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Lv1.梦旅人
- 梦石
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- 2012-3-5
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5楼
楼主 |
发表于 2012-4-27 13:12:12
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只看该作者
hcm 发表于 2012-4-27 12:35
怪物的坐标不是可以在数据库-敌群的画面中直接拖动的吗?
技能动画的坐标直接在数据库-动画-整体移动坐标( ...
从敌群调整怪物坐标的话一些以画面为坐标的技能动画感觉就有落差了~
‘‘──布兰度西特于2012-4-27 13:16补充以下内容
能整体把坐标上调整的话最好了~
我现在用这2个脚本- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Ace Battle Engine v1.21
- # -- Last Updated: 2012.02.13
- # -- Level: Normal, Hard
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-BattleEngine"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.02.13 - Bug fixed: Odd Victory game crash fixed.
- # 2012.02.12 - Bug fixed: Displayed damage in combat log is correct now.
- # 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill.
- # 2012.01.24 - Compatibility Update: Enemy Levels
- # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items.
- # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an
- # animation only once.
- # - Reduced lag from battle system constantly recreating bitmaps.
- # 2012.01.10 - Compatibility Update: Battle System FTB
- # 2012.01.09 - Anticrash methods implemented.
- # - Damage Popups are now separate for damage formulas and recovery.
- # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items.
- # 2012.01.02 - Compatibility Update: Target Manager
- # - Added Option: AUTO_FAST
- # - Random hits now show animations individually.
- # 2011.12.30 - Compatibility Update: Enemy Levels
- # - Added Option to center the actors in the HUD.
- # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game.
- # - Default battle system bug fixes are now included from YEA's Ace
- # Core Engine.
- # - Groundwork is also made to support future battle system types.
- # - Multi-hit actions no longer linger when a target dies during the
- # middle of one of the hits.
- # - Compatibility Update: Lunatic Objects v1.02
- # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead.
- # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show.
- # 2011.12.20 - Bug fixed: Death state popups against immortal states.
- # - Bug fixed: During State popup fix.
- # - Added HIDE_POPUP_SWITCH.
- # 2011.12.17 - Compatibiilty Update: Cast Animations
- # 2011.12.15 - Compatibility Update: Battle Command List
- # 2011.12.14 - Compatibility Update: Lunatic Objects
- # 2011.12.13 - Compatibility Update: Command Party
- # 2011.12.12 - Bug fixed: Turn stalling if no inputable members.
- # 2011.12.10 - Compatibility update for Automatic Party HUD.
- # - Popup graphical bug fixed.
- # - Bug fixed: Didn't wait for boss dead animations.
- # - Bug fixed: Surprise attacks that froze the game.
- # - Bug fixed: Popups didn't show for straight recovery effects.
- # 2011.12.08 - Finished Script.
- # 2011.12.04 - Started Script.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # Ace Battle Engine works as a foundation for future battle engine add-ons. It
- # allows for easier management of the battle engine without adding too many
- # features, allowing users to customize what they want as they see fit. While
- # the Ace Battle Engine isn't an entirely new engine, it gives users control
- # that RPG Maker VX Ace didn't originally give them.
- #
- # Furthermore, this script provides some new features. They are as follows:
- #
- # -----------------------------------------------------------------------------
- # Animation Fixes
- # -----------------------------------------------------------------------------
- # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes,
- # these fixes are included in this script as well to ensure it's working for
- # the battle script in the event someone chooses not to work with the Ace Core
- # Engine script. The animation fixes prevent excessive animation overlaying
- # (and making the screen look really ugly) and prevents animation clashing
- # between two dual wielding normal attack animations.
- #
- # -----------------------------------------------------------------------------
- # Enemy Animations
- # -----------------------------------------------------------------------------
- # Enemies now show battle animations when they deliver attacks and skills
- # against the player's party. Before in RPG Maker VX Ace, it was nothing more
- # than just sound effects and the screen shaking. Now, animations play where
- # the status window is and relative to the position of each party member.
- #
- # -----------------------------------------------------------------------------
- # Left/Right Command Selection
- # -----------------------------------------------------------------------------
- # While choosing actions, the player can press Left or Right to move freely
- # between (alive) actors to change their skills. Players no longer have to
- # cancel all the way back to change one person's skill and reselect everything.
- # On that note, there is now the option that when a battle starts or at the
- # end of a turn, players will start immediately at command selection rather
- # than needing to select "Fight" in the Party Command Window.
- #
- # -----------------------------------------------------------------------------
- # Popups
- # -----------------------------------------------------------------------------
- # Dealing damage, inflicting states, adding buffs, landing critical hits,
- # striking weaknesses, missing attacks, you name it, there's probably a popup
- # for it. Popups deliver information to the player in a quick or orderly
- # fashion without requiring the player to read lines of text.
- #
- # -----------------------------------------------------------------------------
- # Targeting Window
- # -----------------------------------------------------------------------------
- # When targeting enemies, the window is no longer displayed. Instead, the
- # targeted enemies are highlighted and their names are shown at the top of the
- # screen in a help window. Another thing that's changed is when skills that
- # target multiple targets are selected, there is a confirmation step that the
- # player must take before continuing. In this confirmation step, all of the
- # multiple targets are selected and in the help window would display the scope
- # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped
- # this step by default.
- #
- # -----------------------------------------------------------------------------
- # Toggling On and Off Special Effects and Text
- # -----------------------------------------------------------------------------
- # Not everybody likes having the screen shake or the enemies blink when they
- # take damage. These effects can now be toggled on and off. Certain text can
- # also be toggled on and off from appearing. A lot of the displayed text has
- # been rendered redundant through the use of popups.
- #
- # -----------------------------------------------------------------------------
- # Visual Battle Status Window
- # -----------------------------------------------------------------------------
- # Rather than just having rows of names with HP and MP bars next to them, the
- # Battle Status Window now displays actors' faces and their gauges aligned at
- # the bottom. More status effects can be shown in addition to showing more
- # members on screen at once. The Battle Status Window is also optimized to
- # refresh less (thus, removing potential lag from the system).
- #
- # -----------------------------------------------------------------------------
- # Window Position Changes
- # -----------------------------------------------------------------------------
- # Windows such as the Skill Window and Item Window have been rearranged to
- # always provide the player a clear view of the battlefield rather than opening
- # up and covering everything. As such, the window positions are placed at the
- # bottom of the screen and are repositioned.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Skill Notetags - These notetags go in the skills notebox in the database.
- # -----------------------------------------------------------------------------
- # <one animation>
- # Causes the action to display the action animation only once, even if it's a
- # multi-hit action. This is used primarily for non-all scope targeting.
- #
- # -----------------------------------------------------------------------------
- # Item Notetags - These notetags go in the items notebox in the database.
- # -----------------------------------------------------------------------------
- # <one animation>
- # Causes the action to display the action animation only once, even if it's a
- # multi-hit action. This is used primarily for non-all scope targeting.
- #
- # -----------------------------------------------------------------------------
- # Enemy Notetags - These notetags go in the enemy notebox in the database.
- # -----------------------------------------------------------------------------
- # <atk ani 1: x>
- # <atk ani 2: x>
- # Changes the normal attack animation of the particular enemy to animation x.
- # Attack animation 1 is the first one that plays. If there's a second animation
- # then the second one will play after in mirrored form.
- #
- # -----------------------------------------------------------------------------
- # State Notetags - These notetags go in the state notebox in the database.
- # -----------------------------------------------------------------------------
- # <popup add: string>
- # <popup rem: string>
- # <popup dur: string>
- # Status effects now create popups whenever they're inflicted. However, if you
- # don't like that a certain status effect uses a particular colour setting,
- # change "string" to one of the rulesets below to cause that popup to use a
- # different ruleset.
- #
- # <popup hide add>
- # <popup hide rem>
- # <popup hide dur>
- # Not everybody wants status effects to show popups when inflicted. When this
- # is the case, insert the respective tag to hide popups from appearing when the
- # state is added, removed, or during the stand-by phases.
- #
- # -----------------------------------------------------------------------------
- # Debug Tools - These tools only work during Test Play.
- # -----------------------------------------------------------------------------
- # - F5 Key -
- # Recovers all actors. Restores their HP and MP to max. Does not affect TP.
- # All states and buffs are removed whether they are positive or negative.
- #
- # - F6 Key -
- # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected.
- #
- # - F7 Key -
- # Sets all actors to have max TP. Everything else is unaffected.
- #
- # - F8 Key -
- # Kills all enemies in battle. Ends the battle quickly.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module BATTLE
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - General Battle Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # These settings are adjusted for the overall battle system. These are
- # various miscellaneous options to adjust. Each of the settings below will
- # explain what they do. Change default enemy battle animations here, too.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- BLINK_EFFECTS = false # Blink sprite when damaged?
- FLASH_WHITE_EFFECT = true # Flash enemy white when it starts an attack.
- SCREEN_SHAKE = false # Shake screen in battle?
- SKIP_PARTY_COMMAND = false # Skips the Fight/Escape menu.
- AUTO_FAST = true # Causes message windows to not wait.
- ENEMY_ATK_ANI = 36 # Sets default attack animation for enemies.
-
- # If this switch is ON, popups will be hidden. If OFF, the popups will be
- # shown. If you do not wish to use this switch, set it to 0.
- HIDE_POPUP_SWITCH = 0
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Battle Status Window -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This sets the default battle system your game will use. If your game
- # doesn't have any other battle systems installed, it will use :dtb.
- #
- # Battle System Requirement
- # :dtb - Default Turn Battle. Default system.
- # :ftb - YEA Battle System Add-On: Free Turn Battle
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- DEFAULT_BATTLE_SYSTEM = :dtb # Default battle system set.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Battle Status Window -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Here, you can adjust the settings for the battle status window. The
- # battle status window, by default, will show the actor's face, HP, MP, TP
- # (if viable), and any inflicted status effects.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- BATTLESTATUS_NAME_FONT_SIZE = 20 # Font size used for name.
- BATTLESTATUS_TEXT_FONT_SIZE = 16 # Font size used for HP, MP, TP.
- BATTLESTATUS_NO_ACTION_ICON = 185 # No action icon.
- BATTLESTATUS_HPGAUGE_Y_PLUS = 11 # Y Location buffer used for HP gauge.
- BATTLESTATUS_CENTER_FACES = false # Center faces for the Battle Status.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Help Window Text -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # When selecting a target to attack, this is the text that will be shown
- # in place of a target's name for special cases. These special cases are
- # for selections that were originally non-targetable battle scopes.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- HELP_TEXT_ALL_FOES = "全体敌人"
- HELP_TEXT_ONE_RANDOM_FOE = "一个随机的敌人"
- HELP_TEXT_MANY_RANDOM_FOE = "%d 随机的敌人"
- HELP_TEXT_ALL_ALLIES = "所有同伴"
- HELP_TEXT_ALL_DEAD_ALLIES = "所有死去的同伴"
- HELP_TEXT_ONE_RANDOM_ALLY = "一个随机的同伴"
- HELP_TEXT_RANDOM_ALLIES = "%d 随机的同伴"
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Popup Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # These settings will adjust the popups that appear in battle. Popups
- # deliver information to your player as battlers deal damage, inflict
- # status effects, and more.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- ENABLE_POPUPS = true # Set this to false if you wish to disable them.
- FLASH_CRITICAL = true # Sets critical hits to flash.
-
- # This hash adjusts the popup settings that will govern how popups appear.
- # Adjust them accordingly.
- POPUP_SETTINGS ={
- :offset => -24, # Height offset of a popup.
- :fade => 12, # Fade rate for each popup.
- :full => 60, # Frames before a popup fades.
- :hp_dmg => "-%s ", # SprintF for HP damage.
- :hp_heal => "+%s ", # SprintF for HP healing.
- :mp_dmg => "-%s MP", # SprintF for MP damage.
- :mp_heal => "+%s MP", # SprintF for MP healing.
- :tp_dmg => "-%s TP", # SprintF for MP damage.
- :tp_heal => "+%s TP", # SprintF for MP healing.
- :drained => "耗尽", # Text display for draining HP/MP.
- :critical => "关键一击!", # Text display for critical hit.
- :missed => "未击中", # Text display for missed attack.
- :evaded => "回避!", # Text display for evaded attack.
- :nulled => "无效", # Text display for nulled attack.
- :failed => "失败", # Text display for a failed attack.
- :add_state => "+%s", # SprintF for added states.
- :rem_state => "-%s", # SprintF for removed states.
- :dur_state => "%s", # SprintF for during states.
- :ele_rates => true, # This will display elemental affinities.
- :ele_wait => 20, # This is how many frames will wait.
- :weakpoint => "弱点", # Appears if foe is weak to element.
- :resistant => "抵抗", # Appears if foe is resistant to element.
- :immune => "免疫", # Appears if foe is immune to element.
- :absorbed => "吸收", # Appears if foe can absorb the element.
- :add_buff => "%s+", # Appears when a positive buff is applied.
- :add_debuff => "%s-", # Appears when a negative buff is applied.
- } # Do not remove this.
-
- # This is the default font used for the popups. Adjust them accordingly
- # or even add new ones.
- DEFAULT = ["VL Gothic", "Verdana", "Arial", "Courier"]
-
- # The following are the various rules that govern the individual popup
- # types that will appear. Adjust them accordingly. Here is a list of what
- # each category does.
- # Zoom1 The zoom the popup starts at. Values over 2.0 may cause lag.
- # Zoom2 The zoom the popup goes to. Values over 2.0 may cause lag.
- # Sz The font size used for the popup text.
- # Bold Applying bold for the popup text.
- # Italic Applying italic for the popup text.
- # Red The red value of the popup text.
- # Grn The green value of the popup text.
- # Blu The blue value of the popup text.
- # Font The font used for the popup text.
- POPUP_RULES ={
- # Type => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]
- "DEFAULT" => [ 2.0, 1.0, 24, true, false, 255, 255, 255, DEFAULT],
- "CRITICAL" => [ 2.0, 1.0, 24, true, false, 255, 80, 80, DEFAULT],
- "HP_DMG" => [ 2.0, 1.0, 36, true, false, 255, 255, 255, DEFAULT],
- "HP_HEAL" => [ 2.0, 1.0, 36, true, false, 130, 250, 130, DEFAULT],
- "MP_DMG" => [ 2.0, 1.0, 36, true, false, 220, 180, 255, DEFAULT],
- "MP_HEAL" => [ 2.0, 1.0, 36, true, false, 160, 230, 255, DEFAULT],
- "TP_DMG" => [ 2.0, 1.0, 36, true, false, 242, 108, 78, DEFAULT],
- "TP_HEAL" => [ 2.0, 1.0, 36, true, false, 251, 175, 92, DEFAULT],
- "ADDSTATE" => [ 2.0, 1.0, 24, true, false, 240, 100, 100, DEFAULT],
- "REMSTATE" => [ 2.0, 1.0, 24, true, false, 125, 170, 225, DEFAULT],
- "DURSTATE" => [ 2.0, 1.0, 24, true, false, 255, 240, 150, DEFAULT],
- "DRAIN" => [ 2.0, 1.0, 36, true, false, 250, 190, 255, DEFAULT],
- "POSITIVE" => [ 2.0, 1.0, 24, true, false, 110, 210, 245, DEFAULT],
- "NEGATIVE" => [ 2.0, 1.0, 24, true, false, 245, 155, 195, DEFAULT],
- "WEAK_ELE" => [ 0.5, 1.0, 24, true, false, 240, 110, 80, DEFAULT],
- "IMMU_ELE" => [ 0.5, 1.0, 24, true, false, 185, 235, 255, DEFAULT],
- "REST_ELE" => [ 0.5, 1.0, 24, true, false, 145, 230, 180, DEFAULT],
- "ABSB_ELE" => [ 0.5, 1.0, 24, true, false, 250, 190, 255, DEFAULT],
- "BUFF" => [ 2.0, 1.0, 24, true, false, 255, 240, 100, DEFAULT],
- "DEBUFF" => [ 2.0, 1.0, 24, true, false, 160, 130, 200, DEFAULT],
- } # Do not remove this.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Streamlined Messages -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Want to remove some of those annoying messages that appear all the time?
- # Now you can! Select which messages you want to enable or disable. Some of
- # these messages will be rendered useless due to popups.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- MSG_ENEMY_APPEARS = false # Message when enemy appears start of battle.
- MSG_CURRENT_STATE = false # Show which states has affected battler.
- MSG_CURRENT_ACTION = true # Show the current action of the battler.
- MSG_COUNTERATTACK = true # Show the message for a counterattack.
- MSG_REFLECT_MAGIC = true # Show message for reflecting magic attacks.
- MSG_SUBSTITUTE_HIT = true # Show message for ally taking another's hit.
- MSG_FAILURE_HIT = false # Show effect failed against target.
- MSG_CRITICAL_HIT = false # Show attack was a critical hit.
- MSG_HIT_MISSED = false # Show attack missed the target.
- MSG_EVASION = false # Show attack was evaded by the target.
- MSG_HP_DAMAGE = false # Show HP damage to target.
- MSG_MP_DAMAGE = false # Show MP damage to target.
- MSG_TP_DAMAGE = false # Show TP damage to target.
- MSG_ADDED_STATES = false # Show target's added states.
- MSG_REMOVED_STATES = false # Show target's removed states.
- MSG_CHANGED_BUFFS = false # Show target's changed buffs.
-
- end # BATTLE
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- module YEA
- module REGEXP
- module ENEMY
-
- ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i
- ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i
-
- end # ENEMY
- module USABLEITEM
-
- ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i
-
- end # USABLEITEM
- module STATE
-
- POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i
- POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i
- POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i
-
- HIDE_ADD = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i
- HIDE_REM = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i
- HIDE_DUR = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i
-
- end # STATE
- end # REGEXP
- end # YEA
- #==============================================================================
- # ■ Switch
- #==============================================================================
- module Switch
-
- #--------------------------------------------------------------------------
- # self.hide_popups
- #--------------------------------------------------------------------------
- def self.hide_popups
- return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0
- return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH]
- end
-
- end # Switch
- #==============================================================================
- # ■ Colour
- #==============================================================================
- module Colour
-
- #--------------------------------------------------------------------------
- # self.text_colour
- #--------------------------------------------------------------------------
- def self.text_colour(index)
- windowskin = Cache.system("Window")
- x = 64 + (index % 8) * 8
- y = 96 + (index / 8) * 8
- return windowskin.get_pixel(x, y)
- end
-
- end # Colour
- #==============================================================================
- # ■ Icon
- #==============================================================================
- module Icon
-
- #--------------------------------------------------------------------------
- # self.no_action
- #--------------------------------------------------------------------------
- def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
-
- end # Icon
- #==============================================================================
- # ■ Numeric
- #==============================================================================
- class Numeric
-
- #--------------------------------------------------------------------------
- # new method: group_digits
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def group; return self.to_s; end
- end # $imported["YEA-CoreEngine"]
-
- end # Numeric
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
-
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_abe load_database; end
- def self.load_database
- load_database_abe
- load_notetags_abe
- end
-
- #--------------------------------------------------------------------------
- # new method: load_notetags_abe
- #--------------------------------------------------------------------------
- def self.load_notetags_abe
- groups = [$data_enemies, $data_states, $data_skills, $data_items]
- for group in groups
- for obj in group
- next if obj.nil?
- obj.load_notetags_abe
- end
- end
- end
-
- end # DataManager
- #==============================================================================
- # ■ RPG::UsableItem
- #==============================================================================
- class RPG::UsableItem < RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :one_animation
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_abe
- #--------------------------------------------------------------------------
- def load_notetags_abe
- @one_animation = false
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::USABLEITEM::ONE_ANIMATION
- @one_animation = true
- end
- } # self.note.split
- #---
- end
-
- end # RPG::UsableItem
- #==============================================================================
- # ■ RPG::Enemy
- #==============================================================================
- class RPG::Enemy < RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :atk_animation_id1
- attr_accessor :atk_animation_id2
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_abe
- #--------------------------------------------------------------------------
- def load_notetags_abe
- @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI
- @atk_animation_id2 = 0
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::ENEMY::ATK_ANI1
- @atk_animation_id1 = $1.to_i
- when YEA::REGEXP::ENEMY::ATK_ANI2
- @atk_animation_id2 = $1.to_i
- end
- } # self.note.split
- #---
- end
-
- end # RPG::Enemy
- #==============================================================================
- # ■ RPG::Enemy
- #==============================================================================
- class RPG::State < RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :popup_rules
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_abe
- #--------------------------------------------------------------------------
- def load_notetags_abe
- @popup_rules = {
- :add_state => "ADDSTATE",
- :rem_state => "REMSTATE",
- :dur_state => nil
- } # Do not remove this.
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::STATE::POPUP_ADD
- @popup_rules[:add_state] = $1.upcase.to_s
- when YEA::REGEXP::STATE::POPUP_REM
- @popup_rules[:rem_state] = $1.upcase.to_s
- when YEA::REGEXP::STATE::POPUP_DUR
- @popup_rules[:dur_state] = $1.upcase.to_s
- when YEA::REGEXP::STATE::HIDE_ADD
- @popup_rules[:add_state] = nil
- when YEA::REGEXP::STATE::HIDE_REM
- @popup_rules[:rem_state] = nil
- when YEA::REGEXP::STATE::HIDE_DUR
- @popup_rules[:dur_state] = nil
- end
- } # self.note.split
- #---
- end
-
- end # RPG::State
- #==============================================================================
- # ■ BattleManager
- #==============================================================================
- module BattleManager
-
- #--------------------------------------------------------------------------
- # overwrite method: self.battle_start
- #--------------------------------------------------------------------------
- def self.battle_start
- $game_system.battle_count += 1
- $game_party.on_battle_start
- $game_troop.on_battle_start
- return unless YEA::BATTLE::MSG_ENEMY_APPEARS
- $game_troop.enemy_names.each do |name|
- $game_message.add(sprintf(Vocab::Emerge, name))
- end
- if @preemptive
- $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
- elsif @surprise
- $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
- end
- wait_for_message
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: make_action_orders
- #--------------------------------------------------------------------------
- def self.make_action_orders
- make_dtb_action_orders if btype?(:dtb)
- end
-
- #--------------------------------------------------------------------------
- # new method: make_dtb_action_orders
- #--------------------------------------------------------------------------
- def self.make_dtb_action_orders
- @action_battlers = []
- @action_battlers += $game_party.members unless @surprise
- @action_battlers += $game_troop.members unless @preemptive
- @action_battlers.each {|battler| battler.make_speed }
- @action_battlers.sort! {|a,b| b.speed - a.speed }
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: turn_start
- #--------------------------------------------------------------------------
- def self.turn_start
- @phase = :turn
- clear_actor
- $game_troop.increase_turn
- @performed_battlers = []
- make_action_orders
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: next_subject
- #--------------------------------------------------------------------------
- def self.next_subject
- @performed_battlers = [] if @performed_battlers.nil?
- loop do
- @action_battlers -= @performed_battlers
- battler = @action_battlers.shift
- return nil unless battler
- next unless battler.index && battler.alive?
- @performed_battlers.push(battler)
- return battler
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: self.init_battle_type
- #--------------------------------------------------------------------------
- def self.init_battle_type
- set_btype($game_system.battle_system)
- end
-
- #--------------------------------------------------------------------------
- # new method: self.set_btype
- #--------------------------------------------------------------------------
- def self.set_btype(btype = :dtb)
- @battle_type = btype
- end
-
- #--------------------------------------------------------------------------
- # new method: self.btype?
- #--------------------------------------------------------------------------
- def self.btype?(btype)
- return @battle_type == btype
- end
-
- end # BattleManager
- #==============================================================================
- # ■ Game_System
- #==============================================================================
- class Game_System
-
- #--------------------------------------------------------------------------
- # new method: battle_system
- #--------------------------------------------------------------------------
- def battle_system
- if @battle_system.nil?
- return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM)
- else
- return battle_system_corrected(@battle_system)
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: set_battle_system
- #--------------------------------------------------------------------------
- def set_battle_system(type)
- case type
- when :dtb; @battle_system = :dtb
- when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
- else; @battle_system = :dtb
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: battle_system_corrected
- #--------------------------------------------------------------------------
- def battle_system_corrected(type)
- case type
- when :dtb; return :dtb
- when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
- else; return :dtb
- end
- end
-
- end # Game_System
- #==============================================================================
- # ■ Sprite_Base
- #==============================================================================
- class Sprite_Base < Sprite
-
- #--------------------------------------------------------------------------
- # new method: start_pseudo_animation
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def start_pseudo_animation(animation, mirror = false)
- dispose_animation
- @animation = animation
- return if @animation.nil?
- @ani_mirror = mirror
- set_animation_rate
- @ani_duration = @animation.frame_max * @ani_rate + 1
- @ani_sprites = []
- end
- end # $imported["YEA-CoreEngine"]
-
- end # Sprite_Base
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :effect_type
- attr_accessor :battler_visible
- attr_accessor :popups
-
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias sprite_battler_initialize_abe initialize
- def initialize(viewport, battler = nil)
- sprite_battler_initialize_abe(viewport, battler)
- @popups = []
- @popup_flags = []
- end
-
- #--------------------------------------------------------------------------
- # alias method: update_bitmap
- #--------------------------------------------------------------------------
- alias sprite_battler_update_bitmap_abe update_bitmap
- def update_bitmap
- return if @battler.actor? && @battler.battler_name == ""
- sprite_battler_update_bitmap_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: setup_new_animation
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- alias sprite_battler_setup_new_animation_abe setup_new_animation
- def setup_new_animation
- sprite_battler_setup_new_animation_abe
- return if @battler.pseudo_ani_id <= 0
- animation = $data_animations[@battler.pseudo_ani_id]
- mirror = @battler.animation_mirror
- start_pseudo_animation(animation, mirror)
- @battler.pseudo_ani_id = 0
- end
- end # $imported["YEA-CoreEngine"]
-
- #--------------------------------------------------------------------------
- # alias method: setup_new_effect
- #--------------------------------------------------------------------------
- alias sprite_battler_setup_new_effect_abe setup_new_effect
- def setup_new_effect
- sprite_battler_setup_new_effect_abe
- setup_popups
- end
-
- #--------------------------------------------------------------------------
- # new method: setup_popups
- #--------------------------------------------------------------------------
- def setup_popups
- return unless @battler.use_sprite?
- @battler.popups = [] if @battler.popups.nil?
- return if @battler.popups == []
- array = @battler.popups.shift
- create_new_popup(array[0], array[1], array[2])
- end
-
- #--------------------------------------------------------------------------
- # new method: create_new_popup
- #--------------------------------------------------------------------------
- def create_new_popup(value, rules, flags)
- return if @battler == nil
- return if flags & @popup_flags != []
- array = YEA::BATTLE::POPUP_RULES[rules]
- for popup in @popups
- popup.y -= 24
- end
- return unless SceneManager.scene.is_a?(Scene_Battle)
- return if SceneManager.scene.spriteset.nil?
- view = SceneManager.scene.spriteset.viewportPopups
- new_popup = Sprite_Popup.new(view, @battler, value, rules, flags)
- @popups.push(new_popup)
- @popup_flags.push("weakness") if flags.include?("weakness")
- @popup_flags.push("resistant") if flags.include?("resistant")
- @popup_flags.push("immune") if flags.include?("immune")
- @popup_flags.push("absorbed") if flags.include?("absorbed")
- end
-
- #--------------------------------------------------------------------------
- # alias method: update_effect
- #--------------------------------------------------------------------------
- alias sprite_battler_update_effect_abe update_effect
- def update_effect
- sprite_battler_update_effect_abe
- update_popups
- end
-
- #--------------------------------------------------------------------------
- # new method: update_popups
- #--------------------------------------------------------------------------
- def update_popups
- for popup in @popups
- popup.update
- next unless popup.opacity <= 0
- popup.bitmap.dispose
- popup.dispose
- @popups.delete(popup)
- popup = nil
- end
- @popup_flags = [] if @popups == [] && @popup_flags != []
- return unless SceneManager.scene_is?(Scene_Battle)
- if @current_active_battler != SceneManager.scene.subject
- @current_active_battler = SceneManager.scene.subject
- @popup_flags = []
- end
- end
-
- end # Sprite_Battler
- #==============================================================================
- # ■ Sprite_Popup
- #==============================================================================
- class Sprite_Popup < Sprite_Base
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :flags
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(viewport, battler, value, rules, flags)
- super(viewport)
- @value = value
- @rules = rules
- @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules)
- @fade = YEA::BATTLE::POPUP_SETTINGS[:fade]
- @full = YEA::BATTLE::POPUP_SETTINGS[:full]
- @flags = flags
- @battler = battler
- create_popup_bitmap
- end
-
- #--------------------------------------------------------------------------
- # create_popup_bitmap
- #--------------------------------------------------------------------------
- def create_popup_bitmap
- rules_array = YEA::BATTLE::POPUP_RULES[@rules]
- bw = Graphics.width
- bw += 48 if @flags.include?("state")
- bh = Font.default_size * 3
- bitmap = Bitmap.new(bw, bh)
- bitmap.font.name = rules_array[8]
- size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2]
- bitmap.font.size = size
- bitmap.font.bold = rules_array[3]
- bitmap.font.italic = rules_array[4]
- if flags.include?("critical")
- crit = YEA::BATTLE::POPUP_RULES["CRITICAL"]
- bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255)
- else
- bitmap.font.out_color.set(0, 0, 0, 255)
- end
- dx = 0; dy = 0; dw = 0
- dx += 24 if @flags.include?("state")
- dw += 24 if @flags.include?("state")
- if @flags.include?("state") || @flags.include?("buff")
- c_width = bitmap.text_size(@value).width
- icon_bitmap = $game_temp.iconset
- icon_index = flag_state_icon
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255)
- end
- bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7])
- bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1)
- self.bitmap = bitmap
- self.x = @battler.screen_x
- self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1
- self.x -= SceneManager.scene.spriteset.viewport1.ox
- self.y = @battler.screen_y - @battler.sprite.oy/2
- self.y -= @battler.sprite.oy/2 if @battler.actor?
- self.y -= SceneManager.scene.spriteset.viewport1.oy
- self.ox = bw/2; self.oy = bh/2
- self.zoom_x = self.zoom_y = rules_array[0]
- if @flags.include?("no zoom")
- self.zoom_x = self.zoom_y = rules_array[1]
- end
- @target_zoom = rules_array[1]
- @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up"
- self.z = 500
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- #---
- if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL
- @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0
- @hue_duration -= 1
- self.bitmap.hue_change(15) if @hue_duration <= 0
- end
- #---
- if @zoom_direction == "up"
- self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min
- self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min
- else
- self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max
- self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max
- end
- #---
- @full -= 1
- return if @full > 0
- self.y -= 1
- self.opacity -= @fade
- end
-
- #--------------------------------------------------------------------------
- # flag_state_icon
- #--------------------------------------------------------------------------
- def flag_state_icon
- for item in @flags; return item if item.is_a?(Integer); end
- return 0
- end
-
- end # Sprite_Popup
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :actor_sprites
- attr_accessor :enemy_sprites
- attr_accessor :viewport1
- attr_accessor :viewportPopups
-
- #--------------------------------------------------------------------------
- # alias method: create_viewports
- #--------------------------------------------------------------------------
- alias spriteset_battle_create_viewports_abe create_viewports
- def create_viewports
- spriteset_battle_create_viewports_abe
- @viewportPopups = Viewport.new
- @viewportPopups.z = 200
- end
-
- #--------------------------------------------------------------------------
- # alias method: dispose_viewports
- #--------------------------------------------------------------------------
- alias spriteset_battle_dispose_viewports_abe dispose_viewports
- def dispose_viewports
- spriteset_battle_dispose_viewports_abe
- @viewportPopups.dispose
- end
-
- #--------------------------------------------------------------------------
- # alias method: update_viewports
- #--------------------------------------------------------------------------
- alias spriteset_battle_update_viewports_abe update_viewports
- def update_viewports
- spriteset_battle_update_viewports_abe
- @viewportPopups.update
- end
-
- end # Spriteset_Battle
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :battle_aid
- attr_accessor :evaluating
- attr_accessor :iconset
-
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias game_temp_initialize_abe initialize
- def initialize
- game_temp_initialize_abe
- @iconset = Cache.system("Iconset")
- end
-
- end # Game_Temp
- #==============================================================================
- # ■ Game_Action
- #==============================================================================
- class Game_Action
-
- #--------------------------------------------------------------------------
- # overwrite method: speed
- #--------------------------------------------------------------------------
- def speed
- speed = subject.agi
- speed += item.speed if item
- speed += subject.atk_speed if attack?
- return speed
- end
-
- #--------------------------------------------------------------------------
- # alias method: evaluate_item_with_target
- #--------------------------------------------------------------------------
- alias evaluate_item_with_target_abe evaluate_item_with_target
- def evaluate_item_with_target(target)
- $game_temp.evaluating = true
- result = evaluate_item_with_target_abe(target)
- $game_temp.evaluating = false
- return result
- end
-
- end # Game_Action
- #==============================================================================
- # ■ Game_ActionResult
- #==============================================================================
- class Game_ActionResult
-
- #--------------------------------------------------------------------------
- # alias method: clear
- #--------------------------------------------------------------------------
- alias game_actionresult_clear_abe clear
- def clear
- game_actionresult_clear_abe
- clear_stored_damage
- end
-
- #--------------------------------------------------------------------------
- # new method: clear_stored_damage
- #--------------------------------------------------------------------------
- def clear_stored_damage
- @stored_hp_damage = 0
- @stored_mp_damage = 0
- @stored_tp_damage = 0
- @stored_hp_drain = 0
- @stored_mp_drain = 0
- end
-
- #--------------------------------------------------------------------------
- # new method: store_damage
- #--------------------------------------------------------------------------
- def store_damage
- @stored_hp_damage += @hp_damage
- @stored_mp_damage += @mp_damage
- @stored_tp_damage += @tp_damage
- @stored_hp_drain += @hp_drain
- @stored_mp_drain += @mp_drain
- end
-
- #--------------------------------------------------------------------------
- # new method: restore_damage
- #--------------------------------------------------------------------------
- def restore_damage
- @hp_damage = @stored_hp_damage
- @mp_damage = @stored_mp_damage
- @tp_damage = @stored_tp_damage
- @hp_drain = @stored_hp_drain
- @mp_drain = @stored_mp_drain
- clear_stored_damage
- end
-
- end # Game_ActionResult
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :popups
-
- #--------------------------------------------------------------------------
- # new method: create_popup
- #--------------------------------------------------------------------------
- def create_popup(value, rules = "DEFAULT", flags = [])
- return unless SceneManager.scene_is?(Scene_Battle)
- return unless YEA::BATTLE::ENABLE_POPUPS
- return if Switch.hide_popups
- @popups = [] if @popups.nil?
- @popups.push([value, rules, flags])
- end
-
- #--------------------------------------------------------------------------
- # new method: make_damage_popups
- #--------------------------------------------------------------------------
- def make_damage_popups(user)
- if @result.hp_drain != 0
- text = YEA::BATTLE::POPUP_SETTINGS[:drained]
- rules = "DRAIN"
- user.create_popup(text, rules)
- setting = :hp_dmg if @result.hp_drain < 0
- setting = :hp_heal if @result.hp_drain > 0
- rules = "HP_DMG" if @result.hp_drain < 0
- rules = "HP_HEAL" if @result.hp_drain > 0
- value = @result.hp_drain.abs
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
- user.create_popup(text, rules)
- end
- if @result.mp_drain != 0
- text = YEA::BATTLE::POPUP_SETTINGS[:drained]
- rules = "DRAIN"
- user.create_popup(text, rules)
- setting = :mp_dmg if @result.mp_drain < 0
- setting = :mp_heal if @result.mp_drain > 0
- rules = "HP_DMG" if @result.mp_drain < 0
- rules = "HP_HEAL" if @result.mp_drain > 0
- value = @result.mp_drain.abs
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
- user.create_popup(text, rules)
- end
- #---
- flags = []
- flags.push("critical") if @result.critical
- if @result.hp_damage != 0
- setting = :hp_dmg if @result.hp_damage > 0
- setting = :hp_heal if @result.hp_damage < 0
- rules = "HP_DMG" if @result.hp_damage > 0
- rules = "HP_HEAL" if @result.hp_damage < 0
- value = @result.hp_damage.abs
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
- create_popup(text, rules, flags)
- end
- if @result.mp_damage != 0
- setting = :mp_dmg if @result.mp_damage > 0
- setting = :mp_heal if @result.mp_damage < 0
- rules = "MP_DMG" if @result.mp_damage > 0
- rules = "MP_HEAL" if @result.mp_damage < 0
- value = @result.mp_damage.abs
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
- create_popup(text, rules, flags)
- end
- if @result.tp_damage != 0
- setting = :tp_dmg if @result.tp_damage > 0
- setting = :tp_heal if @result.tp_damage < 0
- rules = "TP_DMG" if @result.tp_damage > 0
- rules = "TP_HEAL" if @result.tp_damage < 0
- value = @result.tp_damage.abs
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
- create_popup(text, rules)
- end
- @result.store_damage
- @result.clear_damage_values
- end
-
- #--------------------------------------------------------------------------
- # alias method: erase_state
- #--------------------------------------------------------------------------
- alias game_battlerbase_erase_state_abe erase_state
- def erase_state(state_id)
- make_state_popup(state_id, :rem_state) if @states.include?(state_id)
- game_battlerbase_erase_state_abe(state_id)
- end
-
- #--------------------------------------------------------------------------
- # new method: make_during_state_popup
- #--------------------------------------------------------------------------
- def make_during_state_popup
- state_id = most_important_state_id
- return if state_id == 0
- make_state_popup(state_id, :dur_state)
- end
-
- #--------------------------------------------------------------------------
- # new method: most_important_state_id
- #--------------------------------------------------------------------------
- def most_important_state_id
- states.each {|state| return state.id unless state.message3.empty? }
- return 0
- end
-
- #--------------------------------------------------------------------------
- # new method: make_state_popup
- #--------------------------------------------------------------------------
- def make_state_popup(state_id, type)
- state = $data_states[state_id]
- return if state.icon_index == 0
- rules = state.popup_rules[type]
- return if rules.nil?
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name)
- flags = ["state", state.icon_index]
- create_popup(text, rules, flags)
- end
-
- #--------------------------------------------------------------------------
- # new method: make_miss_popups
- #--------------------------------------------------------------------------
- def make_miss_popups(user, item)
- return if dead?
- if @result.missed
- text = YEA::BATTLE::POPUP_SETTINGS[:missed]
- rules = "DEFAULT"
- create_popup(text, rules)
- end
- if @result.evaded
- text = YEA::BATTLE::POPUP_SETTINGS[:evaded]
- rules = "DEFAULT"
- create_popup(text, rules)
- end
- if @result.hit? && [email protected]
- text = YEA::BATTLE::POPUP_SETTINGS[:failed]
- rules = "DEFAULT"
- create_popup(text, rules)
- end
- if @result.hit? && item.damage.to_hp?
- if @result.hp_damage == 0 && @result.hp_damage == 0
- text = YEA::BATTLE::POPUP_SETTINGS[:nulled]
- rules = "DEFAULT"
- create_popup(text, rules)
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: make_rate_popup
- #--------------------------------------------------------------------------
- def make_rate_popup(rate)
- return if rate == 1.0
- flags = []
- if rate > 1.0
- text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint]
- rules = "WEAK_ELE"
- flags.push("weakness")
- elsif rate == 0.0
- text = YEA::BATTLE::POPUP_SETTINGS[:immune]
- rules = "IMMU_ELE"
- flags.push("immune")
- elsif rate < 0.0
- text = YEA::BATTLE::POPUP_SETTINGS[:absorbed]
- rules = "ABSB_ELE"
- flags.push("absorbed")
- else
- text = YEA::BATTLE::POPUP_SETTINGS[:resistant]
- rules = "REST_ELE"
- flags.push("resistant")
- end
- create_popup(text, rules, flags)
- end
-
- #--------------------------------------------------------------------------
- # new method: make_buff_popup
- #--------------------------------------------------------------------------
- def make_buff_popup(param_id, positive = true)
- return unless SceneManager.scene_is?(Scene_Battle)
- return unless alive?
- name = Vocab::param(param_id)
- if positive
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name)
- rules = "BUFF"
- buff_level = 1
- else
- text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name)
- rules = "DEBUFF"
- buff_level = -1
- end
- icon = buff_icon_index(buff_level, param_id)
- flags = ["buff", icon]
- return if @popups.include?([text, rules, flags])
- create_popup(text, rules, flags)
- end
-
- end # Game_BattlerBase
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :pseudo_ani_id
-
- #--------------------------------------------------------------------------
- # alias method: on_battle_end
- #--------------------------------------------------------------------------
- alias game_battler_on_battle_end_abe on_battle_end
- def on_battle_end
- game_battler_on_battle_end_abe
- @popups = []
- end
-
- #--------------------------------------------------------------------------
- # alias method: clear_sprite_effects
- #--------------------------------------------------------------------------
- alias game_battler_clear_sprite_effects_abe clear_sprite_effects
- def clear_sprite_effects
- game_battler_clear_sprite_effects_abe
- @pseudo_ani_id = 0
- end
-
- #--------------------------------------------------------------------------
- # alias method: item_apply
- #--------------------------------------------------------------------------
- alias game_battler_item_apply_abe item_apply
- def item_apply(user, item)
- game_battler_item_apply_abe(user, item)
- make_miss_popups(user, item)
- end
-
- #--------------------------------------------------------------------------
- # alias method: make_damage_value
- #--------------------------------------------------------------------------
- alias game_battler_make_damage_value_abe make_damage_value
- def make_damage_value(user, item)
- game_battler_make_damage_value_abe(user, item)
- rate = item_element_rate(user, item)
- make_rate_popup(rate) unless $game_temp.evaluating
- end
-
- #--------------------------------------------------------------------------
- # alias method: execute_damage
- #--------------------------------------------------------------------------
- alias game_battler_execute_damage_abe execute_damage
- def execute_damage(user)
- game_battler_execute_damage_abe(user)
- make_damage_popups(user)
- end
-
- #--------------------------------------------------------------------------
- # alias method: item_effect_recover_hp
- #--------------------------------------------------------------------------
- alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp
- def item_effect_recover_hp(user, item, effect)
- game_battler_item_effect_recover_hp_abe(user, item, effect)
- make_damage_popups(user)
- end
-
- #--------------------------------------------------------------------------
- # alias method: item_effect_recover_mp
- #--------------------------------------------------------------------------
- alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp
- def item_effect_recover_mp(user, item, effect)
- game_battler_item_effect_recover_mp_abe(user, item, effect)
- make_damage_popups(user)
- end
-
- #--------------------------------------------------------------------------
- # alias method: item_effect_gain_tp
- #--------------------------------------------------------------------------
- alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp
- def item_effect_gain_tp(user, item, effect)
- game_battler_item_effect_gain_tp_abe(user, item, effect)
- make_damage_popups(user)
- end
-
- #--------------------------------------------------------------------------
- # alias method: item_user_effect
- #--------------------------------------------------------------------------
- alias game_battler_item_user_effect_abe item_user_effect
- def item_user_effect(user, item)
- game_battler_item_user_effect_abe(user, item)
- @result.restore_damage
- end
-
- #--------------------------------------------------------------------------
- # alias method: add_new_state
- #--------------------------------------------------------------------------
- alias game_battler_add_new_state_abe add_new_state
- def add_new_state(state_id)
- game_battler_add_new_state_abe(state_id)
- make_state_popup(state_id, :add_state) if @states.include?(state_id)
- end
-
- #--------------------------------------------------------------------------
- # alias method: add_buff
- #--------------------------------------------------------------------------
- alias game_battler_add_buff_abe add_buff
- def add_buff(param_id, turns)
- make_buff_popup(param_id, true)
- game_battler_add_buff_abe(param_id, turns)
- end
-
- #--------------------------------------------------------------------------
- # alias method: add_debuff
- #--------------------------------------------------------------------------
- alias game_battler_add_debuff_abe add_debuff
- def add_debuff(param_id, turns)
- make_buff_popup(param_id, false)
- game_battler_add_debuff_abe(param_id, turns)
- end
-
- #--------------------------------------------------------------------------
- # alias method: regenerate_all
- #--------------------------------------------------------------------------
- alias game_battler_regenerate_all_abe regenerate_all
- def regenerate_all
- game_battler_regenerate_all_abe
- return unless alive?
- make_damage_popups(self)
- end
-
- #--------------------------------------------------------------------------
- # new method: can_collapse?
- #--------------------------------------------------------------------------
- def can_collapse?
- return false unless dead?
- unless actor?
- return false unless sprite.battler_visible
- array = [:collapse, :boss_collapse, :instant_collapse]
- return false if array.include?(sprite.effect_type)
- end
- return true
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_mp?
- #--------------------------------------------------------------------------
- def draw_mp?; return true; end
-
- #--------------------------------------------------------------------------
- # new method: draw_tp?
- #--------------------------------------------------------------------------
- def draw_tp?
- return $data_system.opt_display_tp
- end
-
- end # Game_Battler
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
-
- #--------------------------------------------------------------------------
- # overwrite method: perform_damage_effect
- #--------------------------------------------------------------------------
- def perform_damage_effect
- $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE
- @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
- Sound.play_actor_damage
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: use_sprite?
- #--------------------------------------------------------------------------
- def use_sprite?; return true; end
-
- #--------------------------------------------------------------------------
- # new method: screen_x
- #--------------------------------------------------------------------------
- def screen_x
- return 0 unless SceneManager.scene_is?(Scene_Battle)
- status_window = SceneManager.scene.status_window
- return 0 if status_window.nil?
- item_rect_width = (status_window.width-24) / $game_party.max_battle_members
- ext = SceneManager.scene.info_viewport.ox
- rect = SceneManager.scene.status_window.item_rect(self.index)
- constant = 128 + 12
- return constant + rect.x + item_rect_width / 2 - ext
- end
-
- #--------------------------------------------------------------------------
- # new method: screen_y
- #--------------------------------------------------------------------------
- def screen_y
- return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle)
- return Graphics.height - 120 if SceneManager.scene.status_window.nil?
- return Graphics.height - 120
- end
-
- #--------------------------------------------------------------------------
- # new method: screen_z
- #--------------------------------------------------------------------------
- def screen_z; return 100; end
-
- #--------------------------------------------------------------------------
- # new method: sprite
- #--------------------------------------------------------------------------
- def sprite
- index = $game_party.battle_members.index(self)
- return SceneManager.scene.spriteset.actor_sprites[index]
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_mp?
- #--------------------------------------------------------------------------
- def draw_mp?
- return true unless draw_tp?
- for skill in skills
- next unless added_skill_types.include?(skill.stype_id)
- return true if skill.mp_cost > 0
- end
- return false
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_tp?
- #--------------------------------------------------------------------------
- def draw_tp?
- return false unless $data_system.opt_display_tp
- for skill in skills
- next unless added_skill_types.include?(skill.stype_id)
- return true if skill.tp_cost > 0
- end
- return false
- end
-
- end # Game_Actor
- #==============================================================================
- # ■ Game_Enemy
- #==============================================================================
- class Game_Enemy < Game_Battler
-
- #--------------------------------------------------------------------------
- # overwrite method: perform_damage_effect
- #--------------------------------------------------------------------------
- def perform_damage_effect
- @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
- Sound.play_enemy_damage
- end
-
- #--------------------------------------------------------------------------
- # new methods: attack_animation_id
- #--------------------------------------------------------------------------
- def atk_animation_id1; return enemy.atk_animation_id1; end
- def atk_animation_id2; return enemy.atk_animation_id2; end
-
- #--------------------------------------------------------------------------
- # new method: sprite
- #--------------------------------------------------------------------------
- def sprite
- return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
- end
-
- end # Game_Enemy
- #==============================================================================
- # ■ Game_Unit
- #==============================================================================
- class Game_Unit
-
- #--------------------------------------------------------------------------
- # alias method: make_actions
- #--------------------------------------------------------------------------
- alias game_unit_make_actions_abe make_actions
- def make_actions
- game_unit_make_actions_abe
- refresh_autobattler_status_window
- end
-
- #--------------------------------------------------------------------------
- # new method: refresh_autobattler_status_window
- #--------------------------------------------------------------------------
- def refresh_autobattler_status_window
- return unless SceneManager.scene_is?(Scene_Battle)
- return unless self.is_a?(Game_Party)
- SceneManager.scene.refresh_autobattler_status_window
- end
-
- end # Game_Unit
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: initialize
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, window_width, window_height)
- self.openness = 0
- @party = $game_party.battle_members.clone
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: col_max
- #--------------------------------------------------------------------------
- def col_max; return $game_party.max_battle_members; end
-
- #--------------------------------------------------------------------------
- # new method: battle_members
- #--------------------------------------------------------------------------
- def battle_members; return $game_party.battle_members; end
-
- #--------------------------------------------------------------------------
- # new method: actor
- #--------------------------------------------------------------------------
- def actor; return battle_members[@index]; end
-
- #--------------------------------------------------------------------------
- # overwrite method: update
- #--------------------------------------------------------------------------
- def update
- super
- return if @party == $game_party.battle_members
- @party = $game_party.battle_members.clone
- refresh
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- return if index.nil?
- clear_item(index)
- actor = battle_members[index]
- rect = item_rect(index)
- return if actor.nil?
- draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
- draw_actor_name(actor, rect.x, rect.y, rect.width-8)
- draw_actor_action(actor, rect.x, rect.y)
- draw_actor_icons(actor, rect.x, line_height*1, rect.width)
- gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
- contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
- draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
- if draw_tp?(actor) && draw_mp?(actor)
- dw = rect.width/2-2
- dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
- draw_actor_tp(actor, rect.x+2, line_height*3, dw)
- dw = rect.width - rect.width/2 - 2
- draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
- elsif draw_tp?(actor) && !draw_mp?(actor)
- draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
- else
- draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: item_rect
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = Rect.new
- rect.width = contents.width / $game_party.max_battle_members
- rect.height = contents.height
- rect.x = index * rect.width
- if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
- rect.x += (contents.width - $game_party.members.size * rect.width) / 2
- end
- rect.y = 0
- return rect
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_face
- #--------------------------------------------------------------------------
- def draw_face(face_name, face_index, dx, dy, enabled = true)
- bitmap = Cache.face(face_name)
- fx = [(96 - item_rect(0).width + 1) / 2, 0].max
- fy = face_index / 4 * 96 + 2
- fw = [item_rect(0).width - 4, 92].min
- rect = Rect.new(fx, fy, fw, 92)
- rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
- contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
- bitmap.dispose
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_name
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, dx, dy, dw = 112)
- reset_font_settings
- contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
- change_color(hp_color(actor))
- draw_text(dx+24, dy, dw-24, line_height, actor.name)
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_actor_action
- #--------------------------------------------------------------------------
- def draw_actor_action(actor, dx, dy)
- draw_icon(action_icon(actor), dx, dy)
- end
-
- #--------------------------------------------------------------------------
- # new method: action_icon
- #--------------------------------------------------------------------------
- def action_icon(actor)
- return Icon.no_action if actor.current_action.nil?
- return Icon.no_action if actor.current_action.item.nil?
- return actor.current_action.item.icon_index
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_tp?
- #--------------------------------------------------------------------------
- def draw_tp?(actor)
- return actor.draw_tp?
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_mp?
- #--------------------------------------------------------------------------
- def draw_mp?(actor)
- return actor.draw_mp?
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_current_and_max_values
- #--------------------------------------------------------------------------
- def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
- change_color(color1)
- draw_text(dx, dy, dw, line_height, current.group, 2)
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_hp
- #--------------------------------------------------------------------------
- def draw_actor_hp(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
- draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
- hp_color(actor), normal_color)
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_mp
- #--------------------------------------------------------------------------
- def draw_actor_mp(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
- draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
- mp_color(actor), normal_color)
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_tp
- #--------------------------------------------------------------------------
- def draw_actor_tp(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
- change_color(tp_color(actor))
- draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
- end
-
- end # Window_BattleStatus
- #==============================================================================
- # ■ Window_BattleActor
- #==============================================================================
- class Window_BattleActor < Window_BattleStatus
-
- #--------------------------------------------------------------------------
- # overwrite method: show
- #--------------------------------------------------------------------------
- def show
- create_flags
- super
- end
-
- #--------------------------------------------------------------------------
- # new method: create_flags
- #--------------------------------------------------------------------------
- def create_flags
- set_select_flag(:any)
- select(0)
- return if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- select(0)
- set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_user?
- battler = BattleManager.actor
- id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
- select(id)
- set_select_flag(:user)
- elsif $game_temp.battle_aid.for_all?
- select(0)
- set_select_flag(:all)
- set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_random?
- select(0)
- set_select_flag(:random) if $game_temp.battle_aid.for_random?
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: set_flag
- #--------------------------------------------------------------------------
- def set_select_flag(flag)
- @select_flag = flag
- case @select_flag
- when :all, :all_dead, :random
- @cursor_all = true
- else
- @cursor_all = false
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: update_cursor
- #--------------------------------------------------------------------------
- def update_cursor
- if @cursor_all
- cursor_rect.set(0, 0, contents.width, contents.height)
- self.top_row = 0
- elsif @index < 0
- cursor_rect.empty
- else
- ensure_cursor_visible
- cursor_rect.set(item_rect(@index))
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: cursor_movable?
- #--------------------------------------------------------------------------
- def cursor_movable?
- return false if @select_flag == :user
- return super
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: current_item_enabled?
- #--------------------------------------------------------------------------
- def current_item_enabled?
- return true if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- member = $game_party.battle_members[@index]
- return member.dead? if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_dead_friend?
- for member in $game_party.battle_members
- return true if member.dead?
- end
- return false
- end
- return true
- end
-
- end # Window_BattleActor
- #==============================================================================
- # ■ Window_BattleStatusAid
- #==============================================================================
- class Window_BattleStatusAid < Window_BattleStatus
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :status_window
-
- #--------------------------------------------------------------------------
- # overwrite method: initialize
- #--------------------------------------------------------------------------
- def initialize
- super
- self.visible = false
- self.openness = 255
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: window_width
- #--------------------------------------------------------------------------
- def window_width; return 128; end
-
- #--------------------------------------------------------------------------
- # overwrite method: show
- #--------------------------------------------------------------------------
- def show
- super
- refresh
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- return if @status_window.nil?
- draw_item(@status_window.index)
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: item_rect
- #--------------------------------------------------------------------------
- def item_rect(index)
- return Rect.new(0, 0, contents.width, contents.height)
- end
-
- end # Window_BattleStatusAid
- #==============================================================================
- # ■ Window_BattleEnemy
- #==============================================================================
- class Window_BattleEnemy < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: initialize
- #--------------------------------------------------------------------------
- def initialize(info_viewport)
- super(0, Graphics.height, window_width, fitting_height(1))
- refresh
- self.visible = false
- @info_viewport = info_viewport
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: col_max
- #--------------------------------------------------------------------------
- def col_max; return item_max; end
-
- #--------------------------------------------------------------------------
- # overwrite method: show
- #--------------------------------------------------------------------------
- def show
- create_flags
- super
- end
-
- #--------------------------------------------------------------------------
- # new method: create_flags
- #--------------------------------------------------------------------------
- def create_flags
- set_select_flag(:any)
- select(0)
- return if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- select(0)
- elsif $game_temp.battle_aid.for_all?
- select(0)
- set_select_flag(:all)
- elsif $game_temp.battle_aid.for_random?
- select(0)
- set_select_flag(:random)
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: set_flag
- #--------------------------------------------------------------------------
- def set_select_flag(flag)
- @select_flag = flag
- case @select_flag
- when :all, :random
- @cursor_all = true
- else
- @cursor_all = false
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: select_all?
- #--------------------------------------------------------------------------
- def select_all?
- return true if @select_flag == :all
- return true if @select_flag == :random
- return false
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: update_cursor
- #--------------------------------------------------------------------------
- def update_cursor
- if @cursor_all
- cursor_rect.set(0, 0, contents.width, contents.height)
- self.top_row = 0
- elsif @index < 0
- cursor_rect.empty
- else
- ensure_cursor_visible
- cursor_rect.set(item_rect(@index))
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: cursor_movable?
- #--------------------------------------------------------------------------
- def cursor_movable?
- return false if @select_flag == :user
- return super
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: current_item_enabled?
- #--------------------------------------------------------------------------
- def current_item_enabled?
- return true if $game_temp.battle_aid.nil?
- if $game_temp.battle_aid.need_selection?
- member = $game_party.battle_members[@index]
- return member.dead? if $game_temp.battle_aid.for_dead_friend?
- elsif $game_temp.battle_aid.for_dead_friend?
- for member in $game_party.battle_members
- return true if member.dead?
- end
- return false
- end
- return true
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: enemy
- #--------------------------------------------------------------------------
- def enemy; @data[index]; end
-
- #--------------------------------------------------------------------------
- # overwrite method: refresh
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: make_item_list
- #--------------------------------------------------------------------------
- def make_item_list
- @data = $game_troop.alive_members
- @data.sort! { |a,b| a.screen_x <=> b.screen_x }
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_item
- #--------------------------------------------------------------------------
- def draw_item(index); return; end
-
- #--------------------------------------------------------------------------
- # overwrite method: update
- #--------------------------------------------------------------------------
- def update
- super
- return unless active
- enemy.sprite_effect_type = :whiten
- return unless select_all?
- for enemy in $game_troop.alive_members
- enemy.sprite_effect_type = :whiten
- end
- end
-
- end # Window_BattleEnemy
- #==============================================================================
- # ■ Window_BattleHelp
- #==============================================================================
- class Window_BattleHelp < Window_Help
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :actor_window
- attr_accessor :enemy_window
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- if !self.visible and @text != ""
- @text = ""
- return refresh
- end
- update_battler_name
- end
-
- #--------------------------------------------------------------------------
- # update_battler_name
- #--------------------------------------------------------------------------
- def update_battler_name
- return unless @actor_window.active || @enemy_window.active
- if @actor_window.active
- battler = $game_party.battle_members[@actor_window.index]
- elsif @enemy_window.active
- battler = @enemy_window.enemy
- end
- if special_display?
- refresh_special_case(battler)
- else
- refresh_battler_name(battler) if battler_name(battler) != @text
- end
- end
-
- #--------------------------------------------------------------------------
- # battler_name
- #--------------------------------------------------------------------------
- def battler_name(battler)
- text = battler.name.clone
- return text
- end
-
- #--------------------------------------------------------------------------
- # refresh_battler_name
- #--------------------------------------------------------------------------
- def refresh_battler_name(battler)
- contents.clear
- reset_font_settings
- change_color(normal_color)
- @text = battler_name(battler)
- icons = battler.state_icons + battler.buff_icons
- dy = icons.size <= 0 ? line_height / 2 : 0
- draw_text(0, dy, contents.width, line_height, @text, 1)
- dx = (contents.width - (icons.size * 24)) / 2
- draw_actor_icons(battler, dx, line_height, contents.width)
- end
-
- #--------------------------------------------------------------------------
- # special_display?
- #--------------------------------------------------------------------------
- def special_display?
- return false if $game_temp.battle_aid.nil?
- return false if $game_temp.battle_aid.for_user?
- return !$game_temp.battle_aid.need_selection?
- end
-
- #--------------------------------------------------------------------------
- # refresh_special_case
- #--------------------------------------------------------------------------
- def refresh_special_case(battler)
- if $game_temp.battle_aid.for_opponent?
- if $game_temp.battle_aid.for_all?
- text = YEA::BATTLE::HELP_TEXT_ALL_FOES
- else
- case $game_temp.battle_aid.number_of_targets
- when 1
- text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
- else
- number = $game_temp.battle_aid.number_of_targets
- text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
- end
- end
- else # $game_temp.battle_aid.for_friend?
- if $game_temp.battle_aid.for_dead_friend?
- text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
- elsif $game_temp.battle_aid.for_random?
- case $game_temp.battle_aid.number_of_targets
- when 1
- text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
- else
- number = $game_temp.battle_aid.number_of_targets
- text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
- end
- else
- text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
- end
- end
- return if text == @text
- @text = text
- contents.clear
- reset_font_settings
- draw_text(0, 0, contents.width, line_height*2, @text, 1)
- end
-
- end # Window_BattleHelp
- #==============================================================================
- # ■ Window_BattleLog
- #==============================================================================
- class Window_BattleLog < Window_Selectable
-
- #--------------------------------------------------------------------------
- # alias method: display_current_state
- #--------------------------------------------------------------------------
- alias window_battlelog_display_current_state_abe display_current_state
- def display_current_state(subject)
- subject.make_during_state_popup
- return unless YEA::BATTLE::MSG_CURRENT_STATE
- window_battlelog_display_current_state_abe(subject)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_use_item
- #--------------------------------------------------------------------------
- alias window_battlelog_display_use_item_abe display_use_item
- def display_use_item(subject, item)
- return unless YEA::BATTLE::MSG_CURRENT_ACTION
- window_battlelog_display_use_item_abe(subject, item)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_counter
- #--------------------------------------------------------------------------
- alias window_battlelog_display_counter_abe display_counter
- def display_counter(target, item)
- if YEA::BATTLE::MSG_COUNTERATTACK
- window_battlelog_display_counter_abe(target, item)
- else
- Sound.play_evasion
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_reflection
- #--------------------------------------------------------------------------
- alias window_battlelog_display_reflection_abe display_reflection
- def display_reflection(target, item)
- if YEA::BATTLE::MSG_REFLECT_MAGIC
- window_battlelog_display_reflection_abe(target, item)
- else
- Sound.play_reflection
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_substitute
- #--------------------------------------------------------------------------
- alias window_battlelog_display_substitute_abe display_substitute
- def display_substitute(substitute, target)
- return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT
- window_battlelog_display_substitute_abe(substitute, target)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_failure
- #--------------------------------------------------------------------------
- alias window_battlelog_display_failure_abe display_failure
- def display_failure(target, item)
- return unless YEA::BATTLE::MSG_FAILURE_HIT
- window_battlelog_display_failure_abe(target, item)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_critical
- #--------------------------------------------------------------------------
- alias window_battlelog_display_critical_abe display_critical
- def display_critical(target, item)
- return unless YEA::BATTLE::MSG_CRITICAL_HIT
- window_battlelog_display_critical_abe(target, item)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_miss
- #--------------------------------------------------------------------------
- alias window_battlelog_display_miss_abe display_miss
- def display_miss(target, item)
- return unless YEA::BATTLE::MSG_HIT_MISSED
- window_battlelog_display_miss_abe(target, item)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_evasion
- #--------------------------------------------------------------------------
- alias window_battlelog_display_evasion_abe display_evasion
- def display_evasion(target, item)
- if YEA::BATTLE::MSG_EVASION
- window_battlelog_display_evasion_abe(target, item)
- else
- if !item || item.physical?
- Sound.play_evasion
- else
- Sound.play_magic_evasion
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: display_hp_damage
- #--------------------------------------------------------------------------
- def display_hp_damage(target, item)
- return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
- if target.result.hp_damage > 0 && target.result.hp_drain == 0
- target.perform_damage_effect
- end
- Sound.play_recovery if target.result.hp_damage < 0
- return unless YEA::BATTLE::MSG_HP_DAMAGE
- add_text(target.result.hp_damage_text)
- wait
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: display_mp_damage
- #--------------------------------------------------------------------------
- def display_mp_damage(target, item)
- return if target.dead? || target.result.mp_damage == 0
- Sound.play_recovery if target.result.mp_damage < 0
- return unless YEA::BATTLE::MSG_MP_DAMAGE
- add_text(target.result.mp_damage_text)
- wait
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: display_tp_damage
- #--------------------------------------------------------------------------
- def display_tp_damage(target, item)
- return if target.dead? || target.result.tp_damage == 0
- Sound.play_recovery if target.result.tp_damage < 0
- return unless YEA::BATTLE::MSG_TP_DAMAGE
- add_text(target.result.tp_damage_text)
- wait
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_added_states
- #--------------------------------------------------------------------------
- alias window_battlelog_display_added_states_abe display_added_states
- def display_added_states(target)
- return unless YEA::BATTLE::MSG_ADDED_STATES
- window_battlelog_display_added_states_abe(target)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_removed_states
- #--------------------------------------------------------------------------
- alias window_battlelog_display_removed_states_abe display_removed_states
- def display_removed_states(target)
- return unless YEA::BATTLE::MSG_REMOVED_STATES
- window_battlelog_display_removed_states_abe(target)
- end
-
- #--------------------------------------------------------------------------
- # alias method: display_changed_buffs
- #--------------------------------------------------------------------------
- alias window_battlelog_display_changed_buffs_abe display_changed_buffs
- def display_changed_buffs(target)
- return unless YEA::BATTLE::MSG_CHANGED_BUFFS
- window_battlelog_display_changed_buffs_abe(target)
- end
-
- end # Window_BattleLog
- #==============================================================================
- # ■ Window_SkillList
- #==============================================================================
- class Window_SkillList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: spacing
- #--------------------------------------------------------------------------
- def spacing
- return 8 if $game_party.in_battle
- return super
- end
-
- end # Window_SkillList
- #==============================================================================
- # ■ Window_ItemList
- #==============================================================================
- class Window_ItemList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: spacing
- #--------------------------------------------------------------------------
- def spacing
- return 8 if $game_party.in_battle
- return super
- end
-
- end # Window_ItemList
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :enemy_window
- attr_accessor :info_viewport
- attr_accessor :spriteset
- attr_accessor :status_window
- attr_accessor :status_aid_window
- attr_accessor :subject
-
- #--------------------------------------------------------------------------
- # alias method: create_spriteset
- #--------------------------------------------------------------------------
- alias scene_battle_create_spriteset_abe create_spriteset
- def create_spriteset
- BattleManager.init_battle_type
- scene_battle_create_spriteset_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: update_basic
- #--------------------------------------------------------------------------
- alias scene_battle_update_basic_abe update_basic
- def update_basic
- scene_battle_update_basic_abe
- update_debug
- end
-
- #--------------------------------------------------------------------------
- # new method: update_debug
- #--------------------------------------------------------------------------
- def update_debug
- return unless $TEST || $BTEST
- debug_heal_party if Input.trigger?(:F5)
- debug_damage_party if Input.trigger?(:F6)
- debug_fill_tp if Input.trigger?(:F7)
- debug_kill_all if Input.trigger?(:F8)
- end
-
- #--------------------------------------------------------------------------
- # new method: debug_heal_party
- #--------------------------------------------------------------------------
- def debug_heal_party
- Sound.play_recovery
- for member in $game_party.battle_members
- member.recover_all
- end
- @status_window.refresh
- end
-
- #--------------------------------------------------------------------------
- # new method: debug_damage_party
- #--------------------------------------------------------------------------
- def debug_damage_party
- Sound.play_actor_damage
- for member in $game_party.alive_members
- member.hp = 1
- member.mp = 0
- member.tp = 0
- end
- @status_window.refresh
- end
-
- #--------------------------------------------------------------------------
- # new method: debug_fill_tp
- #--------------------------------------------------------------------------
- def debug_fill_tp
- Sound.play_recovery
- for member in $game_party.alive_members
- member.tp = member.max_tp
- end
- @status_window.refresh
- end
-
- #--------------------------------------------------------------------------
- # new method: debug_kill_all
- #--------------------------------------------------------------------------
- def debug_kill_all
- for enemy in $game_troop.alive_members
- enemy.hp = 0
- enemy.perform_collapse_effect
- end
- BattleManager.judge_win_loss
- @log_window.wait
- @log_window.wait_for_effect
- end
-
- #--------------------------------------------------------------------------
- # alias method: create_all_windows
- #--------------------------------------------------------------------------
- alias scene_battle_create_all_windows_abe create_all_windows
- def create_all_windows
- scene_battle_create_all_windows_abe
- create_battle_status_aid_window
- set_help_window
- end
-
- #--------------------------------------------------------------------------
- # alias method: create_info_viewport
- #--------------------------------------------------------------------------
- alias scene_battle_create_info_viewport_abe create_info_viewport
- def create_info_viewport
- scene_battle_create_info_viewport_abe
- @status_window.refresh
- end
-
- #--------------------------------------------------------------------------
- # new method: create_battle_status_aid_window
- #--------------------------------------------------------------------------
- def create_battle_status_aid_window
- @status_aid_window = Window_BattleStatusAid.new
- @status_aid_window.status_window = @status_window
- @status_aid_window.x = Graphics.width - @status_aid_window.width
- @status_aid_window.y = Graphics.height - @status_aid_window.height
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: create_help_window
- #--------------------------------------------------------------------------
- def create_help_window
- @help_window = Window_BattleHelp.new
- @help_window.hide
- end
-
- #--------------------------------------------------------------------------
- # new method: set_help_window
- #--------------------------------------------------------------------------
- def set_help_window
- @help_window.actor_window = @actor_window
- @help_window.enemy_window = @enemy_window
- end
-
- #--------------------------------------------------------------------------
- # alias method: create_party_command_window
- #--------------------------------------------------------------------------
- alias scene_battle_create_party_command_window_abe create_party_command_window
- def create_party_command_window
- scene_battle_create_party_command_window_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: create_actor_command_window
- #--------------------------------------------------------------------------
- alias scene_battle_create_actor_command_window_abe create_actor_command_window
- def create_actor_command_window
- scene_battle_create_actor_command_window_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: create_skill_window
- #--------------------------------------------------------------------------
- alias scene_battle_create_skill_window_abe create_skill_window
- def create_skill_window
- scene_battle_create_skill_window_abe
- @skill_window.height = @info_viewport.rect.height
- @skill_window.width = Graphics.width - @actor_command_window.width
- @skill_window.y = Graphics.height - @skill_window.height
- end
-
- #--------------------------------------------------------------------------
- # alias method: create_item_window
- #--------------------------------------------------------------------------
- alias scene_battle_create_item_window_abe create_item_window
- def create_item_window
- scene_battle_create_item_window_abe
- @item_window.height = @skill_window.height
- @item_window.width = @skill_window.width
- @item_window.y = Graphics.height - @item_window.height
- end
-
- #--------------------------------------------------------------------------
- # alias method: show_fast?
- #--------------------------------------------------------------------------
- alias scene_battle_show_fast_abe show_fast?
- def show_fast?
- return true if YEA::BATTLE::AUTO_FAST
- return scene_battle_show_fast_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: next_command
- #--------------------------------------------------------------------------
- alias scene_battle_next_command_abe next_command
- def next_command
- @status_window.show
- redraw_current_status
- @actor_command_window.show
- @status_aid_window.hide
- scene_battle_next_command_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: prior_command
- #--------------------------------------------------------------------------
- alias scene_battle_prior_command_abe prior_command
- def prior_command
- redraw_current_status
- scene_battle_prior_command_abe
- end
-
- #--------------------------------------------------------------------------
- # new method: redraw_current_status
- #--------------------------------------------------------------------------
- def redraw_current_status
- return if @status_window.index < 0
- @status_window.draw_item(@status_window.index)
- end
-
- #--------------------------------------------------------------------------
- # alias method: command_attack
- #--------------------------------------------------------------------------
- alias scene_battle_command_attack_abe command_attack
- def command_attack
- $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
- scene_battle_command_attack_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: command_skill
- #--------------------------------------------------------------------------
- alias scene_battle_command_skill_abe command_skill
- def command_skill
- scene_battle_command_skill_abe
- @status_window.hide
- @actor_command_window.hide
- @status_aid_window.show
- end
-
- #--------------------------------------------------------------------------
- # alias method: command_item
- #--------------------------------------------------------------------------
- alias scene_battle_command_item_abe command_item
- def command_item
- scene_battle_command_item_abe
- @status_window.hide
- @actor_command_window.hide
- @status_aid_window.show
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: on_skill_ok
- #--------------------------------------------------------------------------
- def on_skill_ok
- @skill = @skill_window.item
- $game_temp.battle_aid = @skill
- BattleManager.actor.input.set_skill(@skill.id)
- BattleManager.actor.last_skill.object = @skill
- if @skill.for_opponent?
- select_enemy_selection
- elsif @skill.for_friend?
- select_actor_selection
- else
- @skill_window.hide
- next_command
- $game_temp.battle_aid = nil
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_skill_cancel
- #--------------------------------------------------------------------------
- alias scene_battle_on_skill_cancel_abe on_skill_cancel
- def on_skill_cancel
- scene_battle_on_skill_cancel_abe
- @status_window.show
- @actor_command_window.show
- @status_aid_window.hide
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: on_item_ok
- #--------------------------------------------------------------------------
- def on_item_ok
- @item = @item_window.item
- $game_temp.battle_aid = @item
- BattleManager.actor.input.set_item(@item.id)
- if @item.for_opponent?
- select_enemy_selection
- elsif @item.for_friend?
- select_actor_selection
- else
- @item_window.hide
- next_command
- $game_temp.battle_aid = nil
- end
- $game_party.last_item.object = @item
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_item_cancel
- #--------------------------------------------------------------------------
- alias scene_battle_on_item_cancel_abe on_item_cancel
- def on_item_cancel
- scene_battle_on_item_cancel_abe
- @status_window.show
- @actor_command_window.show
- @status_aid_window.hide
- end
-
- #--------------------------------------------------------------------------
- # alias method: select_actor_selection
- #--------------------------------------------------------------------------
- alias scene_battle_select_actor_selection_abe select_actor_selection
- def select_actor_selection
- @status_aid_window.refresh
- scene_battle_select_actor_selection_abe
- @status_window.hide
- @skill_window.hide
- @item_window.hide
- @help_window.show
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_actor_ok
- #--------------------------------------------------------------------------
- alias scene_battle_on_actor_ok_abe on_actor_ok
- def on_actor_ok
- $game_temp.battle_aid = nil
- scene_battle_on_actor_ok_abe
- @status_window.show
- if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
- @actor_command_window.visible = !@confirm_command_window.visible
- else
- @actor_command_window.show
- end
- @status_aid_window.hide
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_actor_cancel
- #--------------------------------------------------------------------------
- alias scene_battle_on_actor_cancel_abe on_actor_cancel
- def on_actor_cancel
- BattleManager.actor.input.clear
- @status_aid_window.refresh
- $game_temp.battle_aid = nil
- scene_battle_on_actor_cancel_abe
- case @actor_command_window.current_symbol
- when :skill
- @skill_window.show
- when :item
- @item_window.show
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: select_enemy_selection
- #--------------------------------------------------------------------------
- alias scene_battle_select_enemy_selection_abe select_enemy_selection
- def select_enemy_selection
- @status_aid_window.refresh
- scene_battle_select_enemy_selection_abe
- @help_window.show
- end
- #--------------------------------------------------------------------------
- # alias method: on_enemy_ok
- #--------------------------------------------------------------------------
- alias scene_battle_on_enemy_ok_abe on_enemy_ok
- def on_enemy_ok
- $game_temp.battle_aid = nil
- scene_battle_on_enemy_ok_abe
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_enemy_cancel
- #--------------------------------------------------------------------------
- alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
- def on_enemy_cancel
- BattleManager.actor.input.clear
- @status_aid_window.refresh
- $game_temp.battle_aid = nil
- scene_battle_on_enemy_cancel_abe
- if @skill_window.visible || @item_window.visible
- @help_window.show
- else
- @help_window.hide
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: battle_start
- #--------------------------------------------------------------------------
- alias scene_battle_battle_start_abe battle_start
- def battle_start
- scene_battle_battle_start_abe
- return unless YEA::BATTLE::SKIP_PARTY_COMMAND
- @party_command_window.deactivate
- if BattleManager.input_start
- command_fight
- else
- turn_start
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: turn_end
- #--------------------------------------------------------------------------
- def turn_end
- all_battle_members.each do |battler|
- battler.on_turn_end
- status_redraw_target(battler)
- @log_window.display_auto_affected_status(battler)
- @log_window.wait_and_clear
- end
-
- BattleManager.turn_end
- process_event
- start_party_command_selection
- return if end_battle_conditions?
- return unless YEA::BATTLE::SKIP_PARTY_COMMAND
- if BattleManager.input_start
- @party_command_window.deactivate
- command_fight
- else
- @party_command_window.deactivate
- turn_start
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: end_battle_conditions?
- #--------------------------------------------------------------------------
- def end_battle_conditions?
- return true if $game_party.members.empty?
- return true if $game_party.all_dead?
- return true if $game_troop.all_dead?
- return true if BattleManager.aborting?
- return false
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: execute_action
- #--------------------------------------------------------------------------
- def execute_action
- @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT
- use_item
- @log_window.wait_and_clear
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: apply_item_effects
- #--------------------------------------------------------------------------
- def apply_item_effects(target, item)
- if $imported["YEA-LunaticObjects"]
- lunatic_object_effect(:prepare, item, @subject, target)
- end
- target.item_apply(@subject, item)
- status_redraw_target(@subject)
- status_redraw_target(target) unless target == @subject
- @log_window.display_action_results(target, item)
- if $imported["YEA-LunaticObjects"]
- lunatic_object_effect(:during, item, @subject, target)
- end
- perform_collapse_check(target)
- end
-
- #--------------------------------------------------------------------------
- # overwite method: invoke_counter_attack
- #--------------------------------------------------------------------------
- def invoke_counter_attack(target, item)
- @log_window.display_counter(target, item)
- attack_skill = $data_skills[target.attack_skill_id]
- @subject.item_apply(target, attack_skill)
- status_redraw_target(@subject)
- status_redraw_target(target) unless target == @subject
- @log_window.display_action_results(@subject, attack_skill)
- perform_collapse_check(target)
- perform_collapse_check(@subject)
- end
-
- #--------------------------------------------------------------------------
- # new method: perform_collapse_check
- #--------------------------------------------------------------------------
- def perform_collapse_check(target)
- return if YEA::BATTLE::MSG_ADDED_STATES
- target.perform_collapse_effect if target.can_collapse?
- @log_window.wait
- @log_window.wait_for_effect
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: show_attack_animation
- #--------------------------------------------------------------------------
- def show_attack_animation(targets)
- show_normal_animation(targets, @subject.atk_animation_id1, false)
- wait_for_animation
- show_normal_animation(targets, @subject.atk_animation_id2, true)
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: show_normal_animation
- #--------------------------------------------------------------------------
- def show_normal_animation(targets, animation_id, mirror = false)
- animation = $data_animations[animation_id]
- return if animation.nil?
- ani_check = false
- targets.each do |target|
- if ani_check && target.animation_id <= 0
- target.pseudo_ani_id = animation_id
- else
- target.animation_id = animation_id
- end
- target.animation_mirror = mirror
- ani_check = true if animation.to_screen?
- end
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: process_action_end
- #--------------------------------------------------------------------------
- def process_action_end
- @subject.on_action_end
- status_redraw_target(@subject)
- @log_window.display_auto_affected_status(@subject)
- @log_window.wait_and_clear
- @log_window.display_current_state(@subject)
- @log_window.wait_and_clear
- BattleManager.judge_win_loss
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: use_item
- #--------------------------------------------------------------------------
- def use_item
- item = @subject.current_action.item
- @log_window.display_use_item(@subject, item)
- @subject.use_item(item)
- status_redraw_target(@subject)
- if $imported["YEA-LunaticObjects"]
- lunatic_object_effect(:before, item, @subject, @subject)
- end
- process_casting_animation if $imported["YEA-CastAnimations"]
- targets = @subject.current_action.make_targets.compact rescue []
- show_animation(targets, item.animation_id) if show_all_animation?(item)
- targets.each {|target|
- if $imported["YEA-TargetManager"]
- target = alive_random_target(target, item) if item.for_random?
- end
- item.repeats.times { invoke_item(target, item) } }
- if $imported["YEA-LunaticObjects"]
- lunatic_object_effect(:after, item, @subject, @subject)
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: invoke_item
- #--------------------------------------------------------------------------
- alias scene_battle_invoke_item_abe invoke_item
- def invoke_item(target, item)
- show_animation([target], item.animation_id) if separate_ani?(target, item)
- if target.dead? != item.for_dead_friend?
- @subject.last_target_index = target.index
- return
- end
- scene_battle_invoke_item_abe(target, item)
- end
-
- #--------------------------------------------------------------------------
- # new method: show_all_animation?
- #--------------------------------------------------------------------------
- def show_all_animation?(item)
- return true if item.one_animation
- return false if $data_animations[item.animation_id].nil?
- return false unless $data_animations[item.animation_id].to_screen?
- return true
- end
-
- #--------------------------------------------------------------------------
- # new method: separate_ani?
- #--------------------------------------------------------------------------
- def separate_ani?(target, item)
- return false if item.one_animation
- return false if $data_animations[item.animation_id].nil?
- return false if $data_animations[item.animation_id].to_screen?
- return target.dead? == item.for_dead_friend?
- end
-
- #--------------------------------------------------------------------------
- # new method: status_redraw_target
- #--------------------------------------------------------------------------
- def status_redraw_target(target)
- return unless target.actor?
- @status_window.draw_item($game_party.battle_members.index(target))
- end
-
- #--------------------------------------------------------------------------
- # alias method: start_party_command_selection
- #--------------------------------------------------------------------------
- alias start_party_command_selection_abe start_party_command_selection
- def start_party_command_selection
- @status_window.refresh unless scene_changing?
- start_party_command_selection_abe
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: refresh_status
- #--------------------------------------------------------------------------
- def refresh_status; return; end
-
- #--------------------------------------------------------------------------
- # new method: refresh_autobattler_status_window
- #--------------------------------------------------------------------------
- def refresh_autobattler_status_window
- for member in $game_party.battle_members
- next unless member.auto_battle?
- @status_window.draw_item(member.index)
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: hide_extra_gauges
- #--------------------------------------------------------------------------
- def hide_extra_gauges
- # Made for compatibility
- end
-
- #--------------------------------------------------------------------------
- # new method: show_extra_gauges
- #--------------------------------------------------------------------------
- def show_extra_gauges
- # Made for compatibility
- end
-
- end # Scene_Battle
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
复制代码- #===============================================================================
- # Side-View Battle System(Patch Behind)
- # By Jet10985 (Jet)
- #===============================================================================
- # This script will allow you to have battle where all the actor's sprites are
- # display on the behind of the characters.
- # This script has: 10 customization options.
- #===============================================================================
- # Overwritten Methods:
- # Scene_Battle: show_attack_animation
- # Spriteset_Battle: update_actors
- #-------------------------------------------------------------------------------
- # Aliased methods:
- # Spriteset_Battle: create_actors, create_enemies
- # Sprite_Character: initialize, update, dispose, start_new_effect
- # Scene_Battle: use_item, next_command, prior_command
- # Game_Character: screen_x, screen_y
- #===============================================================================
- module Jet
- module Sideview
- #===========================================================================
- # ENEMY OPTIONS
- #===========================================================================
- # These are the attack animations for enemies when they use a regular attack.
- # It follows this format: enemy_id => animation_id
- ENEMY_ATK_ANIMS = {
- }
- # This is the default enemy attack animation, used when they do not have a
- # specific attack animation above.
- ENEMY_ATK_ANIMS.default = 1
- # This is a list of enemies whose portraits should be flipped in battle.
- FLIPPED_ENEMIES = [2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19]
- #===========================================================================
- # ACTOR OPTIONS
- #===========================================================================
- # Should the player sprite have a shadow beneath them?
- PLAYER_SHADOW = true
- # These are sprite changes depending on state infliction.
- # It follows this format: state_id => "sprite_appention"
- # This means if the state is inflicted, the sprite will look for a graphic
- # that is the same name as the character's sprite, plus the appended option.
- # EX: Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means
- # state 1 was inflicted, and my below config for 1 was: 1 => "_dead"
- # Now, his shown sprite will be $ralph_dead. If the sprite does not exist,
- # no change will be made.
- # The sprite index will be the same as the actor's.
- STATE_SPRITES = {
- 1 => "_dead",
- 2 => "_poison",
- 3 => "_blind"
- }
- #===========================================================================
- # GENERAL_OPTIONS
- #===========================================================================
- # This is the animation displayed when a skill is about to be used.
- SKILL_ANIMATION = 43
- # This is the animation displayed when an item is about to be used.
- ITEM_ANIMATION = 43
- # These are the animations played when a state is inflicted.
- # It follows this format: state_id => animation_id
- STATE_ANIMATIONS = {
- 1 => 56,
- 2 => 50,
- 3 => 51
- }
- #===========================================================================
- # FIELD OPTIONS
- #===========================================================================
- # This is where the line-up begins. [x, y]. The higher the x, the further
- # right and the higher the y the further down.
- FIELD_POS = [170, 350]
- # This is how far down, and to the right each player is from the previous
- # actor. [x, y]. Same rules as above.
- FIELD_SPACING = [100, 0]
- end
- end
- #===============================================================================
- # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
- #===============================================================================
- ($imported ||= {})[:jet] ||= {}
- $imported[:jet][:Sideview] = true
- class Game_Character
- attr_accessor :step_anime
- %w[screen_x screen_y].each {|a|
- aStr = %Q{
- alias jet6372_#{a} #{a}
- def #{a}(*args, &block)
- $BTEST ? 0 : jet6372_#{a}(*args, &block)
- end
- }
- module_eval(aStr)
- }
- end
- class Game_Actor
- def animation_id=(t)
- self.battle_sprite.start_animation($data_animations[t]) rescue nil
- end
- end
- class Game_Battler
- def battle_sprite
- return nil unless SceneManager.scene_is?(Scene_Battle)
- SceneManager.scene.spriteset.battler_sprites.each {|a|
- return a if a.battler == self
- }
- return nil
- end
- end
- class Spriteset_Battle
- alias jet2847_create_enemies create_enemies
- def create_enemies(*args, &block)
- jet2847_create_enemies(*args, &block)
- @enemy_sprites.each {|a|
- a.mirror = Jet::Sideview::FLIPPED_ENEMIES.include?(a.battler.enemy.id)
- }
- end
- alias jet3835_create_actors create_actors
- def create_actors(*args, &block)
- jet3835_create_actors(*args, &block)
- @jet_party = $game_party.members
- @actor_sprites.each {|a|
- a.dispose
- }
- @actor_sprites = []
- $game_party.members.each {|a|
- f = Game_Character.new
- f.set_graphic(a.character_name, a.character_index)
- f.step_anime = true
- f.set_direction(8)
- n = Sprite_Character.new(@viewport1, f)
- n.jet_x = Jet::Sideview::FIELD_POS[0] + a.index * Jet::Sideview::FIELD_SPACING[0]
- n.jet_y = Jet::Sideview::FIELD_POS[1] + a.index * Jet::Sideview::FIELD_SPACING[1]
- n.battler = a
- n.battle_sprite = true
- if Jet::Sideview::PLAYER_SHADOW
- v = Sprite.new(nil)
- v.bitmap = Cache.system("Shadow")
- n.shadow_sprite = v
- end
- @actor_sprites.push(n)
- }
- end
- def update_actors
- if @jet_party != $game_party.members
- @actor_sprites.each {|a|
- a.dispose
- }
- @actor_sprites = []
- create_actors
- end
- @actor_sprites.each {|a| a.update }
- end
- end
- class Sprite_Character
- attr_accessor :battle_sprite, :jet_x, :jet_y, :shadow_sprite, :battler
- alias jet4646_initialize initialize
- def initialize(*args, &block)
- @battle_sprite = false
- jet4646_initialize(*args, &block)
- end
- alias jet3645_update update
- def update(*args, &block)
- jet3645_update(*args, &block)
- if @battle_sprite
- @character.step_anime = [email protected]?
- @character.update
- self.x = @jet_x
- self.y = @jet_y
- if [email protected]?
- f = @battler.states.dup
- f.sort! {|a, b|
- a.priority <=> b.priority
- }.reverse!
- for i in 0...f.size
- a = Jet::Sideview::STATE_SPRITES[f[i].id]
- next if a.nil?
- b = (Cache.character(@character.character_name + a) rescue false)
- next unless b
- index = @character.character_index
- @character.set_graphic(@character.character_name + a, index)
- break
- end
- end
- if !@shadow_sprite.nil?
- @shadow_sprite.x = self.x - @shadow_sprite.width / 2
- @shadow_sprite.y = self.y - 28
- @shadow_sprite.visible = self.visible
- @shadow_sprite.viewport = self.viewport
- @shadow_sprite.z = self.z - 1
- end
- end
- end
- alias jet5484_dispose dispose
- def dispose(*args, &block)
- @shadow_sprite.dispose if !@shadow_sprite.nil?
- jet5484_dispose(*args, &block)
- end
- def move_x(times, amount)
- i = 0
- until i == times
- self.jet_y += amount
- i += 1
- [Graphics, SceneManager.scene.spriteset].each {|a| a.update }
- end
- end
- def effect?
- false
- end
- end
- class Game_Enemy
- def atk_animation_id1
- return Jet::Sideview::ENEMY_ATK_ANIMS[@enemy_id]
- end
- def atk_animation_id2
- return 0
- end
- end
- class Scene_Battle
- attr_reader :spriteset
- alias jet2711_use_item use_item
- def use_item(*args, &block)
- if @subject.is_a?(Game_Actor)
- if [email protected]_action.guard?
- @subject.battle_sprite.move_x(11, -4)
- end
- end
- if [email protected]_action.guard? && [email protected]_action.attack?
- if @subject.current_action.item.is_a?(RPG::Item)
- n = $data_animations[Jet::Sideview::ITEM_ANIMATION]
- else
- n = $data_animations[Jet::Sideview::SKILL_ANIMATION]
- end
- @subject.battle_sprite.start_animation(n)
- wait_for_animation
- end
- jet2711_use_item(*args, &block)
- if @subject.is_a?(Game_Actor)
- if [email protected]_action.guard?
- @subject.battle_sprite.move_x(11, 4)
- end
- end
- end
- def show_attack_animation(targets)
- aid1 = @subject.atk_animation_id1
- aid2 = @subject.atk_animation_id2
- show_normal_animation(targets, aid1, false)
- show_normal_animation(targets, aid2, true)
- end
- %w[next prior].each {|a|
- aStr = %Q{
- alias jet3734_#{a}_command #{a}_command
- def #{a}_command(*args, &block)
- f = BattleManager.actor
- f.battle_sprite.move_x(6, 4) if f.is_a?(Game_Actor)
- jet3734_#{a}_command(*args, &block)
- f = BattleManager.actor
- f.battle_sprite.move_x(6, -4) if f.is_a?(Game_Actor)
- end
- }
- module_eval(aStr)
- }
- end
- class Game_Action
- def guard?
- item == $data_skills[subject.guard_skill_id]
- end
- end
- if $imported[:jet][:BattlePopUps]
- class Sprite_Character
- attr_accessor :popups
- alias jet4758_initialize initialize
- def initialize(*args, &block)
- @popups = []
- @updating_sprites = []
- @popup_wait = 0
- jet4758_initialize(*args, &block)
- end
- alias jet7467_update update
- def update(*args, &block)
- jet7467_update(*args, &block)
- if @popup_wait == 0
- if [email protected]?
- @updating_sprites.push(@popups.pop)
- @popup_wait = 30
- end
- else
- @popup_wait -= 1
- end
- @updating_sprites.each {|a|
- a.visible = true if !a.visible
- a.update
- @updating_sprites.delete(a) if a.disposed?
- }
- end
- alias jet5483_dispose dispose
- def dispose(*args, &block)
- (@updating_sprites + @popups).each {|a| a.dispose }
- jet5483_dispose(*args, &block)
- end
- alias jet3745_setup_new_effect setup_new_effect
- def setup_new_effect(*args, &block)
- jet3745_setup_new_effect(*args, &block)
- do_sprite_popups
- end
- def make_popup(text, color)
- @popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
- end
- def do_sprite_popups
- return if @battler.nil?
- if @battler_struct.nil?
- @battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
- @battler_struct.hp = @battler.hp
- @battler_struct.mp = @battler.mp
- @battler_struct.tp = @battler.tp
- end
- check_success_popup
- check_hp_popup
- check_mp_popup
- check_tp_popup
- end
- def check_success_popup
- if @battler.result.success
- if @battler.result.critical
- make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
- elsif @battler.result.missed
- make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
- elsif @battler.result.evaded
- make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
- end
- @battler.result.clear_hit_flags
- end
- end
- def check_hp_popup
- if @battler_struct.hp != @battler.hp
- f = @battler_struct.hp - @battler.hp
- if f > 0
- make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
- elsif f < 0
- make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
- end
- @battler_struct.hp = @battler.hp
- end
- end
- def check_mp_popup
- if @battler_struct.mp != @battler.mp
- f = @battler_struct.mp - @battler.mp
- if f > 0
- make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
- elsif f < 0
- make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
- end
- @battler_struct.mp = @battler.mp
- end
- end
- def check_tp_popup
- if @battler_struct.tp != @battler.tp
- f = (@battler_struct.tp - @battler.tp).round
- if f > 0
- make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
- elsif f < 0
- make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
- end
- @battler_struct.tp = @battler.tp
- end
- end
- end
- end
复制代码
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