------------------------
def action_effect_page(attacker, attack_id)
return false unless self.is_a?(Game_Event)
return false if attacker.action.fake_id
if attacker.action != nil
check_auto_effect_page(attacker, attack_id)
check_reflectable_skills(attacker, attack_id)
end
for page in @event.pages
if page.condition.variable_valid and
page.condition.variable_id == XAS_SYSTEM::HIT_ID and
page.condition.variable_value == attack_id
self.reaction_valid_attack_id = attack_id
self.refresh
@trigger = 0
self.start
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● Check Reflectable Skills
#--------------------------------------------------------------------------
def check_reflectable_skills(attacker, attack_id)
return if self.tool_id == 0
return unless self.action.reflectable
return unless attacker.action.can_reflect
self.action.user = attacker.action.user
self.action.hit_events = []
self.turn_back
end
#--------------------------------------------------------------------------
# ● Check Auto Effect Page
#--------------------------------------------------------------------------
def check_auto_effect_page(attacker, attack_id)
if self.treasure_time > 0
if can_hit_take_treasure?(attacker, attack_id)
execute_take_treasure(attacker, attack_id)
elsif self.temp_id == 0 and can_hold_treasure?(attacker, attack_id)
execute_hold_treasure(attacker, attack_id)
end
end
end
#--------------------------------------------------------------------------
# ● Can Hit Take Treasure
#--------------------------------------------------------------------------
def can_hit_take_treasure?(attacker, attack_id)
return true if attacker.action.short_range
return false
end
#--------------------------------------------------------------------------
# ● Can Hold Treasure?
#--------------------------------------------------------------------------
def can_hold_treasure?(attacker, attack_id)
return true if attacker.tool_effect == "Boomerang"
return false
end
#--------------------------------------------------------------------------
# ● Execute Hold Treasure
#--------------------------------------------------------------------------
def execute_hold_treasure(attacker, attack_id)
tr_time = (100 + XAS_BA::TREASURE_ERASE_TIME * 60) - 20
return if self.treasure_time > tr_time
self.temp_id = attacker.id
end
#--------------------------------------------------------------------------
# ● Execute Take Treasure
#--------------------------------------------------------------------------
def execute_take_treasure(attacker, attack_id)
tr_time = (100 + XAS_BA::TREASURE_ERASE_TIME * 60) - 20
return if self.treasure_time > tr_time
self.x = $game_player.x
self.y = $game_player.y
end
#--------------------------------------------------------------------------
# ● body_size
#--------------------------------------------------------------------------
def body_size
return 0
end
#--------------------------------------------------------------------------
# ● action_clear
#--------------------------------------------------------------------------
def action_clear
@action = nil
@step_anime = false
end
end
#===============================================================================
# ■ Game_Character
#===============================================================================
class Game_Character < Game_CharacterBase
include XAS_ACTION
end
#===============================================================================
# ■ Game_Event
#===============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
alias x_conditions_met conditions_met?
def conditions_met?(page)
c = page.condition
if c.variable_valid
if c.variable_id == XAS_SYSTEM::HIT_ID and
c.variable_value == self.reaction_valid_attack_id
return true
end
end
x_conditions_met(page)
end
end
#===============================================================================
# ■ XAS_Dispose
#===============================================================================
module XAS_Dispose
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
action_update
super
if @action.is_a?(Game_Action_XAS) and @action.done?
self.action_clear
end
end
end
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
include XAS_Dispose
end
#===============================================================================
# ■ Game_Event
#===============================================================================
class Game_Event < Game_Character
include XAS_Dispose
end
#===============================================================================
# ■ XAS_StopToAction
#===============================================================================
module XAS_StopToAction
#--------------------------------------------------------------------------
# ● acting?
#--------------------------------------------------------------------------
def acting?
return false if self.battler == nil
return true if self.battler.shield
return true if self.action != nil
return false
end
#--------------------------------------------------------------------------
# ● moving?
#--------------------------------------------------------------------------
def moving?
return (super or self.acting? or self.stop)
end
end
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
include XAS_StopToAction
end
#===============================================================================
# ■ Game_Event
#===============================================================================
class Game_Event < Game_Character
attr_accessor :reaction_valid_attack_id
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ TOOL - HIT EFFECT
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XRXS_BattlerAttachment
#==============================================================================
module XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Can Hit Base?
#--------------------------------------------------------------------------
def can_hit_base?(bullet, action_id)
return false unless $game_system.xas_battle
return false if self.battler == nil
return false if bullet == nil
return false if action_id == nil or action_id <= 0
return false if self.can_update == false
return true
end
#--------------------------------------------------------------------------
# ● Action Effect
#--------------------------------------------------------------------------
def action_effect(bullet, action_id)
return unless can_hit_base?(bullet, action_id)
skill = $data_skills[action_id]
user = bullet.action.user
attacker = (user == nil ? nil : user.battler)
tar_invu = bullet.action.target_invunerable_duration
#CAN HIT?
return unless action_can_hit_target?(bullet, user, skill,tar_invu)
#REFLECT STATE
return if reflect_state?(bullet, skill)
#SHIELD
if target_shield_enabled?(attacker, skill, bullet)
execute_guard_effect(user, skill, bullet, tar_invu)
return
end
#INVUNERABLE ACTIONS
if target_invunerable_actions?(user, skill, bullet)
execute_guard_effect(user, skill, bullet, tar_invu, false)
return
end
#GUARD DIRECTIONS
if target_guard_directions?(user, skill, bullet)
execute_guard_effect(user, skill, bullet, tar_invu)
return
end
execute_hit_effect(attacker,skill, bullet , user, tar_invu )
if self.is_a?(Game_Player)
self.need_refresh = true
end
end
#--------------------------------------------------------------------------
# ● Reflect State?
#--------------------------------------------------------------------------
def reflect_state?(bullet, skill)
if bullet.action.reflectable and self.battler.state_reflect
if skill.note =~ /<Auto Target>/ or skill.note =~ /<瞄准>/
bullet.moveto(bullet.action.user.x,bullet.action.user.y)
else
bullet.turn_back
end
bullet.action.user = self
bullet.action.hit_events = []
bullet.turn_back
# bullet.jump(0,0)
bullet.turn_back
self.battler.damage = XAS_WORD::REFLECT
self.battler.damage_pop = true
self.animation_id = XAS_ANIMATION::REFLECT_ANIMATION_ID
self.battler.invunerable_duration = 20
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Target Guard Directions?
#--------------------------------------------------------------------------
def target_guard_directions?(user, skill, bullet)
return false if self.battler.guard == false
return false if bullet.action.ignore_guard
if self.battler.guard_directions.include?(2) and
((self.direction == 2 and bullet.direction == 8) or
(self.direction == 8 and bullet.direction == 2) or
(self.direction == 6 and bullet.direction == 4) or
(self.direction == 4 and bullet.direction == 6))
return true
elsif self.battler.guard_directions.include?(8) and
((self.direction == 8 and bullet.direction == 8) or
(self.direction == 2 and bullet.direction == 2) or
(self.direction == 6 and bullet.direction == 6) or
(self.direction == 4 and bullet.direction == 4))
return true
elsif self.battler.guard_directions.include?(4) and
((self.direction == 2 and bullet.direction == 4) or
(self.direction == 8 and bullet.direction == 6) or
(self.direction == 6 and bullet.direction == 2) or
(self.direction == 4 and bullet.direction == 8))
return true
elsif self.battler.guard_directions.include?(6) and
((self.direction == 2 and bullet.direction == 6) or
(self.direction == 8 and bullet.direction == 4) or
(self.direction == 6 and bullet.direction == 8) or
(self.direction == 4 and bullet.direction == 2))
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Target Invunerable Actions?
#--------------------------------------------------------------------------
def target_invunerable_actions?(user, skill, bullet)
return true if self.battler.invunerable_actions.include?(skill.id)
return false
end
#--------------------------------------------------------------------------
# ● Shoot Target Shield
#--------------------------------------------------------------------------
def shoot_target_shield?(bullet,user, skill)
return false unless self.battler.shield
return false if bullet.action.ignore_guard
return true if face_direction?(bullet)
return false
end
#--------------------------------------------------------------------------
# ● Action can hit target?
#--------------------------------------------------------------------------
def action_can_hit_target?(bullet, user, skill,tar_invu)
if user == nil
return false
end
if self.battler.invunerable
return false
end
if self.battler.dead?
return false
end
if self.battler.invunerable_duration > 0
return false
end
if @knock_back_duration != nil
return false unless bullet.action.ignore_knockback_invincible
end
if bullet.action.first_impact_time > 0
return false
end
if self.action != nil and self.action.user_invincible
unless self.action.ally_damage and bullet.action.user == self.action.user
return false
end
end
unless bullet.action.all_damage
if bullet.action.ally_damage
if user.battler.is_a?(Game_Actor)
return false if self.battler.is_a?(Game_Enemy)
elsif user.battler.is_a?(Game_Enemy)
return false if self.battler.is_a?(Game_Actor)
end
else
if user.battler.is_a?(Game_Actor)
return false if self.battler.is_a?(Game_Actor)
elsif user.battler.is_a?(Game_Enemy)
return false if self.battler.is_a?(Game_Enemy)
end
end
end
return false if target_state_invunerable?(tar_invu)
#return false if target_reflect_action?(bullet, user)
return true
end
#--------------------------------------------------------------------------
# ● Target Relfect Action
#--------------------------------------------------------------------------
def target_reflect_action?(bullet, user)
return false unless bullet.action.reflectable
for i in $game_map.events.values
if i.tool_id > 0 and i.action.can_reflect and
i.tool_effect == "Barrier"# and i.action.user.battler.is_a?(self.battler)
bullet.action.user = self
bullet.action.hit_events = []
bullet.turn_back
return true
break
end
end
return false
end
#--------------------------------------------------------------------------
# ● Target State Invunerable
#--------------------------------------------------------------------------
def target_state_invunerable?(tar_invu)
if self.battler.state_invunerable
self.battler.damage = XAS_WORD::INVINCIBLE
self.battler.damage_pop = true
self.animation_id = XAS_ANIMATION::INVINCIBLE_ANIMATION_ID
self.battler.invunerable_duration = tar_invu
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Execute Hit Effect
#--------------------------------------------------------------------------
def execute_hit_effect(attacker,skill, bullet , user, tar_invu)
shoot_effect_before_damage(skill, bullet, user)
execute_battler_skill_effect(attacker ,skill, user)
if target_missed?(attacker)
self.battler.invunerable_duration = 30
return
end
execute_damage_pop(attacker,skill)
shoot_effect_after_damage(skill, bullet, user) if can_damage_after_effect?
execute_state_effect(skill, user, bullet)
bullet.action.duration = 1 if remove_tool_after_hit?(skill, bullet, user)
self.battler.invunerable_duration = tar_invu
execute_blow_effect(skill,bullet) if can_blow_effect?
execute_animation(skill, bullet, user)
execute_tool_effects(skill, bullet , user)
end
#--------------------------------------------------------------------------
# ● Execute Tool Effects
#--------------------------------------------------------------------------
def execute_tool_effects(skill, bullet , user)
execute_sticky_effect(skill, bullet, user)
execute_bounce_effect(skill, bullet, user)
execute_hit_action_effect(skill, bullet, user)
end
#--------------------------------------------------------------------------
# ● Remove Tool After Hit?
#--------------------------------------------------------------------------
def remove_tool_after_hit?(skill, bullet, user)
return true if bullet.action.piercing == false
return false
end
#--------------------------------------------------------------------------
# ● Execute Battler Skill Effect
#--------------------------------------------------------------------------
def execute_battler_skill_effect(attacker ,skill, user)
self.battler.item_apply(attacker, skill)
end
#--------------------------------------------------------------------------
# ● Target Missed?
#--------------------------------------------------------------------------
def target_missed?(attacker)
if self.battler.result.missed
self.battler.damage = XAS_WORD::MISSED
self.battler.damage_pop = true
return true
end
if self.battler.result.evaded
self.battler.damage = XAS_WORD::EVADED
self.battler.damage_pop = true
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Shoot Effect Before Damage
#--------------------------------------------------------------------------
def shoot_effect_before_damage(skill, bullet, user)
end
#--------------------------------------------------------------------------
# ● Shoot Effect After Damage
#--------------------------------------------------------------------------
def shoot_effect_after_damage(skill, bullet, user)
check_counter_attack(skill)
self.battler.passive = false
end
#--------------------------------------------------------------------------
# ● Shoot Effect After Damage
#--------------------------------------------------------------------------
def check_counter_attack(skill)
return if self.battler.is_a?(Game_Actor)
return if self.battler.counter_action[2] == false
return if self.battler.counter_action[1] > 0
counter = XAS_BA_ENEMY::COUNTER_ATTACK[self.battler.enemy_id]
if counter != nil
counter_action_id = counter[rand(counter.size)]
self.battler.counter_action[0] = counter_action_id
self.battler.counter_action[1] = 15
end
end
#--------------------------------------------------------------------------
# ● Execute Bounce Effect
#--------------------------------------------------------------------------
def execute_bounce_effect(skill, bullet, user)
return false if bullet.action.hit_bounce == false
bullet.bounce_direction
end
#--------------------------------------------------------------------------
# ● Execute Stick Effect
#--------------------------------------------------------------------------
def execute_sticky_effect(skill, bullet, user)
return unless bullet.action.sticky
return if bullet.temp_id != 0
bullet.pre_move_speed = bullet.move_speed
bullet.temp_id = self.id
end
#--------------------------------------------------------------------------
# ● Execute Hit Action Effect
#--------------------------------------------------------------------------
def execute_hit_action_effect(skill, bullet, user)
return if bullet.action.hit_action == 0
self.battler.invunerable_duration = 1
bullet.shoot(bullet.action.hit_action)
bullet.action.duration = 9
bullet.action.multi_hit = false
bullet.character_name = ""
bullet.x_pose_duration = 0
bullet.x_pose_name = ""
bullet.x_pose_original_name = ""
end
#--------------------------------------------------------------------------
# ● Can Damage Effect
#--------------------------------------------------------------------------
def can_damage_after_effect?
return false if self.battler.damage == nil
return false unless self.battler.damage.is_a?(Numeric)
return true
end
#--------------------------------------------------------------------------
# ● Execute State Effect
#--------------------------------------------------------------------------
def execute_state_effect(skill, user, bullet)
if user.battler.states.size != 0
for i in user.battler.states
execute_state_effect_user(skill, user, bullet,i)
end
end
if self.battler.states.size != 0
for i in self.battler.states
execute_state_effect_target(skill, user, bullet,i)
end
end
end
#--------------------------------------------------------------------------
# ● Execute State Effect User
#--------------------------------------------------------------------------
def execute_state_effect_user(skill, user, bullet,i)
end
#--------------------------------------------------------------------------
# ● Execute State Target
#--------------------------------------------------------------------------
def execute_state_effect_target(skill, user, bullet,i)
#Sleep
if self.battler.damage.is_a?(Numeric) and self.battler.damage > 0
if i.note =~ /<Sleep>/ or i.note =~ /<睡眠>/
self.battler.remove_state(i.id)
end
end
end
#--------------------------------------------------------------------------
# ● Execute Blow Effect
#--------------------------------------------------------------------------
def execute_blow_effect(skill,bullet)
if bullet.action.hit_hold_target and self.temp_id == 0
self.temp_id = bullet.id
self.pre_move_speed = self.move_speed
self.moveto(bullet.x, bullet.y)
end
$game_map.screen.start_shake(5, 5, 60) if bullet.action.hit_shake
p = bullet.action.blow_power.to_i
d = bullet.direction
return if self.battler.damage.to_i <= 0
return if p < 0
self.blow(d, p)
end
#--------------------------------------------------------------------------
# ● Execute Animation
#--------------------------------------------------------------------------
def execute_animation(skill, bullet, user)
self.animation_id = skill.animation_id
tool_animation = bullet.action.second_animation_id
user_animation = bullet.action.third_animation_id
bullet.animation_id = tool_animation if tool_animation != 0
user.animation_id = user_animation if user_animation != 0
end
#--------------------------------------------------------------------------
# ● Knock Back Disable
#--------------------------------------------------------------------------
def knock_back_disable
return false
end
#--------------------------------------------------------------------------
# ● Dead?
#--------------------------------------------------------------------------
def dead?
return self.battler == nil ? false : self.battler.dead?
end
end
#===============================================================================
# ■ XRXS_BattlerAttachment
#==============================================================================
module XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Shoot Target Shield
#--------------------------------------------------------------------------
def target_shield_enabled?(attacker, skill, bullet)
return false unless self.battler.shield
if bullet != nil
return false if bullet.action.ignore_guard
return true if face_direction?(bullet)
else
return false if attacker.battler.ignore_guard
return true if face_direction?(attacker)
end
return false
end
#--------------------------------------------------------------------------
# ● Can Blow Effect
#--------------------------------------------------------------------------
def can_blow_effect?
return false if self.battler.no_knockback
return false if $game_map.interpreter.running?
return true
end
#--------------------------------------------------------------------------
# ● Execute Guard Effect
#--------------------------------------------------------------------------
def execute_guard_effect(attacker, skill, bullet, inv, erase_bullet = true)
self.battler.invunerable_duration = inv
damage_pop(XAS_WORD::GUARD)
guard_animation_id = XAS_ANIMATION::GUARD_ANIMATION_ID
self.animation_id = guard_animation_id if guard_animation_id != 0
if bullet != nil
bullet.erase if erase_bullet
else
blow_reverse(attacker) unless attacker.battler.no_knockback
end
end
#--------------------------------------------------------------------------
# ● Blow Reverse
#--------------------------------------------------------------------------
def blow_reverse(attacker)
return if attacker.battler.no_knockback
case attacker.direction
when 2
d = 8
when 4
d = 6
when 6
d = 4
when 8
d = 2
end
attacker.jump(0,0)
attacker.blow(d,1)
end
#--------------------------------------------------------------------------
# ● Can Attack Effect
#--------------------------------------------------------------------------
def damage_pop(text)
return unless XAS_WORD::ENABLE_WORD
self.battler.damage = text
self.battler.damage_pop = true
end
#--------------------------------------------------------------------------
# ● Shd Direction?
#--------------------------------------------------------------------------
def face_direction?(attacker)
target = self.direction
case target
when 2
return true if attacker.direction == 8
when 4
return true if attacker.direction == 6
when 6
return true if attacker.direction == 4
when 8
return true if attacker.direction == 2
end
return false
end
#--------------------------------------------------------------------------
# ● Execute Damage Pop
#--------------------------------------------------------------------------
def execute_damage_pop(attacker,skill = nil)
if skill != nil
return if skill.note =~ /<伤害隐藏>/
if skill.damage.to_mp?
dam = self.battler.result.mp_damage
self.battler.damage_type = "Mp"
elsif skill.damage.to_hp?
dam = self.battler.result.hp_damage
self.battler.damage_type = "Critical" if self.battler.result.critical
end
if dam != nil
if skill.damage.drain? or skill.damage.drain?
attacker.damage = -dam
attacker.damage_type = self.battler.damage_type
attacker.damage_pop = true
end
self.battler.damage = dam
self.battler.damage_pop = true
end
else
if self.battler.result.hp_damage != nil
self.battler.damage = self.battler.result.hp_damage
self.battler.damage_type = "Critical" if self.battler.result.critical
self.battler.damage_pop = true
end
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ TOOL - EQUIP
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ■ Window Skill List
#==============================================================================
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# ● Process OK
#--------------------------------------------------------------------------
alias x_skill_process_ok process_ok
def process_ok
return if can_equip_skill_action?
x_skill_process_ok
end
#--------------------------------------------------------------------------
# ● Can Equip Skill Action
#--------------------------------------------------------------------------
def can_equip_skill_action?
return false if $game_party.in_battle
skill = @data[index]
if skill != nil and ( skill.note =~ /<Duration = (\d+)>/ or skill.note =~ /<存在时间 = (\d+)>/)
@actor.skill_id = skill.id
Sound.play_equip
return true
end
return false
end
end
#==============================================================================
# ■ Window Item List
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● Process OK
#--------------------------------------------------------------------------
alias x_item_process_ok process_ok
def process_ok
return if can_equip_item_action?
x_item_process_ok
end
#--------------------------------------------------------------------------
# ● Can Equip Item Action
#--------------------------------------------------------------------------
def can_equip_item_action?
return false if $game_party.in_battle
item = @data[index]
if item != nil and item.is_a?(RPG::Item) and
(item.note =~ /<Action ID = (\d+)>/ or item.note =~ /<动作ID = (\d+)>/)
actor = $game_party.members[0]
actor.item_id = item.id
Sound.play_equip
return true
end
return false
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - INITIALIZE
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game Character
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● Update Battler
#--------------------------------------------------------------------------
def update_battler
update_battler_pose
update_battler_parameters
update_battler_stop_movement
update_battler_knockbacking
update_battler_counter_action
unless self.battler.hp == 0
update_battler_cast_action
update_battler_move_speed if can_update_battler_move_speed?
update_battler_states_effect
update_battler_attacking
else
update_battler_defeat_process
end
end
end
#===============================================================================
# ■ Game Player
#===============================================================================
class Game_Player < Game_Character
include XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
return $game_party.members[0]
end
#--------------------------------------------------------------------------
# ● Refresh Interpreter Effect
#--------------------------------------------------------------------------
def refresh_interpreter_effect
$game_system.old_interpreter_running = $game_map.interpreter.running?
if $game_system.old_interpreter_running
$game_temp.reset_battler_time = 60 * 4
end
reset_battler_setting
end
#--------------------------------------------------------------------------
# ● Update Battler Setting Time
#--------------------------------------------------------------------------
def update_reset_battler_setting_time
return if $game_temp.reset_battler_time == 0
$game_temp.reset_battler_time -= 1
reset_battler_setting_running if $game_temp.reset_battler_time == 0
end
#--------------------------------------------------------------------------
# ● Update Battler Setting
#--------------------------------------------------------------------------
def reset_battler_setting
reset_player_parameters
for ally in $game_party.members
reset_members_parameters(ally)
end
for enemy in $game_map.events.values
reset_enemies_parameters(enemy) if enemy.battler != nil
end
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ● Update Battler Setting Running
#--------------------------------------------------------------------------
def reset_battler_setting_running
reset_player_parameters_running
for ally in $game_party.members
reset_members_parameters_running(ally)
end
for enemy in $game_map.events.values
reset_enemies_parameters(enemy) if enemy.battler != nil
end
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# ● Reset Enemies Parameters
#--------------------------------------------------------------------------
def reset_enemies_parameters(enemy)
enemy.battler.cast_action[0] = 0
enemy.battler.cast_action[1] = 0
enemy.battler.cast_action[2] = 0
enemy.battler.cast_action[3] = 0
enemy.battler.cast_action[4] = 0
enemy.battler.counter_action[0] = 0
enemy.battler.counter_action[1] = 0
enemy.battler.counter_action[2] = true
enemy.battler.invunerable_duration = 0
enemy.knock_back_duration = nil
end
#--------------------------------------------------------------------------
# ● Reset Members Parameters
#--------------------------------------------------------------------------
def reset_members_parameters(ally)
ally.old_level = ally.level
ally.shield = false
ally.x_charge_action[0] = 0
ally.x_charge_action[1] = 0
ally.x_charge_action[2] = 0
ally.x_charge_action[3] = 0
ally.cast_action[0] = 0
ally.cast_action[1] = 0
ally.cast_action[2] = 0
ally.cast_action[3] = 0
ally.cast_action[4] = 0
ally.counter_action[0] = 0
ally.counter_action[1] = 0
ally.counter_action[2] = true
ally.invunerable_duration = 0
end
#--------------------------------------------------------------------------
# ● Reset Player Parameters
#--------------------------------------------------------------------------
def reset_player_parameters
make_pose("", 1) unless $game_player.action != nil
$game_temp.xas_target_time = 0
$game_temp.xas_target_shoot_id = 0
$game_temp.xas_target_x = 0
@knock_back_duration = nil
@dash_active = false
end
#--------------------------------------------------------------------------
# ● Reset Members Parameters Running
#--------------------------------------------------------------------------
def reset_members_parameters_running(ally)
ally.old_level = ally.level
ally.shield = false
unless ally.x_charge_action[1] > 0
ally.x_charge_action[0] = 0
ally.x_charge_action[1] = 0
ally.x_charge_action[2] = 0
ally.x_charge_action[3] = 0
end
unless ally.cast_action[1] > 0
ally.cast_action[0] = 0
ally.cast_action[1] = 0
ally.cast_action[2] = 0
ally.cast_action[3] = 0
ally.cast_action[4] = 0
end
ally.counter_action[0] = 0
ally.counter_action[1] = 0
ally.counter_action[2] = true
ally.invunerable_duration = 0
end
#--------------------------------------------------------------------------
# ● Reset Player Parameters Running
#--------------------------------------------------------------------------
def reset_player_parameters_running
$game_temp.xas_target_time = 0
$game_temp.xas_target_shoot_id = 0
$game_temp.xas_target_x = 0
@knock_back_duration = nil
@dash_active = false
end
end
#===============================================================================
# ■ Game Follower
#===============================================================================
class Game_Follower < Game_Character
include XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
return $game_party.members[@member_index]
end
end
#===============================================================================
# ■ Game Follower
#===============================================================================
class Game_Followers
include XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
return $game_party.members[@member_index]
end
end
#===============================================================================
# ■ Game_Vehicle
#===============================================================================
class Game_Vehicle < Game_Character
include XRXS_BattlerAttachment
attr_reader :collision_attack
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
return @battler
end
end
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Event < Game_Character
include XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
return @battler
end
#--------------------------------------------------------------------------
# ● Battler?
#--------------------------------------------------------------------------
def battler?
return false if self.erased
return false if self.battler == nil
return false if self.dead?
return false if self.battler.no_damage_pop
return false if self.battler.invunerable
return true
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
alias xrxs64c_refresh refresh
def refresh
xrxs64c_refresh
self.battler_recheck
end
#--------------------------------------------------------------------------
# ● Battler Recheck
#--------------------------------------------------------------------------
def battler_recheck
return if @battler != nil
return if @page == nil
if self.name =~ /<Actor>/ or self.name =~ /<友方>/
actor = $game_party.members[0]
@battler = Game_Actor.new(actor.id)
return
else
@enemy_id = 0
if self.name =~ /<Enemy(\d+)>/i or self.name =~ /<敌人(\d+)>/i
@enemy_id = $1.to_i
end
return if @enemy_id <= 0
@battler = Game_Enemy.new(1, @enemy_id)
self.force_update = true if self.battler.sensor_range >= 15
end
end
#--------------------------------------------------------------------------
# ● Battler Recheck
#--------------------------------------------------------------------------
def enemy_id
return @enemy_id
end
#--------------------------------------------------------------------------
# ● body_size
#--------------------------------------------------------------------------
def body_size
if self.battler != nil
return self.battler.body_size
else
return 0
end
end
end
#===============================================================================
# ■ Game_Battler
#===============================================================================
class Game_Battler
attr_accessor :sensor_range
attr_accessor :body_size
attr_accessor :breath_effect
attr_accessor :breath_duration
attr_accessor :fast_breath_effect
attr_accessor :no_knockback
attr_accessor :passive
attr_accessor :attack_animation_id
attr_accessor :ignore_guard
attr_accessor :no_damage_pop
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_e_initialize initialize
def initialize
x_e_initialize
@sensor_range = 4
@body_size = 0
@breath_effect = false
@breath_duration = 0
@fast_breath_effect = false
@no_knockback = false
@passive = false
@attack_animation_id = 0
@ignore_guard = false
@no_damage_pop = false
end
end
#===============================================================================
# ■ Game_Enemy
#===============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_e2_initialize initialize
def initialize(index, enemy_id)
x_e2_initialize(index, enemy_id)
enemy = $data_enemies[@enemy_id]
setup_enemy_note(enemy)
end
#--------------------------------------------------------------------------
# ● Setup X Note Elements
#--------------------------------------------------------------------------
def setup_enemy_note(enemy)
if enemy.note =~ /<Sensor Range = (\d+)>/ or enemy.note =~ /<视野范围 = (\d+)>/ or
enemy.note =~ /<感应器范围 = (\d+)>/ or enemy.note =~ /<效应范围 = (\d+)>/
@sensor_range = $1.to_i
end
if enemy.note =~ /<Body Size = (\d+)>/ or enemy.note =~ /<身体大小 = (\d+)>/
@body_size = $1.to_i
end
if enemy.note =~ /<Attack Animation = (\d+)>/ or enemy.note =~ /<攻击动画 = (\d+)>/
@attack_animation_id = $1.to_i
end
if enemy.note =~ /<Death Zoom = (\d+)>/ or enemy.note =~ /<死亡方式 = (\d+)>/
@death_zoom_effect = $1.to_i
end
if enemy.note =~ /<Knockback Duration = (\d+)>/ or enemy.note =~ /<倒地起身 = (\d+)>/
@knockback_duration = $1.to_i
end
if enemy.note =~ /<Ignore Guard>/ or enemy.note =~ /<忽略防御>/
@ignore_shield = true
end
if enemy.note =~ /<Invunerable>/ or enemy.note =~ /<无敌>/
@invunerable = true
end
if enemy.note =~ /<Breath Effect>/ or enemy.note =~ /<呼吸>/
@breath_effect = true
end
if enemy.note =~ /<Knockback Disable>/ or enemy.note =~ /<禁止击倒>/
@no_knockback = true
end
if enemy.note =~ /<Passive>/ or enemy.note =~ /<被动>/
@passive = true
end
if enemy.note =~ /<伤害隐藏>/
@no_damage_pop = true
end
invunerable_actions_ids = XAS_BA_ENEMY::INVUNERABLE_ACTIONS[@enemy_id]
if invunerable_actions_ids != nil
@invunerable_actions = invunerable_actions_ids
end
guard_directions_ids = XAS_BA_ENEMY::GUARD_DIRECTIONS[@enemy_id]
if guard_directions_ids != nil
@guard_directions = guard_directions_ids
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - EVENT SENSOR
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XRXS_Enemy_Sensor
#===============================================================================
module XRXS_EnemySensor
#--------------------------------------------------------------------------
# ● Update Sensor
#--------------------------------------------------------------------------
def update_sensor
if self.battler != nil and self.battler.sensor_range > 0
sensor_area = self.battler.sensor_range
else
sensor_area = $game_variables[XAS_BA::DEFAULT_SENSOR_RANGE_VARIABLE_ID]
end
sensor_area = -1 if cancel_sensor?
distance = ($game_player.x - self.x).abs + ($game_player.y - self.y).abs
enable = (distance <= sensor_area)
key = [$game_map.map_id, self.id, XAS_BA::SENSOR_SELF_SWITCH]
last_enable = $game_self_switches[key]
last_enable = false if last_enable == nil
if enable != last_enable
touch_attack(false)
@collision_attack = false
@pattern = 0
@pattern_count = 0
$game_self_switches[key] = enable
self.refresh
end
end
#--------------------------------------------------------------------------
# ● Can Update Sensor
#--------------------------------------------------------------------------
def can_update_sensor?
return false if @sensor_enable == false
return false if self.dead?
return false if self.erased
return false if self.stop
return false if self.knockbacking?
return true
end
#--------------------------------------------------------------------------
# ● refresh_sensor
#--------------------------------------------------------------------------
def refresh_sensor
touch_attack(false)
key = [$game_map.map_id, self.id, XAS_BA::SENSOR_SELF_SWITCH]
$game_self_switches[key] = false
@pattern = 0
@pattern_count = 0
self.refresh
end
#--------------------------------------------------------------------------
# ● Cancel Sensor
#--------------------------------------------------------------------------
def cancel_sensor?
return false if self.battler == nil
return true if self.battler.passive
return false
end
end
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Event < Game_Character
attr_accessor :sensor_enable
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_sensor_initialize initialize
def initialize(map_id, event)
@sensor_enable = false
x_sensor_initialize(map_id, event)
end
#--------------------------------------------------------------------------
# ● Conditions Met
#--------------------------------------------------------------------------
alias x_sensor_conditions_met conditions_met?
def conditions_met?(page)
c = page.condition
if c.self_switch_ch == XAS_BA::SENSOR_SELF_SWITCH
@sensor_enable = true
end
x_sensor_conditions_met(page)
end
end
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Character < Game_CharacterBase
include XRXS_EnemySensor
end
#===============================================================================
# ■ Game Character
#===============================================================================
class Game_Character < Game_CharacterBase
attr_writer :opacity
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - ACTION
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game Character
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● Can Update Battler Move Speed
#--------------------------------------------------------------------------
def can_update_battler_move_speed?
return false if @temp_id > 0
return false if moving?
return true
end
#--------------------------------------------------------------------------
# ● Can Update Battler?
#--------------------------------------------------------------------------
def can_update_battler?
return false unless $game_system.xas_battle
return false if self.battler == nil
return false unless party_system?
return true
end
#--------------------------------------------------------------------------
# ● Party System
#--------------------------------------------------------------------------
def party_system?
return false if self.battler == nil
if $xas_party_system == nil and self.battler.is_a?(Game_Actor)
return false if self.battler.actor_id != $game_party.members[0].actor_id
end
return true
end
#--------------------------------------------------------------------------
# ● Reset Battler Temp
#--------------------------------------------------------------------------
def reset_battler_temp
reset_cast_temp
reset_charge_temp
end
#--------------------------------------------------------------------------
# ● Reset Charge Temp
#--------------------------------------------------------------------------
def reset_charge_temp
return if self.battler == nil
return if self.battler.is_a?(Game_Enemy)
self.battler.x_charge_action[0] = 0
self.battler.x_charge_action[1] = 0
self.battler.x_charge_action[2] = 0
self.battler.x_charge_action[3] = 0
end
#--------------------------------------------------------------------------
# ● Reset Battler Temp
#--------------------------------------------------------------------------
def reset_cast_temp
return if self.battler == nil
self.battler.cast_action[0] = 0
self.battler.cast_action[1] = 0
self.battler.cast_action[2] = 0
self.battler.cast_action[3] = 0
self.battler.cast_action[4] = 0
end
#--------------------------------------------------------------------------
# ● update_battler_parameters
#--------------------------------------------------------------------------
def update_battler_parameters
@stop_count = -1 if can_stop_battler?
self.battler.invunerable_duration -= 1 if self.battler.invunerable_duration > 0
unless @stop
@knock_back_duration = 30 if @temp_id > 0
end
end
#--------------------------------------------------------------------------
# ● Can Stop Battler
#--------------------------------------------------------------------------
def can_stop_battler?
return false if self.is_a?(Game_Player)
return true if self.knockbacking?
return true if self.dead?
return true if self.stop
return false
end
#--------------------------------------------------------------------------
# ● Update Battler Counter Action
#--------------------------------------------------------------------------
def update_battler_counter_action
return if self.battler.counter_action[1] == 0
self.battler.counter_action[1] -= 1
if self.battler.counter_action[1] == 0
turn_toward_player
self.battler.damage = XAS_WORD::COUNTER
self.battler.damage_pop = true
self.shoot(self.battler.counter_action[0])
self.battler.counter_action[0] = 0
end
end
#--------------------------------------------------------------------------
# ● Update Cast Action
#--------------------------------------------------------------------------
def update_battler_cast_action
return unless can_update_cast_action?
self.battler.cast_action[3] += 1
if self.battler.cast_action[3] > XAS_ANIMATION::LOOP_ANIMATIONS_SPEED
self.battler.cast_action[3] = 0
self.animation_id = self.battler.cast_action[2]
end
self.battler.cast_action[4] += 1
if self.battler.cast_action[4] >= self.battler.cast_action[1]
self.shoot(self.battler.cast_action[0])
end
end
#--------------------------------------------------------------------------
# ● Can Update Cast Action
#--------------------------------------------------------------------------
def can_update_cast_action?
return false if self.battler.cast_action[1] == 0
return false if @stop
return true
end
#--------------------------------------------------------------------------
# ● Can Blow Effect
#--------------------------------------------------------------------------
def can_blow?
return false if self.stop and not self.battler.state_sleep
return false if self.battler.no_knockback
return false if self.is_a?(Game_Player) and self.action != nil
return true
end
#--------------------------------------------------------------------------
# ● Blow Effect
#--------------------------------------------------------------------------
def blow(d, power = 1)
return unless can_blow?
jump_pre(0,0)
self.battler.invunerable_duration = 30 if self.battler.invunerable_duration <= 0
if self.is_a?(Game_Event)
@collision_attack = false
end
@knock_back_duration = self.battler.knockback_duration
refresh_sensor if self.is_a?(Game_Event)
pre_direction = self.direction
pre_direction_fix = self.direction_fix
self.turn_reverse(d)
self.direction_fix = true
power.times do
case d
when 2; @y += 1 if passable?(@x, @y, d)
when 4; @x -= 1 if passable?(@x, @y, d)
when 6; @x += 1 if passable?(@x, @y, d)
when 8; @y -= 1 if passable?(@x, @y, d)
end
end
self.direction_fix = pre_direction_fix
self.direction = pre_direction
end
#--------------------------------------------------------------------------
# ● Can Stop Battler Movement
#--------------------------------------------------------------------------
def can_stop_battler_movement?
return false if self.dead?
return true if self.battler.state_sleep
return true if self.battler.state_stop
return false
end
#--------------------------------------------------------------------------
# ● Impact
#--------------------------------------------------------------------------
def impact(enable = true)
return if self.tool_id == 0
return if self.action == nil
self.action.impact = enable
end
#--------------------------------------------------------------------------
# ● Update Battler Stop Movement
#--------------------------------------------------------------------------
def update_battler_stop_movement
unless can_stop_battler_movement?
@stop = false
return
end
@knock_back_duration = nil
@stop = true
@step_anime = false
reset_battler_temp
if self.battler.state_sleep
make_pose("_Hit", 2)
else
make_pose("", 2)
end
if self.is_a?(Game_Event)
@collision_attack = false
end
end
#--------------------------------------------------------------------------
# ● Update Attacking
#--------------------------------------------------------------------------
def update_battler_attacking
return unless can_update_attacking?
make_pose("_Atk", 2)
end
#--------------------------------------------------------------------------
# ● Can Update Attacking
#--------------------------------------------------------------------------
def can_update_attacking?
return false if self.battler.is_a?(Game_Actor)
return false if @collision_attack == false
return true
end
#--------------------------------------------------------------------------
# ● Update Battler Knobacking
#--------------------------------------------------------------------------
def update_battler_knockbacking
return unless self.knockbacking?
@pattern = 0
@knock_back_duration -= 1 if can_remove_knockback?
make_pose("_Hit", 2)
if self.is_a?(Game_Event)
@collision_attack = false
end
if @knock_back_duration <= 0
@knock_back_duration = nil
make_pose("", 0)
touch_attack(false) if self.is_a?(Game_Event)
@character_name = @x_pose_original_name
end
end
#--------------------------------------------------------------------------
# ● Can Remove Knockback
#--------------------------------------------------------------------------
def can_remove_knockback?
return true
end
#--------------------------------------------------------------------------
# ● knockbacking?
#--------------------------------------------------------------------------
def knockbacking?
return false if self.battler == nil
return false if @stop
return true if @knock_back_duration != nil
return false
end
#--------------------------------------------------------------------------
# ● collapsing?
#--------------------------------------------------------------------------
def collapsing?
return self.collapse_duration.to_i > 0
end
#--------------------------------------------------------------------------
# ● Seal Effect
#--------------------------------------------------------------------------
def seal_effect
Sound.play_buzzer
if XAS_WORD::ENABLE_WORD
self.battler.damage = XAS_WORD::SEAL
self.battler.damage_pop = true
end
end
end
#===============================================================================
# ■ XAS_DamageStop
#===============================================================================
module XAS_DamageStop
#--------------------------------------------------------------------------
# ● Acting
#--------------------------------------------------------------------------
def acting?
return (super or self.knockbacking? or self.collapsing? or self.stop)
end
end
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
include XAS_DamageStop
end
#===============================================================================
# ■ Game_Event
#===============================================================================
class Game_Event < Game_Character
include XAS_DamageStop
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - TOUCH EFFECT
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XRXS_BattlerAttachment
#==============================================================================
module XRXS_BattlerAttachment
#--------------------------------------------------------------------------
# ● Attack Effect
#--------------------------------------------------------------------------
def attack_effect(attacker)
return false unless $game_system.xas_battle
return if self.battler == nil or attacker == nil
return unless can_attack_effect?(attacker)
if target_shield_enabled?(attacker, nil, nil)
execute_guard_effect(attacker, nil, nil, 30)
return
end
execute_attack_effect(attacker)
end
#--------------------------------------------------------------------------
# ● Can Attack Effect
#--------------------------------------------------------------------------
def can_attack_effect?(attacker)
return false if self.can_update == false
return false if @knock_back_duration != nil
return false if attacker.stop
return false if self.battler.invunerable
return false if self.battler.invunerable_duration > 0
return false if self.action != nil and self.action.user_invincible
return false if seal_attack?(attacker.battler)
return false if target_state_invunerable?(30)
return true
end
#--------------------------------------------------------------------------
# ● Attack Target Shield
#--------------------------------------------------------------------------
def attack_target_shield?(attacker)
return false if attacker.battler.ignore_shield
return false unless self.battler.shield
return true if face_direction?(attacker)
return false
end
#--------------------------------------------------------------------------
# ● Seal Attack?
#--------------------------------------------------------------------------
def seal_attack?(attacker)
if attacker.state_seal_attack or attacker.state_mute
attacker.damage = XAS_WORD::SEAL
attacker.damage_pop = true
self.battler.invunerable_duration = 30
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Execute Attack Damage
#--------------------------------------------------------------------------
def execute_attack_damage(attacker)
#if self.battler.agi > (rand(attacker.battler.agi) * 2)
# self.battler.result.missed = true
# return
#end
damage = ((attacker.battler.atk * 4) - (self.battler.def * 2)).truncate
damage = 0 if damage < 0
self.battler.result.hp_damage = damage
#self.battler.result.critical
self.battler.hp -= damage.abs
end
#--------------------------------------------------------------------------
# ● Execute Attack Effect
#--------------------------------------------------------------------------
def execute_attack_effect(attacker)
execute_attack_effect_before_damage(attacker)
execute_attack_damage(attacker)
if target_missed?(attacker)
self.battler.invunerable_duration = 30
return
end
execute_damage_pop(attacker)
execute_attack_effect_after_damage(attacker) if can_check_after_attack_effect?(attacker)
execute_state_effect(nil, attacker, nil)
self.battler.invunerable_duration = 20 + XAS_BA::DEFAULT_KNOCK_BACK_DURATION
if attacker.battler.attack_animation_id != 0
self.animation_id = attacker.battler.attack_animation_id
end
if self.battler.damage.to_i > 0
self.blow(attacker.direction, 1) if can_blow_effect?
end
if self.is_a?(Game_Player)
self.need_refresh = true
end
end
#--------------------------------------------------------------------------
# ● Can Check After Attack Effect?
#--------------------------------------------------------------------------
def can_check_after_attack_effect?(attacker)
return false unless self.battler.damage.is_a?(Numeric)
return true
end
#--------------------------------------------------------------------------
# ● Execute Attack Effect Before Damage
#--------------------------------------------------------------------------
def execute_attack_effect_before_damage(attacker)
end
#--------------------------------------------------------------------------
# ● Execute Attack Effect After Damage
#--------------------------------------------------------------------------
def execute_attack_effect_after_damage(attacker)
end
end
#===============================================================================
# ■ Game Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Check Event Trigger Touch
#--------------------------------------------------------------------------
alias xrxs64c_check_event_trigger_touch check_event_trigger_touch
def check_event_trigger_touch(x, y)
xrxs64c_check_event_trigger_touch(x, y)
if $game_map.interpreter.running?
return
end
for event in $game_map.events.values
next unless event.collision_attack
unless [1,2].include?(event.trigger)
if event.battler != nil and event.x == x and event.y == y
$game_player.attack_effect(event)
end
end
end
end
end
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● Check Event Trigger Touch
#--------------------------------------------------------------------------
alias xrxs64c_check_event_trigger_touch check_event_trigger_touch
def check_event_trigger_touch(x, y)
xrxs64c_check_event_trigger_touch(x, y)
if $game_map.interpreter.running?
return
end
return unless self.collision_attack
if self.battler != nil and x == $game_player.x and y == $game_player.y
$game_player.attack_effect(self)
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - MOVE SPEED
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character < Game_CharacterBase
include XAS_BA
attr_accessor :base_move_speed
attr_accessor :dash_move_speed
attr_accessor :move_speed
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_move_speed_initialize initialize
def initialize
@base_move_speed = BASE_MOVE_SPEED
@dash_move_speed = 0
x_move_speed_initialize
end
#--------------------------------------------------------------------------
# ● update_battler_move_speed
#--------------------------------------------------------------------------
def update_battler_move_speed
@dash_move_speed = @dash_active ? DASH_MOVE_SPEED : 0
sp1 = @base_move_speed
sp2 = @dash_move_speed
sp3 = self.battler.state_move_speed
@move_speed = (sp1 + sp2 + sp3)
end
#--------------------------------------------------------------------------
# ● Update Animation
#--------------------------------------------------------------------------
def update_animation
super
update_force_move_routine_move
end
#--------------------------------------------------------------------------
# ● Update Force Move Routine Move
#--------------------------------------------------------------------------
def update_force_move_routine_move
return if @force_action == ""
return if @move_route == nil
command = @move_route.list[@move_route_index]
return if command == nil
if command.code == ROUTE_PLAY_SE
params = command.parameters
params[0].play
advance_move_route_index
end
end
#--------------------------------------------------------------------------
# ● Update Routine Move
#--------------------------------------------------------------------------
alias x_update_routine_move update_routine_move
def update_routine_move
return if @force_action_times > 0
x_update_routine_move
end
#--------------------------------------------------------------------------
# ● Can Cancel Move Type Custom
#--------------------------------------------------------------------------
alias x_move_speed_process_move_command process_move_command
def process_move_command(command)
return if can_cancel_move_type_custom?(command)
params = command.parameters
x_move_speed_process_move_command(command)
if command.code == ROUTE_CHANGE_SPEED and @battler != nil and
self.is_a?(Game_Event)
@base_move_speed = params[0]
end
end
#--------------------------------------------------------------------------
# ● Can Cancel Move Type Custom
#--------------------------------------------------------------------------
def can_cancel_move_type_custom?(command)
return true if command == nil
return true if @force_action_times > 0
return false
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_move_speed_event_initialize initialize
def initialize(map_id, event)
x_move_speed_event_initialize(map_id, event)
refresh_move_speed
end
#--------------------------------------------------------------------------
# ● Refresh Move Speed
#--------------------------------------------------------------------------
def refresh_move_speed
return if @page == nil
@base_move_speed = @page.move_speed
end
#--------------------------------------------------------------------------
# ● Setup Page
#--------------------------------------------------------------------------
alias x_move_speed_setup_page setup_page
def setup_page(new_page)
x_move_speed_setup_page(new_page)
refresh_move_speed
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - STATES
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
attr_accessor :state_move_speed
attr_accessor :state_stop
attr_accessor :state_loop_effect_time
attr_accessor :state_loop_speed
attr_accessor :state_duration
attr_accessor :state_string
attr_accessor :state_string_time
attr_accessor :state_stop
attr_accessor :state_slow
attr_accessor :state_sleep
attr_accessor :state_invunerable
attr_accessor :state_fast
attr_accessor :state_mute
attr_accessor :state_seal_attack
attr_accessor :state_seal_skill
attr_accessor :state_seal_item
attr_accessor :state_reflect
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_state_initialize initialize
def initialize
@state_move_speed = 0
@state_duration = []
@state_loop_effect_time = []
@state_loop_speed = []
@state_string = ""
@state_string_time = 0
@state_stop = false
@state_sleep = false
@state_invunerable = false
@state_slow = false
@state_fast = false
@state_mute = false
@state_seal_attack = false
@state_seal_skill = false
@state_seal_item = false
@state_reflect = false
x_state_initialize
end
#--------------------------------------------------------------------------
# ● Add State
#--------------------------------------------------------------------------
alias x_add_state add_state
def add_state(state_id)
unless @states.include?(state_id)
state = $data_states[state_id]
xas_add_state(state)
end
x_add_state(state_id)
end
#--------------------------------------------------------------------------
# ● Xas Add State
#--------------------------------------------------------------------------
def xas_add_state(state)
@state_duration[state.id] = 60 * $data_states[state.id].min_turns
@state_loop_effect_time[state.id] = 0
@state_loop_speed[state.id] = $data_states[state.id].max_turns
execute_damage_state(state,0)
end
#--------------------------------------------------------------------------
# ● Remove State
#--------------------------------------------------------------------------
alias x_remove_state remove_state
def remove_state(state_id)
if state?(state_id)
state = $data_states[state_id]
xas_remove_state(state)
end
x_remove_state(state_id)
end
#--------------------------------------------------------------------------
# ● XAS Remove State
#--------------------------------------------------------------------------
def xas_remove_state(state)
@state_duration.delete(state.id)
@state_loop_effect_time.delete(state.id)
@state_loop_speed.delete(state.id)
execute_damage_state(state,1)
end
#--------------------------------------------------------------------------
# ● Execute_Damage_State
#--------------------------------------------------------------------------
def execute_damage_state(state,type)
return unless XAS_DAMAGE_POP::DAMAGE_STATE_POP
return unless XAS_WORD::ENABLE_WORD
return if state == nil or state.id == 1
case type
when 0
damage = "+ " + state.name.to_s
when 1
damage = "- " + state.name.to_s
end
@state_string = damage
@state_string_time = 30
end
end
#==============================================================================
# ■ Game_Character
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● Update Battler States Effect
#--------------------------------------------------------------------------
def update_battler_states_effect
return unless XAS_SYSTEM::STATE_SYSTEM
update_state_string_pop
update_pre_state_setup
return unless can_update_states_effect?
for i in self.battler.states
state = $data_states[i.id]
if state == nil or self.battler.state_duration[state.id] == nil or
self.battler.state_loop_effect_time[state.id] == nil or
self.battler.state_loop_speed[state.id] == nil
self.battler.remove_state(state.id)
next
return
end
update_state_abs_effects(state)
update_state_loop(state)
update_remove_state(state)
end
end
#--------------------------------------------------------------------------
# ● Update Pre State Setup
#--------------------------------------------------------------------------
def update_pre_state_setup
self.battler.state_stop = false
self.battler.state_slow = false
self.battler.state_fast = false
self.battler.state_mute = false
self.battler.state_sleep = false
self.battler.state_invunerable = false
self.battler.state_seal_attack = false
self.battler.state_seal_skill = false
self.battler.state_seal_item = false
self.battler.state_reflect = false
self.battler.state_move_speed = 0
end
#--------------------------------------------------------------------------
# ● Update Pre State Setup
#--------------------------------------------------------------------------
def update_state_abs_effects(state)
if state.note =~ /<Stop>/ or state.note =~ /<停止>/
self.battler.state_stop = true
end
if state.note =~ /<Slow>/ or state.note =~ /<减速>/
self.battler.state_slow = true
self.battler.state_move_speed = -1.5
end
if state.note =~ /<Fast>/ or state.note =~ /<加速>/
self.battler.state_fast = true
self.battler.state_move_speed = 1
end
if self.battler.state_fast and
self.battler.state_slow
self.battler.state_move_speed = 0
end
if state.note =~ /<Mute>/ or state.note =~ /<M沉默>/
self.battler.state_mute = true
end
if state.note =~ /<Sleep>/ or state.note =~ /<睡眠>/
self.battler.state_sleep = true
end
if state.note =~ /<Invincible>/ or state.note =~ /<无敌>/
self.battler.state_invunerable = true
end
if state.note =~ /<Seal Attack>/ or state.note =~ /<禁止攻击>/
self.battler.state_seal_attack = true
end
if state.note =~ /<Seal Skill>/ or state.note =~ /<禁止技能>/
self.battler.state_seal_skill = true
end
if state.note =~ /<Seal Item>/ or state.note =~ /<禁止道具>/
self.battler.state_seal_item = true
end
if state.note =~ /<Reflect>/ or state.note =~ /<反射>/
self.battler.state_reflect = true
end
end
#--------------------------------------------------------------------------
# ● Update State Loop
#--------------------------------------------------------------------------
def update_state_loop(state)
self.battler.state_loop_effect_time[state.id] += 1
if self.battler.state_loop_effect_time[state.id] > self.battler.state_loop_speed[state.id]
self.battler.state_loop_effect_time[state.id] = 0
if state.note =~ /<Animation ID = (\d+)>/ or state.note =~ /<动画ID = (\d+)>/
state_anime = $1.to_i
if state_anime != nil
self.animation_id = state_anime
end
end
execute_states_effects(state)
end
end
#--------------------------------------------------------------------------
# ● Execute States Effect
#--------------------------------------------------------------------------
def execute_states_effects(state)
if state.note =~ /<Slip Damage = (\S+)>/ or state.note =~ /<持续伤害 = (\S+)>/
execute_state_slip_damage($1.to_i)
end
end
#--------------------------------------------------------------------------
# ● Execute States Slip Damage
#--------------------------------------------------------------------------
def execute_state_slip_damage(damage)
damage = 1 if damage == nil
damage_slip = self.battler.mhp * damage / 100
self.battler.hp -= damage_slip
self.battler.damage = damage_slip
self.battler.damage_pop = true
end
#--------------------------------------------------------------------------
# ● Update Remove State
#--------------------------------------------------------------------------
def update_remove_state(state)
self.battler.state_duration[state.id] -= 1
if self.battler.state_duration[state.id] <= 0
self.battler.remove_state(state.id)
end
end
#--------------------------------------------------------------------------
# ● Can Update States Effect
#--------------------------------------------------------------------------
def can_update_states_effect?
return false if self.dead?
return false if self.battler.states == nil
return false if self.battler.states.size == 0
return false if self.battler.state_duration == []
return true
end
#--------------------------------------------------------------------------
# ● Update State String Pop
#--------------------------------------------------------------------------
def update_state_string_pop
return false if self.battler.state_string_time == 0
self.battler.state_string_time -= 1
if self.battler.state_string_time == 0
self.battler.damage = self.battler.state_string
self.battler.damage_pop = true
self.battler.state_string = ""
end
end
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● On Player Walk
#--------------------------------------------------------------------------
alias x_state_on_player_walk on_player_walk
def on_player_walk
return if XAS_SYSTEM::STATE_SYSTEM
x_state_on_player_walk
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - EVENT COMMANDS
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● Shoot Chance
#--------------------------------------------------------------------------
def shoot_chance(action_id,perc)
return if self.battler == nil
if perc >= rand(100)
shoot(action_id)
end
end
#--------------------------------------------------------------------------
# ● Guard
#--------------------------------------------------------------------------
def guard(enable)
return if self.battler == nil
self.battler.guard = enable
end
#--------------------------------------------------------------------------
# ● Touch Attack
#--------------------------------------------------------------------------
def touch_attack(enable)
return if self.battler == nil
return if seal_attack?(self.battler)
@collision_attack = enable
@pattern = 0
@pattern_count = 0
end
#--------------------------------------------------------------------------
# ● Counter
#--------------------------------------------------------------------------
def counter(enable)
return if self.battler == nil
self.battler.counter_action[2] = enable
end
#--------------------------------------------------------------------------
# ● Rand Shoot
#--------------------------------------------------------------------------
def rand_shoot(random_id = [])
return if self.battler == nil
return if random_id == []
action_id = random_id[rand(random_id.size)]
self.shoot(action_id)
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - DEFEAT PROCESS
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Scene Base
#===============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# ● Check Gameover
#--------------------------------------------------------------------------
def check_gameover
return unless $game_party.in_battle
SceneManager.goto(Scene_Gameover) if $game_party.all_dead?
end
end
#===============================================================================
# ■ Game Character
#===============================================================================
class Game_Character < Game_CharacterBase
attr_accessor :collapse_duration
attr_accessor :battler_visible
attr_writer :opacity
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_collapse_initialize initialize
def initialize
@collapse_duration = 0
x_collapse_initialize
end
end
#===============================================================================
# ■ XAS_BA_BATTLEEVENT_NONPREEMPT
#==============================================================================
module XAS_BA_BATTLEEVENT_NONPREEMPT
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
return if self.battler != nil and $game_map.interpreter.running?
super
end
end
#===============================================================================
# ■ Game Event
#==============================================================================
class Game_Event < Game_Character
include XAS_BA_BATTLEEVENT_NONPREEMPT
end
#===============================================================================
# ■ Game Character
#===============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● Update Battler Defeat Process
#--------------------------------------------------------------------------
def update_battler_defeat_process
execute_enemy_defeated_process if can_check_enemy_defeated?
execute_actor_defeated_process if can_check_actor_defeated?
end
#--------------------------------------------------------------------------
# ● Can Check Enemy Defeated?
#--------------------------------------------------------------------------
def can_check_enemy_defeated?
return false if self.battler.is_a?(Game_Actor)
return false if self.battler.defeated
return true
end
#--------------------------------------------------------------------------
# ● Can Check Actor Defeated?
#--------------------------------------------------------------------------
def can_check_actor_defeated?
return false if self.battler.is_a?(Game_Enemy)
return false if self.battler.defeated
return false if $game_party.members[0].hp > 0
return false if @collapse_duration > 0
return true
end
#--------------------------------------------------------------------------
# ● Execute Actor Defeated Process
#--------------------------------------------------------------------------
def execute_actor_defeated_process
erase_actor_tools_on_map
if $game_party.all_dead? and not self.battler.defeated
self.battler.defeated = true
self.collapse_duration = 120
self.knock_back_duration = 161
reset_battler_temp
else
$game_temp.change_leader_wait_time = 0
$game_player.change_leader
end
end
#--------------------------------------------------------------------------
# ● Erase Tools on Map
#--------------------------------------------------------------------------
def erase_actor_tools_on_map
for event in $game_map.events.values
if event.tool_id > 0 and event.action.user.is_a?(Game_Player)
event.erase
end
end
end
#--------------------------------------------------------------------------
# ● Execute Enemy Defeaed Process
#--------------------------------------------------------------------------
def execute_enemy_defeated_process
self.battler.defeated = true
self.through = true
@knock_back_duration = 121
enemy = $data_enemies[self.battler.enemy_id]
@collapse_duration = 120
execute_gain_exp_gold(enemy)
execute_active_switch(enemy)
execute_active_variable(enemy)
execute_defeated_animation(enemy)
execute_defeated_sound_effect(enemy)
execute_final_shoot(enemy)
end
#--------------------------------------------------------------------------
# ● Execute Defeated Sound Effect
#--------------------------------------------------------------------------
def execute_defeated_sound_effect(enemy)
return if self.battler.no_damage_pop
Sound.play_enemy_collapse
end
#--------------------------------------------------------------------------
# ● Execute Final Shoot
#--------------------------------------------------------------------------
def execute_final_shoot(enemy)
if enemy.note =~ /<Final Action ID = (\d+)>/
enemy.note =~ /<Final Action ID = (\d+)>/
elsif enemy.note =~ /<最终攻击ID = (\d+)>/
enemy.note =~ /<最终攻击ID = (\d+)>/
end
action_id = $1.to_i
return if action_id == nil
self.shoot(action_id)
end
#--------------------------------------------------------------------------
# ● Execute Gain Exp Gold
#--------------------------------------------------------------------------
def execute_gain_exp_gold(enemy)
exp = self.battler.exp
case XAS_BA::EXP_TYPE
when 0
actor = $game_party.members[0]
actor.gain_exp(exp)
when 1
for i in 0...$game_party.members.size
actor = $game_party.members[i]
actor.gain_exp(exp)
end
when 2
exp = exp / $game_party.members.size
for i in 0...$game_party.members.size
actor = $game_party.members[i]
actor.gain_exp(exp)
end
end
$game_party.gain_gold(self.battler.gold)
end
#--------------------------------------------------------------------------
# ● Execute_Active Switch
#--------------------------------------------------------------------------
def execute_active_switch(enemy)
if enemy.note =~ /<Active Switch = (\d+)>/
enemy.note =~ /<Active Switch = (\d+)>/
elsif enemy.note =~ /<激活开关 = (\d+)>/
enemy.note =~ /<激活开关 = (\d+)>/
end
switch_id = $1.to_i
if switch_id != nil
$game_switches[switch_id] = true
$game_map.need_refresh = true
end
end
#--------------------------------------------------------------------------
# ● Execute_Active Switch
#--------------------------------------------------------------------------
def execute_active_variable(enemy)
if enemy.note =~ /<Active Variable = (\d+)>/
enemy.note =~ /<Active Variable = (\d+)>/
elsif enemy.note =~ /<增加變量 = (\d+)>/
enemy.note =~ /<增加變量 = (\d+)>/
end
variable_id = $1.to_i
if variable_id != nil
$game_variables[variable_id] += 1
$game_map.need_refresh = true
end
end
#--------------------------------------------------------------------------
# ● Execute Defeated Animation
#--------------------------------------------------------------------------
def execute_defeated_animation(enemy)
if enemy.note =~ /<Defeated Animation = (\d+)>/
enemy.note =~ /<Defeated Animation = (\d+)>/
elsif enemy.note =~ /<死亡动画 = (\d+)>/
enemy.note =~ /<死亡动画 = (\d+)>/
end
anime_id = $1.to_i
if anime_id != nil
self.animation_id = anime_id
end
end
end
#===============================================================================
# ■ Game Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Reset Old Level
#--------------------------------------------------------------------------
def reset_old_level(trans = false)
for actor in $game_party.members
actor.old_level = actor.level
end
end
#--------------------------------------------------------------------------
# ● Change Leader
#--------------------------------------------------------------------------
def change_leader
return if $game_party.members.size <= 1
reset_battler_temp
current_leader_id = $game_party.members[0].id
for i in 1..$game_party.members.size
pre_leader = $game_party.members[0].id
$game_party.remove_actor(pre_leader)
$game_party.add_actor(pre_leader)
if $game_party.members[0].hp > 0
execute_change_leader_effect unless current_leader_id == $game_party.members[0].id
break
end
end
end
#--------------------------------------------------------------------------
# ● Exeute Change leader Effect
#--------------------------------------------------------------------------
def execute_change_leader_effect
actor = $game_party.members[0]
actor.invunerable_duration = XAS_BA::CHANGE_LEADER_WAIT_TIME
actor.damage = nil
actor.damage_pop = false
actor.critical = false
@knock_back_duration = nil
if self.action != nil
self.action.duration = 1
end
@force_action_times = 0
@force_action_type = ""
reset_old_level(true)
@x_pose_original_name = @character_name
update_battler_pose
$game_map.need_refresh = true
self.animation_id = XAS_ANIMATION::CHANGE_LEADER_ANIMATION_ID
$game_temp.change_leader_wait_time = XAS_BA::CHANGE_LEADER_WAIT_TIME
end
#--------------------------------------------------------------------------
# ● Check Actor Level
#--------------------------------------------------------------------------
def check_actor_level
return if $game_party.in_battle
return if self.battler == nil
return if self.battler.old_level == self.battler.level
reset_old_level(false)
if self.battler.level > 1
Audio.se_play("Audio/SE/" + XAS_SOUND::LEVEL_UP , 100, 100)
if XAS_WORD::ENABLE_WORD
$game_player.battler.damage = XAS_WORD::LEVEL_UP
$game_player.battler.damage_pop = true
end
end
$game_player.need_refresh = true
end
end
#===============================================================================
# ■ Game Party
#===============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● Setup Starting Members
#--------------------------------------------------------------------------
alias x_old_level_setup_starting_members setup_starting_members
def setup_starting_members
x_old_level_setup_starting_members
for actor in $game_party.members
actor.old_level = actor.level
end
end
end
#===============================================================================
# ■ Sprite Character
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ● Update Collapse Effects
#--------------------------------------------------------------------------
def update_collaspse_effects
update_collapse_duration
return unless can_collapse_effects?
update_collpase_zoom_effects
update_exp_gold_pop
end
#--------------------------------------------------------------------------
# ● Can Collapse Effects
#--------------------------------------------------------------------------
def can_collapse_effects?
return false if @character.battler.is_a?(Game_Actor)
return false unless @character.dead?
return false if @character.erased
return true
end
#--------------------------------------------------------------------------
# ● Update Exp Gold Pop
#--------------------------------------------------------------------------
def update_exp_gold_pop
return unless XAS_DAMAGE_POP::DAMAGE_EXP_GOLD_POP
exp_pop = @character.battler.exp
gold_pop
[email protected]
case @character.collapse_duration
when 110
enemy = $data_enemies[@character.battler.enemy_id]
@character.make_treasure(enemy)
when 80
if exp_pop != 0
word = XAS_WORD::EXP
@character.battler.damage = word + " " + exp_pop.to_s
@character.battler.damage_pop = true
@character.battler.damage_type = "Exp"
end
when 40
if gold_pop != 0
word = $data_system.currency_unit
@character.battler.damage = word + " " + gold_pop.to_s
@character.battler.damage_pop = true
@character.battler.damage_type = "Gold"
end
end
end
#--------------------------------------------------------------------------
# ● Update Collapse Duration
#--------------------------------------------------------------------------
def update_collapse_duration
@character.collapse_duration -= 1
@character.opacity -= 2
if @character.collapse_duration <= 0
if @character.battler.is_a?(Game_Actor)
SceneManager.goto(Scene_Gameover)
return
end
self.visible = false
@character.opacity = 0
@character.erase
end
end
#--------------------------------------------------------------------------
# ● Update Collapse Zoom Effects
#--------------------------------------------------------------------------
def update_collpase_zoom_effects
case @character.battler.death_zoom_effect
when 1
@character.zoom_y += 0.05
@character.zoom_x -= 0.01
when 2
@character.zoom_y -= 0.01
@character.zoom_x += 0.03
when 3
@character.zoom_y += 0.03
@character.zoom_x += 0.03
when 4
@character.zoom_y -= 0.005
@character.zoom_x -= 0.005
when 5
case @character.collapse_duration
when 60..120
@character.zoom_y -= 0.01
@character.zoom_x += 0.06
when 0..59
@character.zoom_y += 0.2
@character.zoom_x -= 0.1
end
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ BATTLER - TREASURE
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XAS_BA_Item_Drop
#==============================================================================
module XAS_BA_ItemDrop
#--------------------------------------------------------------------------
# ● Defeat Process
#--------------------------------------------------------------------------
def make_treasure(enemy)
treasure = nil
return unless $game_player.passable?(self.x,self.y,0)
for di in enemy.drop_items
next if di.kind == 0
next if rand(di.denominator) != 0
if di.kind == 1
treasure = $data_items[di.data_id]
tr_id = treasure.id
elsif di.kind == 2
treasure = $data_weapons[di.data_id]
tr_id = treasure.id
elsif di.kind == 3
treasure = $data_armors[di.data_id]
tr_id = treasure.id
end
break if treasure != nil
end
if treasure != nil
command = RPG::MoveCommand.new
command.code = 14
command.parameters = [0,0]
route = RPG::MoveRoute.new
route.repeat = false
route.list = [command, RPG::MoveCommand.new]
page = RPG::Event::Page.new
page.move_type = 3
page.move_route = route
page.move_frequency = 6
page.priority_type = 1
page.trigger = 1
page.through = true
event = RPG::Event.new(self.x, self.y)
event.pages =
event = RPG::Event.new(self.x, self.y)
token = Token_Event.new($game_map.map_id, event)
token.icon_name = treasure.icon_index
token.treasure = [di.kind,tr_id]
token.treasure_time = 120 + XAS_BA::TREASURE_ERASE_TIME * 60
token.jump_high(0,0,20)
token.force_update = true
token.move_speed = 6
$game_map.add_token(token)
end
end
end
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Event < Game_Character
include XAS_BA_ItemDrop
#--------------------------------------------------------------------------
# ● Update Treasure Duration
#--------------------------------------------------------------------------
def update_treasure_duration
return if @treasure_time == 0
@treasure_time -= 1
self.erase if @treasure_time == 0
end
end
#===============================================================================
# ■ Game Character
#==============================================================================
class Game_Character < Game_CharacterBase
attr_accessor :icon_name
attr_accessor :treasure
end
#===============================================================================
# ■ Game Character
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias xrxs_charactericon_update update
def update
xrxs_charactericon_update
if @character.icon_name != nil
self.bitmap = Cache.system("Iconset")
self.src_rect.set(@character.icon_name % 16 * 24, @character.icon_name / 16 * 24, 24, 24)
self.ox = 12
self.oy = 24
end
end
end
#===============================================================================
# ■ Game Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Check Event Trigger Here
#--------------------------------------------------------------------------
alias treasure_check_event_trigger_here check_event_trigger_here
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
check_treasure_here
treasure_check_event_trigger_here(triggers)
end
#--------------------------------------------------------------------------
# ● check_treasure_here
#--------------------------------------------------------------------------
def check_treasure_here
for event in $game_map.events_xy(@x, @y)
if event.treasure != nil
name_pop = true
case event.treasure[0]
when 1
item = $data_items[event.treasure[1]]
if can_execute_field_item_effect?(item)
name_pop = false
else
$game_party.gain_item(item, 1)
end
$game_map.need_refresh = true
when 2
item = $data_weapons[event.treasure[1]]
$game_party.gain_item($data_weapons[event.treasure[1]], 1,false)
when 3
item = $data_armors[event.treasure[1]]
$game_party.gain_item(item, 1,false)
end
Audio.se_play("Audio/SE/" + XAS_SOUND::ITEM_DROP , 100, 100)
event.erase
if item != nil
if item.note =~ /<Drop Animation = (\d+)>/ or item.note =~ /<掉落动画 = (\d+)>/
self.animation_id = $1.to_i
end
if XAS_DAMAGE_POP::DAMAGE_ITEM_POP and name_pop
self.battler.damage = item.name.to_s
self.battler.damage_pop = true
self.battler.damage_type = "Item"
end
end
end
end
end
#--------------------------------------------------------------------------
# ● Can Execute Field Item Effect
#--------------------------------------------------------------------------
def can_execute_field_item_effect?(item)
if item.note =~ /<Drop HP Damage = (\S+)>/ or item.note =~ /<HP伤害 = (\S+)>/
damage = $1.to_i
damage2 = damage * self.battler.mhp / 100
self.battler.damage = damage2
self.battler.damage_pop = true
self.battler.hp -= damage2
return true
end
if item.note =~ /<Drop MP Damage = (\S+)>/ or item.note =~ /<MP伤害 = (\S+)>/
damage = $1.to_i
damage2 = damage * self.battler.mmp / 100
self.battler.mp -= damage2
self.battler.damage_type = "Mp"
self.battler.damage = damage2
self.battler.damage_pop = true
return true
end
if item.note =~ /<Drop Gold = (\d+)>/ or item.note =~ /<掉落金币 = (\d+)>/
gold = $1.to_i
damage = $data_system.terms.gold + " " + gold.to_s
self.battler.damage = damage
self.battler.damage_pop = true
$game_party.gain_gold(gold)
return true
end
return false
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ SPRITE - POSE (Character Name)
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Game_Character
#===============================================================================
class Game_Character < Game_CharacterBase
attr_accessor :x_pose_duration
attr_accessor :x_pose_name
attr_accessor :x_pose_original_name
attr_accessor :character_name
#-----------------------------------------------------------------------------
# ● Initialize
#-----------------------------------------------------------------------------
alias x_pose_initialize initialize
def initialize
x_pose_initialize
@x_pose_duration = 0
@x_pose_name = ""
@x_pose_original_name = @character_name
end
#-----------------------------------------------------------------------------
# ● Update
#-----------------------------------------------------------------------------
def make_pose(sufix, pose_duration)
return if @x_pose_original_name == ""
@x_pose_name = sufix
@x_pose_duration = pose_duration
end
#-----------------------------------------------------------------------------
# ● Update Pose
#-----------------------------------------------------------------------------
def update_battler_pose
return false unless XAS_SYSTEM::CHARACTER_POSE_NAME
if @x_pose_duration == 0
@x_pose_original_name = @character_name
return
else
@x_pose_duration -= 1
@character_name = @x_pose_original_name + @x_pose_name
if @x_pose_duration == 0
@character_name = @x_pose_original_name
@x_pose_name = ""
end
end
unless jumping?
@jump_count = 0
@jump_peak = 0
end
end
#-----------------------------------------------------------------------------
# ● Set Graphic
#-----------------------------------------------------------------------------
alias x_pose_set_graphic set_graphic
def set_graphic(character_name, character_index)
x_pose_set_graphic(character_name, character_index)
@x_pose_original_name = @character_name
@x_pose_duration = 0
@x_pose_name = ""
end
end
#===============================================================================
# ■ Game_Interpreter
#===============================================================================
class Game_Interpreter
#-----------------------------------------------------------------------------
# ● Command_322
#-----------------------------------------------------------------------------
alias x_pose_command_322 command_322
def command_322
x_pose_command_322
actor = $game_actors[@params[0]]
if actor != nil
$game_player.x_pose_duration = 0
$game_player.x_pose_original_name = @params[1]
end
end
end
#===============================================================================
# ■ RPG_FileTest
#===============================================================================
module RPG_FileTest
#--------------------------------------------------------------------------
# ● RPG_FileTest.character_exist?
#--------------------------------------------------------------------------
def RPG_FileTest.character_exist?(filename)
return Cache.character(filename) rescue return false
end
#--------------------------------------------------------------------------
# ● RPG_FileTest.system_exist?
#--------------------------------------------------------------------------
def RPG_FileTest.system_exist?(filename)
return Cache.system(filename) rescue return false
end
end
#===============================================================================
# ■ Sprite_Character
#===============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ● X Pose Update
#--------------------------------------------------------------------------
alias x_pose_update_bitmap update_bitmap
def update_bitmap
check_file_exist
x_pose_update_bitmap
end
#--------------------------------------------------------------------------
# ● Check File Exist
#--------------------------------------------------------------------------
def check_file_exist
return if @character_name == @character.character_name
unless RPG_FileTest.character_exist?(@character.character_name)
@character.character_name = @character.x_pose_original_name
@character.x_pose_duration = 0
@character.x_pose_name = ""
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ SPRITE - DAMAGE SPRITE
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ XRXS_DAMAGE_OFFSET
#===============================================================================
module XRXS_DAMAGE_OFFSET
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
@damage_sprites = [] if @damage_sprites.nil?
for damage_sprite in @damage_sprites
damage_sprite.x = self.x
damage_sprite.y = self.y
end
end
end
#===============================================================================
# ■ Sprite_Character
#===============================================================================
class Sprite_Character < Sprite_Base
include XRXS_DAMAGE_OFFSET
end
#==============================================================================
# ■ Sprite Base
#==============================================================================
class Sprite_Base < Sprite
include XAS_DAMAGE_POP
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias x_damage_pop_initialize initialize
def initialize(viewport = nil)
@_damage_duration = 0
x_damage_pop_initialize(viewport)
end
#--------------------------------------------------------------------------
# ● Damage
#--------------------------------------------------------------------------
def damage(value, type = "")
dispose_damage
@damage_ox = 0
@damage_type = type
# NUMBER PICTURE
if value.is_a?(Numeric)
bitmap_number_image = Cache.system("XAS_Damage_Number")
bitmap_im_cw = bitmap_number_image.width / 10
bitmap_im_ch = bitmap_number_image.height / 5
bitmap = Bitmap.new(bitmap_number_image.width,(bitmap_im_ch * 2) + 5)
bitmap_number_text = value.to_s.split(//)
center_x = (((2 + bitmap_number_text.size) * bitmap_im_cw) / 2)
# Damage Color
if value >= 0
if @damage_type == "Critical"
h = bitmap_im_ch * 2
h2 = bitmap_im_ch * 4
$game_map.screen.start_shake(5, 5, 60)
elsif @damage_type == "Mp"
h = bitmap_im_ch * 0
h2 = bitmap_im_ch * 3
else
h = 0
end
f = 0
else # Recover Color
h = bitmap_im_ch
h2 = bitmap_im_ch * 3 if @damage_type == "Mp"
f = 1
end
for r in f..bitmap_number_text.size - 1
bitmap_number_abs = bitmap_number_text[r].to_i
bitmap_src_rect = Rect.new(bitmap_im_cw * bitmap_number_abs, h, bitmap_im_cw, bitmap_im_ch)
bitmap.blt(center_x + (bitmap_im_cw * r), bitmap_im_ch + 5, bitmap_number_image, bitmap_src_rect)
end
ex = (bitmap_im_cw / 2) * (bitmap_number_text.size + f)
@damage_ox = (bitmap_number_image.width - (bitmap_number_image.width / 2) - ex) - center_x
# Add Extra String (MP / Critical)
if h2 != nil
string_x = (center_x - (bitmap_number_image.width / 2) + (bitmap_im_cw / 2) * bitmap_number_text.size)
bitmap_src_rect = Rect.new(0, h2, bitmap_number_image.width, bitmap_im_ch)
bitmap.blt(string_x , 0, bitmap_number_image, bitmap_src_rect)
end
bitmap_number_image.dispose
else
#TEXT STRING
damage_string = value.to_s
bitmap = Bitmap.new(160, 48)
bitmap.font.name = DAMAGE_FONT_NAME
bitmap.font.size = DAMAGE_FONT_SIZE
bitmap.font.bold = DAMAGE_FONT_BOLD
bitmap.font.italic = DAMAGE_FONT_ITALIC
bitmap.font.color = Color.new(0,0,0)
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
case @damage_type
when "Exp"; string_color = DAMAGE_EXP_FONT_COLOR
when "Gold"; string_color = DAMAGE_GOLD_FONT_COLOR
when "Item"; string_color = DAMAGE_ITEM_FONT_COLOR
else
string_color = DAMAGE_DEFAULT_FONT_COLOR
end
bitmap.font.color = string_color
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x + @damage_ox
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 60
end
#--------------------------------------------------------------------------
# ● Dispose Damage
#--------------------------------------------------------------------------
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.bitmap.dispose
@_damage_sprite.dispose
@_damage_sprite = nil
@_damage_duration = 0
end
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias x_damage_dispose dispose
def dispose
dispose_damage
x_damage_dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias x_damage_pop_update update
def update
if @_damage_duration > 0
@_damage_duration -= 1
if @_damage_duration == 0
dispose_damage
end
end
x_damage_pop_update
end
end
#===============================================================================
# ■ XRXS DAMAGE
#===============================================================================
module XRXS_DAMAGE
#--------------------------------------------------------------------------
# ● Damage X Init Velocity
#--------------------------------------------------------------------------
def damage_x_init_velocity
return 0.2 * (rand(5) - 2)
end
#--------------------------------------------------------------------------
# ● Damage Y Init Velocity
#--------------------------------------------------------------------------
def damage_y_init_velocity
return 9
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
@damage_sprites = [] if @damage_sprites.nil?
@damage_durations = [] if @damage_durations.nil?
if @_damage_sprite != nil and @_damage_sprite.visible
if @damage_ox != nil
dam_ox = @damage_ox
else
dam_ox = 0
end
if @damage_type != nil
dam_type = @damage_type
end
x = damage_x_init_velocity
y = damage_y_init_velocity
d = @_damage_duration
@damage_sprites.push(Sprite_Damage.new(@_damage_sprite, x, y, d,dam_ox,dam_type))
@_damage_sprite.visible = false
end
for damage_sprite in @damage_sprites
damage_sprite.update
end
for i in 0...@damage_sprites.size
@damage_sprites[i] = nil if @damage_sprites[i].disposed?
end
@damage_sprites.compact!
end
def dispose
super
if @damage_sprites != nil
for damage_sprite in @damage_sprites
damage_sprite.dispose
end
end
end
end
#===============================================================================
# ■ RPG Sprite
#===============================================================================
class Sprite_Base < Sprite
include XRXS_DAMAGE
end
#===============================================================================
# ■ Sprite Damage
#===============================================================================
class Sprite_Damage < Sprite
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(sprite, init_x_speed, init_y_speed, duration,dam_ox,dam_type = nil)
super(nil)
self.bitmap = sprite.bitmap.dup unless sprite.bitmap.nil?
self.opacity = sprite.opacity
self.x = sprite.x
self.y = sprite.y
self.z = sprite.z
self.ox = sprite.ox - dam_ox
self.oy = sprite.oy
@now_x_speed = init_x_speed
@now_y_speed = init_y_speed
@potential_x_energy = 0.0
@potential_y_energy = 0.0
@duration = duration
@dam_type = dam_type
@dam_type = "" if dam_type == nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
if XAS_DAMAGE_POP::DAMAGE_CRITICAL_ZOOM
if @dam_type != "Critical"
update_normal_popup
else
update_critical_effect
end
else
update_normal_popup
end
@duration -= 1
if @duration == 0
self.dispose
end
end
#--------------------------------------------------------------------------
# ● update_critical_effect
#--------------------------------------------------------------------------
def update_critical_effect
case @duration
when 40..60
self.zoom_x += 0.1
self.zoom_y += 0.1
else
if self.zoom_x > 0.1
self.zoom_x -= 0.1
self.zoom_y -= 0.1
end
end
end
#--------------------------------------------------------------------------
# ● update_normal_popup
#--------------------------------------------------------------------------
def update_normal_popup
self.opacity -= 25 if @duration <= 10
n = self.oy + @now_y_speed
if n <= 0
@now_y_speed *= -1
@now_y_speed /= 2
@now_x_speed /= 2
end
self.oy = [n, 0].max
@potential_y_energy += 0.58
speed = @potential_y_energy.floor
@now_y_speed -= speed
@potential_y_energy -= speed
@potential_x_energy += @now_x_speed
speed = @potential_x_energy.floor
self.ox += speed
@potential_x_energy -= speed
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ SPRITE - SPRITE EFFECTS
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ■ Sprite Base
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● Animation Set Sprite
#--------------------------------------------------------------------------
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
cx = cell_data[i, 1]
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
cx = cell_data[i, 1]
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
cy = cell_data[i, 2]
sprite.z = self.z + 300 + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
case @animation.position
when 0
sprite.x = self.x + cx
sprite.y = self.y + cy - (height / 2)
when 1
sprite.x = self.x + cx
sprite.y = self.y + cy
when 2
sprite.x = self.x + cx
sprite.y = self.y + cy + (height / 2)
when 3
sprite.x = (544 / 2) + cx
sprite.y = (416 / 2) + cy
end
end
end
#--------------------------------------------------------------------------
# ● Dispose Animation
#--------------------------------------------------------------------------
def dispose_animation
$game_temp.animation_garbage = [] if $game_temp.animation_garbage == nil
if @ani_bitmap1
@@_reference_count[@ani_bitmap1] -= 1
if @@_reference_count[@ani_bitmap1] == 0
$game_temp.animation_garbage.push(@ani_bitmap1)
end
end
if @ani_bitmap2
@@_reference_count[@ani_bitmap2] -= 1
if @@_reference_count[@ani_bitmap2] == 0
$game_temp.animation_garbage.push(@ani_bitmap2)
end
end
if @ani_sprites
@ani_sprites.each {|sprite| sprite.dispose }
@ani_sprites = nil
@animation = nil
end
@ani_bitmap1 = nil
@ani_bitmap2 = nil
end
end
#==============================================================================
# ■ Scene_Base
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● Setup
#--------------------------------------------------------------------------
alias animation_garbage_setup setup
def setup(map_id)
animation_garbage_setup(map_id)
dispose_animation_garbage
end
#--------------------------------------------------------------------------
# ● Dispose Animation Garbage
#--------------------------------------------------------------------------
def dispose_animation_garbage
return if $game_temp.animation_garbage == nil
for animation in $game_temp.animation_garbage
animation.dispose
end
$game_temp.animation_garbage = nil
end
end
#==============================================================================
# ■ Scene_Base
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# ● Scene Changing?
#--------------------------------------------------------------------------
alias animation_garbage_scene_changing scene_changing?
def scene_changing?
$game_map.dispose_animation_garbage if SceneManager.scene != self
animation_garbage_scene_changing
end
end
#===============================================================================
# ■ Sprite_Character
#===============================================================================
class Sprite_Character < Sprite_Base
include XAS_SYSTEM
#--------------------------------------------------------------------------
# ● Setup New Effect
#--------------------------------------------------------------------------
def setup_new_effect
if @character.animation_id > 0
animation = $data_animations[@character.animation_id]
start_animation(animation)
@character.animation_id = 0
end
if !@balloon_sprite && @character.balloon_id > 0
@balloon_id = @character.balloon_id
start_balloon
end
end
#--------------------------------------------------------------------------
# ● Can Update X Effects
#--------------------------------------------------------------------------
def can_update_x_effects?
return false unless CHARACTER_SPRITE_EFFECTS
return false if @character.erased
return false if @character.transparent == true
return true
end
#--------------------------------------------------------------------------
# ● Can Damage Pop Base
#--------------------------------------------------------------------------
def can_damage_pop_base?
return false unless $game_system.xas_battle
return false if XAS_SYSTEM::DAMAGE_POP == false
return false if @character.battler == nil
return false if @character.battler.no_damage_pop
return false if @character.battler.damage_pop != true
return true
end
#--------------------------------------------------------------------------
# ● Execute Damage Pop
#--------------------------------------------------------------------------
def execute_damage_pop
damage(@character.battler.damage, @character.battler.damage_type)
@character.battler.damage = nil
@character.battler.critical = false
@character.battler.damage_pop = false
@character.battler.damage_type = ""
end
#--------------------------------------------------------------------------
# ● Update X Effects
#--------------------------------------------------------------------------
def update_x_effects
update_collaspse_effects if @character.collapse_duration > 0
update_sprite_position
update_angle
update_zoom
end
#--------------------------------------------------------------------------
# ● Update Angle
#--------------------------------------------------------------------------
def update_angle
return if @character.angle == self.angle
self.angle = @character.angle
end
#--------------------------------------------------------------------------
# ● Update Zoom
#--------------------------------------------------------------------------
def update_zoom
update_treasure_effect
update_breath_effect if can_breath_effect?
self.zoom_x = @character.zoom_x
self.zoom_y = @character.zoom_y
end
#--------------------------------------------------------------------------
# ● Update Treasure_effect
#--------------------------------------------------------------------------
def update_treasure_effect
return if @character.treasure_time == 0
update_treasure_fade_effect
update_treasure_float_effect
end
#--------------------------------------------------------------------------
# ● update_treasure_fade_effect
#--------------------------------------------------------------------------
def update_treasure_fade_effect
return unless XAS_BA::FADE_TREASURE_SPRITE
return if @character.treasure_time > 100
return if @character.zoom_x < 0.01
@character.zoom_x -= 0.01
if @character.temp_id > 0
@character.zoom_x = 1.00
@character.treasure_time = 120 + XAS_BA::TREASURE_ERASE_TIME * 60
end
end
#--------------------------------------------------------------------------
# ● Update Treasure Float Effect
#--------------------------------------------------------------------------
def update_treasure_float_effect
return unless XAS_BA::FLOAT_TREASURE_SPRITE
return if self.character.jumping?
self.character.treasure_float[2] += 1
if self.character.treasure_float[2] > 1
self.character.treasure_float[2] = 0
self.character.treasure_float[1] += 1
case self.character.treasure_float[1]
when 1..15
self.character.treasure_float[0] -= 1
when 16..30
self.character.treasure_float[0] += 1
else
self.character.treasure_float[0] = 0
self.character.treasure_float[1] = 0
end
end
self.y += self.character.treasure_float[0]
end
#--------------------------------------------------------------------------
# ● Can Breath Effect?
#--------------------------------------------------------------------------
def can_breath_effect?
return false if @character.battler == nil
return false if @character.battler.breath_effect == false
return false if @character.battler.hp == 0
return false if @character.stop and not @character.battler.state_sleep
return true
end
#--------------------------------------------------------------------------
# ● Update Breath Effect
#--------------------------------------------------------------------------
def update_breath_effect
if @character.battler.fast_breath_effect
zoom_speed = 3
zoom_power_x = 0.006
zoom_power_y = 0.006
else
zoom_speed = 1
zoom_power_x = 0
zoom_power_y = 0.002
end
@character.battler.breath_duration += zoom_speed
case @character.battler.breath_duration
when 1..30
@character.zoom_x += zoom_power_x
@character.zoom_y += zoom_power_y
when 31..60
@character.zoom_x -= zoom_power_x
@character.zoom_y -= zoom_power_y
else
@character.battler.breath_duration = 0
@character.zoom_x = 1.00
@character.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# ● Update Sprite Position
#--------------------------------------------------------------------------
alias x_set_character_bitmap set_character_bitmap
def set_character_bitmap
@py = nil
x_set_character_bitmap
if @character_name[/\((\d+)\)/]
@py = $1.to_i
end
end
#--------------------------------------------------------------------------
# ● Update Sprite Position
#--------------------------------------------------------------------------
def update_sprite_position
if @character.tool_id > 0
if @character.tool_effect == "Barrier"
unless @character.action == nil
bullet_user = @character.action.user
self.x = bullet_user.screen_x
self.y = bullet_user.screen_y
@character.x = bullet_user.x
@character.y = bullet_user.y
@character.direction = bullet_user.direction
end
end
end
update_hold_target
if @py != nil
self.y += @py
end
if @character.angle == 315 and @cw != nil
self.x -= (@cw / 3)
self.y -= (@ch / 6)
end
if XAS_BA::KNOCKBACKING_SHAKE
if self.character.knockbacking?
self.x = self.x + rand(5) unless self.character.dead?
end
end
end
#--------------------------------------------------------------------------
# ● Update X Effects
#--------------------------------------------------------------------------
def update_hold_target
return if @character.temp_id == 0
target = $game_map.events[@character.temp_id]
if target == nil or target.erased
@character.temp_id = 0
@character.move_speed = @character.pre_move_speed
check_character_above_player(target)
else
self.x = target.screen_x
self.y = target.screen_y
self.character.x = target.x
self.character.y = target.y
self.character.move_speed = target.move_speed
self.character.direction = target.direction unless self.character.direction_fix
check_character_above_player(target)
end
end
#--------------------------------------------------------------------------
# ● Check Chacracter Above Player
#--------------------------------------------------------------------------
def check_character_above_player(target)
return if @character.is_a?(Game_Player)
return if @character.battler == nil
if (@character.x == $game_player.x and
@character.y == $game_player.y) or
not @character.passable_temp_id?(@character.x,@character.y)
@character.temp_id = 0
@character.move_speed = @character.pre_move_speed
case @character.direction
when 2; @character.y -= 1
when 4; @character.x += 1
when 6; @character.x -= 1
when 8; @character.y += 1
end
end
end
#--------------------------------------------------------------------------
# ● Update_balloon
#--------------------------------------------------------------------------
if XAS_BA::FIX_BALLOON_POSITION
def update_balloon
if @balloon_duration > 0
@balloon_duration -= 1
if @balloon_duration > 0
@balloon_sprite.x = x
@balloon_sprite.y = y - XAS_BA::BALLOON_HEIGHT
@balloon_sprite.z = 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
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● Near The Screen
#--------------------------------------------------------------------------
alias x_near_the_screen near_the_screen?
def near_the_screen?(dx = 12, dy = 8)
return true if can_update_out_screen?
x_near_the_screen(dx, dy)
end
#--------------------------------------------------------------------------
# ● Can Update Out Screen
#--------------------------------------------------------------------------
def can_update_out_screen?
return true if self.force_update
return false
end
end
#==============================================================================
# ■ Spriteset Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● Can Refresh Hud
#--------------------------------------------------------------------------
alias x_pre_leader_id_initialize initialize
def initialize
if $game_party.members[0] != nil
$game_system.pre_leader_id = $game_party.members[0].actor_id
else
$game_system.pre_leader_id = nil
end
x_pre_leader_id_initialize
end
#--------------------------------------------------------------------------
# ● Can Refresh Hud
#--------------------------------------------------------------------------
def can_refresh_hud?
if $game_party.members[0] == nil
return true if $game_system.pre_leader_id != nil
elsif $game_party.members[0] != nil
return true if $game_system.pre_leader_id == nil
return true if $game_system.pre_leader_id != $game_party.members[0].actor_id
end
return false
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def refresh_hud
$game_system.pre_leader_id = $game_party.members[0].actor_id
end
#--------------------------------------------------------------------------
# ● Update Hud Visible
#--------------------------------------------------------------------------
def update_hud_visible
if hud_visible?
$game_system.enable_hud = true
else
$game_system.enable_hud = false
end
end
#--------------------------------------------------------------------------
# ● Hud Visible?
#--------------------------------------------------------------------------
def hud_visible?
return false if $game_system.hud_visible == false
return false if $game_message.visible
return true
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ MISC - SCENE TARGET SELECT
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :xas_target_x
attr_accessor :xas_target_y
attr_accessor :xas_target_time
attr_accessor :xas_target_shoot_id
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias xas_target_initialize initialize
def initialize
xas_target_initialize
@xas_target_x = 0
@xas_target_y = 0
@xas_target_time = 0
@xas_target_shoot_id = 0
end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
attr_accessor :pre_display_x
attr_accessor :pre_display_y
attr_accessor :pre_real_display_x
attr_accessor :pre_real_display_y
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias x_map_initialize initialize
def initialize
x_map_initialize
@pre_display_x = @display_x - 1
@pre_display_y = @display_y - 1
end
#--------------------------------------------------------------------------
# ● Screen Scrolled?
#--------------------------------------------------------------------------
def screen_scrolled?
if @pre_display_x != @display_x or
@pre_display_y != @display_y
@pre_display_x = @display_x
@pre_display_y = @display_y
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Event On Screen
#--------------------------------------------------------------------------
def event_on_screen?(event)
event.target = false
px = ($game_map.display_x).truncate
py = ($game_map.display_y).truncate
distance_x = event.x - px
distance_y = event.y - py
if distance_x.between?(0, 16) and
distance_y.between?(0, 12)
event.target = true
end
end
#--------------------------------------------------------------------------
# ● Check Event on Screen
#--------------------------------------------------------------------------
def check_events_on_screen
for i in $game_map.events.values
event_on_screen?(i)
end
end
end
#==============================================================================
# ■ Scene Target Select
#==============================================================================
class Scene_Target_Select
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
def main
$game_temp.xas_target_x = 0
$game_temp.xas_target_y = 0
$game_temp.xas_target_time = 0
@new_x = $game_player.screen_x
@new_y = $game_player.screen_y
@index_max = -1
@target_index = 0
@spriteset = Spriteset_Map.new
@text_string = ""
@fy = 0
@fy_time = 0
for event in $game_map.events.values
if event.target and event.battler?
@index_max += 1
end
end
Sound.play_equip
if @index_max == -1
cancel_select
else
create_layout
create_layout_skill
create_cusrsor
create_text
create_skill_name
select_target(0)
end
Graphics.transition(0)
loop do
Graphics.update
Input.update
update
break if SceneManager.scene != self
end
dispose
end
#--------------------------------------------------------------------------
# ● Create Layout
#--------------------------------------------------------------------------
def create_layout
@layout_1 = Plane.new
@layout_1.bitmap = Cache.system("XAS_Target_Layout1")
@layout_1.z = 10100
@layout_1.opacity = 255
end
#--------------------------------------------------------------------------
# ● Create Layout
#--------------------------------------------------------------------------
def create_layout_skill
@skill_layout = Sprite.new
@skill_layout.bitmap = Cache.system("XAS_Active_Help")
@skill_layout.z = 10101
@skill_layout.x = -100
@skill_layout.y = 32
@skill_layout.opacity = 0
end
#--------------------------------------------------------------------------
# ● Create Cursor
#--------------------------------------------------------------------------
def create_cusrsor
@cursor = Sprite.new
@cursor.bitmap = Cache.system("XAS_Cursor")
@cursor.z = 10105
@cursor.x = @new_x
@cursor.y = @new_y
@cursor.opacity = 255
@cursor.visible = true
end
#--------------------------------------------------------------------------
# ● Create Text
#--------------------------------------------------------------------------
def create_text
@text = Sprite.new
@text.bitmap = Bitmap.new(200,40)
@text.z = 10102
@text.bitmap.font.size = 20
@text.bitmap.font.bold = true
@text.bitmap.font.name = "黑体"
@text.bitmap.draw_text(0, 0, 200, 40, @text_string.to_s,1)
@text.opacity = 255
@text.x = @new_x
@text.y = @new_y
end
#--------------------------------------------------------------------------
# ● Create Text
#--------------------------------------------------------------------------
def create_skill_name
@skill_name = Plane.new
@skill_name.bitmap = Bitmap.new(640,480)
@skill_name.z = 10103
@skill_name.bitmap.font.size = 20
@skill_name.bitmap.font.bold = true
@skill_name.bitmap.font.name = "黑体"
@skill_name.oy = -40
skill = $data_skills[$game_temp.xas_target_shoot_id]
skill_text = skill.name.to_s + " - " + skill.description.to_s
@skill_name.bitmap.draw_text(0, 0, 640, 40, skill_text,1)
@skill_name.opacity = 0
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
Graphics.freeze
@spriteset.dispose
if @cursor != nil
@cursor.bitmap.dispose
@cursor.dispose
@text.bitmap.dispose
@text.dispose
@skill_layout.bitmap.dispose
@skill_layout.dispose
@skill_name.bitmap.dispose
@skill_name.dispose
@layout_1.bitmap.dispose
@layout_1.dispose
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
return if @index_max == -1
@spriteset.update
update_cursor_slide
update_layout_slide
update_targe_select
end
#--------------------------------------------------------------------------
# ● Update Layout Slide
#--------------------------------------------------------------------------
def update_layout_slide
@layout_1.ox += 3
if @skill_layout.x < 0
@skill_layout.x += 10
@skill_layout.opacity += 25
@skill_name.opacity += 25
else
@skill_layout.x = 0
@skill_layout.opacity = 255
@skill_name.opacity = 255
@skill_name.ox -= 3
end
end
#--------------------------------------------------------------------------
# ● Refresh Text
#--------------------------------------------------------------------------
def refresh_text
@text.bitmap.clear
@text.bitmap.draw_text(0, 0, 200, 40, @text_string.to_s,1)
end
#--------------------------------------------------------------------------
# ● Update Cursor Slide
#--------------------------------------------------------------------------
def update_cursor_slide
@speed_x = [[(@cursor.x - @new_x / 60), 1].max, 60].min
@speed_y = [[(@cursor.y - @new_y / 60), 1].max, 60].min
if @cursor.x > @new_x
@cursor.x -= @speed_x.abs
@cursor.x = @new_x if @cursor.x < @new_x
elsif @cursor.x < @new_x
@cursor.x += @speed_x.abs
@cursor.x = @new_x if @cursor.x > @new_x
end
if @cursor.y > @new_y
@cursor.y -= @speed_y.abs
@cursor.y = @new_y if @cursor.y < @new_y
elsif @cursor.y < @new_y
@cursor.y += @speed_y.abs
@cursor.y = @new_y if @cursor.y > @new_y
end
@text.x = - 85 + @cursor.x
@text.y = 20 + @cursor.y
if @fy_time > 25
@fy += 1
elsif @fy_time > 0
@fy -= 1
else
@fy = 0
@fy_time = 50
end
@fy_time -= 1
@cursor.oy = @fy
end
#--------------------------------------------------------------------------
# ● Select Target(type)
#--------------------------------------------------------------------------
def select_target(type)
return if @index_max < 0
check_index
valor = 0
for event in $game_map.events.values
if event.target and event.battler?
if valor == @target_index
@new_x = event.screen_x - 10
@new_y = event.screen_y
@text_string = event.battler.name
$game_temp.xas_target_x = event.x
$game_temp.xas_target_y = event.y
$game_temp.xas_target_time = 1
end
valor += 1
end
end
refresh_text
end
#--------------------------------------------------------------------------
# ● Cancel Select
#--------------------------------------------------------------------------
def cancel_select
Sound.play_buzzer
$game_temp.xas_target_x = 0
$game_temp.xas_target_y = 0
$game_temp.xas_target_time = 0
$game_temp.xas_target_shoot_id = 0
SceneManager.call(Scene_Map)
end
#--------------------------------------------------------------------------
# ● Update Target Select
#--------------------------------------------------------------------------
def update_targe_select
if Input.trigger?(Input::B)
cancel_select
elsif Input.trigger?(Input::DOWN) or Input.trigger?(Input::RIGHT)
@target_index += 1
select_target(0)
Sound.play_cursor
elsif Input.trigger?(Input::UP) or Input.trigger?(Input::LEFT)
@target_index -= 1
select_target(1)
Sound.play_cursor
elsif Input.trigger?(Input::C)
Sound.play_ok
SceneManager.call(Scene_Map)
end
end
#--------------------------------------------------------------------------
# ● Check Index
#--------------------------------------------------------------------------
def check_index
if @target_index > @index_max
@target_index = 0
end
if @target_index < 0
@target_index = @index_max
end
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#■ MISC - MAIN UPDATE
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#===============================================================================
# ■ Spriteset_Map
#===============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
alias xas_main_update update
def update
xas_main_update
update_xas_spriteset_map
end
#--------------------------------------------------------------------------
# ● Update XAS Spriteset Map
#--------------------------------------------------------------------------
def update_xas_spriteset_map
refresh_token if $game_map.need_refresh_token
refresh_hud if can_refresh_hud?
update_hud_visible
end
end
#===============================================================================
# ■ Sprite_Character
#===============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias x_update update
def update
x_update
execute_damage_pop if can_damage_pop_base?
update_x_effects if can_update_x_effects?
end
end
#===============================================================================
# ■ Game Character
#===============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias x_main_update update
def update
update_character_before_movement
x_main_update
update_character_after_movement
end
#--------------------------------------------------------------------------
# ● Update Character Before Movement
#--------------------------------------------------------------------------
def update_character_before_movement
check_xy
update_force_action if can_force_action?
end
#--------------------------------------------------------------------------
# ● Update Character After Movement
#--------------------------------------------------------------------------
def update_character_after_movement
update_battler if can_update_battler?
end
end
#===============================================================================
# ■ Game Event
#===============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias x_main_event_update update
def update
update_event_before_movement
x_main_event_update
update_event_after_movement
end
#--------------------------------------------------------------------------
# ● Update Event Before Movement
#--------------------------------------------------------------------------
def update_event_before_movement
update_sensor if can_update_sensor?
update_treasure_duration
end
#--------------------------------------------------------------------------
# ● Update Event After Movement
#--------------------------------------------------------------------------
def update_event_after_movement
end
end
#===============================================================================
# ■ Game Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias x_main_player_update update
def update
update_player_before_movement if party_system?
x_main_player_update
update_player_after_movement if party_system?
end
#--------------------------------------------------------------------------
# ● Update Player Before Movement
#--------------------------------------------------------------------------
def update_player_before_movement
check_actor_level
update_reset_battler_setting_time
if $game_system.old_interpreter_running != $game_map.interpreter.running?
refresh_interpreter_effect
end
end
#--------------------------------------------------------------------------
# ● Update Player after Movement
#--------------------------------------------------------------------------
def update_player_after_movement
update_action_command if can_use_command?
$game_temp.change_leader_wait_time -= 1 if $game_temp.change_leader_wait_time > 0
end
end
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