module RPG
class Weapon
#--------------------------------------------------------------------------
# ● アクション設定
#--------------------------------------------------------------------------
def battle_actions
case @id
when 17,18,19,20,21,22,23,24 # 远程武器的id回旋攻撃
return BattleActions::Actions["弓箭攻撃"]
when 34 # 回旋武器的id
return BattleActions::Actions["回旋攻撃"]
end
else
return BattleActions::Actions["通常攻撃"]
end
end
class Skill
#--------------------------------------------------------------------------
# ● アクション設定
#--------------------------------------------------------------------------
def battle_actions
case @id
when 73,74,75,76,77,78,79,80 # 远程技能的id
return BattleActions::Actions["远距离発動"]
when 82 # 回旋技能的id
return BattleActions::Actions["回旋発動"]
end
else
if self.magic?
return BattleActions::Actions["術発動"]
else
return BattleActions::Actions["払い抜け"]
end
end
end
class Item
#--------------------------------------------------------------------------
# ● アクション設定
#--------------------------------------------------------------------------
def battle_actions
return BattleActions::Actions["アイテム使用"]
end
end
end
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● アクション設定
#--------------------------------------------------------------------------
def battle_actions
return BattleActions::Actions["エネミー攻撃"]
end
end
=begin
#--------------------------------------------------------------------------
# ● 遠距離アニメーション
#--------------------------------------------------------------------------
☆ 説明
=end
module RPG
class Weapon
#--------------------------------------------------------------------------
# ● 遠距離アニメーション
#--------------------------------------------------------------------------
def flying_anime
# ID 指定 の例(武器的id,分类是根据飞行武器的动画id)
case @id
when 34 #回旋武器(类似回力镖)的id
return [103,32,true,true]
when 17,18,19,20 #远程武器1(弓箭类)的id
return [101,32,false,false]
when 21,22,23,24 #远程武器2(铳类)的id
return [102,32,false,false]
end
return [0,0,false,false]
end
end
class Skill
#--------------------------------------------------------------------------
# ● 遠距離アニメーション
#--------------------------------------------------------------------------
def flying_anime
# ID 指定 の例(技能的id,分类是根据飞行武器的动画id)
case @id
when 82 #回旋技能(类似回力镖)的id
return [103,32,true,true]
when 73,74,75,76 #远程技能1(弓箭类)的id
return [101,32,false,false]
when 77,78,79,80 #远程技能2(铳类)的id
return [102,32,false,false]
end
return [0,0,false,false]
end
end
class Item
#--------------------------------------------------------------------------
# ● 遠距離アニメーション
#--------------------------------------------------------------------------
def flying_anime
case @id
when 34 #抛击类道具(如炸弹一类)的id
return [104,32,false,true]
end
return [0,0,false,false]
end
end
end
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 遠距離アニメーション
#--------------------------------------------------------------------------
def flying_anime
return [0,0,false,false]
end
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
include Side_view
#--------------------------------------------------------------------------
# ● 追加・公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :height # 画像の高さ
attr_accessor :real_x # X座標補正
attr_accessor :real_y # Y座標補正
attr_accessor :real_zoom # 拡大率
attr_accessor :wait_count # アニメーション 待ち時間
attr_accessor :wait_count2 # アニメーション 待ち時間2
attr_accessor :pattern # アニメーション カウント(キャラ)
attr_accessor :shake # シェイク開始フラッグ
attr_accessor :reverse # 左右反転フラッグ
attr_accessor :shadow # 残像フラッグ
attr_accessor :flash_flag # 閃きフラッグ
attr_reader :ox # X座標補正
attr_reader :oy # Y座標補正
attr_reader :flying_x # 遠距離アニメX座標
attr_reader :flying_y # 遠距離アニメY座標
attr_reader :flying_anime # 遠距離アニメ
attr_reader :animation1_on # 行動アニメ開始フラッグ
attr_reader :animation2_on # 対象アニメ開始フラッグ
#--------------------------------------------------------------------------
# ● デフォルトのアニメーション待ち時間を取得
#--------------------------------------------------------------------------
def animation_duration=(animation_duration)
@_animation_duration = animation_duration
end
#--------------------------------------------------------------------------
# ● バトル開始時のセットアップ
#--------------------------------------------------------------------------
def start_battle
@height = 0
@real_x = 0
@real_y = 0
@real_zoom = 1.0
@battler_condition = ""
@action = nil
@battle_actions = []
@battler_action = false
@step = 0
@anime_on = false
@wait_count = 0
@wait_count2 = 0
@ox = 0
@oy = 0
@pattern = 0
@pattern_log = true
@pattern_freeze = false
@condition_freeze = false
@active = false
@move_distance = nil
@move_wait = 0
@move_coordinates = [0,0,0,0]
@flying_distance = nil
@flying_wait = 0
@flying_x = 0
@flying_y = 0
@flash_flag = {}
self.flying_clear
end
#--------------------------------------------------------------------------
# ● 移動中判定
#--------------------------------------------------------------------------
def moving?
# X座標補正または、Y座標補正が0でなければ、移動中
return (@ox != 0 or @oy != 0)
end
#--------------------------------------------------------------------------
# ● 移動終了判定
#--------------------------------------------------------------------------
def move_end?
return (@ox == @move_coordinates[0] and @oy == @move_coordinates[1])
end
#--------------------------------------------------------------------------
# ● アクション開始設定
#--------------------------------------------------------------------------
def action(flag = true)
@battler_action = flag
@animation1_on = false
@animation2_on = false
@step = "setup"
end
#--------------------------------------------------------------------------
# ● アクション中判定
#--------------------------------------------------------------------------
def action?
return @battler_action
end
#--------------------------------------------------------------------------
# ● 閃き判定
#--------------------------------------------------------------------------
def flash?
return @flash_flg
end
#--------------------------------------------------------------------------
# ● 戦闘不能判定
#--------------------------------------------------------------------------
def anime_dead?
if $game_temp.in_battle and !RTAB
if [2,3,4,5].include?($scene.phase4_step)
return @last_dead
end
end
return @last_dead = self.dead?
end
#--------------------------------------------------------------------------
# ● ピンチ状態判定
#--------------------------------------------------------------------------
def crisis?
if $game_temp.in_battle and !RTAB
if [2,3,4,5].include?($scene.phase4_step)
return @last_crisis
end
end
return @last_crisis = (self.hp <= self.maxhp / 4 or badstate?)
end
#--------------------------------------------------------------------------
# ● バッドステート判定
#--------------------------------------------------------------------------
def badstate?
for i in @states
unless $data_states.nonresistance
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● 飛行
#--------------------------------------------------------------------------
def fly
if @fly != nil
return @fly
end
for id in @states
if FLY_STATES.include?($data_states[id].name)
return 60
end
end
return 0
end
#--------------------------------------------------------------------------
# ● 遠距離アニメ目標座標の計算
#--------------------------------------------------------------------------
def flying_setup
# 二度目は実行しない
return if @flying_distance != nil && !camera_correctness
if RTAB
targets = @target
else
targets = $scene.target_battlers
end
# 目的座標を計算
@f_target_x = 0
@f_target_y = 0
for t in targets
@f_target_x += t.screen_x
@f_target_y += t.screen_y
end
if targets != []
@f_target_x /= targets.size
@f_target_y /= targets.size
else
@flying_distance = 0
return
end
# 距離の計算
@flying_distance = (self.screen_x - @f_target_x).abs + (self.screen_y - @f_target_y).abs
end
#--------------------------------------------------------------------------
# ● 遠距離アニメ
#--------------------------------------------------------------------------
def flying_animation
# 戻る
if @step != "flying" or @flying_distance.nil?
return [false,true]
end
# あらかじめ計算
self_x = self.screen_x
self_y = self.screen_y
@flying_distance = @flying_distance == 0 ? 1 : @flying_distance
n1 = @flying_wait / @flying_distance.to_f
if @flying_distance - @flying_wait > @flying_distance / 2
n2 = 1.0 + 10.0 * @flying_wait / @flying_distance.to_f
else
n2 = 1.0 + 10.0 * (@flying_distance - @flying_wait) / @flying_distance.to_f
end
if !@flying_anime[4]
# 直線移動
x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
y = (self_y + 1.0 * (@f_target_y - self_y) * n1).to_i
else
# 曲線移動
if !@flying_proceed_end
x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
y = (self_y + 1.0 * (@f_target_y - self_y) * n1 - n2**2).to_i
else
x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
y = (self_y + 1.0 * (@f_target_y - self_y) * n1 + n2**2).to_i
end
end
# 座標代入
@flying_x = x
@flying_y = y
# ウエイト
if !@flying_proceed_end
# 開始
@flying_proceed_start = @flying_wait == 0
@flying_wait += @flying_anime[1]
@flying_wait = [@flying_wait,@flying_distance].min
@flying_proceed_end = @flying_wait == @flying_distance
else
# 開始
@flying_return_start = @flying_wait == @flying_distance
@flying_wait -= @flying_anime[1]
@flying_wait = [@flying_wait,0].max
@flying_return_end = @flying_wait == 0
end
if @flying_anime[1] == 0
@flying_end = true
elsif !@flying_anime[2]
@flying_end = @flying_proceed_end
else
@flying_end = @flying_return_end
end
# 値を返す(アニメ開始,アニメ終了)
return [@flying_proceed_start,@flying_end]
end
#--------------------------------------------------------------------------
# ● 遠距離アニメ初期化
#--------------------------------------------------------------------------
def flying_clear
@flying_proceed_start = false
@flying_proceed_end = false
@flying_return_start = false
@flying_return_end = false
@flying_end = false
@flying_anime = [0,0,false]
end
#--------------------------------------------------------------------------
# ● 移動
#--------------------------------------------------------------------------
def move
# 距離の計算
@move_distance = (@move_coordinates[2] - @move_coordinates[0]).abs +
(@move_coordinates[3] - @move_coordinates[1]).abs
if @move_distance > 0
return if @ox == @move_coordinates[0] and @oy == @move_coordinates[1]
array = @move_coordinates
# ジャンプ補正値の計算
if @move_distance - @move_wait > @move_distance / 2
jump = (@move_action[4] * @move_wait / @move_distance.to_f)**2
else
jump = (@move_action[4] * (@move_distance - @move_wait) / @move_distance.to_f)**2
end
jump = @move_action[4] > 0 ? -jump : jump
@ox = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @move_wait) / @move_distance.to_f).to_i
@oy = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @move_wait) / @move_distance.to_f + jump).to_i
# ウエイト
@move_wait -= @move_action[3]
@move_wait = [@move_wait,0].max
end
end
#--------------------------------------------------------------------------
# ● 移動アクションの取得
#--------------------------------------------------------------------------
def get_move_action
string = @action.split(/#/)[1]
string = string.split(/,/)
@move_action = [string[0],string[1].to_i,string[2].to_i,string[3].to_i,string[4].to_i,string[5].to_i]
end
#--------------------------------------------------------------------------
# ● アクションの取得
#--------------------------------------------------------------------------
def get_step
if @action.nil?
@step = "finish"
return
end
string = @action.split(/#/)[0]
if string =~ "移動"
@step = "moving_setup"
elsif string =~ "アクターアニメ実行"
@step = "action"
elsif string =~ "遠距離アニメ"
@step = "flying"
elsif string =~ "アクターアニメ変更"
@step = "change"
elsif string =~ "行動アニメ"
@step = "animation1"
elsif string =~ "対象アニメ"
@step = "animation2"
elsif string =~ "ウエイト"
@step = "wait"
elsif string =~ "左右反転"
@step = "reverse"
elsif string =~ "閃きアニメ"
@step = "flash"
elsif string =~ "残像表示"
@step = "shadow_on"
elsif string =~ "残像消去"
@step = "shadow_off"
elsif string =~ "アクターアニメ固定"
@step = "freeze"
elsif string =~ "アニメ固定解除"
@step = "freeze_lifting"
elsif string =~ "アニメーションの表示"
@step = "animation_start"
elsif string =~ "SEの演奏"
@step = "play_se"
else
@step = "finish"
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (次のアクションへ)
#--------------------------------------------------------------------------
def update_next
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (動作取得)
#--------------------------------------------------------------------------
def update_setup
# アクションの取得
self.get_actions
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (移動取得)
#--------------------------------------------------------------------------
def update_moving_setup
# 移動アクションの取得
self.get_move_action
# 移動目標の設定
self.move_setup
@step = "moving"
end
#--------------------------------------------------------------------------
# ● フレーム更新 (移動)
#--------------------------------------------------------------------------
def update_moving
# 移動
self.move
self.condition = @battler_condition
# 移動完了したら次のステップへ
if move_end?
@wait_count = 2
@action = @battle_actions.shift
@step = get_step
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アニメ実行)
#--------------------------------------------------------------------------
def update_action
con = @action.split(/#/)[1]
# 右手・左手を分ける
if DUAL_WEAPONS_ANIME.include?(con)
if !@first_weapon and @second_weapon
con = con + "_L"
else
con = con + "_R"
end
end
# アニメ変更
self.condition = con
# ループか否か
if !ANIME[@battler_condition][1]
self.anime_on
end
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (遠距離アニメ)
#--------------------------------------------------------------------------
def update_flying
# 目標の設定
self.flying_setup
# 遠距離アニメ終了
if @flying_end
self.flying_clear
@action = @battle_actions.shift
@step = get_step
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アニメ変更)
#--------------------------------------------------------------------------
def update_change
con = @action.split(/#/)[1]
# 右手・左手を分ける
if DUAL_WEAPONS_ANIME.include?(con)
if !@first_weapon and @second_weapon
con = con + "_L"
else
con = con + "_R"
end
end
# アニメ変更
self.condition = con
# ループか否か
if !ANIME[@battler_condition][1]
self.anime_on
end
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (行動アニメ)
#--------------------------------------------------------------------------
def update_animation1
@animation1_on = true
# 行動アニメの後に行動を開始する
if $scene.phase4_step == 3
id = RTAB ? @anime1 : $scene.animation1_id
animation = $data_animations[id]
frame_max = animation != nil ? animation.frame_max : 0
@wait_count2 = frame_max * 2
return
end
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (対象アニメ)
#--------------------------------------------------------------------------
def update_animation2
@animation2_on = true
# 行動アニメの後に行動を開始する
if $scene.phase4_step == 4
id = RTAB ? @anime2 : $scene.animation2_id
animation = $data_animations[id]
frame_max = animation != nil ? animation.frame_max : 0
@wait_count2 = frame_max * 2
return
end
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ウエイト)
#--------------------------------------------------------------------------
def update_wait
@wait_count2 = @action.split(/#/)[1].to_i
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (残像表示)
#--------------------------------------------------------------------------
def update_shadow_on
@shadow = true
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (残像消去)
#--------------------------------------------------------------------------
def update_shadow_off
@shadow = false
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (左右反転)
#--------------------------------------------------------------------------
def update_reverse
@reverse = @reverse ? false : true
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (閃きアニメ)
#--------------------------------------------------------------------------
def update_flash
# 閃きアニメの後に行動を開始する
if @flash_flag["normal"]
@wait_count = $scene.flash_duration
@flash_flag["normal"] = false
return
end
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (SEの演奏)
#--------------------------------------------------------------------------
def update_play_se
data = @action.split(/#/)[1]
data = data.split(/,/)
# SE を演奏
Audio.se_play("Audio/SE/" + data[0], data[1].to_i, data[2].to_i)
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アクターアニメ固定)
#--------------------------------------------------------------------------
def update_freeze
con = @action.split(/#/)[1]
# 右手・左手を分ける
if DUAL_WEAPONS_ANIME.include?(con)
if !@first_weapon and @second_weapon
con = con + "_L"
else
con = con + "_R"
end
end
# アニメ変更
self.condition = con
@pattern = @action.split(/#/)[2].to_i
@pattern_freeze = true
@condition_freeze = true
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アクターアニメ固定解除)
#--------------------------------------------------------------------------
def update_freeze_lifting
@pattern_freeze = false
@condition_freeze = false
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アニメーションの表示)
#--------------------------------------------------------------------------
def update_animation_start
data = @action.split(/#/)[1]
data = data.split(/,/)
target = data[0]
animation_id = data[1].to_i
if RTAB
case target
when "self"
@animation.push([animation_id,true])
when "target"
for tar in @target
tar.animation.push([animation_id, true])
end
end
else
case target
when "self"
@animation_id = animation_id
@animation_hit = true
when "target"
for tar in $scene.target_battlers
tar.animation_id = animation_id
tar.animation_hit = true
end
end
end
@action = @battle_actions.shift
@step = get_step
end
#--------------------------------------------------------------------------
# ● フレーム更新 (動作終了)
#--------------------------------------------------------------------------
def update_finish
# 動作終了
@battler_action = false
@step = "setup"
end
#--------------------------------------------------------------------------
# ● バトラーの状態 変更(バトラーグラフィックのタイプ)
#--------------------------------------------------------------------------
def condition=(condition)
return if @condition_freeze
@battler_condition = condition
@wait_count = ANIME[condition][2]
end
#--------------------------------------------------------------------------
# ● バトラーの状態(バトラーグラフィックのタイプ)
#--------------------------------------------------------------------------
def condition
return @battler_condition
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウェイト中の場合
if @wait_count > 0
return
end
# パターン更新
self.char_animation
# ウェイト中の場合
if @wait_count2 > 0
return
end
# 行動アニメーション
if @battler_action
method("update_" + @step).call
return
end
# RTAB対応
# 通常・待機
return self.condition = NORMAL
end
#--------------------------------------------------------------------------
# ● アクションの取得
#--------------------------------------------------------------------------
def get_actions
skill = $data_skills[self.current_action.skill_id]
item = $data_items[self.current_action.item_id]
kind = self.current_action.kind
# 動作取得
@battle_actions = []
# スキル
if skill != nil && kind == 1
@battle_actions = skill.battle_actions.dup
@flying_anime = skill.flying_anime
# アイテム
elsif item != nil && kind == 2
@battle_actions = item.battle_actions.dup
@flying_anime = item.flying_anime
# 左手攻撃
elsif !@first_weapon and @second_weapon and self.is_a?(Game_Actor)
@battle_actions = self.battle_actions2.dup
@flying_anime = self.flying_anime2
# 右手攻撃
elsif self.current_action.basic == 0 and
self.is_a?(Game_Actor) and self.current_action.kind == 0
@battle_actions = self.battle_actions1.dup
@flying_anime = self.flying_anime1
# 通常攻撃
elsif self.current_action.basic == 0 and self.current_action.kind == 0
@battle_actions = self.battle_actions.dup
@flying_anime = self.flying_anime
else
@battle_actions = ["終了"]
@flying_anime = [0,0,false,false]
end
end
#--------------------------------------------------------------------------
# ● ループしないアニメのセット
#--------------------------------------------------------------------------
def anime_on
@pattern = 0
@pattern_log = true
return
end
#--------------------------------------------------------------------------
# ● パターン更新
#--------------------------------------------------------------------------
def char_animation
# パタン固定の場合もどる
return if @pattern_freeze
# ループしないアニメの場合 1234 で止まる
if !ANIME[@battler_condition][1] && @pattern == 3
return
end
# アニメさせない場合 1 で止まる
if ANIME[@battler_condition][4]
@pattern = 0
return
end
@pattern = (@pattern + 1) % 4
end
#--------------------------------------------------------------------------
# ● アニメタイプ
#--------------------------------------------------------------------------
def anime_type
return ANIME[self.condition] != nil ? ANIME[self.condition][0] : 0
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
include Side_view
#--------------------------------------------------------------------------
# ● セットアップ
#--------------------------------------------------------------------------
alias side_view_setup setup
def setup(actor_id)
side_view_setup(actor_id)
start_battle
end
#--------------------------------------------------------------------------
# ● 二刀武器のID取得 ※エラー回避用
#--------------------------------------------------------------------------
def weapon2_id
return @weapon2_id != nil ? @weapon2_id : 0
end
#--------------------------------------------------------------------------
# ● X方向 ポジション 取得 (陣形スクリプト拡張用)
#--------------------------------------------------------------------------
def position
return $data_classes[@class_id].position
end
#--------------------------------------------------------------------------
# ● Y方向 ポジション 取得 (陣形スクリプト拡張用)
#--------------------------------------------------------------------------
def position2
return self.index
end
#--------------------------------------------------------------------------
# ● 武器アニメタイプ
#--------------------------------------------------------------------------
def weapon_anime_type(type)
file_name = weapon_anime_type0(type)
visible = weapon_anime_type1(type)
z = weapon_anime_type2(type)
return [file_name,visible,z]
end
# 武器アイコン取得
def weapon_anime_type0(type)
type = ANIME[type][5]
return weapon_anime1 if type == "右手"
return weapon_anime2 if type == "左手"
return nil
end
# 表示・非表示の取得
def weapon_anime_type1(type)
return ANIME[type][3]
end
# バトラーより上に表示するかどうか
def weapon_anime_type2(type)
type = ANIME[type][5]
return true if type == "左手"
return false
end
#--------------------------------------------------------------------------
# ● バトル画面 X 座標の取得(カメラ補正無し)
#--------------------------------------------------------------------------
def true_x
return PARTY_X + position * FORMATION_X + @ox
end
#--------------------------------------------------------------------------
# ● バトル画面 Y 座標の取得(カメラ補正無し)
#--------------------------------------------------------------------------
def true_y
# パーティ内の並び順から Y 座標を計算して返す
if self.index != nil
y = position2 * FORMATION_Y + PARTY_Y + @oy - @height / 2
return y
else
return 0
end
end
#--------------------------------------------------------------------------
# ● バトル画面 X 座標の取得
#--------------------------------------------------------------------------
def screen_x(true_x = self.true_x)
return 320 + (true_x - 320) * @real_zoom + @real_x
end
#--------------------------------------------------------------------------
# ● バトル画面 Y 座標の取得
#--------------------------------------------------------------------------
def screen_y(true_y = self.true_y)
return true_y * @real_zoom + @real_y
end
#--------------------------------------------------------------------------
# ● バトル画面 Z 座標の取得
#--------------------------------------------------------------------------
def screen_z
return screen_y + 1000
end
#--------------------------------------------------------------------------
# ● バトル画面 X 座標の取得(移動などしていない場合)
#--------------------------------------------------------------------------
def base_x
return 320 + (true_x - @ox - 320) * @real_zoom + @real_x
end
#--------------------------------------------------------------------------
# ● バトル画面 Y 座標の取得
#--------------------------------------------------------------------------
def base_y
return (true_y - @oy) * @real_zoom + @real_y
end
#--------------------------------------------------------------------------
# ● バトル画面 拡大率の取得
#--------------------------------------------------------------------------
def zoom
return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
(true_x + @fly) / 480 + $scene.zoom_rate[0]
end
#--------------------------------------------------------------------------
# ● 攻撃用、バトル画面 X 座標の取得
#--------------------------------------------------------------------------
def attack_x(z)
return (320 - true_x) * z * 0.75
end
#--------------------------------------------------------------------------
# ● 攻撃用、バトル画面 Y 座標の取得
#--------------------------------------------------------------------------
def attack_y(z)
return (160 - (true_y + fly / 4) * z + @height * zoom * z / 2) * 0.75
end
#--------------------------------------------------------------------------
# ● 閃き待ち時間
#--------------------------------------------------------------------------
def flash_duration
return $scene.flash_duration
end
#--------------------------------------------------------------------------
# ● アニメーション取得
#--------------------------------------------------------------------------
def battle_actions1
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.battle_actions : BattleActions::Actions["通常攻撃"]
end
#--------------------------------------------------------------------------
# ● アニメーション取得
#--------------------------------------------------------------------------
def battle_actions2
weapon = $data_weapons[@weapon2_id]
return weapon != nil ? weapon.battle_actions : BattleActions::Actions["通常攻撃"]
end
#--------------------------------------------------------------------------
# ● 武器アニメーション取得
#--------------------------------------------------------------------------
def weapon_anime1
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.icon_name : ""
end
#--------------------------------------------------------------------------
# ● 武器アニメーション取得
#--------------------------------------------------------------------------
def weapon_anime2
weapon = $data_weapons[@weapon2_id]
return weapon != nil ? weapon.icon_name : ""
end
#--------------------------------------------------------------------------
# ● 遠距離アニメーション取得
#--------------------------------------------------------------------------
def flying_anime1
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.flying_anime : [0,0,false,false]
end
#--------------------------------------------------------------------------
# ● 遠距離アニメーション取得
#--------------------------------------------------------------------------
def flying_anime2
weapon = $data_weapons[@weapon2_id]
return weapon != nil ? weapon.flying_anime : [0,0,false,false]
end
#--------------------------------------------------------------------------
# ● 移動目標座標の計算
#--------------------------------------------------------------------------
def move_setup
if RTAB
targets = @target
else
targets = $scene.target_battlers
end
case @move_action[0]
when "self" # 自分
@target_x = self.base_x
@target_y = self.base_y
when "target_near" # 一番近くのターゲット
targets.sort!{|a,b| a.screen_x<=>b.screen_x }
targets.reverse!
if targets != []
@target_x = targets[0].screen_x
@target_y = targets[0].screen_y
else
@target_x = self.base_x
@target_y = self.base_y
end
when "target_far" # 一番遠くのターゲット
targets.sort!{|a,b| a.screen_x<=>b.screen_x }
if targets != []
@target_x = targets[0].screen_x
@target_y = targets[0].screen_y
else
@target_x = self.base_x
@target_y = self.base_y
end
when "target" # ターゲット中央
@target_x = 0
@target_y = 0
for t in targets
@target_x += t.screen_x
@target_y += t.screen_y
end
if targets != []
@target_x /= targets.size
@target_y /= targets.size
end
when "troop" # "トループ中央"
@target_x = 0
@target_y = 0
for t in $game_troop.enemies
@target_x += t.screen_x
@target_y += t.screen_y
end
if $game_troop.enemies != []
@target_x /= $game_troop.enemies.size
@target_y /= $game_troop.enemies.size
end
when "party" # "パーティ中央"
@target_x = 0
@target_y = 0
for t in $game_party.actors
@target_x += t.screen_x
@target_y += t.screen_y
end
if $game_party.actors != []
@target_x /= $game_party.actors.size
@target_y /= $game_party.actors.size
end
when "screen" # "画面"
@target_x = self.base_x
@target_y = self.base_y
end
# 補正
@target_x += @move_action[1] - self.base_x
@target_y += @move_action[2] - self.base_y
# 移動目標の座標をセット
@move_coordinates = [@target_x.to_i,@target_y.to_i,@move_coordinates[0],@move_coordinates[1]]
# 距離の計算(ウエイトの設定)
@move_wait = (@move_coordinates[2] - @move_coordinates[0]).abs +
(@move_coordinates[3] - @move_coordinates[1]).abs
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● セットアップ
#--------------------------------------------------------------------------
alias side_view_initialize initialize
def initialize(troop_id, member_index)
side_view_initialize(troop_id, member_index)
start_battle
end
#--------------------------------------------------------------------------
# ● 移動
#--------------------------------------------------------------------------
def move
# 距離の計算
@move_distance = (@move_coordinates[2] - @move_coordinates[0]).abs +
(@move_coordinates[3] - @move_coordinates[1]).abs
if @move_distance > 0
return if @ox == @move_coordinates[0] and @oy == @move_coordinates[1]
array = @move_coordinates
# ジャンプ補正値の計算
if @move_distance - @move_wait > @move_distance / 2
jump = (@move_action[4] * @move_wait / @move_distance.to_f)**2
else
jump = (@move_action[4] * (@move_distance - @move_wait) / @move_distance.to_f)**2
end
jump = @move_action[4] > 0 ? -jump : jump
@ox = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @move_wait) / @move_distance.to_f).to_i
@oy = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @move_wait) / @move_distance.to_f + jump).to_i
# ウエイト
@move_wait -= @move_action[3]
@move_wait = [@move_wait,0].max
end
end
#--------------------------------------------------------------------------
# ● 移動目標座標の計算
#--------------------------------------------------------------------------
def move_setup
if RTAB
targets = @target
else
targets = $scene.target_battlers
end
case @move_action[0]
when "self" # 自分
@target_x = self.base_x
@target_y = self.base_y
when "target_near" # 一番近くのターゲット
targets.sort!{|a,b| a.screen_x<=>b.screen_x }
if targets != []
@target_x = targets[0].screen_x
@target_y = targets[0].screen_y
else
@target_x = self.base_x
@target_y = self.base_y
end
when "target_far" # 一番遠くのターゲット
targets.sort!{|a,b| a.screen_x<=>b.screen_x }
targets.reverse!
if targets != []
@target_x = targets[0].screen_x
@target_y = targets[0].screen_y
else
@target_x = self.base_x
@target_y = self.base_y
end
when "target" # ターゲット中央
@target_x = 0
@target_y = 0
for t in targets
@target_x += t.screen_x
@target_y += t.screen_y
end
if targets != []
@target_x /= targets.size
@target_y /= targets.size
end
when "party" # "トループ中央"
@target_x = 0
@target_y = 0
for t in $game_troop.enemies
@target_x += t.screen_x
@target_y += t.screen_y
end
if $game_troop.enemies != []
@target_x /= $game_troop.enemies.size
@target_y /= $game_troop.enemies.size
end
when "troop" # "パーティ中央"
@target_x = 0
@target_y = 0
for t in $game_party.actors
@target_x += t.screen_x
@target_y += t.screen_y
end
if $game_party.actors != []
@target_x /= $game_party.actors.size
@target_y /= $game_party.actors.size
end
when "screen" # "画面"
@target_x = self.base_x
@target_y = self.base_y
end
# 補正
@target_x -= @move_action[1] + self.base_x
@target_y -= @move_action[2] + self.base_y
# 移動目標の座標をセット
@move_coordinates = [@target_x.to_i,@target_y.to_i,@move_coordinates[0],@move_coordinates[1]]
# 距離の計算(ウエイトの設定)
@move_wait = (@move_coordinates[2] - @move_coordinates[0]).abs +
(@move_coordinates[3] - @move_coordinates[1]).abs
end
if RTAB
alias original_x true_x
alias original_y true_y
else
alias original_x screen_x
alias original_y screen_y
end
#--------------------------------------------------------------------------
# ● バトル画面 X 座標の取得(カメラ補正無し)
#--------------------------------------------------------------------------
def true_x
return original_x + @ox
end
#--------------------------------------------------------------------------
# ● バトル画面 Y 座標の取得(カメラ補正無し)
#--------------------------------------------------------------------------
def true_y
return original_y - @height / 2 + @oy
end
#--------------------------------------------------------------------------
# ● バトル画面 X 座標の取得
#--------------------------------------------------------------------------
def screen_x(true_x = self.true_x)
return true_x * @real_zoom + @real_x
end
#--------------------------------------------------------------------------
# ● バトル画面 Y 座標の取得
#--------------------------------------------------------------------------
def screen_y(true_y = self.true_y)
return true_y * @real_zoom + @real_y
end
#--------------------------------------------------------------------------
# ● バトル画面 X 座標の取得(移動などしていない場合)
#--------------------------------------------------------------------------
def base_x(true_x = self.true_x)
return (true_x - @ox) * @real_zoom + @real_x
end
#--------------------------------------------------------------------------
# ● バトル画面 Y 座標の取得(移動などしていない場合)
#--------------------------------------------------------------------------
def base_y(true_y = self.true_y)
return (true_y - @oy) * @real_zoom + @real_y
end
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● アクターを加える
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias side_view_add_actor add_actor
def add_actor(actor_id)
# アクターを取得
actor = $game_actors[actor_id]
# サイドビューデータの初期化
actor.start_battle
# 戻す
side_view_add_actor(actor_id)
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
include Side_view
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :phase # フェーズ
attr_reader :phase4_step # フェーズ4ステップ
attr_reader :active_battler # 対象の配列
attr_reader :target_battlers # 対象の配列
attr_reader :animation1_id # 行動アニメID
attr_reader :animation2_id # 対象アニメID
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias side_view_main main
def main
# バトラー初期化
for battler in $game_party.actors + $game_troop.enemies
battler.start_battle
end
# 戻す
side_view_main
end
#--------------------------------------------------------------------------
# ● 閃き判定
#--------------------------------------------------------------------------
def flash?
return @flash_flag ? true : false
end
#--------------------------------------------------------------------------
# ● 閃きアニメ待ち時間取得
#--------------------------------------------------------------------------
def flash_duration
animation = nil
if FLASH_ANIME
animation = $data_animations[FLASH_ANIMATION_ID]
end
return animation != nil ? animation.frame_max * 2 + 2 : 0
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始)
#--------------------------------------------------------------------------
alias side_view_update_phase4_step2 update_phase4_step2
def update_phase4_step2(*arg)
battler = convert_battler2(*arg)
battler.action
side_view_update_phase4_step2(*arg)
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 3 : 行動側アニメーション)
#--------------------------------------------------------------------------
alias side_view_update_phase4_step3 update_phase4_step3
def update_phase4_step3(*arg)
battler = convert_battler2(*arg)
return if !battler.animation1_on and battler.action? and !battler.flash?
if battler.flash? and FLASH_ANIME
battler.flash_flag["normal"] = true
end
side_view_update_phase4_step3(*arg)
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 4 : 対象側アニメーション)
#--------------------------------------------------------------------------
alias side_view_update_phase4_step4 update_phase4_step4
def update_phase4_step4(*arg)
battler = convert_battler2(*arg)
targets = RTAB ? battler.target : @target_battlers
return if !battler.animation2_on and battler.action?
side_view_update_phase4_step4(*arg)
for target in targets
if RTAB
value = nil
if target.damage_sp.include?(battler)
value = target.damage_sp[battler]
end
if target.damage.include?(battler)
if value == nil or value == "Miss"
value = target.damage[battler]
elsif value.is_a?(Numeric) && value > 0
value = target.damage[battler] == "Miss" ? value : target.damage[battler]
end
end
else
value = target.damage
end
if target.is_a?(Game_Actor)
# ダメージの場合
if value.is_a?(Numeric) && value > 0
# シェイクを開始
target.shake = true
end
elsif target.is_a?(Game_Enemy)
# ダメージの場合
if value.is_a?(Numeric) && value > 0
# シェイクを開始
target.shake = true
end
end
end
end
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
alias start_phase1_correct start_phase1
def start_phase1
# カメラの設定
# 元々フロントビュー向けの数値になっているため
@zoom_rate = [1.0, 1.0]
start_phase1_correct
end
#--------------------------------------------------------------------------
# ● アクターコマンドフェーズ開始
#--------------------------------------------------------------------------
alias start_phase3_correct start_phase3
def start_phase3
battler = convert_battler
start_phase3_correct
if RTAB
# カメラの設定
# 元々フロントビュー向けの数値になっているため
@camera = "command"
@spriteset.screen_target(0, 0, 1.0)
end
end
end
class Spriteset_Battle
include Side_view
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias side_veiw_initialize initialize
def initialize
side_veiw_initialize
# アクタースプライトを解放
for sprite in @actor_sprites
sprite.dispose
end
# アクタースプライトを作成
@actor_sprites = []
for i in 1..Party_max
@actor_sprites.push(Sprite_Battler.new(@viewport1))
end
update
end
#--------------------------------------------------------------------------
# ● 画面のスクロール
#--------------------------------------------------------------------------
if method_defined?("screen_scroll")
alias side_view_screen_scroll screen_scroll
def screen_scroll
side_view_screen_scroll
# アクターの位置補正
for actor in $game_party.actors
actor.real_x = @real_x
actor.real_y = @real_y
actor.real_zoom = @real_zoom
end
end
end
end
class Sprite_Battler < RPG::Sprite
include Side_view
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
# battler : バトラー (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
@weapon = Sprite_Weapon.new(viewport, battler)
@flying = Sprite_Flying.new(viewport, battler)
@shadow = []
@fly = 0
@fly_direction = 1
@rand = rand(10)
self.effect_clear
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias side_view_dispose dispose
def dispose
side_view_dispose
@weapon.dispose
@flying.dispose
if @_target_sprite != nil
@_target_sprite.bitmap.dispose
@_target_sprite.dispose
@_target_sprite = nil
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
# バトラーが nil の場合
if @battler == nil
self.bitmap = nil
@weapon.bitmap = nil
loop_animation(nil)
return
end
# バトラー更新
@battler.update
# バトラーアニメのデータ取得
@anime_type = @battler.anime_type
# ファイル名か色相が現在のものと異なる場合
if @battler.is_a?(Game_Actor)
change = (@battler.character_name != @battler_name or @battler.character_hue != @battler_hue)
elsif @battler.is_a?(Game_Enemy)
change = (@battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue)
else
return
end
if change
# ビットマップを取得、設定
if @battler.is_a?(Game_Actor)
@battler_name = @battler.character_name
@battler_hue = @battler.character_hue
self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
@width = bitmap.width / 4
@height = bitmap.height / 4
else
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
end
self.ox = @width / 2
self.oy = @height / 2
@battler.height = @height
@flag = true
# 戦闘不能または隠れ状態なら不透明度を 0 にする
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
if @battler.is_a?(Game_Actor) and
(@battler.anime_type != @anime_type or @battler.pattern != @pattern or @flag)
# ビットマップを取得、設定
@pattern = @battler.pattern
self.ox = @width / 2
self.oy = @height / 2
@sx = @pattern * @width
@sy = @anime_type % 4 * @height
self.src_rect.set(@sx, @sy, @width, @height)
self.zoom_x = CHAR_ZOOM
self.zoom_y = CHAR_ZOOM
@battler.height = @height
@flag = false
end
# 飛行
update_fly
# シェイク
update_shake
# 回転
update_turning
# 反転
update_reverse
# 移動
update_moving
# 追加アニメ
update_add_anime
# エフェクト効果の適用
update_effect
# アニメーション ID が現在のものと異なる場合
flag = RTAB ? true : @battler.damage == nil
if flag and @battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# シェイク
if @battler.shake
self.start_shake(5, 5, 5)
@battler.shake = false
end
# 明滅
if @battler.blink
blink_on
else
blink_off
end
# 不可視の場合
unless @battler_visible
flag = RTAB ? (@battler.damage.size < 2 or @battler.damage_pop.size < 2) :
(@battler.damage == nil or @battler.damage_pop)
# 出現
if not @battler.hidden and not @battler.dead? and flag
appear
@battler_visible = true
end
end
if RTAB
# ダメージ
for battler in @battler.damage_pop
if battler[0].class == Array
if battler[0][1] >= 0
$scene.skill_se
else
$scene.levelup_se
end
damage(@battler.damage[battler[0]], false, 2)
else
damage(@battler.damage[battler[0]], @battler.critical[battler[0]])
end
if @battler.damage_sp.include?(battler[0])
damage(@battler.damage_sp[battler[0]],
@battler.critical[battler[0]], 1)
@battler.damage_sp.delete(battler[0])
end
@battler.damage_pop.delete(battler[0])
@battler.damage.delete(battler[0])
@battler.critical.delete(battler[0])
end
end
# 可視の場合
if @battler_visible
# 武器アニメ
@weapon.battler = @battler
@weapon.update
# 遠距離アニメ
@flying.battler = @battler
@flying.update
# 逃走
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# 白フラッシュ
if @battler.white_flash
whiten
@battler.white_flash = false
end
if RTAB
# アニメーション
if [email protected]?
for animation in @battler.animation.reverse
if animation[2]
animation($data_animations[animation[0]], animation[1], true)
else
animation($data_animations[animation[0]], animation[1])
end
@battler.animation.delete(animation)
end
end
else
# アニメーション
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
end
# ダメージ
if !RTAB and @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
flag = RTAB ? (@battler.damage.empty? and $scene.dead_ok?(@battler)) :
@battler.damage == nil
# コラプス
if flag and @battler.dead?
if @battler.is_a?(Game_Actor)
$game_system.se_play($data_system.actor_collapse_se)
elsif @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
end
collapse
@battler_visible = false
end
end
# スプライトの座標を設定
self.x = @battler.screen_x + @effect_ox
self.y = @battler.screen_y + @effect_oy
self.z = @battler.screen_z
self.zoom_x = @battler.real_zoom
self.zoom_y = @battler.real_zoom
# ウェイトカウントを減らす
@battler.wait_count -= 1
@battler.wait_count2 -= 1
# アニメーション待ち時間取得
@battler.animation_duration = @_animation_duration
if @battler.is_a?(Game_Actor)
self.zoom_x *= CHAR_ZOOM
self.zoom_y *= CHAR_ZOOM
@weapon.x = self.x + 2
@weapon.y = self.y + 6
@weapon.angle = 75 - (4 - @battler.pattern) * 45
if self.mirror
@weapon.angle += @weapon.angle - 180
end
end
# 残像
if @battler.shadow
if Graphics.frame_count % 2 == 0
shadow = ::Sprite.new(self.viewport)
shadow.bitmap = self.bitmap.dup
shadow.x = self.x
shadow.y = self.y
shadow.ox = self.ox
shadow.oy = self.oy
shadow.mirror = self.mirror
shadow.angle = self.angle
shadow.opacity = 160
shadow.zoom_x = self.zoom_x
shadow.zoom_y = self.zoom_y
if @battler.is_a?(Game_Actor)
shadow.src_rect.set(@sx, @sy, @width, @height)
else
shadow.src_rect.set(0, 0, @width, @height)
end
@shadow.push([shadow,duration = 10,@battler.true_x + @effect_ox,@battler.true_y + @effect_oy])
end
end
for s in @shadow
if !s[0].disposed?
s[0].update
s[1] -= 1
if s[1] < 1
if s[0].bitmap != nil
s[0].bitmap.dispose
end
s[0].dispose
else
s[0].x = @battler.screen_x(s[2])
s[0].y = @battler.screen_y(s[3])
end
else
s = nil
end
end
@shadow.compact!
end
#--------------------------------------------------------------------------
# ● エフェクトによる座標系の更新
#--------------------------------------------------------------------------
def update_effect
# 角度の修正
if @_upside_down
self.angle = (@_turning + 180) % 360
else
self.angle = @_turning
end
# X 座標の修正値
@effect_ox = @_shake + @_moving[0]
# Y 座標の修正値
@effect_oy = -@fly + @_moving[1]
if @_animation == nil or (RTAB and @_animation.empty?)
self.effect_clear
end
end
#--------------------------------------------------------------------------
# ● シェイク更新
#--------------------------------------------------------------------------
def update_shake
if @_shake_duration >= 1 or @_shake != 0
delta = (@_shake_power * @_shake_speed * @_shake_direction) / 10.0
if @_shake_duration <= 1 and @_shake * (@_shake + delta) < 0
@_shake = 0
else
@_shake += delta
end
if @_shake > @_shake_power * 2
@_shake_direction = -1
end
if @_shake < - @_shake_power * 2
@_shake_direction = 1
end
if @_shake_duration >= 1
@_shake_duration -= 1
end
end
end
#--------------------------------------------------------------------------
# ● 飛行更新
#--------------------------------------------------------------------------
def update_fly
if @rand > 0
@rand -= 1
return
end
if @battler.fly != 0
if @fly < @battler.fly / 4
@fly_direction = 1
elsif @fly > @battler.fly / 2
@fly_direction = -1
end
@fly += 0.5 * @fly_direction
end
end
#--------------------------------------------------------------------------
# ● 回転更新
#--------------------------------------------------------------------------
def update_turning
if @_turning_duration > 0 or @_turning != 0
@_turning += @_turning_direction * @_turning_speed / 2.0
# 残り回転数を減らす
if @_turning_direction == -1
if @_turning_duration > 0 and @_turning < 0
@_turning_duration -= 1
end
elsif @_turning_direction == 1
if @_turning_duration > 0 and @_turning >= 360
@_turning_duration -= 1
end
end
# 以下補正
while @_turning < 0
@_turning += 360
end
if @_turning_duration <= 0
@_turning = 0
end
@_turning %= 360
end
end
#--------------------------------------------------------------------------
# ● 左右反転更新
#--------------------------------------------------------------------------
def update_reverse
if @last_reverse != (@_reverse or @battler.reverse)
self.mirror = (@_reverse or @battler.reverse)
@last_reverse = (@_reverse or @battler.reverse)
end
end
#--------------------------------------------------------------------------
# ● 移動更新
#--------------------------------------------------------------------------
def update_moving
@move_distance = (@_move_coordinates[2] - @_move_coordinates[0]).abs +
(@_move_coordinates[3] - @_move_coordinates[1]).abs
if @move_distance > 0
return if @_moving[0] == @_move_coordinates[0] and @_moving[1] == @_move_coordinates[1]
array = @_move_coordinates
x = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @_move_duration) / @move_distance.to_f).to_i
y = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @_move_duration) / @move_distance.to_f).to_i
@_moving = [x, y]
if @_move_quick_return and @_move_duration == 0
@_move_coordinates = [0,0,array[0],array[1]]
@_move_duration = @move_distance
end
@_move_duration -= @_move_speed
@_move_duration = [@_move_duration, 0].max
end
end
#--------------------------------------------------------------------------
# ● 追加アニメ更新 (RTAB限定機能)
#--------------------------------------------------------------------------
def update_add_anime
if RTAB
# アニメーション
if @_add_anime_id != 0
animation = $data_animations[@_add_anime_id]
animation(animation, true)
@_add_anime_id = 0
end
end
end
#--------------------------------------------------------------------------
# ● エフェクト初期化
#--------------------------------------------------------------------------
def effect_clear
@_effect_ox = 0
@_effect_oy = 0
@_shake_power = 0
@_shake_speed = 0
@_shake_duration = 0
@_shake_direction = 1
@_shake = 0
@_upside_down = false
@_reverse = false
@_turning_direction = 1
@_turning_speed = 0
@_turning_duration = 0
@_turning = 0
@_move_quick_return = true
@_move_speed = 0
@_move_coordinates = [0,0,0,0]
@_move_jump = false
@_move_duration = 0
@_moving = [0,0]
@_add_anime_id = 0
end
#--------------------------------------------------------------------------
# ● シェイクの開始
# power : 強さ
# speed : 速さ
# duration : 時間
#--------------------------------------------------------------------------
def start_shake(power, speed, duration)
@_shake_power = power
@_shake_speed = speed
@_shake_duration = duration
end
#--------------------------------------------------------------------------
# ● 上下反転を開始
#--------------------------------------------------------------------------
def start_upside_down
@_upside_down = @_upside_down ? false : true
end
#--------------------------------------------------------------------------
# ● 左右反転を開始
#--------------------------------------------------------------------------
def start_reverse
@_reverse = @_reverse ? false : true
end
#--------------------------------------------------------------------------
# ● 回転を開始
# direction: 方向
# speed : 速さ
# duration : 時間
#--------------------------------------------------------------------------
def start_turning(direction, speed, duration)
@_turning_direction = direction
@_turning_speed = speed
@_turning_duration = duration
@_turning = @_turning_direction == 1 ? 0 : 360
end
#--------------------------------------------------------------------------
# ● 移動を開始
# quick_return : 戻るかどうか
# speed : 速さ
# x : X 座標
# y : Y 座標
#--------------------------------------------------------------------------
def start_moving(quick_return, speed, x, y)
@_move_quick_return = quick_return == 0 ? false : true
@_move_speed = speed
@_move_coordinates = [x,y,@_move_coordinates[0],@_move_coordinates[1]]
distance = (@_move_coordinates[2] - @_move_coordinates[0]).abs +
(@_move_coordinates[3] - @_move_coordinates[1]).abs
@_move_duration = distance
end
#--------------------------------------------------------------------------
# ● アニメ追加を開始
# id : ID
# hit : 命中フラッグ
#--------------------------------------------------------------------------
def start_add_anime(id)
@_add_anime_id = id
end
#--------------------------------------------------------------------------
# ● 各種エフェクトの開始判定
#--------------------------------------------------------------------------
if !method_defined?("side_view_animation_process_timing")
alias side_view_animation_process_timing animation_process_timing
end
def animation_process_timing(timing, hit)
side_view_animation_process_timing(timing, hit)
if (timing.condition == 0) or
(timing.condition == 1 and hit == true) or
(timing.condition == 2 and hit == false)
if timing.se.name =~ SHAKE_FILE
names = timing.se.name.split(/#/)
power = names[1].nil? ? SHAKE_POWER : names[1].to_i
speed = names[2].nil? ? SHAKE_SPEED : names[2].to_i
duration = names[3].nil? ? SHAKE_DURATION : names[3].to_i
# シェイクを開始
self.start_shake(power, speed, duration)
end
if timing.se.name == UPSIDE_DOWN_FILE
# 上下反転を開始
self.start_upside_down
end
if timing.se.name == REVERSE_FILE
# 左右反転を開始
self.start_reverse
end
if timing.se.name =~ TURNING_FILE
names = timing.se.name.split(/#/)
direction = names[1].nil? ? TURNING_DIRECTION : names[1].to_i
speed = names[2].nil? ? TURNING_SPEED : names[2].to_i
duration = names[3].nil? ? TURNING_DURATION : names[3].to_i
# 回転を開始
self.start_turning(direction, speed, duration)
end
if timing.se.name =~ MOVE_FILE
names = timing.se.name.split(/#/)
quick_return= names[1].nil? ? MOVE_RETURN : names[1].to_i
speed = names[2].nil? ? MOVE_SPEED : names[2].to_i
x = names[3].nil? ? MOVE_COORDINATES[0] : names[3].to_i
y = names[3].nil? ? MOVE_COORDINATES[1] : names[4].to_i
# 移動を開始
self.start_moving(quick_return, speed, x, y)
end
if timing.se.name =~ ADD_ANIME_FILE
names = timing.se.name.split(/#/)
id = names[1].nil? ? ADD_ANIME_ID : names[1].to_i
# アニメ追加を開始
self.start_add_anime(id)
end
end
end
end
#==============================================================================
# ■ Sprite_Weapon
#------------------------------------------------------------------------------
# バトラー表示用のスプライトです。Game_Battler クラスのインスタンスを監視し、
# スプライトの状態を自動的に変化させます。
#==============================================================================
class Sprite_Weapon < RPG::Sprite
include Side_view
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :battler # バトラー
attr_reader :cw # グラフィックの幅
attr_reader :ch # グラフィックの高さ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
# battler : バトラー (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
# バトラーが nil の場合
if @battler == nil or [email protected]_a?(Game_Actor)
self.bitmap = nil
return
end
# ウエポンアニメのデータ取得
@weapon_anime_type = @battler.weapon_anime_type(@battler.condition)
# 設定が「非表示」の場合
if !@weapon_anime_type[1] or @weapon_anime_type[0].nil?
self.visible = false
return
else
self.visible = true
end
# ファイル名が現在のものと異なる場合
if @weapon_anime_type[0] != @weapon_name
@weapon_name = @weapon_anime_type[0]
# ビットマップを取得、設定
self.bitmap = RPG::Cache.icon(@weapon_name)
@width = bitmap.width
@height = bitmap.height
@flag = true
end
# 現在アニメパターンが現在のものと異なる場合
if @pattern != @battler.pattern or @flag or @condition != @battler.condition
@pattern = @battler.pattern
@condition = @battler.condition
self.ox = @width
self.oy = @height
self.z = battler.screen_z
self.zoom_x = @battler.real_zoom * CHAR_ZOOM
self.zoom_y = @battler.real_zoom * CHAR_ZOOM
self.src_rect.set(0, 0, @width, @height)
self.opacity = 255
# バトラーより手前に表示
if @weapon_anime_type[2]
self.z += 10
# バトラーより奥に表示
else
self.z -= 10
end
@flag = false
end
end
end
class Sprite_Flying < RPG::Sprite
include Side_view
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :battler # バトラー
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# viewport : ビューポート
# battler : バトラー (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
# バトラーが nil の場合
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
# 遠距離アニメ
flying_animation = @battler.flying_animation
flying_start = flying_animation[0]
flying_end = flying_animation[1]
# アニメーション ID が現在のものと異なる場合
if @anime_id != @battler.flying_anime[0]
@anime_id = @battler.flying_anime[0]
@animation = $data_animations[@anime_id]
end
# アニメーション 開始
if flying_start
loop_animation(@animation)
elsif flying_end
loop_animation(nil)
end
self.x = @battler.flying_x
self.y = @battler.flying_y
self.z = @battler.screen_z + 1000
end
end
module RPG
class Skill
#--------------------------------------------------------------------------
# ● 魔法かどうかの判断
#--------------------------------------------------------------------------
def magic?
if @atk_f == 0
return true
else
return false
end
end
end
end
# アローカーソルの位置修正
class Arrow_Actor < Arrow_Base
include Side_view
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias side_view_update update
def update
side_view_update
# スプライトの座標を設定
if self.actor != nil && (self.x != self.actor.screen_x + ARROW_OX or self.y != self.actor.screen_y + ARROW_OY)
self.x = self.actor.screen_x + ARROW_OX
self.y = self.actor.screen_y + ARROW_OY
end
end
end
class Arrow_Enemy < Arrow_Base
include Side_view
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias side_view_update update
def update
side_view_update
# スプライトの座標を設定
if self.enemy != nil && self.y != self.enemy.screen_y + self.enemy.height/2
self.x = self.enemy.screen_x
self.y = self.enemy.screen_y + self.enemy.height/2
end
end
end
dsu_plus_rewardpost_czw