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- #==============================================================================
- # ** Victor Engine - Active Time Battle
- #------------------------------------------------------------------------------
- # Author : Victor Sant
- #
- # Version History:
- # v 1.00 - 2012.12.16 > First release
- # v 1.01 - 2012.12.24 > Fixed issue with changing party during battle
- # > Fixed ATB value during Surprise and Pre Emptive
- # > Fixed Command Window position to not cover the ATB
- # > Fixed issue with freezes after events
- # > Fixed issue with state timings
- # > Fixed issue with cast time at battle start
- # > Fixed issue with escape at battle start
- # > Added notetags <timed trigger: x> <cast protection: x>
- # and <delay protection>
- # > Fixed issue with command window not closing when
- # the actor is becomes unable to select action
- # v 1.02 - 2012.12.30 > Compatibility with Leap Attack
- # > Fixed issue with Guard command and ATB Reverse
- # v 1.03 - 2013.01.07 > Fixed issue with selection when all enemies are dead
- # v 1.04 - 2013.01.24 > Fixed issue with skill, item and target windows not
- # closing when the actor is becomes unable to act
- # v 1.05 - 2013.02.13 > Added notetag <atb speed: x%>
- # > Added setup for play a SE when the ATB is full
- #------------------------------------------------------------------------------
- # This scripts changes the turn management of battles. The default turn based
- # system is replaced by an active time system, where the order of actions
- # are decided by individual time bars
- #------------------------------------------------------------------------------
- # Compatibility
- # Requires the script 'Victor Engine - Basic Module' v 1.32 or higher
- # If used with 'Victor Engine - Animated Battle' place this bellow it.
- # If used with 'Victor Engine - Skip Battle Log' place this bellow it.
- #
- # * Overwrite methods
- # class << BattleManager
- # def next_command
- # def prior_command
- # def turn_start
- # def turn_end
- # def make_action_orders
- #
- # class Game_Enemy < Game_Battler
- # def conditions_met_turns?(param1, param2)
- #
- # class Window_BattleStatus < Window_Selectable
- # def window_width
- # def draw_basic_area(rect, actor)
- # def draw_gauge_area_with_tp(rect, actor)
- # def draw_gauge_area_without_tp(rect, actor)
- # def update
- #
- # * Alias methods
- # class << BattleManager
- # def init_members
- # def battle_start
- # def process_escape
- #
- # class Game_System
- # def initialize
- #
- # class Game_Action
- # def prepare
- #
- # class Game_BattlerBase
- # def inputable?
- #
- # class Game_Battler < Game_BattlerBase
- # def item_user_effect(user, item)
- #
- # class Game_Enemy < Game_Battler
- # def initialize(index, enemy_id)
- #
- # class Spriteset_Battle
- # def update_actors
- #
- # class Window_BattleLog < Window_Selectable
- # def last_text
- #
- # class Window_ActorCommand < Window_Command
- # def make_command_list
- #
- #------------------------------------------------------------------------------
- # Instructions:
- # To instal the script, open you script editor and paste this script on
- # a new section bellow the Materials section. This script must also
- # be bellow the script 'Victor Engine - Basic'
- #
- #------------------------------------------------------------------------------
- # Actors, Classes, Enemies, Weapons, Armors, States, Skills and Items note tags:
- # Tags to be used on Actors, Classes, Enemies, Weapons, Armors, States,
- # Skills and Items note boxes.
- #
- # <cast cancel: x%>
- # Actions will have a chance of canceling spell casting of the targets.
- # x : success rate
- #
- # <atb delay: x%, y%>
- # Actions will have a chance of delaying the ATB of the targets.
- # x : success rate
- # y : delay rate
- #
- #------------------------------------------------------------------------------
- # Actors, Classes, Enemies, Weapons, Armors and States note tags:
- # Tags to be used on Actors, Classes, Enemies, Weapons, Armors and States
- # note boxes.
- #
- # <cast protection: x%>
- # Reduce the success rate of a cast cancel action.
- # x : reduction
- #
- # <delay protection: x%>
- # Reduce the success rate of a atb delay action.
- # x : reduction
- #
- # <atb speed: x%>
- # Changes the rate of a atb fill speed. if the value is higher then 100%
- # the bar fills faster, if it's lower than 100% the bar fills slower.
- # x : speed rate
- #
- #------------------------------------------------------------------------------
- # Skills note tags:
- # Tags to be used on Skills note boxes.
- #
- # <cast time: x>
- # <cast time: x, y>
- # Actions with this will have a cast time before executing, you can add
- # opitionally wich stat will be used to define the speed.
- # x : cast speed (100 = default speed)
- # y : stat (any valid battler stat)
- #
- # <atb cost: x%>
- # Changes the total ATB spent after executing an action. By default all
- # actions cost 100% of the ATB. Can't be lower than 1%
- # x : ATB cost rate
- #
- #------------------------------------------------------------------------------
- # States note tags:
- # Tags to be used on States note boxes.
- #
- # <timed trigger: x>
- # There is two options for state auto-removal on the database: Action End
- # and Turn End. This tag creates a third option, to make the state end
- # and trigger after a set time.
- # x : time for the trigger.
- #
- #------------------------------------------------------------------------------
- # Additional instructions:
- #
- # The <cast cancel: x%> and <atb delay: x%, y%> will have effect only on
- # physical actions when added to any object beside Skills and Items.
- #
- # The <cast protection: x%> and <delay protection: x%> are multiplied by
- # the cast cancel/atb delay rate. So if an action have 30% cast cancel, and
- # the target have 50% cast protection, the cast cancel will be reduced to 15%
- # Multiple cast cancel effects are added separately. So an action with 40%
- # cast cancel and a target with 50%, 50% and 30% cast protection from different
- # sourcers (let's say 3 different equips) will have the chance reduced to 7%
- # (40 - 50% = 20%, 20% - 50% = 10%, 10% - 30% = 7%)
- #
- # The <atb speed: x%> can be used to change the rate of a battler ATB speed
- # without the need of changing the AGI of the battler. Can be used to create
- # effect such as "Haste" and "Slow".
- #
- # You can use script calls to change the wait mode and the atb speed
- # $game_system.wait_mode = X
- # :full_wait : time stop to select commands and actions
- # :semi_wait : time stop to select actions
- # :active : time don't stop
- #
- # $game_system.atb_speed = X
- # 1.0 = default speed
- #
- #==============================================================================
-
- #==============================================================================
- # ** Victor Engine
- #------------------------------------------------------------------------------
- # Setting module for the Victor Engine
- #==============================================================================
-
- module Victor_Engine
- #--------------------------------------------------------------------------
- # * Wait mode
- # :full_wait : time stop to select commands and actions
- # :semi_wait : time stop to select actions
- # :active : time don't stop
- #--------------------------------------------------------------------------
- VE_ATB_WAIT_MODE = :full_wait
- #--------------------------------------------------------------------------
- # * Action wait
- # if true, time will stop while executing actions
- #--------------------------------------------------------------------------
- VE_ATB_WAIT_ACTION = true
- #--------------------------------------------------------------------------
- # * Reverse ATB
- # This setting revert how the ATB works, instead waiting the bar to fill
- # up to select actions, you first select the action, the the bar start
- # to fill and the action is executed once it's full.
- #--------------------------------------------------------------------------
- VE_ATB_REVERSE = false
- #--------------------------------------------------------------------------
- # * Move status window
- # Setup this true to move the status window when the actor command
- # window or part command window shows up. If false, both windows will
- # be displayed above the status window.
- #--------------------------------------------------------------------------
- VE_MOVE_STATUS_WINDOW = true
- #--------------------------------------------------------------------------
- # * ATB Full Sound
- # Play a sound when the actor command window open. Leave nil for no sound
- # RPG::SE.new(filename, volume, pitch)
- #--------------------------------------------------------------------------
- VE_ATB_SOUND = RPG::SE.new("Decision2", 100, 100)
- #--------------------------------------------------------------------------
- # * Escape type
- # :party : open party menu by pressing the cancel key
- # :command : add the "Escape" option to actors command list
- # :key : press the set keys for a while to escape
- #--------------------------------------------------------------------------
- VE_ATB_ESCAPE_TYPE = :command
- #--------------------------------------------------------------------------
- # * Setup the key that must be pressed for escaping
- # :A >> keyboard Shift :B >> keyboard X :C >> keyboard Z
- # :X >> keyboard A :Y >> keyboard S :Z >> keyboard D
- # :L >> keyboard Q :R >> keyboard W
- # adding more than one key makes need to press all of them at same time
- #--------------------------------------------------------------------------
- VE_ATB_ESCAPE_KEYS = [:R, :L]
- #--------------------------------------------------------------------------
- # * Escape time
- # Average escape time in frames to escape if VE_ATB_ESCAPE_TYPE = :key
- # This value vary based on the battlers stats and the ATB speed
- #--------------------------------------------------------------------------
- VE_ATB_ESCAPE_TIME = 200
- #--------------------------------------------------------------------------
- # * Escape text
- # Display escape text when trying to escape if VE_ATB_ESCAPE_TYPE = :key
- #--------------------------------------------------------------------------
- VE_ATB_ESCAPE_TEXT = true
- #--------------------------------------------------------------------------
- # * Turn count control
- # This is used to control how the turn count will increase, the turn count
- # control the battle event conditions
- # :time : control by time (in frames)
- # :battlers : control by the number of alive battlers
- # :actions : control by the number of actions executed
- #--------------------------------------------------------------------------
- VE_ATB_TURN_COUNT = :time
- #--------------------------------------------------------------------------
- # * Time count
- # Valid only if VE_ATB_TURN_COUNT = :time, setup the number of frames
- # needed to increase the turn count. Is influenced by the ATB speed
- #--------------------------------------------------------------------------
- VE_ATB_TIME_COUNT = 200
- #--------------------------------------------------------------------------
- # * Action count
- # Valid only if VE_ATB_TURN_COUNT = :actions, setup the number of actions
- # needed to increase the turn count
- #--------------------------------------------------------------------------
- VE_ATB_ACTION_COUNT = 10
- #--------------------------------------------------------------------------
- # * ATB speed
- # Multiplier that controls the speed of the ATB bars
- #--------------------------------------------------------------------------
- VE_ATB_SPEED = 1.0
- #--------------------------------------------------------------------------
- # * Speed modifier
- # Value used to control the influence of the stats on the ATB speed
- # Higher values reduce the influence of the stats on the speed.
- #--------------------------------------------------------------------------
- VE_speed_modifier = 50
- #--------------------------------------------------------------------------
- # * Start rate
- # Initial ATB value on battle start, a random value between 0 and X%
- #--------------------------------------------------------------------------
- VE_ATB_START_RATE = 10
- #--------------------------------------------------------------------------
- # * Reverse ATB Guard Time
- # With VE_ATB_REVERSE = true the guard time is set by this value, not
- # by the value set on the database
- #--------------------------------------------------------------------------
- VE_ATB_REVERSE_GUARD_TIME = 150
- #--------------------------------------------------------------------------
- # * Default magic cast
- # Setup a default cast speed for all magic skills.
- # Leave nil for no cast time.
- # 100 = default speed (same as the default wait time for actions)
- #--------------------------------------------------------------------------
- VE_ATB_DEFAULT_CAST = nil
- #--------------------------------------------------------------------------
- # * Damage wait
- # Stop battler wait time during hurt animation. Available only for
- # Animated Battle
- #--------------------------------------------------------------------------
- VE_ATB_DAMAGE_WAIT = true
- #--------------------------------------------------------------------------
- # * Escaping animation
- # Add a steping animation while holding the escape key. Available only for
- # Animated Battle and if VE_ATB_ESCAPE_TYPE = :key
- #--------------------------------------------------------------------------
- VE_ATB_ESCAPING_ANIM = true
- #--------------------------------------------------------------------------
- # * Regenerarion Trigger
- # All regen effects triggers at same time no matter of the source, here
- # you can set when the regen trigger
- # :turn : at the turn end
- # :action : at the action end
- # :timing : at fixed intervals
- # It's highly recomended to setup all regen and poison states with the
- # same auto-removal condition to ensure the duration match the trigger
- #--------------------------------------------------------------------------
- VE_ATB_REGEN_TRIGGER = :action
- #--------------------------------------------------------------------------
- # * Regenerarion Timing
- # Time for regen effects to apply if VE_ATB_REGEN_TRIGGER = :timing
- # Is influenced by the ATB speed
- #--------------------------------------------------------------------------
- VE_ATB_REGEN_TIMING = 300
- #--------------------------------------------------------------------------
- # * required
- # This method checks for the existance of the basic module and other
- # VE scripts required for this script to work, don't edit this
- #--------------------------------------------------------------------------
- def required(name, req, version, type = nil)
- if !$imported[:ve_basic_module]
- msg = "The script '%s' requires the script\n"
- msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
- msg += "Go to [url]http://victorscripts.wordpress.com/[/url] to download this script."
- msgbox(sprintf(msg, self.script_name(name), version))
- exit
- else
- self.required_script(name, req, version, type)
- end
- end
- #--------------------------------------------------------------------------
- # * script_name
- # Get the script name base on the imported value
- #--------------------------------------------------------------------------
- def script_name(name, ext = "VE")
- name = name.to_s.gsub("_", " ").upcase.split
- name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
- name.join(" ")
- end
- end
-
- $imported ||= {}
- $imported[:ve_active_time_battle] = 1.05
- Victor_Engine.required(:ve_active_time_battle, :ve_basic_module, 1.32, :above)
- Victor_Engine.required(:ve_active_time_battle, :ve_state_auto_apply, 1.00, :bellow)
- Victor_Engine.required(:ve_active_time_battle, :ve_damage_pop, 1.00, :bellow)
- Victor_Engine.required(:ve_active_time_battle, :ve_leap_attack, 1.00, :bellow)
- Victor_Engine.required(:ve_active_time_battle, :ve_cooperation_skill, 1.00, :bellow)
-
- #==============================================================================
- # ** Vocab
- #------------------------------------------------------------------------------
- # This module defines terms and messages. It defines some data as constant
- # variables. Terms in the database are obtained from $data_system.
- #==============================================================================
-
- module Vocab
-
- # ATB stat name show above atb bar
- VE_ATB_Name = "ATB"
-
- # Message displayed when trying to escape using VE_ATB_ESCAPE_TYPE = :key
- VE_Escaping = "逃跑..."
-
- # Message displayed when can't escape using VE_ATB_ESCAPE_TYPE = :key
- VE_CantEscape = "逃跑失败!"
-
- end
-
- #==============================================================================
- # ** class RPG::BaseItem
- #------------------------------------------------------------------------------
- # Superclass of actor, class, skill, item, weapon, armor, enemy, and state.
- #==============================================================================
-
- class RPG::BaseItem
- #--------------------------------------------------------------------------
- # * New method: atb_speed
- #--------------------------------------------------------------------------
- def atb_speed
- return @atb_speed if @atb_speed
- @atb_speed = note =~ /<ATB SPEED: *(\d+)%?>/i ? [$1.to_f, 1].max / 100 : 1
- @atb_speed
- end
- end
-
- #==============================================================================
- # ** RPG::UsableItem
- #------------------------------------------------------------------------------
- # This is the superclass for skills and items.
- #==============================================================================
-
- class RPG::UsableItem < RPG::BaseItem
- #--------------------------------------------------------------------------
- # * New method: castable?
- #--------------------------------------------------------------------------
- def castable?
- (cast_speed && not_cooperation?) ? true : false
- end
- #--------------------------------------------------------------------------
- # * New method: not_cooperation?
- #--------------------------------------------------------------------------
- def not_cooperation?
- !$imported[:ve_cooperation_skill] || !cooperation?
- end
- #--------------------------------------------------------------------------
- # * New method: cast_speed
- #--------------------------------------------------------------------------
- def cast_speed
- regexp = /<CAST TIME: (\d+)(?:, *(\w+))?>/i
- note =~ regexp ? {spd: $1.to_i, stat: ($2 ? $2 : "agi")} : default_cast
- end
- #--------------------------------------------------------------------------
- # * New method: default_cast
- #--------------------------------------------------------------------------
- def default_cast
- speed = VE_ATB_DEFAULT_CAST
- ((magical? && speed) || VE_ATB_REVERSE) ? {spd: speed, stat: "agi"} : nil
- end
- #--------------------------------------------------------------------------
- # * New method: atb_cost
- #--------------------------------------------------------------------------
- def atb_cost
- regexp = /<ATB COST: (\d+)%?>/i
- note =~ regexp ? [1.0 - ($1.to_f / 100), 0].max : 0
- end
- #--------------------------------------------------------------------------
- # * New method: cast_cancel
- #--------------------------------------------------------------------------
- def cast_cancel
- regexp = /<CAST CANCEL: (\d+)%?>/i
- note =~ regexp ? $1.to_f / 100 : 0
- end
- #--------------------------------------------------------------------------
- # * New method: atb_delay
- #--------------------------------------------------------------------------
- def guard_skill?
- effects.any? {|effect| effect.code == 21 && effect.data_id == 9 }
- end
- #--------------------------------------------------------------------------
- # * New method: atb_delay
- #--------------------------------------------------------------------------
- def atb_delay
- regexp = /<ATB DELAY: (\d+)%?, *([+-]?\d+)%?>/i
- note =~ regexp ? {rate: $1.to_f / 100, delay: $2.to_f / 100} :
- {rate: 0, delay: 0}
- end
- end
-
- #==============================================================================
- # ** RPG::State
- #------------------------------------------------------------------------------
- # This is the data class for states
- #==============================================================================
-
- class RPG::State < RPG::BaseItem
- #--------------------------------------------------------------------------
- # * Alias method: auto_removal_timing
- #--------------------------------------------------------------------------
- alias :auto_removal_timing_ve_active_time_battle :auto_removal_timing
- def auto_removal_timing
- timed_trigger ? 3 : auto_removal_timing_ve_active_time_battle
- end
- #--------------------------------------------------------------------------
- # * New method: timed_trigger
- #--------------------------------------------------------------------------
- def timed_trigger
- return @timed_trigger if @timed_trigger
- return VE_ATB_REVERSE_GUARD_TIME if guard_state?
- @timed_trigger = note =~ /<TIMED TRIGGER: (\d+)>/i ? $1.to_i : nil
- end
- #--------------------------------------------------------------------------
- # * New method: guard_state?
- #--------------------------------------------------------------------------
- def guard_state?
- features.any? {|ft| ft.code == 62 && ft.data_id == 1 }
- end
- end
-
- #==============================================================================
- # ** BattleManager
- #------------------------------------------------------------------------------
- # This module handles the battle processing
- #==============================================================================
-
- class << BattleManager
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_reader :input_battlers
- #--------------------------------------------------------------------------
- # * Overwrite method: next_command
- #--------------------------------------------------------------------------
- def next_command
- begin
- return false if !actor || !actor.next_command
- end until actor.inputable?
- return true
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: prior_command
- #--------------------------------------------------------------------------
- def prior_command
- begin
- if !actor || !actor.prior_command
- old_actor = actor
- @actor_index -= 1
- @actor_index %= $game_party.members.size
- return false if old_actor == actor
- end
- end until actor.inputable?
- return true
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: turn_start
- #--------------------------------------------------------------------------
- def turn_start
- @phase = :turn
- make_action_orders
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: turn_end
- #--------------------------------------------------------------------------
- def turn_end
- @phase = :turn_end
- $game_troop.increase_turn
- @atb_turn_count = 0
- @abt_turn_speed = setup_atb_turn_speed
- all_battle_members.each do |battler|
- battler.on_turn_end
- next if scene_changing?
- SceneManager.scene.refresh_status
- SceneManager.scene.log_window.display_auto_affected_status(battler)
- SceneManager.scene.log_window.wait_and_clear
- end
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: make_action_orders
- #--------------------------------------------------------------------------
- def make_action_orders
- @action_battlers += @active_members
- @active_members.clear
- end
- #--------------------------------------------------------------------------
- # * Alias method: init_members
- #--------------------------------------------------------------------------
- alias :init_members_ve_active_time_battle :init_members
- def init_members
- init_members_ve_active_time_battle
- @abt_turn_speed = setup_atb_turn_speed
- @escape_time = 0
- @atb_turn_count = 0
- @key_escape_count = 0
- @input_battlers = []
- @active_members = []
- @action_battlers = []
- end
- #--------------------------------------------------------------------------
- # * Alias method: battle_start
- #--------------------------------------------------------------------------
- alias :battle_start_ve_active_time_battle :battle_start
- def battle_start
- battle_start_ve_active_time_battle
- setup_initial_atb
- @phase = :turn
- end
- #--------------------------------------------------------------------------
- # * Alias method: process_escape
- #--------------------------------------------------------------------------
- alias :process_escape_ve_active_time_battle :process_escape
- def process_escape
- @preemptive = true if @escape_success
- @escape_success = false
- process_escape_ve_active_time_battle
- end
- #--------------------------------------------------------------------------
- # * New method: update_atb
- #--------------------------------------------------------------------------
- def update_atb
- clear_dead_atb
- return if scene_changing?
- return if $game_troop.interpreter.running?
- return if SceneManager.scene.party_window?
- return if $imported[:ve_animated_battle] && @escaping
- update_timing
- update_turn
- update_all_atb
- update_input
- update_escaping
- end
- #--------------------------------------------------------------------------
- # * New method: setup_initial_atb
- #--------------------------------------------------------------------------
- def setup_initial_atb
- @escape_success = false
- @key_escaping = false
- @escap_pose = false
- @party_escaping = false
- all_battle_members.each {|battler| battler.cast_action = nil }
- if @preemptive
- $game_party.members.each {|battler| battler.atb = battler.max_atb }
- $game_troop.members.each {|battler| battler.atb = 0 }
- elsif @surprise
- $game_party.members.each {|battler| battler.atb = 0 }
- $game_troop.members.each {|battler| battler.atb = battler.max_atb }
- else
- all_battle_members.each {|battler| battler.preset_atb }
- end
- end
- #--------------------------------------------------------------------------
- # * New method: scene_changing?
- #--------------------------------------------------------------------------
- def scene_changing?
- !SceneManager.scene_is?(Scene_Battle)
- end
- #--------------------------------------------------------------------------
- # * New method: update_all_atb
- #--------------------------------------------------------------------------
- def update_all_atb
- return if wating?
- all_battle_members.each {|member| member.atb_update }
- end
- #--------------------------------------------------------------------------
- # * New method: wating?
- #--------------------------------------------------------------------------
- def wating?
- return true if scene_changing?
- return true if $game_troop.interpreter.running?
- return true if SceneManager.scene.full_wait?
- return true if SceneManager.scene.semi_wait?
- return true if wait_action?
- return false
- end
- #--------------------------------------------------------------------------
- # * New method: update_escaping
- #--------------------------------------------------------------------------
- def update_escaping
- open_party_command if VE_ATB_ESCAPE_TYPE == :party
- process_party_escape if VE_ATB_ESCAPE_TYPE == :party && party_escape?
- key_press_escape if VE_ATB_ESCAPE_TYPE == :key
- process_escape if VE_ATB_ESCAPE_TYPE == :key && key_escape?
- end
- #--------------------------------------------------------------------------
- # * New method: open_party_command
- #--------------------------------------------------------------------------
- def open_party_command
- return if scene_changing?
- return if SceneManager.scene.windows_active?
- SceneManager.scene.open_party_command_selection if Input.trigger?(:B)
- end
- #--------------------------------------------------------------------------
- # * New method: party_escape?
- #--------------------------------------------------------------------------
- def party_escape?
- $game_party.alive_members.all? {|actor| actor.atb_full? } &&
- all_battle_members.all? {|battler| !active_battler?(battler) }
- end
- #--------------------------------------------------------------------------
- # * New method: process_party_escape
- #--------------------------------------------------------------------------
- def process_party_escape
- $game_party.members.each do |battler|
- battler.atb = 0
- battler.cast_action = nil
- battler.clear_actions
- end
- @party_escaping = false
- return if process_escape
- turn_start
- SceneManager.scene.battle_start_open_window unless scene_changing?
- end
- #--------------------------------------------------------------------------
- # * New method: key_press_escape
- #--------------------------------------------------------------------------
- def key_press_escape
- @key_escaping = VE_ATB_ESCAPE_KEYS.all? {|key| Input.press?(key)}
- update_escape_time
- end
- #--------------------------------------------------------------------------
- # * New method: key_escape?
- #--------------------------------------------------------------------------
- def key_escape?
- all_battle_members.all? {|battler| !active?(battler) } && @escape_success
- end
- #--------------------------------------------------------------------------
- # * New method: update_escape_time
- #--------------------------------------------------------------------------
- def update_escape_time
- return if @escape_success
- escaping? ? increase_escape_time : decrease_escape_time
- end
- #--------------------------------------------------------------------------
- # * New method: increase_escape_time
- #--------------------------------------------------------------------------
- def increase_escape_time
- reset_escape_pose if !reset_escape_pose?
- @escap_pose = true
- if BattleManager.can_escape?
- @escape_time = [@escape_time + 5 + rand, max_escape_time].min
- @escape_success = @escape_time == max_escape_time
- end
- end
- #--------------------------------------------------------------------------
- # * New method: decrease_escape_time
- #--------------------------------------------------------------------------
- def decrease_escape_time
- reset_escape_pose if reset_escape_pose?
- @escap_pose = false
- @escape_time = [@escape_time - 1, 0].max
- end
- #--------------------------------------------------------------------------
- # * New method: reset_escape_pose
- #--------------------------------------------------------------------------
- def reset_escape_pose
- $game_party.alive_members.each {|actor| actor.reset_pose if !actor.active? }
- end
- #--------------------------------------------------------------------------
- # * New method: reset_escape_pose?
- #--------------------------------------------------------------------------
- def reset_escape_pose?
- $imported[:ve_animated_battle] && @escap_pose && VE_ATB_ESCAPING_ANIM
- end
- #--------------------------------------------------------------------------
- # * New method: max_escape_time
- #--------------------------------------------------------------------------
- def max_escape_time
- 10.0 * VE_ATB_ESCAPE_TIME * @escape_ratio * $game_system.atb_speed
- end
- #--------------------------------------------------------------------------
- # * New method: wait_action?
- #--------------------------------------------------------------------------
- def wait_action?
- $imported[:ve_animated_battle] && !scene_changing? &&
- SceneManager.scene.wait_action? && SceneManager.scene.active?
- end
- #--------------------------------------------------------------------------
- # * New method: update_turn
- #--------------------------------------------------------------------------
- def update_turn
- return if wating?
- increase_atb_turn_count(:time)
- SceneManager.scene.turn_ending if @atb_turn_count >= @abt_turn_speed
- end
- #--------------------------------------------------------------------------
- # * New method: update_timing
- #--------------------------------------------------------------------------
- def update_timing
- return if wating?
- all_battle_members.each {|battler| battler.on_timing }
- end
- #--------------------------------------------------------------------------
- # * New method: update_input
- #--------------------------------------------------------------------------
- def update_input
- all_battle_members.reverse.each do |battler|
- next if (@party_escaping && battler.actor?) || !battler.ready?
- @input_battlers.push(battler)
- battler.on_action_start
- skill_window.refresh if skill_window.active
- item_window.refresh if item_window.active
- end
- shift_input unless @input_battlers.empty?
- end
- #--------------------------------------------------------------------------
- # * New method: skill_window
- #--------------------------------------------------------------------------
- def skill_window
- SceneManager.scene.skill_window
- end
- #--------------------------------------------------------------------------
- # * New method: item_window
- #--------------------------------------------------------------------------
- def item_window
- SceneManager.scene.item_window
- end
- #--------------------------------------------------------------------------
- # * New method: shift_input
- #--------------------------------------------------------------------------
- def shift_input
- battler = @input_battlers.last
- battler.actor? ? setup_action(battler) : setup_no_selection(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: setup_action
- #--------------------------------------------------------------------------
- def setup_action(battler)
- return if scene_changing?
- return if SceneManager.scene.windows_active? && battler.inputable?
- return if battler.guard? && VE_ATB_REVERSE
- battler.inputable? ? setup_selection(battler) : setup_no_selection(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: setup_selection
- #--------------------------------------------------------------------------
- def setup_selection(battler)
- @actor_index = battler.index
- battler.make_actions
- SceneManager.scene.start_actor_command_selection
- VE_ATB_SOUND.play if VE_ATB_SOUND
- end
- #--------------------------------------------------------------------------
- # * New method: setup_no_selection
- #--------------------------------------------------------------------------
- def setup_no_selection(battler)
- battler.turn_count += 1 if !battler.actor? && !battler.cast_action?
- battler.make_actions
- battler.setup_cast_action if battler.cast_action?
- @input_battlers.delete(battler)
- @active_members.push(battler)
- turn_start
- end
- #--------------------------------------------------------------------------
- # * New method: add_actor
- #--------------------------------------------------------------------------
- def add_actor(battler)
- return unless input_battlers?(battler)
- @input_battlers.delete(battler)
- @active_members.push(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: active_battler?
- #--------------------------------------------------------------------------
- def active_battler?(battler)
- @active_members.include?(battler) || @action_battlers.include?(battler) ||
- @input_battlers.include?(battler) || battler.current_actor? ||
- active?(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: input_battlers?
- #--------------------------------------------------------------------------
- def input_battlers?(battler)
- @input_battlers.include?(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: all_battle_members
- #--------------------------------------------------------------------------
- def all_battle_members
- $game_party.members + $game_troop.members
- end
- #--------------------------------------------------------------------------
- # * New method: all_dead_members
- #--------------------------------------------------------------------------
- def all_dead_members
- $game_party.dead_members + $game_troop.dead_members
- end
- #--------------------------------------------------------------------------
- # * New method: delete_input
- #--------------------------------------------------------------------------
- def delete_input(battler)
- @input_battlers.delete(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: clear_battler
- #--------------------------------------------------------------------------
- def clear_battler(battler)
- @input_battlers.delete(battler)
- @active_members.delete(battler)
- end
- #--------------------------------------------------------------------------
- # * New method: escaping?
- #--------------------------------------------------------------------------
- def escaping?
- @key_escaping
- end
- #--------------------------------------------------------------------------
- # * New method: party_escaping?
- #--------------------------------------------------------------------------
- def party_escaping?
- @party_escaping
- end
- #--------------------------------------------------------------------------
- # * New method: active?
- #--------------------------------------------------------------------------
- def active?(battler)
- $imported[:ve_animated_battle] && battler.poses.active?
- end
- #--------------------------------------------------------------------------
- # * New method: setup_atb_turn_speed
- #--------------------------------------------------------------------------
- def setup_atb_turn_speed
- case VE_ATB_TURN_COUNT
- when :battlers then all_dead_members.size
- when :actions then VE_ATB_ACTION_COUNT
- when :time then VE_ATB_TIME_COUNT
- end
- end
- #--------------------------------------------------------------------------
- # * New method: clear_dead_atb
- #--------------------------------------------------------------------------
- def clear_dead_atb
- all_dead_members.each do |battler|
- next unless active_battler?(battler)
- battler.atb = 0
- @active_members.delete(battler)
- @input_battlers.delete(battler)
- @action_battlers.delete(battler)
- end
- end
- #--------------------------------------------------------------------------
- # * New method: increase_atb_turn_count
- #--------------------------------------------------------------------------
- def increase_atb_turn_count(type)
- @atb_turn_count += $game_system.atb_speed if VE_ATB_TURN_COUNT == type
- end
- #--------------------------------------------------------------------------
- # * New method: setup_escape
- #--------------------------------------------------------------------------
- def setup_escape
- $game_party.members.each {|battler| delete_input(battler) }
- @party_escaping = true
- end
- #--------------------------------------------------------------------------
- # * New method: undo_escape
- #--------------------------------------------------------------------------
- def undo_escape
- @party_escaping = false
- end
- #--------------------------------------------------------------------------
- # * New method: turn_phase
- #--------------------------------------------------------------------------
- def turn_phase
- @phase = :turn
- end
- end
-
- #==============================================================================
- # ** Game_System
- #------------------------------------------------------------------------------
- # This class handles system-related data. Also manages vehicles and BGM, etc.
- # The instance of this class is referenced by $game_system.
- #==============================================================================
-
- class Game_System
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_accessor :wait_mode
- attr_accessor :atb_speed
- #--------------------------------------------------------------------------
- # * Alias method: initialize
- #--------------------------------------------------------------------------
- alias :initialize_ve_active_time_battle :initialize
- def initialize
- initialize_ve_active_time_battle
- @wait_mode = VE_ATB_WAIT_MODE
- @atb_speed = VE_ATB_SPEED
- end
- end
-
- #==============================================================================
- # ** Game_Action
- #------------------------------------------------------------------------------
- # This class handles battle actions. This class is used within the
- # Game_Battler class.
- #==============================================================================
-
- class Game_Action
- #--------------------------------------------------------------------------
- # * Alias method: prepare
- #--------------------------------------------------------------------------
- alias :prepare_ve_active_time_battle :prepare
- def prepare
- subject.atb = item ? subject.atb * item.atb_cost : 0
- if item && item.castable? && !subject.cast_action? &&
- !subject.confusion? && !forcing
- subject.cast_action = self.clone
- subject.skip_actions
- subject.reset_pose if $imported[:ve_animated_battle]
- else
- subject.cast_action = nil if !forcing
- prepare_ve_active_time_battle
- end
- end
- end
-
- #==============================================================================
- # ** Game_BattlerBase
- #------------------------------------------------------------------------------
- # This class handles battlers. It's used as a superclass of the Game_Battler
- # classes.
- #==============================================================================
-
- class Game_BattlerBase
- #--------------------------------------------------------------------------
- # * Alias method: inputable?
- #--------------------------------------------------------------------------
- alias :inputable_ve_active_time_battle? :inputable?
- def inputable?
- inputable_ve_active_time_battle? && atb_full? && input? && !cast_action?
- end
- #--------------------------------------------------------------------------
- # * Alias method: clear_states
- #--------------------------------------------------------------------------
- alias :clear_states_ve_active_time_battle :clear_states
- def clear_states
- clear_states_ve_active_time_battle
- @state_timing = {}
- end
- #--------------------------------------------------------------------------
- # * Alias method: erase_state
- #--------------------------------------------------------------------------
- alias :erase_state_ve_active_time_battle :erase_state
- def erase_state(state_id)
- erase_state_ve_active_time_battle(state_id)
- @state_timing.delete(state_id)
- end
- end
-
- #==============================================================================
- # ** Game_Battler
- #------------------------------------------------------------------------------
- # This class deals with battlers. It's used as a superclass of the Game_Actor
- # and Game_Enemy classes.
- #==============================================================================
-
- class Game_Battler < Game_BattlerBase
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_accessor :cast_action
- #--------------------------------------------------------------------------
- # * Overwite method: on_action_end
- #--------------------------------------------------------------------------
- def on_action_end
- @result.clear
- regenerate_all if VE_ATB_REGEN_TRIGGER == :action
- @result.clear if VE_ATB_REGEN_TRIGGER == :action
- remove_states_auto(1)
- update_buff_turns
- remove_buffs_auto
- end
- #--------------------------------------------------------------------------
- # * Overwite method: on_turn_end
- #--------------------------------------------------------------------------
- def on_turn_end
- @result.clear
- remove_states_auto(2)
- end
- #--------------------------------------------------------------------------
- # * Alias method: remove_states_auto
- #--------------------------------------------------------------------------
- alias :remove_states_auto_ve_active_time_battle :remove_states_auto
- def remove_states_auto(timing)
- update_state_auto(timing)
- remove_states_auto_ve_active_time_battle(timing)
- end
- #--------------------------------------------------------------------------
- # * Alias method: item_user_effect
- #--------------------------------------------------------------------------
- alias :item_user_effect_ve_active_time_battle :item_user_effect
- def item_user_effect(user, item)
- item_user_effect_ve_active_time_battle(user, item)
- setup_cast_cancel(user, item)
- setup_atb_delay(user, item)
- end
- #--------------------------------------------------------------------------
- # * Alias method: reset_state_counts
- #--------------------------------------------------------------------------
- alias :reset_state_counts_ve_active_time_battle :reset_state_counts
- def reset_state_counts(state_id)
- reset_state_counts_ve_active_time_battle(state_id)
- state = $data_states[state_id]
- @state_timing[state_id] = state.timed_trigger if state.timed_trigger
- end
- #--------------------------------------------------------------------------
- # * New method: max_atb
- #--------------------------------------------------------------------------
- def max_atb
- @max_atb ||= 1000
- end
- #--------------------------------------------------------------------------
- # * New method: atb
- #--------------------------------------------------------------------------
- def atb
- @atb ||= 0
- end
- #--------------------------------------------------------------------------
- # * New method: atb=
- #--------------------------------------------------------------------------
- def atb=(n)
- @atb = [[n, 0].max, max_atb].min
- end
- #--------------------------------------------------------------------------
- # * New method: atb_freeze
- #--------------------------------------------------------------------------
- def atb_freeze
- @atb_freeze
- end
- #--------------------------------------------------------------------------
- # * New method: regen_timing
- #--------------------------------------------------------------------------
- def regen_timing
- @regen_timing ||= 0
- end
- #--------------------------------------------------------------------------
- # * New method: regen_timing=
- #--------------------------------------------------------------------------
- def regen_timing=(n)
- @regen_timing = [[n, 0].max, VE_ATB_REGEN_TIMING].min
- end
- #--------------------------------------------------------------------------
- # * New method: regen_timing_full?
- #--------------------------------------------------------------------------
- def regen_timing_full?
- regen_timing == VE_ATB_REGEN_TIMING
- end
- #--------------------------------------------------------------------------
- # * New method: atb_freeze=
- #--------------------------------------------------------------------------
- def atb_freeze=(n)
- @atb_freeze = n
- end
- #--------------------------------------------------------------------------
- # * New method: atb_full?
- #--------------------------------------------------------------------------
- def atb_full?
- @atb == max_atb
- end
- #--------------------------------------------------------------------------
- # * New method: atb_rate
- #--------------------------------------------------------------------------
- def atb_rate
- atb.to_f / max_atb
- end
- #--------------------------------------------------------------------------
- # * New method: ready?
- #--------------------------------------------------------------------------
- def ready?
- movable? && atb_full? && !active_battler?
- end
- #--------------------------------------------------------------------------
- # * New method: cast_action?
- #--------------------------------------------------------------------------
- def cast_action?
- cast_action ? true : false
- end
- #--------------------------------------------------------------------------
- # * New method: preset_atb
- #--------------------------------------------------------------------------
- def preset_atb
- self.atb = max_atb * VE_ATB_START_RATE * rand / 100
- end
- #--------------------------------------------------------------------------
- # * New method: total_agi
- #--------------------------------------------------------------------------
- def total_agi
- SceneManager.scene.all_battle_members.inject(0.0) {|r, obj| r += obj.agi }
- end
- #--------------------------------------------------------------------------
- # * New method: atb_update
- #--------------------------------------------------------------------------
- def atb_update
- update_atb_freeze if atb_freeze?
- return if atb_wait?
- self.atb_freeze = nil
- self.atb += update_atb
- self.atb = max_atb if VE_ATB_REVERSE && !cast_action?
- end
- #--------------------------------------------------------------------------
- # * New method: atb_freeze?
- #--------------------------------------------------------------------------
- def atb_freeze?
- !movable?
- end
- #--------------------------------------------------------------------------
- # * New method: update_atb
- #--------------------------------------------------------------------------
- def update_atb
- speed = cast_action? ? cast_speed : agi
- 20.0 * $game_system.atb_speed * atb_speed_mod(speed) * speed_modifier
- end
- #--------------------------------------------------------------------------
- # * New method: atb_wait?
- #--------------------------------------------------------------------------
- def atb_wait?
- atb_full? || atb_freeze? || pause_damage? || current_actor? ||
- (actor? && BattleManager.escaping?)
- end
- #--------------------------------------------------------------------------
- # * New method: update_atb_freeze
- #--------------------------------------------------------------------------
- def update_atb_freeze
- self.cast_action = nil
- self.atb_freeze ||= self.atb
- self.atb_freeze += update_atb
- atb_freeze_result unless @atb_freeze < max_atb
- end
- #--------------------------------------------------------------------------
- # * New method: atb_freeze_result
- #--------------------------------------------------------------------------
- def atb_freeze_result
- @result.clear
- remove_states_auto(1)
- regenerate_all if VE_ATB_REGEN_TRIGGER == :action
- self.atb_freeze = 0
- end
- #--------------------------------------------------------------------------
- # * New method: pause_damage?
- #--------------------------------------------------------------------------
- def pause_damage?
- VE_ATB_DAMAGE_WAIT && $imported[:ve_animated_battle] && poses.damage_pose?
- end
- #--------------------------------------------------------------------------
- # * New method: cast_speed
- #--------------------------------------------------------------------------
- def cast_speed
- return agi if !cast_action
- speed = cast_action.item.cast_speed
- speed[:spd] * send(make_symbol(speed[:stat])) / 100.0
- end
- #--------------------------------------------------------------------------
- # * New method: atb_speed_mod
- #--------------------------------------------------------------------------
- def atb_speed_mod(speed)
- (speed + [VE_speed_modifier, 0].max) / total_agi
- end
- #--------------------------------------------------------------------------
- # * New method: setup_cast_action
- #--------------------------------------------------------------------------
- def setup_cast_action
- @actions = [cast_action]
- end
- #--------------------------------------------------------------------------
- # * New method: setup_cast_cancel
- #--------------------------------------------------------------------------
- def setup_cast_cancel(user, item)
- rate = item.cast_cancel
- rate += user.cast_cancel if item.physical?
- rate *= cast_protection
- execute_cast_cancel if rand < rate && cast_action?
- end
- #--------------------------------------------------------------------------
- # * New method: setup_atb_delay
- #--------------------------------------------------------------------------
- def setup_atb_delay(user, item)
- rate = item.atb_delay[:rate]
- rate += user.atb_delay[:rate] if item.physical?
- rate *= delay_protection
- execute_atb_delay(user, item) if rand < rate
- end
- #--------------------------------------------------------------------------
- # * New method: execute_cast_cancel
- #--------------------------------------------------------------------------
- def execute_cast_cancel
- skip_actions
- self.atb = 0
- self.cast_action = nil
- end
- #--------------------------------------------------------------------------
- # * New method: execute_atb_delay
- #--------------------------------------------------------------------------
- def execute_atb_delay(user, item)
- rate = item.atb_delay[:delay]
- rate += user.atb_delay[:delay] if item.physical?
- self.atb -= max_atb * rate
- end
- #--------------------------------------------------------------------------
- # * New method: cast_cancel
- #--------------------------------------------------------------------------
- def cast_cancel
- regexp = /<CAST CANCEL: (\d+)%?>/i
- get_all_notes.scan(regexp).inject(0.0) {|r| r += ($1.to_f / 100) }
- end
- #--------------------------------------------------------------------------
- # * New method: atb_delay
- #--------------------------------------------------------------------------
- def atb_delay
- result = {}
- notes = get_all_notes.dup
- regexp = /<ATB DELAY: (\d+)%?, *(\d+)%?>/i
- result[:rate] = notes.scan(regexp).inject(0.0) {|r| r += ($1.to_f / 100) }
- result[:delay] = notes.scan(regexp).inject(0.0) {|r| r += ($1.to_f / 100) }
- result
- end
- #--------------------------------------------------------------------------
- # * New method: cast_protection
- #--------------------------------------------------------------------------
- def cast_protection
- regexp = /<CAST PROTECTION: (\d+)%?>/i
- get_all_notes.scan(regexp).inject(1.0) {|r| r *= 1 - ($1.to_f / 100) }
- end
- #--------------------------------------------------------------------------
- # * New method: delay_protection
- #--------------------------------------------------------------------------
- def delay_protection
- regexp = /<DELAY PROTECTION: (\d+)%?>/i
- get_all_notes.scan(regexp).inject(1.0) {|r| r *= 1 - ($1.to_f / 100) }
- end
- #--------------------------------------------------------------------------
- # * New method: update_state_auto
- #--------------------------------------------------------------------------
- def update_state_auto(timing)
- states.each do |state|
- if @state_turns[state.id] > 0 && state.auto_removal_timing == timing
- @state_turns[state.id] -= 1
- end
- end
- end
- #--------------------------------------------------------------------------
- # * New method: on_timing
- #--------------------------------------------------------------------------
- def on_timing
- timing_regen
- remove_timing_states
- end
- #--------------------------------------------------------------------------
- # * New method: timing_regen
- #--------------------------------------------------------------------------
- def timing_regen
- return unless VE_ATB_REGEN_TRIGGER == :timing
- self.regen_timing += $game_system.atb_speed if regen?
- @result.clear if regen_timing_full?
- regenerate_all if regen_timing_full?
- @regen_timing = 0 if regen_timing_full? || !regen?
- end
- #--------------------------------------------------------------------------
- # * New method: remove_timing_states
- #--------------------------------------------------------------------------
- def remove_timing_states
- states.each do |state|
- next if state.auto_removal_timing != 3
- next if state.guard_state? && !VE_ATB_REVERSE
- @state_timing[state.id] -= $game_system.atb_speed
- if @state_turns[state.id] > 0 && @state_timing[state.id] <= 0
- @state_turns[state.id] -= 1
- @state_timing[state.id] = state.timed_trigger
- end
- remove_state(state.id) if @state_turns[state.id] == 0
- end
- end
- #--------------------------------------------------------------------------
- # * New method: regen?
- #--------------------------------------------------------------------------
- def regen?
- hrg != 0 || mrg != 0 || trg != 0
- end
- #--------------------------------------------------------------------------
- # * Overwite method: on_action_end
- #--------------------------------------------------------------------------
- def on_action_start
- make_actions
- remove_guard_state
- end
- #--------------------------------------------------------------------------
- # * Overwite method: remove_guard_state
- #--------------------------------------------------------------------------
- def remove_guard_state
- return if VE_ATB_REVERSE
- states.each do |state|
- next unless state.guard_state?
- remove_state(state.id)
- @damaged = true
- end
- end
- #--------------------------------------------------------------------------
- # * New method: skip_actions
- #--------------------------------------------------------------------------
- def skip_actions
- clear_actions
- @actions = [Game_Action.new(self)]
- end
- #--------------------------------------------------------------------------
- # * New method: active_battler?
- #--------------------------------------------------------------------------
- def active_battler?
- BattleManager.active_battler?(self)
- end
- #--------------------------------------------------------------------------
- # * New method: input?
- #--------------------------------------------------------------------------
- def input?
- BattleManager.input_battlers?(self)
- end
- #--------------------------------------------------------------------------
- # * New method: current_actor?
- #--------------------------------------------------------------------------
- def current_actor?
- SceneManager.scene_is?(Scene_Battle) && SceneManager.scene.subject == self
- end
- end
-
- #==============================================================================
- # ** Game_Actor
- #------------------------------------------------------------------------------
- # This class handles actors. It's used within the Game_Actors class
- # ($game_actors) and referenced by the Game_Party class ($game_party).
- #==============================================================================
-
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # * New method: speed_modifier
- #--------------------------------------------------------------------------
- def speed_modifier
- list = [self.actor] + [self.class] + states + equips
- list.compact.inject(1.0) {|r, obj| r *= obj.atb_speed }
- end
- end
-
- #==============================================================================
- # ** Game_Enemy
- #------------------------------------------------------------------------------
- # This class handles enemy characters. It's used within the Game_Troop class
- # ($game_troop).
- #==============================================================================
-
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_accessor :turn_count
- #--------------------------------------------------------------------------
- # * Overwrite method: conditions_met_turns?
- #--------------------------------------------------------------------------
- def conditions_met_turns?(param1, param2)
- n = @turn_count
- if param2 == 0
- n == param1
- else
- n > 0 && n >= param1 && n % param2 == param1 % param2
- end
- end
- #--------------------------------------------------------------------------
- # * Alias method: initialize
- #--------------------------------------------------------------------------
- alias :initialize_ve_active_time_battle :initialize
- def initialize(index, enemy_id)
- initialize_ve_active_time_battle(index, enemy_id)
- @turn_count = 0
- end
- #--------------------------------------------------------------------------
- # * New method: speed_modifier
- #--------------------------------------------------------------------------
- def speed_modifier
- enemy.atb_speed * states.inject(1.0) {|r, state| r *= state.atb_speed }
- end
- end
-
- #==============================================================================
- # ** Spriteset_Battle
- #------------------------------------------------------------------------------
- # This class brings together battle screen sprites. It's used within the
- # Scene_Battle class.
- #==============================================================================
-
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # * Alias method: update_actors
- #--------------------------------------------------------------------------
- alias :update_actors_ve_active_time_battle :update_actors
- def update_actors
- uptate_actors_atb
- update_actors_ve_active_time_battle
- end
- #--------------------------------------------------------------------------
- # * New method: uptate_actors_atb
- #--------------------------------------------------------------------------
- def uptate_actors_atb
- return if @atb_actors == $game_party.members
- $game_party.members.each do |actor|
- actor.preset_atb if @atb_actors && !@atb_actors.include?(actor)
- end
- @atb_actors = $game_party.members.dup
- end
- end
-
- #==============================================================================
- # ** Window_Base
- #------------------------------------------------------------------------------
- # This is a superclass of all windows in the game.
- #==============================================================================
-
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_accessor :hidden
- end
-
- #==============================================================================
- # ** Window_BattleLog
- #------------------------------------------------------------------------------
- # This window shows the battle progress. Do not show the window frame.
- #==============================================================================
-
- class Window_BattleLog < Window_Selectable
- #--------------------------------------------------------------------------
- # * Alias method: last_text
- #--------------------------------------------------------------------------
- alias :last_text_ve_active_time_battle :last_text
- def last_text
- last_text_ve_active_time_battle ? last_text_ve_active_time_battle : ""
- end
- end
-
- #==============================================================================
- # ** Window_ActorCommand
- #------------------------------------------------------------------------------
- # This window is used to select actor commands, such as "Attack" or "Skill".
- #==============================================================================
-
- class Window_ActorCommand < Window_Command
- #--------------------------------------------------------------------------
- # * Alias method: make_command_list
- #--------------------------------------------------------------------------
- alias :make_command_list_ve_active_time_battle :make_command_list
- def make_command_list
- make_command_list_ve_active_time_battle
- add_escape_command if VE_ATB_ESCAPE_TYPE == :command
- end
- #--------------------------------------------------------------------------
- # * New method: add_escape_command
- #--------------------------------------------------------------------------
- def add_escape_command
- add_command(Vocab::escape, :escape, BattleManager.can_escape?)
- end
- end
-
- #==============================================================================
- # ** Window_BattleStatus
- #------------------------------------------------------------------------------
- # Esta janela exibe as condições de todos membros do grupo na tela de batalha.
- #==============================================================================
-
- class Window_BattleStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # * Overwrite method: window_width
- #--------------------------------------------------------------------------
- def window_width
- Graphics.width - ($data_system.opt_display_tp ? 0 : 128)
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: draw_basic_area
- #--------------------------------------------------------------------------
- def draw_basic_area(rect, actor)
- width = $data_system.opt_display_tp ? 180 : 104
- draw_actor_name(actor, rect.x + 0, rect.y, 100)
- draw_actor_icons(actor, rect.x + 104, rect.y, [rect.width - width, 24].max)
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: draw_gauge_area_with_tp
- #--------------------------------------------------------------------------
- def draw_gauge_area_with_tp(rect, actor)
- draw_actor_hp(actor, rect.x - 82, rect.y, 72)
- draw_actor_mp(actor, rect.x + 0, rect.y, 64)
- draw_actor_tp(actor, rect.x + 74, rect.y, 64)
- update_atb
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: draw_gauge_area_without_tp
- #--------------------------------------------------------------------------
- def draw_gauge_area_without_tp(rect, actor)
- draw_actor_hp(actor, rect.x + 0, rect.y, 72)
- draw_actor_mp(actor, rect.x + 82, rect.y, 64)
- update_atb
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: update
- #--------------------------------------------------------------------------
- def update
- super
- update_atb
- end
- #--------------------------------------------------------------------------
- # * New method: update_atb
- #--------------------------------------------------------------------------
- def update_atb
- @count ||= 0
- @count += 1
- return if @count % 2 != 0
- update_atb_bars
- end
- #--------------------------------------------------------------------------
- # * New method: update_atb_bars
- #--------------------------------------------------------------------------
- def update_atb_bars
- tp_adjust = $data_system.opt_display_tp ? 148 : 156
- item_max.times do |i|
- actor = $game_party.battle_members[i]
- rect = gauge_area_rect(i)
- rect.x += tp_adjust
- contents.clear_rect(rect)
- draw_actor_atb(actor, rect.x, rect.y, 64)
- end
- end
- #--------------------------------------------------------------------------
- # * New method: draw_actor_atb
- #--------------------------------------------------------------------------
- def draw_actor_atb(actor, x, y, width = 124)
- color1 = setup_atb_color1(actor)
- color2 = setup_atb_color2(actor)
- draw_gauge(x, y, width, actor.atb_rate, color1, color2)
- change_color(system_color)
- draw_text(x, y, 30, line_height, Vocab::VE_ATB_Name)
- end
- #--------------------------------------------------------------------------
- # * New method: setup_atb_color1
- #--------------------------------------------------------------------------
- def setup_atb_color1(actor)
- return text_color(2) if actor.cast_action?
- return text_color(6) if BattleManager.party_escaping?
- return text_color(5)
- end
- #--------------------------------------------------------------------------
- # * New method: setup_atb_color2
- #--------------------------------------------------------------------------
- def setup_atb_color2(actor)
- return text_color(10) if actor.cast_action?
- return text_color(14) if BattleManager.party_escaping?
- return text_color(13)
- end
- end
-
- #==============================================================================
- # ** Scene_Battle
- #------------------------------------------------------------------------------
- # This class performs battle screen processing.
- #==============================================================================
-
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_reader :log_window
- attr_reader :item_window
- attr_reader :skill_window
- #--------------------------------------------------------------------------
- # * Overwrite method: update_info_viewport
- #--------------------------------------------------------------------------
- def update_all_windows
- update_active_windows
- super
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: update_info_viewport
- #--------------------------------------------------------------------------
- def update_info_viewport
- if VE_MOVE_STATUS_WINDOW
- @move_info_wait = 4 if @moved_info != windows_active?
- @move_info_wait -= 1
- move_info_viewport(0) if @party_command_window.active
- move_info_viewport(right_status_window) if right_info_viewport
- move_info_viewport(center_status_window) if center_info_viewport
- @moved_info = windows_active?
- else
- move_info_viewport(128)
- end
- update_close_command_window
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: turn_start
- #--------------------------------------------------------------------------
- def turn_start
- BattleManager.add_actor(BattleManager.actor)
- @close_command_wait = 2
- @close_command_window = true
- @status_window.unselect
- BattleManager.turn_start
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: start_party_command_selection
- #--------------------------------------------------------------------------
- def start_party_command_selection
- end
- #--------------------------------------------------------------------------
- # * Overwrite method: turn_end
- #--------------------------------------------------------------------------
- def turn_end
- end
- #--------------------------------------------------------------------------
- # * Alias method: battle_start
- #--------------------------------------------------------------------------
- alias :battle_start_ve_active_time_battle :battle_start
- def battle_start
- battle_start_ve_active_time_battle
- battle_start_open_window
- end
- #--------------------------------------------------------------------------
- # * Alias method: create_all_windows
- #--------------------------------------------------------------------------
- alias :create_all_windows_ve_active_time_battle :create_all_windows
- def create_all_windows
- create_all_windows_ve_active_time_battle
- create_escape_window
- @close_command_wait = 0
- @move_info_wait = 4
- end
- #--------------------------------------------------------------------------
- # * Alias method: reate_party_command_window
- #--------------------------------------------------------------------------
- alias :create_party_command_window_ve_active_time_battle :create_party_command_window
- def create_party_command_window
- create_party_command_window_ve_active_time_battle
- unless VE_MOVE_STATUS_WINDOW
- @party_command_window.x = @party_command_window.width
- end
- @info_viewport.ox = center_status_window
- end
- #--------------------------------------------------------------------------
- # * Alias method: create_actor_command_window
- #--------------------------------------------------------------------------
- alias :create_command_window_ve_active_time_battle :create_actor_command_window
- def create_actor_command_window
- create_command_window_ve_active_time_battle
- @actor_command_window.set_handler(:escape, method(:command_escape))
- if !VE_MOVE_STATUS_WINDOW
- @actor_command_window.x = @actor_command_window.width
- elsif $data_system.opt_display_tp
- @actor_command_window.x = Graphics.width + 128
- end
- end
- #--------------------------------------------------------------------------
- # * Alias method: update
- #--------------------------------------------------------------------------
- alias :update_ve_active_time_battle :update
- def update
- result = update_ve_active_time_battle
- BattleManager.update_atb unless result
- result
- end
- #--------------------------------------------------------------------------
- # * Alias method: update_basic
- #--------------------------------------------------------------------------
- alias :update_basic_ve_active_time_battle :update_basic
- def update_basic
- update_basic_ve_active_time_battle
- update_escape_window if VE_ATB_ESCAPE_TYPE == :key
- end
- #--------------------------------------------------------------------------
- # * Alias method: update_for_wait
- #--------------------------------------------------------------------------
- alias :update_for_wait_ve_active_time_battle :update_for_wait
- def update_for_wait
- update_for_wait_ve_active_time_battle
- BattleManager.update_atb if BattleManager.in_turn? && !wait_action?
- end
- #--------------------------------------------------------------------------
- # * Alias method: wait_for_message
- #--------------------------------------------------------------------------
- alias :wait_for_message_ve_active_time_battle :wait_for_message
- def wait_for_message
- wait_for_message_ve_active_time_battle
- open_windows
- end
- #--------------------------------------------------------------------------
- # * Atualização da mensagem aberta
- #--------------------------------------------------------------------------
- alias :update_message_open_ve_active_time_battle :update_message_open
- def update_message_open
- close_windows
- update_message_open_ve_active_time_battle
- end
- #--------------------------------------------------------------------------
- # * Alias method: start_actor_command_selection
- #--------------------------------------------------------------------------
- alias :start_actor_command_selection_ve_active_time_battle :start_actor_command_selection
- def start_actor_command_selection
- start_actor_command_selection_ve_active_time_battle
- @close_command_window = false
- end
- #--------------------------------------------------------------------------
- # * Alias method: process_action_end
- #--------------------------------------------------------------------------
- alias :process_action_end_ve_active_time_battle :process_action_end
- def process_action_end
- return if $imported[:ve_animated_battle] && @subject.poses.active?
- BattleManager.increase_atb_turn_count(:battlers)
- BattleManager.increase_atb_turn_count(:actions)
- process_action_end_ve_active_time_battle
- end
- #--------------------------------------------------------------------------
- # * Alias method: command_fight
- #--------------------------------------------------------------------------
- alias :command_fight_end_ve_active_time_battle :command_fight
- def command_fight
- command_fight_end_ve_active_time_battle
- @party_command_window.close
- BattleManager.undo_escape
- end
- #--------------------------------------------------------------------------
- # * Alias method: command_escape
- #--------------------------------------------------------------------------
- alias :command_escape_end_ve_active_time_battle :command_escape
- def command_escape
- if VE_ATB_ESCAPE_TYPE == :command
- BattleManager.actor.atb = 0
- command_escape_end_ve_active_time_battle
- battle_start_open_window
- else
- @party_command_window.close
- BattleManager.setup_escape
- end
- end
- #--------------------------------------------------------------------------
- # * Alias method: prior_command
- #--------------------------------------------------------------------------
- alias :prior_command_ve_active_time_battle :prior_command
- def prior_command
- prior_command_ve_active_time_battle
- open_party_command_selection if !BattleManager.actor.prior_command
- end
- #--------------------------------------------------------------------------
- # * Alias method: on_enemy_ok
- #--------------------------------------------------------------------------
- alias :on_enemy_ok_ve_active_time_battle :on_enemy_ok
- def on_enemy_ok
- return if !@enemy_window.enemy
- on_enemy_ok_ve_active_time_battle
- end
- #--------------------------------------------------------------------------
- # * Alias method: refresh_status
- #--------------------------------------------------------------------------
- alias :refresh_status_ve_active_time_battle :refresh_status
- def refresh_status
- refresh_status_ve_active_time_battle
- @skill_window.refresh if @skill_window.active
- @item_window.refresh if @item_window.active
- end
- #--------------------------------------------------------------------------
- # * New method: update_close_command_window
- #--------------------------------------------------------------------------
- def update_close_command_window
- @close_command_wait -= 1
- if @close_command_wait == 0 && @close_command_window
- @actor_command_window.close
- @close_command_window = false
- end
- end
- #--------------------------------------------------------------------------
- # * New method: update_active_windows
- #--------------------------------------------------------------------------
- def update_active_windows
- @enemy_window.hide if @enemy_window.active && @enemy_window.item_max == 0
- @actor_window.hide if @actor_window.active && @actor_window.item_max == 0
- close_command_windows
- end
- #--------------------------------------------------------------------------
- # * New method: close_command_windows
- #--------------------------------------------------------------------------
- def close_command_windows
- return if !BattleManager.actor || BattleManager.actor.inputable?
- on_enemy_cancel if @enemy_window.active
- on_actor_cancel if @actor_window.active
- on_skill_cancel if @skill_window.active
- on_item_cancel if @item_window.active
- @actor_command_window.close.deactivate
- @skill_window.deactivate
- @item_window.deactivate
- @actor_window.deactivate
- @enemy_window.deactivate
- BattleManager.clear_actor
- next_command
- end
- #--------------------------------------------------------------------------
- # * New method: create_escape_window
- #--------------------------------------------------------------------------
- def create_escape_window
- @escape_window = Window_Help.new(1)
- @escape_window.openness = 0
- end
- #--------------------------------------------------------------------------
- # * New method: update_escape_window
- #--------------------------------------------------------------------------
- def update_escape_window
- escaping = BattleManager.escaping?
- open_escape_window if escaping && @escape_window.openness == 0
- @escape_window.close if !escaping && @escape_window.openness != 0
- end
- #--------------------------------------------------------------------------
- # * New method: open_escape_window
- #--------------------------------------------------------------------------
- def open_escape_window
- return if BattleManager.can_escape? && !VE_ATB_ESCAPE_TEXT
- txt = BattleManager.can_escape? ? Vocab::VE_Escaping : Vocab::VE_CantEscape
- @escape_window.set_text(txt)
- @escape_window.open
- end
- #--------------------------------------------------------------------------
- # * New method: on_turn_end
- #--------------------------------------------------------------------------
- def on_turn_end
- end
- #--------------------------------------------------------------------------
- # * New method: close_windows
- #--------------------------------------------------------------------------
- def close_windows
- if $game_message.busy? && !@status_window.close?
- command_windows.each {|window| window.hidden ||= window.open? }
- @help_window.close
- @item_window.close
- @skill_window.close
- @actor_window.close
- @enemy_window.close
- end
- end
- #--------------------------------------------------------------------------
- # * New method: open_windows
- #--------------------------------------------------------------------------
- def open_windows
- command_windows.each do |window|
- window.open if window.hidden
- window.hidden = false
- end
- end
- #--------------------------------------------------------------------------
- # * New method: command_windows
- #--------------------------------------------------------------------------
- def command_windows
- [@party_command_window, @actor_command_window, @help_window, @skill_window,
- @item_window, @actor_window, @enemy_window, @status_window]
- end
- #--------------------------------------------------------------------------
- # * New method: battle_start_open_window
- #--------------------------------------------------------------------------
- def battle_start_open_window
- unless scene_changing?
- refresh_status
- @status_window.unselect
- @status_window.open
- end
- end
- #--------------------------------------------------------------------------
- # * New method: open_party_command_selection
- #--------------------------------------------------------------------------
- def open_party_command_selection
- return if scene_changing? || VE_ATB_ESCAPE_TYPE != :party
- BattleManager.delete_input(BattleManager.actor)
- refresh_status
- @status_window.unselect
- @status_window.open
- @actor_command_window.close.deactivate
- @party_command_window.setup
- end
- #--------------------------------------------------------------------------
- # * New method: wait_action?
- #--------------------------------------------------------------------------
- def wait_action?
- VE_ATB_WAIT_ACTION
- end
- #--------------------------------------------------------------------------
- # * New method: full_wait?
- #--------------------------------------------------------------------------
- def full_wait?
- $game_system.wait_mode == :full_wait && windows_active?(true)
- end
- #--------------------------------------------------------------------------
- # * New method: semi_wait?
- #--------------------------------------------------------------------------
- def semi_wait?
- $game_system.wait_mode == :semi_wait && windows_active?(false)
- end
- #--------------------------------------------------------------------------
- # * New method: party_window?
- #--------------------------------------------------------------------------
- def party_window?
- @party_command_window.active
- end
- #--------------------------------------------------------------------------
- # * New method: windows_active?
- #--------------------------------------------------------------------------
- def windows_active?(command = true)
- (command && @actor_command_window.active) || @skill_window.active ||
- @item_window.active || @actor_window.active || @enemy_window.active
- end
- #--------------------------------------------------------------------------
- # * New method: turn_ending
- #--------------------------------------------------------------------------
- def turn_ending
- BattleManager.turn_end
- process_event
- BattleManager.turn_phase
- end
- #--------------------------------------------------------------------------
- # * New method: right_status_window
- #--------------------------------------------------------------------------
- def right_status_window
- 256 - (Graphics.width - @status_window.width)
- end
- #--------------------------------------------------------------------------
- # * New method: center_status_window
- #--------------------------------------------------------------------------
- def center_status_window
- 128 - (Graphics.width - @status_window.width) / 2
- end
- #--------------------------------------------------------------------------
- # * New method: right_info_viewport
- #--------------------------------------------------------------------------
- def right_info_viewport
- !@party_command_window.active && windows_active? && @move_info_wait < 0
- end
- #--------------------------------------------------------------------------
- # * New method: center_info_viewport
- #--------------------------------------------------------------------------
- def center_info_viewport
- !@party_command_window.active && !windows_active? && @move_info_wait < 0
- end
- end
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