#==============================================================================
# ■ Sprite_Back_Picture
#------------------------------------------------------------------------------
# ダメージ表示のスプライトです。
#==============================================================================
class Sprite_Damage < Sprite
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :action_end # POP終了フラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport = nil, battler)
super(viewport)
@battler = battler
@time = 0
return @action_end = true if !@battler
@direction = -1
@direction *= -1 if @battler.actor?
@direction *= -1 if $sv_camera.mirror
set_state
set_damage
update
end
#--------------------------------------------------------------------------
# ● ステート表示
#--------------------------------------------------------------------------
def set_state
return if !N03::STATE_POP
states = @battler.result.added_state_objects
states.delete($data_states[@battler.death_state_id]) if @battler.result.hp_damage != 0
return if states == []
return if @battler.sv.add_state == @battler.result.added_state_objects
@battler.sv.add_state = states.dup
@st = []
@st_base = []
for i in 0...states.size
@st = Sprite.new
bitmap_state(@st, states)
@st_base = []
@st_base[0] = @direction * (-20 + 5 * i) + @battler.sv.x / 100
@st_base[1] = -40 - @state_height * i + (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.oy_adjust)/ 100
@st.z = 1000 + i
@st.opacity = 0
end
@time = @pop_time = 80
end
#--------------------------------------------------------------------------
# ● ステート画像
#--------------------------------------------------------------------------
def bitmap_state(state, state_object)
name = state_object.name
state.bitmap = Cache.system("Iconset").dup
state.src_rect.set(state_object.icon_index % 16 * 24, state_object.icon_index / 16 * 24, 24, 24)
@state_height = 24
end
#--------------------------------------------------------------------------
# ● ダメージ表示
#--------------------------------------------------------------------------
def hit_count
for i in [email protected]
if @battler.sv.hit == nil
@hit = i
return @battler.sv.hit = @hit
end
end
@hit = @battler.sv.hit.size
@battler.sv.hit.push(@hit)
end
#--------------------------------------------------------------------------
# ● ダメージ表示
#--------------------------------------------------------------------------
def set_damage
return @action_end = true if !N03::DAMAGE_POP
hp_damage = nil
mp_damage = nil
tp_damage = nil
hp_damage = @battler.result.hp_damage if @battler.result.hp_damage != 0
hp_damage = @battler.result.hp_drain if @battler.result.hp_drain != 0
mp_damage = @battler.result.mp_damage if @battler.result.mp_damage != 0
mp_damage = @battler.result.mp_drain if @battler.result.mp_drain != 0
tp_damage = @battler.result.tp_damage if @battler.result.tp_damage != 0
dam_arr = [hp_damage, mp_damage, tp_damage]
if dam_arr.compact.size == 0 || !dam_arr.compact.any? { |x| x != 0 }
@action_end = true if @st == nil
return # ステートだけPOPする設定を考慮して@action_endは返さない
end
hit_count
cou = 0
dam_arr.each_with_index { |damage, index|
next if damage.nil?
next unless damage != 0
file = N03::DAMAGE_PLUS if damage > 0
file = N03::DAMAGE_MINUS if damage < 0
#--------------------------------------#
# Start toggle showing HP/MP/TP images.#
#--------------------------------------#
if N03::SHOW_MP_IMAGE == true
add_file = N03::DAMAGE_MP if index == 1
end
if N03::SHOW_TP_IMAGE == true
add_file = N03::DAMAGE_TP if index == 2
end
if N03::SHOW_HP_IMAGE == true
add_file = N03::DAMAGE_HP if index == 0
end
#--------------------------------------#
# End toggle showing HP/MP/TP images. #
#--------------------------------------#
adjust_x = N03::DAMAGE_ADJUST
@num ||= []
@num_base ||= []
damage = damage.abs
max_num = damage.to_s.size
max_num += 1 if add_file != nil
for i in 0...max_num
ri = @num.size
@num[ri] = Sprite.new
if add_file != nil && i == max_num - 1
@num[ri].bitmap = Cache.system(add_file)
cw = (damage % (10 * 10 ** i))/(10 ** i)
sw = 0 if sw == nil
else
@num[ri].bitmap = Cache.system(file)
cw = (damage % (10 * 10 ** i))/(10 ** i)
sw = @num[ri].bitmap.width / 10
@num[ri].src_rect.set(cw * sw, 0, sw, @num[ri].bitmap.height)
end
@num_base[ri] = []
@num_base[ri][0] = (sw + adjust_x) * i * -1 + (@battler.sv.x / 100)
@num_base[ri][1] = -(@num[ri].bitmap.height / 3) - i * 2 - @hit * 2 - cou * @num[ri].bitmap.height + (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.oy_adjust)/ 100
@num_base[ri][0] -= @num[ri].bitmap.width / 2 - adjust_x if add_file != nil && i == max_num - 1
@num[ri].z = 1000 + i + @hit * 10
end
cou += 1
}
@time = @pop_time = 80
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
return if @time == 0
for i in [email protected] do update_state_move(@st, i) end if @st != nil
for i in [email protected] do update_num_move(@num, i) end if @num != nil
@time -= 1
@action_end = true if @time == 0
end
#--------------------------------------------------------------------------
# ● ステート画像の更新
#--------------------------------------------------------------------------
def update_state_move(state, index)
min = @pop_time - index * 2
case @time
when min-15..min
@st_base[index][0] += @direction
state.opacity += 25
when min-80..min-50
@st_base[index][0] += @direction
state.opacity -= 25
end
state.x = (@st_base[index][0] - $sv_camera.x) * $sv_camera.zoom
state.y = (@st_base[index][1] - $sv_camera.y) * $sv_camera.zoom
end
#--------------------------------------------------------------------------
# ● 数値の更新
#--------------------------------------------------------------------------
def update_num_move(num, index)
min = @pop_time - index * 2
case @time
when min-1..min
@num_base[index][0] += @direction * @hit
@num_base[index][1] -= 5 + @hit * 2
when min-3..min-2
@num_base[index][0] += @direction * @hit
@num_base[index][1] -= 4 + @hit * 2
when min-6..min-4
@num_base[index][0] += @direction
@num_base[index][1] -= 3 + @hit * 2
when min-14..min-7
@num_base[index][0] += @direction
@num_base[index][1] += 2
when min-17..min-15
@num_base[index][1] -= 2 + @hit * 2
when min-23..min-18
@num_base[index][1] += 1
when min-27..min-24
@num_base[index][1] -= 1
when min-30..min-28
@num_base[index][1] += 1
when min-33..min-31
@num_base[index][1] -= 1
when min-36..min-34
@num_base[index][1] += 1
end
num.x = (@num_base[index][0] - $sv_camera.x) * $sv_camera.zoom
num.y = (@num_base[index][1] - $sv_camera.y) * $sv_camera.zoom
num.opacity = 256 - (12 - @time) * 32
num.visible = false if @time == 0
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
@battler.sv.hit[@hit] = nil if @hit
bitmap.dispose if bitmap
for i in [email protected] do @num.dispose end if @num != nil
for i in [email protected] do @st.dispose end if @st != nil
super
end
end
#==============================================================================
# ■ Spriteset_Sideview
#------------------------------------------------------------------------------
# サイドビュー独自のスプライトをまとめたクラスです。
#==============================================================================
class Spriteset_Sideview
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
@weapons = []
@pictures = []
@back_pic = []
@damage = []
$sv_camera.setup
N03.camera(nil, N03::BATTLE_CAMERA["回合前镜头"].dup)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_battler_data
update_damage
update_pictures
update_back_pic
update_weapons
end
#--------------------------------------------------------------------------
# ● バトラーデータの更新
#--------------------------------------------------------------------------
def update_battler_data
for battler in $game_party.battle_members + $game_troop.members
weapon_end(battler) if battler.sv.weapon_end
next if battler.sv.effect_data == []
for effect_data in battler.sv.effect_data do set_effects(battler, effect_data) end
end
end
#--------------------------------------------------------------------------
# ● ダメージ画像の更新
#--------------------------------------------------------------------------
def update_damage
for i in [email protected]
next if @damage == nil
@damage.update if @damage != nil
next if !@damage.action_end
@damage.dispose
@damage = nil
end
end
#--------------------------------------------------------------------------
# ● ピクチャアクションの更新
#--------------------------------------------------------------------------
def update_pictures
for i in [email protected]
next if @pictures == nil
@pictures.update if @pictures != nil
next if !@pictures.action_end
@pictures.dispose
@pictures = nil
end
end
#--------------------------------------------------------------------------
# ● 周期ピクチャの更新
#--------------------------------------------------------------------------
def update_back_pic
set_back_pic if $sv_camera.program_picture != []
for i in 0...@back_pic.size
next if @back_pic == nil
@back_pic.update if @back_pic != nil
next if !@back_pic.action_end
@back_pic.dispose
@back_pic = nil
end
end
#--------------------------------------------------------------------------
# ● 武器アクションの更新
#--------------------------------------------------------------------------
def update_weapons
for i in [email protected]
next if @weapons == nil
@weapons.update if @weapons != nil
next if !@weapons.action_end
@weapons.dispose
@weapons = nil
end
end
#--------------------------------------------------------------------------
# ● ダメージ実行
#--------------------------------------------------------------------------
def set_damage_pop(target)
for i in [email protected]
next if @damage[1] != nil
return @damage[1] = Sprite_Damage.new(@viewport, target)
end
@damage.push(Sprite_Damage.new(@viewport, target))
end
#--------------------------------------------------------------------------
# ● 周期ピクチャ実行
#--------------------------------------------------------------------------
def set_back_pic
for data in $sv_camera.program_picture
if @back_pic[data[2]] != nil
@back_pic[data[2]].dispose
@back_pic[data[2]] = nil
end
@back_pic[data[2]] = Sprite_Back_Picture.new(@viewport, data[2])
@back_pic[data[2]].setup(data)
end
$sv_camera.program_picture = []
end
#--------------------------------------------------------------------------
# ● エフェクト開始
#--------------------------------------------------------------------------
def set_effects(battler, effect_data)
case effect_data[0]
when "pic" ; set_pictures(battler, effect_data)
when "wp" ; set_weapons(battler, true)
when "m_a" ; set_weapons(battler, false)
end
end
#--------------------------------------------------------------------------
# ● ピクチャアクション実行
#--------------------------------------------------------------------------
def set_pictures(battler, effect_data)
@pictures[effect_data[1]] = Sprite_Battle_Picture.new if @pictures[effect_data[1]] == nil
@pictures[effect_data[1]].set(battler)
end
#--------------------------------------------------------------------------
# ● 武器アクション実行
#--------------------------------------------------------------------------
def set_weapons(battler, weapon_flag, test = true)
for i in [email protected]
next if @weapons != nil
@weapons = Sprite_Weapon.new(@viewport, i, battler)
battler.sv.weapon_index.push(i) if weapon_flag
return i
end
@weapons.push(Sprite_Weapon.new(@viewport, @weapons.size, battler))
battler.sv.weapon_index.push(@weapons.size - 1) if weapon_flag
return @weapons.size - 1
end
#--------------------------------------------------------------------------
# ● バトラーの武器アクション終了
#--------------------------------------------------------------------------
def weapon_end(battler)
battler.sv.weapon_end = false
for index in battler.sv.weapon_index
weapon_index = battler.sv.weapon_index.shift
@weapons[weapon_index].dispose if @weapons[weapon_index] != nil
@weapons[weapon_index] = nil
end
battler.sv.weapon_index.compact!
end
#--------------------------------------------------------------------------
# ● ヒット時の戦闘アニメ実行
#--------------------------------------------------------------------------
def set_hit_animation(battler, weapon_index, hit_targets, miss)
weapon = @weapons[weapon_index]
for target in hit_targets
next @weapons[@hit_index].timing_battler_set(target) if @hit_index != nil
@hit_index = set_weapons(battler, false, false)
@weapons[@hit_index].set_hit_animation(weapon.hit_position, weapon.hit_anime_id, target)
end
@hit_index = nil
if !weapon.through && !miss
@weapons[weapon_index].dispose
@weapons[weapon_index] = nil
else
@weapons[weapon_index].through_change
end
end
#--------------------------------------------------------------------------
# ● サイドビューデータの初期化
#--------------------------------------------------------------------------
def reset_sideview
$sv_camera.reset
for member in $game_troop.members + $game_party.battle_members do member.sv.reset end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
dispose_effects(@weapons)
dispose_effects(@pictures)
dispose_effects(@back_pic)
dispose_effects(@damage)
reset_sideview
end
#--------------------------------------------------------------------------
# ● エフェクト画像の解放
#--------------------------------------------------------------------------
def dispose_effects(effects)
for i in 0...effects.size
effects.dispose if effects != nil
effects = nil
end
end
end
#==============================================================================
# ■ Sprite_Battle_Back
#------------------------------------------------------------------------------
# 戦闘背景用のスプライトです。
#==============================================================================
class Sprite_Battle_Back < Plane
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport = nil, index, battleback_name)
super(viewport)
@index = index
if @index == 1
data = N03::FLOOR1_DATA[battleback_name]
data = N03::FLOOR1_DATA["默认Battlebacks1"] if data == nil
elsif @index == 2
data = N03::FLOOR2_DATA[battleback_name]
data = N03::FLOOR2_DATA["默认Battlebacks2"] if data == nil
end
data = data.dup
@adjust_position = data[0]
@zoom_x = data[1][0] / 100.0
@zoom_y = data[1][1] / 100.0
@shake_on = data[2]
$game_switches[data[3]] = true if data[3] > 0
$sv_camera.switches[data[3].abs] = true if data[3] < 0
reset_scroll
reset_back_data(battleback_name)
end
#--------------------------------------------------------------------------
# ● 背景スクロールを初期化
#--------------------------------------------------------------------------
def reset_scroll
@scroll_x = 0
@scroll_y = 0
@move_x = 0
@move_y = 0
end
#--------------------------------------------------------------------------
# ● 背景データを初期化
#--------------------------------------------------------------------------
def reset_back_data(battleback_name)
@back_data = []
@active_data = ["scroll",0, @move_x, @move_y, false, battleback_name,""]
start_back_data(@active_data)
end
#--------------------------------------------------------------------------
# ● 背景画像のセッティング
#--------------------------------------------------------------------------
def set_graphics(new_bitmap)
self.bitmap = new_bitmap
@base_x = (self.bitmap.width * @zoom_x - Graphics.width) / 2 + @adjust_position[0]
@base_y = (self.bitmap.height * @zoom_y - Graphics.height) / 2 + @adjust_position[1]
# 限界座標を取得
max_top = 0
max_bottom = self.bitmap.height * @zoom_y - Graphics.height
max_left = 0
max_right = self.bitmap.width * @zoom_x - Graphics.width
exist = true
exist = false if self.bitmap.height == 32 && self.bitmap.width == 32
$sv_camera.setting(@index, [max_top, max_bottom, max_left, max_right, @base_x, @base_y,exist])
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
return if !bitmap
update_back_data
update_scroll unless @move_x == 0 && @move_y == 0
update_color
update_position
update_back_adjust if @bt_back != nil
create_back_adjust if @bt_back == nil && !@active_data[10] && @scroll_x == 0 && @scroll_y == 0
end
#--------------------------------------------------------------------------
# ● 背景データを更新
#--------------------------------------------------------------------------
def update_back_data
delete = true if @active_data[1] > 0 && !$game_switches[@active_data[1]]
delete = true if @active_data[1] < 0 && !$sv_camera.switches[@active_data[1].abs]
return if !delete
for i in 0...@back_data.size
@back_data = nil if @back_data[1] > 0 && !$game_switches[@back_data[1]]
@back_data = nil if @back_data[1] < 0 && !$sv_camera.switches[@back_data[1].abs]
end
@back_data.compact!
next_back_data
end
#--------------------------------------------------------------------------
# ● 次の背景データをセット
#--------------------------------------------------------------------------
def next_back_data
@back_data.delete(@active_data[11]) if @active_data[11] != nil
@back_data.push(@active_data[11]) if @active_data[11] != nil
@active_data = nil
data = @back_data.pop
@back_data = [@active_data] if @back_data.size == 0
start_back_data(data)
end
#--------------------------------------------------------------------------
# ● 背景データを実行
#--------------------------------------------------------------------------
def start_back_data(data)
return if back_data_remain(data)
bt_back_dispose
pre_active_data = @active_data
@active_data[8] = [@back_name, @move_x, @move_y, @scroll_x, @scroll_y] if @active_data != nil
@back_data.push(@active_data) if @active_data != nil
@active_data = data.dup
@active_data[5] = @back_name if @active_data[5] == ""
@active_data[9] = set_back_adjust if @active_data[9] == nil
back_data_scroll_on if @active_data[8] == nil && @active_data[9][0] == false
set_remain_back_data if @active_data[8] != nil
create_back(@active_data[5]) if @active_data[9][0] == false
create_back_adjust if @active_data[10]
@active_data[11] = pre_active_data if pre_active_data && @active_data[7] == false
end
#--------------------------------------------------------------------------
# ● 背景データの保留
#--------------------------------------------------------------------------
def back_data_remain(data)
remain = false
remain = true if data[6] != "" && @active_data != nil && @active_data[9] != nil && @active_data[9][0] != false
remain = true if @active_data != nil && @active_data[7] == false
return remain if !remain
@remain = true
@back_data.push(data)
return remain
end
#--------------------------------------------------------------------------
# ● 背景変更補正データをセット
#--------------------------------------------------------------------------
def set_back_adjust
bt_adjust = []
sign = -1
if @active_data[6] == ""
reset_scroll if @active_data[3][0] == 0 && @active_data[3][1] == 0
bt_adjust = [false,false,0,0]
return bt_adjust
elsif @move_x != 0 or @active_data[3][0] != 0
sign = 1 if @move_x < 0
bt_adjust[0] = [self.bitmap.width * @zoom_x * sign, 0]
bt_adjust[1] = [self.bitmap.width * @zoom_x * sign * 2, 0]
elsif @move_y != 0 or @active_data[3][1] != 0
sign = 1 if @move_y < 0
bt_adjust[0] = [0, self.bitmap.height * @zoom_y * sign]
bt_adjust[1] = [0, self.bitmap.height * @zoom_y * sign * 2]
else
reset_scroll if @active_data[3][0] == 0 && @active_data[3][1] == 0
bt_adjust = [false,false,0,0]
return bt_adjust
end
bt_adjust[2] = [bt_adjust[0][0], bt_adjust[0][1]]
return bt_adjust
end
#--------------------------------------------------------------------------
# ● 背景スクロールデータを実行
#--------------------------------------------------------------------------
def back_data_scroll_on
mirror = $sv_camera.mirror
mirror = false if !@active_data[4]
@move_x = @active_data[3][0]
@move_x *= -1 if mirror
@move_y = @active_data[3][1]
end
#--------------------------------------------------------------------------
# ● 保持している背景データを実行
#--------------------------------------------------------------------------
def set_remain_back_data
return back_data_scroll_on if @move_x != 0 or @move_y != 0
create_back(@active_data[8][0])
@move_x = @active_data[8][1]
@move_y = @active_data[8][2]
@scroll_x = @active_data[8][3]
@scroll_y = @active_data[8][4]
end
#--------------------------------------------------------------------------
# ● 背景画像の作成
#--------------------------------------------------------------------------
def create_back(back_name)
return if back_name == @back_name or back_name == ""
self.bitmap = Cache.battleback1(back_name) if @index == 1
self.bitmap = Cache.battleback2(back_name) if @index == 2
@back_name = back_name
end
#--------------------------------------------------------------------------
# ● 背景変更補正画像の作成
#--------------------------------------------------------------------------
def create_back_adjust
return if @active_data[9][0] == false
@active_data[10] = true
mirror = $sv_camera.mirror
mirror = false if !@active_data[4]
@bt_back = []
@bt_back[0] = Sprite.new(viewport)
@bt_back[0].bitmap = Cache.battleback1(@active_data[6]) if @index == 1
@bt_back[0].bitmap = Cache.battleback2(@active_data[6]) if @index == 2
@bt_back[0].mirror = mirror
@bt_back[1] = Sprite.new(viewport)
@bt_back[1].bitmap = Cache.battleback1(@active_data[5]) if @index == 1
@bt_back[1].bitmap = Cache.battleback2(@active_data[5]) if @index == 2
@bt_back[1].mirror = mirror
end
#--------------------------------------------------------------------------
# ● 背景スクロールの更新
#--------------------------------------------------------------------------
def update_scroll
@scroll_x += @move_x
@scroll_y += @move_y
@scroll_x = 0 if @scroll_x / 100 >= self.bitmap.width * @zoom_x or @scroll_x / 100 <= -self.bitmap.width * @zoom_x
@scroll_y = 0 if @scroll_y / 100 >= self.bitmap.height * @zoom_y or @scroll_y / 100 <= -self.bitmap.height * @zoom_y
end
#--------------------------------------------------------------------------
# ● 色調変更の更新
#--------------------------------------------------------------------------
def update_color
color_set if $sv_camera.color_set[@index] != nil
return if @color_data == nil
@color_data[4] -= 1
if @color_data[4] == 0 && @color_data[5] != 0
@color_data[4] = @color_data[5]
@color_data[5] = 0
@color_data[6] = [0,0,0,0]
elsif @color_data[4] == 0
@remain_color_data = @color_data
return @color_data = nil
end
for i in 0..3
@color_data = (@color_data * (@color_data[4] - 1) + @color_data[6]) / @color_data[4]
end
self.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3])
end
#--------------------------------------------------------------------------
# ● 座標の更新
#--------------------------------------------------------------------------
def update_position
self.ox = $sv_camera.x + @base_x - @scroll_x / 100
self.oy = $sv_camera.y + @base_y - @scroll_y / 100
self.ox -= $sv_camera.sx / 100 if @shake_on
self.oy -= $sv_camera.sy / 100 if @shake_on
self.zoom_x = @zoom_x * $sv_camera.zoom
self.zoom_y = @zoom_y * $sv_camera.zoom
self.ox *= $sv_camera.zoom
self.oy *= $sv_camera.zoom
self.z = @index * 10
end
#--------------------------------------------------------------------------
# ● 背景変更補正画像を更新
#--------------------------------------------------------------------------
def update_back_adjust
@active_data[9][0][0] = 0 if @scroll_x == 0
@active_data[9][0][1] = 0 if @scroll_y == 0
@active_data[9][1][0] -= @active_data[9][2][0] if @scroll_x == 0
@active_data[9][1][1] -= @active_data[9][2][1] if @scroll_y == 0
for i in 0...@bt_back.size
@bt_back.x = -self.ox + @active_data[9][0] * $sv_camera.zoom
@bt_back.y = -self.oy + @active_data[9][1] * $sv_camera.zoom
@bt_back.zoom_x = self.zoom_x
@bt_back.zoom_y = self.zoom_y
@bt_back.z = self.z + 1
@bt_back.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
back_data_scroll_on if @active_data[9][0][0] == 0 && @active_data[9][0][1] == 0
return unless @active_data[9][1][0] == 0 && @active_data[9][1][1] == 0
bt_back_dispose
create_back(@active_data[5])
@active_data[9][0] = false
next_back_data if @remain && @back_data.size != 1
@remain = false
end
#--------------------------------------------------------------------------
# ● 色調変更
#--------------------------------------------------------------------------
def color_set
set = $sv_camera.color_set[@index]
$sv_camera.color_set[@index] = nil
set[4] = 1 if set[4] == 0
@remain_color_data = [0,0,0,0] if @remain_color_data == nil
@color_data = @remain_color_data
@color_data[4] = set[4]
@color_data[5] = set[5]
@color_data[6] = set
end
#--------------------------------------------------------------------------
# ● 背景変更補正画像の解放
#--------------------------------------------------------------------------
def bt_back_dispose
for i in 0...@bt_back.size do @bt_back.dispose end if @bt_back != nil
@bt_back = nil
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
bt_back_dispose
super
end
end
#==============================================================================
# ■ Battle_Camera
#------------------------------------------------------------------------------
# 戦闘カメラやバトルプログラムを扱うクラスです。
#==============================================================================
class Battle_Camera
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :sx # シェイクX座標
attr_reader :sy # シェイクY座標
attr_reader :max_top # 上限界座標
attr_reader :max_bottom # 下限界座標
attr_reader :max_left # 左限界座標
attr_reader :max_right # 右限界座標
attr_accessor :switches # サイドビュー専用スイッチ
attr_accessor :color_set # 色調変更データ
attr_accessor :wait # 戦闘シーンの強制ウエイト
attr_accessor :win_wait # 戦闘勝利前のウエイト
attr_accessor :mirror # 画面反転フラグ
attr_accessor :program_scroll # バトルプログラム 背景の自動スクロール
attr_accessor :program_picture # バトルプログラム 周期ピクチャ
attr_accessor :event # コモンイベント呼び出し
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
@switches = []
@max_data = []
@color_set = []
@wait = 0
@win_wait = false
@mirror = false
@event = false
setup
end
#--------------------------------------------------------------------------
# ● カメラX座標
#--------------------------------------------------------------------------
def x
return @x / 100
end
#--------------------------------------------------------------------------
# ● カメラY座標
#--------------------------------------------------------------------------
def y
return @y / 100
end
#--------------------------------------------------------------------------
# ● ズーム率
#--------------------------------------------------------------------------
def zoom
return @zoom * 0.001
end
#--------------------------------------------------------------------------
# ● ズーム率による座標変換
#--------------------------------------------------------------------------
def convert
return @zoom
end
#--------------------------------------------------------------------------
# ● カメラセットアップ
#--------------------------------------------------------------------------
def setup
@x = 0
@y = 0
@sx = 0
@sy = 0
@zoom = 1000
@time = 0
@shake_time = 0
program_setup
end
#--------------------------------------------------------------------------
# ● カメラ初期化
#--------------------------------------------------------------------------
def reset
@switches = []
@max_data = []
@color_set = []
@wait = 0
@win_wait = false
@mirror = false
program_setup(false)
end
#--------------------------------------------------------------------------
# ● バトルプログラムのセットアップ
#--------------------------------------------------------------------------
def program_setup(check = true)
@played_program = []
@program_switch = []
@program_sound = []
@program_scroll = []
@program_se = []
@program_shake = []
@program_color = []
@program_picture = []
@program_base = N03::BATTLE_PROGRAM.values.dup
program_check if check
end
#--------------------------------------------------------------------------
# ● バトルプログラムのチェック
#--------------------------------------------------------------------------
def program_check
for data in @program_base
if program_start?(data) && !@played_program.include?(data)
@played_program.push(data.dup)
@program_scroll.push(data.dup) if data[0] == "scroll"
@program_picture.push(data.dup) if data[0] == "kpic"
start_sound(data.dup) if data[0] == "sound"
start_program_switch(data.dup) if data[0] == "switch"
start_program_se(data.dup) if data[0] == "keep_se"
start_program_shake(data.dup) if data[0] == "keep_sk"
start_program_color(data.dup) if data[0] == "keep_c"
else
@played_program.delete(data) if !program_start?(data)
@program_scroll.delete(data) if data[0] == "scroll"
@program_picture.delete(data) if data[0] == "kpic"
@program_switch.delete(data) if data[0] == "switch"
@program_sound.delete(data) if data[0] == "sound"
@program_se.delete(data) if data[0] == "keep_se"
@program_shake.delete(data) if data[0] == "keep_sk"
@program_color.delete(data) if data[0] == "keep_c"
end
end
end
#--------------------------------------------------------------------------
# ● バトルプログラムの開始
#--------------------------------------------------------------------------
def program_start?(data)
start = false
start = true if $game_switches[data[1].abs] && data[1] > 0
start = true if @switches[data[1].abs] && data[1] < 0
return start
end
#--------------------------------------------------------------------------
# ● バトルプログラム スイッチ操作の開始
#--------------------------------------------------------------------------
def start_program_switch(data)
data[4] = data[4] + rand(data[5] + 1)
data[4] = 1 if data[4] <= 0
@program_switch.push(data)
end
#--------------------------------------------------------------------------
# ● スイッチ操作の更新
#--------------------------------------------------------------------------
def update_program_switch
for data in @program_switch
data[4] -= 1
next @program_switch.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_switch.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[4] != 0
for id in data[2]
$game_switches[id] = true if id > 0
@switches[id.abs] = true if id < 0
end
for id in data[3]
$game_switches[id] = false if id > 0
@switches[id.abs] = false if id < 0
end
@program_switch.delete(data)
program_check
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム BGM/BGSの開始
#--------------------------------------------------------------------------
def start_sound(data)
@program_sound.push(data)
name = data[5]
case data[2]
when "se"
Audio.se_play("Audio/SE/" + name, data[4], data[3])
when "bgm"
name = RPG::BGM.last.name if data[5] == ""
Audio.bgm_play("Audio/BGM/" + name, data[4], data[3])
when "bgs"
name = RPG::BGS.last.name if data[5] == ""
Audio.bgs_play("Audio/BGS/" + name, data[4], data[3])
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム 周期SEの開始
#--------------------------------------------------------------------------
def start_program_se(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
@program_se.push(data)
Audio.se_play("Audio/SE/" + data[7], data[5], data[4]) if data[6]
end
#--------------------------------------------------------------------------
# ● 周期SEの更新
#--------------------------------------------------------------------------
def update_program_se
for data in @program_se
data[2] -= 1
next @program_se.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_se.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
Audio.se_play("Audio/SE/" + data[7], data[5], data[4])
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム 周期シェイクの開始
#--------------------------------------------------------------------------
def start_program_shake(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
@program_shake.push(data)
shake(data[4], data[5], data[6]) if data[7]
end
#--------------------------------------------------------------------------
# ● 周期シェイクの更新
#--------------------------------------------------------------------------
def update_program_shake
for data in @program_shake
data[2] -= 1
next @program_shake.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_shake.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
shake(data[4], data[5], data[6])
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● バトルプログラム 周期色調変更の開始
#--------------------------------------------------------------------------
def start_program_color(data)
data[3] = [data[2], data[3]]
data[2] = data[3][0] + rand(data[3][1] + 1)
data[7] = true if data[4] == 0 or data[4] == 4
case data[4]
when 1 ;data[4] = $game_troop.members
when 2 ;data[4] = $game_party.battle_members
when 3,4 ;data[4] = $game_troop.members + $game_party.battle_members
else ;data[4] = []
end
@program_color.push(data)
return if !data[6]
for target in data[4] do target.sv.color_set = data[5] end if data[4] != []
@color_set[1] = data[5] if data[7]
@color_set[2] = data[5] if data[7]
end
#--------------------------------------------------------------------------
# ● 周期色調変更の更新
#--------------------------------------------------------------------------
def update_program_color
for data in @program_color
data[2] -= 1
next @program_color.delete(data) if data[1] > 0 && !$game_switches[data[1]]
next @program_color.delete(data) if data[1] < 0 && !@switches[data[1].abs]
next if data[2] != 0
for target in data[4] do target.sv.color_set = data[5] end if data[4] != []
@color_set[1] = data[5] if data[7]
@color_set[2] = data[5] if data[7]
data[2] = data[3][0] + rand(data[3][1] + 1)
end
end
#--------------------------------------------------------------------------
# ● トランジション実行
#--------------------------------------------------------------------------
def perform_transition(data)
Graphics.transition(data[2], "Graphics/Pictures/" + data[3], data[1])
end
#--------------------------------------------------------------------------
# ● 背景からカメラの限界値を取得 data = [max_top, max_bottom, max_left, max_right]
#--------------------------------------------------------------------------
def setting(index, data)
@max_data[index - 1] = data
return if index != 2
setup
# カメラの中心座標
@center_x = (Graphics.width / 2 + N03::CAMERA_POSITION[0]) * 100
@center_y = (Graphics.height / 2 + N03::CAMERA_POSITION[1]) * 100
# 上下左右の移動限界距離
@max_top = [@max_data[0][5], @max_data[1][5]].min * -1
@max_bottom = [@max_data[0][1], @max_data[1][1]].min + @max_top
@max_left = [@max_data[0][4], @max_data[1][4]].min * -1
@max_right = [@max_data[0][3], @max_data[1][3]].min + @max_left
exist_data = @max_data[0] if !@max_data[1][6]
exist_data = @max_data[1] if !@max_data[0][6]
@max_top = exist_data[5] * -1 if exist_data != nil
@max_bottom = exist_data[1] + @max_top if exist_data != nil
@max_left = exist_data[4] * -1 if exist_data != nil
@max_right = exist_data[3] + @max_left if exist_data != nil
@max_top = @max_bottom = @max_left = @max_right = 0 if !@max_data[1][6] && !@max_data[0][6]
@max_width = @max_right - @max_left + Graphics.width
@max_height = @max_bottom - @max_top + Graphics.height
# ズームアウト限界値
max_zoom_x = 100 * Graphics.width / @max_width
max_zoom_y = 100 * Graphics.height / @max_height
@max_zoom_out = [max_zoom_x, max_zoom_y].max
end
#--------------------------------------------------------------------------
# ● カメラ移動
#--------------------------------------------------------------------------
def move(target_x, target_y, zoom, time, screen = true)
# 戦闘背景以上のサイズまでズームアウトしないよう調整
@target_zoom = [zoom * 0.01, @max_zoom_out * 0.01].max
target_x *= -1 if screen && @mirror
# ズーム分の中心座標補正
if screen && @target_zoom != 1
target_x = target_x + @center_x
target_y = target_y + @center_y
end
adjust_x = @center_x * (@target_zoom - 1) / (@target_zoom ** 2 - @target_zoom)
adjust_y = @center_y * (@target_zoom - 1) / (@target_zoom ** 2 - @target_zoom)
adjust_x = 0 if adjust_x.nan?
adjust_y = 0 if adjust_y.nan?
adjust_x = @center_x if !screen && adjust_x == 0
adjust_y = @center_y if !screen && adjust_y == 0
@target_x = target_x - adjust_x.to_i
@target_y = target_y - adjust_y.to_i
@target_zoom = (@target_zoom * 1000).to_i
@zoom = @zoom.to_i
limit_test
# 時間0の場合は即実行
return @time = time.abs if time != 0
@time = 1
update
end
#--------------------------------------------------------------------------
# ● 限界座標の試算
#--------------------------------------------------------------------------
def limit_test
new_width = @max_width * @target_zoom / 1000
new_height = @max_height * @target_zoom / 1000
new_max_right = @max_right - (@max_width - new_width)
new_max_bottom = @max_bottom - (@max_height - new_height)
# 画面の移動先が限界の場合、限界座標をセット
if @target_x < @max_left * 100
@target_x = @max_left * 100
end
if @target_x > new_max_right * 100
@target_x = new_max_right * 100
end
if @target_y < @max_top * 100
@target_y = @max_top * 100
end
if @target_y > new_max_bottom * 100
@target_y = new_max_bottom * 100
end
end
#--------------------------------------------------------------------------
# ● 画面のシェイク
#--------------------------------------------------------------------------
def shake(power, speed, time)
@shake_x = power[0] * 100
@shake_y = power[1] * 100
@power_time_base = @power_time = speed
@shake_time = time
update_shake
end
#--------------------------------------------------------------------------
# ● シェイクの更新
#--------------------------------------------------------------------------
def update_shake
@sx = (@sx * (@power_time - 1) + @shake_x) / @power_time
@sy = (@sy * (@power_time - 1) + @shake_y) / @power_time
@power_time -= 1
@shake_time -= 1
return @sx = @sy = 0 if @shake_time == 0
return if @power_time != 0
@power_time = @power_time_base
@shake_x = @shake_x * -4 / 5
@shake_y = @shake_y * -4 / 5
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_shake if @shake_time != 0
update_program
return if @time == 0
@x = (@x * (@time - 1) + @target_x) / @time
@y = (@y * (@time - 1) + @target_y) / @time
@zoom = (@zoom * (@time - 1) + @target_zoom) / @time
@time -= 1
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update_program
update_program_switch if @program_switch != []
update_program_se if @program_se != []
update_program_shake if @program_shake != []
update_program_color if @program_color != []
end
end
#==============================================================================
# ■ Scene_Battle
#------------------------------------------------------------------------------
# バトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● フレーム更新(基本)
#--------------------------------------------------------------------------
alias update_basic_scene_battle_n03 update_basic
def update_basic
update_basic_scene_battle_n03
$sv_camera.update
$sv_camera.wait = N03::TURN_END_WAIT + 1 if $sv_camera.win_wait
camera_wait
end
#--------------------------------------------------------------------------
# ● カメラウェイト
#--------------------------------------------------------------------------
def camera_wait
process_event if $sv_camera.event
$sv_camera.event = false if $sv_camera.event
while $sv_camera.wait != 0
Graphics.update
Input.update
update_all_windows
$game_timer.update
$game_troop.update
$sv_camera.update
@spriteset.update
update_info_viewport
update_message_open
$sv_camera.wait -= 1 if $sv_camera.wait > 0
$sv_camera.wait = 1 if $sv_camera.wait == 0 && @spriteset.effect?
BattleManager.victory if $sv_camera.win_wait && $sv_camera.wait == 0
end
end
#--------------------------------------------------------------------------
# ● カメラウェイトのセット
#--------------------------------------------------------------------------
def set_camera_wait(time)
$sv_camera.wait = time
camera_wait
end
#--------------------------------------------------------------------------
# ● エフェクト実行が終わるまでウェイト ★再定義
#--------------------------------------------------------------------------
def wait_for_effect
end
#--------------------------------------------------------------------------
# ● ターン開始
#--------------------------------------------------------------------------
alias turn_start_scene_battle_n03 turn_start
def turn_start
turn_start_scene_battle_n03
N03.camera(nil, N03::BATTLE_CAMERA["回合后镜头"].dup)
end
#--------------------------------------------------------------------------
# ● ターン終了
#--------------------------------------------------------------------------
alias turn_end_scene_battle_n03 turn_end
def turn_end
turn_end_scene_battle_n03
for member in $game_troop.members + $game_party.members
N03.set_damage(member, member.sv.result_damage[0],member.sv.result_damage[1])
member.sv.result_damage = [0,0]
@spriteset.set_damage_pop(member) if member.result.hp_damage != 0 or member.result.mp_damage != 0
end
set_camera_wait(N03::TURN_END_WAIT)
N03.camera(nil, N03::BATTLE_CAMERA["回合前镜头"].dup) if $game_party.inputable?
@log_window.clear
end
#--------------------------------------------------------------------------
# ● スキル/アイテムの使用 ★再定義
#--------------------------------------------------------------------------
def use_item
item = @subject.current_action.item
display_item(item)
@subject.use_item(item)
refresh_status
@targets = @subject.current_action.make_targets.compact
@targets = [@subject] if @targets.size == 0
set_substitute(item)
for time in item.repeats.times do play_sideview(@targets, item) end
end_reaction(item)
display_end_item
end
#--------------------------------------------------------------------------
# ● スキル/アイテム名の表示
#--------------------------------------------------------------------------
def display_item(item)
return @log_window.display_use_item(@subject, item) if N03::BATTLE_LOG
@log_window.off
@skill_name_window = Window_Skill_name.new(item.name) unless N03::NO_DISPLAY_SKILL_ID.include?(item.id) && item.is_a?(RPG::Skill)
end
#--------------------------------------------------------------------------
# ● スキル/アイテム名の表示終了
#--------------------------------------------------------------------------
def display_end_item
@skill_name_window.dispose if @skill_name_window != nil
@skill_name_window = nil
set_camera_wait(N03::ACTION_END_WAIT) if @subject.sv.derivation_skill_id == 0
@log_window.clear if N03::BATTLE_LOG
end
#--------------------------------------------------------------------------
# ● 反撃/魔法反射/身代わり処理
#--------------------------------------------------------------------------
def end_reaction(item)
end_substitute if @substitute != nil
set_reflection(item) if @reflection_data != nil
set_counter_attack if @counter_attacker != nil
end
#--------------------------------------------------------------------------
# ● 反撃の発動 ★再定義
#--------------------------------------------------------------------------
def invoke_counter_attack(target, item)
return if @subject.sv.counter_id != 0
@counter_attacker = [] if @counter_attacker == nil
return apply_item_effects(apply_substitute(target, item), item) if !target.movable?
@log_window.add_text(sprintf(Vocab::CounterAttack, target.name)) if N03::BATTLE_LOG
target.sv.counter_id = target.sv.counter_skill_id
@counter_attacker.push(target)
end
#--------------------------------------------------------------------------
# ● 魔法反射の発動 ★再定義
#--------------------------------------------------------------------------
def invoke_magic_reflection(target, item)
return if @subject.sv.reflection_id != 0
@log_window.add_text(sprintf(Vocab::MagicReflection, target.name)) if N03::BATTLE_LOG
target.sv.reflection_id = target.sv.reflection_anime_id
end
#--------------------------------------------------------------------------
# ● 身代わりの適用 ★再定義
#--------------------------------------------------------------------------
def apply_substitute(target, item)
return target if @substitute == nil
return target if !check_substitute(target, item)
return @substitute
end
#--------------------------------------------------------------------------
# ● 身代わりセット
#--------------------------------------------------------------------------
def set_substitute(item)
@substitute = N03.get_enemy_unit(@subject).substitute_battler
return if @substitute == nil
s_targets = []
for i in [email protected]
next if @targets == @substitute
next if !check_substitute(@targets, item)
@log_window.add_text(sprintf(Vocab::Substitute, @substitute.name, @targets.name))
@targets.sv.start_action(@targets.sv.substitute_receiver_start_action)
s_targets.push(@targets)
@targets = @substitute
end
return @substitute = nil if s_targets == []
@substitute.sv.set_target(s_targets)
@substitute.sv.start_action(@substitute.sv.substitute_start_action)
end
#--------------------------------------------------------------------------
# ● 身代わり終了
#--------------------------------------------------------------------------
def end_substitute
for member in @substitute.sv.target_battler
member.sv.start_action(member.sv.substitute_receiver_end_action)
end
@substitute.sv.start_action(@substitute.sv.substitute_end_action)
@substitute = nil
end
#--------------------------------------------------------------------------
# ● 反撃
#--------------------------------------------------------------------------
def set_counter_attack
pre_subject = @subject
for attacker in @counter_attacker
@subject = attacker
item = $data_skills[attacker.sv.counter_skill_id]
play_sideview([pre_subject], item)
end
# 同一カウンター者を考慮してカウンターIDの初期化はアクション後に実行
for attacker in @counter_attacker do attacker.sv.counter_id = 0 end
@subject = pre_subject
@counter_attacker = nil
end
#--------------------------------------------------------------------------
# ● 魔法反射
#--------------------------------------------------------------------------
def set_reflection(item)
@log_window.back_to(1)
for data in @reflection_data
@subject.sv.damage_action(@subject, item)
N03.set_damage_anime_data([@subject], @subject, data)
apply_item_effects(@subject, item)
@spriteset.set_damage_pop(@subject)
end
set_camera_wait(N03.get_anime_time(@reflection_data[0][0]))
@reflection_data = nil
end
#--------------------------------------------------------------------------
# ● サイドビューアクション実行
#--------------------------------------------------------------------------
def play_sideview(targets, item)
@subject.sv.set_target(targets)
return if @subject.sv.attack_action(item) == nil
return if [email protected]?
return if item.scope != 9 && item.scope != 10 && !N03.targets_alive?(targets)
@subject.sv.start_action(@subject.sv.attack_action(item))
@subject.sv.unshift_action(@subject.sv.flash_action) if @subject.flash_flg
@subject.sv.active = true
@subject.sv.command_action = false
loop do
update_basic
data = @subject.sv.play_data
@targets = N03.s_targets(@subject) if data[0] == "second_targets_set"
N03.targets_set(@subject) if data[0] == "targets_set"
@immortal = N03.immortaling if data[0] == "no_collapse" && !N03.dead_attack?(@subject, item)
@immortal = N03.unimmortaling if data[0] == "collapse"
next set_move_anime(item) if @subject.sv.m_a_data != []
set_damage(item) if @subject.sv.set_damage
break N03.derived_skill(@subject) if @subject.sv.derivation_skill_id != 0
break if @subject.sv.action_end or @subject.hidden?
end
@immortal = N03.unimmortaling if @immortal
end
#--------------------------------------------------------------------------
# ● ダメージの実行
#--------------------------------------------------------------------------
def set_damage(item)
targets = @targets
targets = [@subject.sv.individual_targets[0]] if @subject.sv.individual_targets.size != 0
for target in targets do damage_anime(targets.dup, target, item) end
@subject.sv.set_damage = false
@subject.sv.damage_anime_data = []
end
#--------------------------------------------------------------------------
# ● ダメージ戦闘アニメ処理
#--------------------------------------------------------------------------
def damage_anime(targets, target, item)
@log_window.back_to(1) if @log_window.line_number == 5
return if item.scope != 9 && item.scope != 10 && target.dead?
@miss = false
invoke_item(target,item)
if target.result.missed
target.sv.miss_action(@subject, item)
return @miss = true
elsif target.result.evaded or target.sv.counter_id != 0
target.sv.evasion_action(@subject, item)
return @miss = true
elsif target.sv.reflection_id != 0
N03.set_damage_anime_data(targets, target, [target.sv.reflection_id, false, false, true])
target.sv.reflection_id = 0
@reflection_data = [] if @reflection_data == nil
return @reflection_data.push([N03.get_attack_anime_id(-3, @subject), false, false, true])
end
target.sv.damage_action(@subject, item)
N03.set_damage(@subject, -target.result.hp_drain, -target.result.mp_drain) if target != @subject
@spriteset.set_damage_pop(target)
@spriteset.set_damage_pop(@subject) if target != @subject && @subject.result.hp_damage != 0 #or @subject.result.mp_damage != 0
N03.set_damage_anime_data(targets, target, @subject.sv.damage_anime_data) if @subject.sv.damage_anime_data != []
end
#--------------------------------------------------------------------------
# ● 飛ばしアニメ処理
#--------------------------------------------------------------------------
def set_move_anime(item)
for data in @subject.sv.m_a_data
@subject.sv.damage_anime_data = data[4]
hit_targets = []
for target in data[1]
damage_anime(data[1], target, item) if data[0]
hit_targets.push(target) if !@miss
end
@miss = false if !data[3]
@spriteset.set_hit_animation(@subject, data[2], hit_targets, @miss)
end
@subject.sv.set_damage = false
@subject.sv.m_a_data = []
end
end
#==============================================================================
# ■ BattleManager
#------------------------------------------------------------------------------
# 戦闘の進行を管理するモジュールです。
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# ● エンカウント時の処理 ★再定義
#--------------------------------------------------------------------------
def self.on_encounter
@preemptive = (rand < rate_preemptive)
@surprise = (rand < rate_surprise && !@preemptive)
$sv_camera.mirror = @surprise if N03::BACK_ATTACK
end
#--------------------------------------------------------------------------
# ● 勝利の処理 ★再定義
#--------------------------------------------------------------------------
def self.process_victory
$sv_camera.win_wait = true
end
#--------------------------------------------------------------------------
# ● 勝利
#--------------------------------------------------------------------------
def self.victory
$sv_camera.win_wait = false
N03.camera(nil, N03::BATTLE_CAMERA["战斗结束镜头"].dup)
for member in $game_party.members do member.sv.start_action(member.sv.win) if member.movable? end
play_battle_end_me
replay_bgm_and_bgs
$game_message.add(sprintf(Vocab::Victory, $game_party.name))
display_exp
gain_gold
gain_drop_items
gain_exp
SceneManager.return
battle_end(0)
return true
end
#--------------------------------------------------------------------------
# ● 逃走の処理 ★再定義
#--------------------------------------------------------------------------
def self.process_escape
$game_message.add(sprintf(Vocab::EscapeStart, $game_party.name))
success = @preemptive ? true : (rand < @escape_ratio)
Sound.play_escape
if success
process_abort
for member in $game_party.members do member.sv.start_action(member.sv.escape) if member.movable? end
else
@escape_ratio += 0.1
$game_message.add('\.' + Vocab::EscapeFailure)
$game_party.clear_actions
for member in $game_party.members do member.sv.start_action(member.sv.escape_ng) if member.movable? end
end
wait_for_message
return success
end
#--------------------------------------------------------------------------
# ● 次のコマンド入力へ ★再定義
#--------------------------------------------------------------------------
def self.next_command
begin
if !actor || !actor.next_command
$game_party.battle_members[@actor_index].sv.command_action = true
@actor_index += 1
if @actor_index >= $game_party.members.size
for member in $game_party.battle_members.reverse
break member.sv.start_action(member.sv.command_a) if member.inputable?
end
return false
end
end
end until actor.inputable?
actor.sv.start_action(actor.sv.command_b) if actor != nil && actor.inputable?
if pre_actor
pre_actor.sv.start_action(pre_actor.sv.command_a) if pre_actor != nil && pre_actor.inputable?
end
return true
end
#--------------------------------------------------------------------------
# ● 前のコマンド入力へ ★再定義
#--------------------------------------------------------------------------
def self.prior_command
begin
if !actor || !actor.prior_command
$game_party.battle_members[@actor_index].sv.command_action = false
@actor_index -= 1
if @actor_index < 0
for member in $game_party.battle_members
break member.sv.start_action(member.sv.command_a) if member.inputable?
end
return false
end
end
end until actor.inputable?
actor.make_actions if actor.inputable?
actor.sv.start_action(actor.sv.command_b) if actor.inputable?
after_actor.sv.start_action(after_actor.sv.command_a) if after_actor != nil && after_actor.inputable?
return true
end
#--------------------------------------------------------------------------
# ● コマンド入力前のアクターを取得
#--------------------------------------------------------------------------
def self.pre_actor
return if @actor_index == 0
$game_party.members[@actor_index - 1]
end
#--------------------------------------------------------------------------
# ● コマンド入力後のアクターを取得
#--------------------------------------------------------------------------
def self.after_actor
$game_party.members[@actor_index + 1]
end
#--------------------------------------------------------------------------
# ● 戦闘行動者を前に追加
#--------------------------------------------------------------------------
def self.unshift_action_battlers(battler)
@action_battlers.unshift(battler)
end
end
#==============================================================================
# ■ Game_Battler
#------------------------------------------------------------------------------
# スプライトや行動に関するメソッドを追加したバトラーのクラスです。
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :sv # サイドビューデータ
attr_accessor :flash_flg # 閃きフラグ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_game_battler_n03 initialize
def initialize
initialize_game_battler_n03
@sv = SideView.new(self)
end
#--------------------------------------------------------------------------
# ● 現在の戦闘行動を除去
#--------------------------------------------------------------------------
alias remove_current_action_game_battler_n03 remove_current_action
def remove_current_action
return @sv.derivation_skill_id = 0 if @sv.derivation_skill_id != 0
remove_current_action_game_battler_n03
end
#--------------------------------------------------------------------------
# ● ターン終了処理
#--------------------------------------------------------------------------
alias on_turn_end_game_battler_n03 on_turn_end
def on_turn_end
on_turn_end_game_battler_n03
@sv.add_state = []
@sv.result_damage = [@result.hp_damage, @result.mp_damage]
end
#--------------------------------------------------------------------------
# ● パラメータ条件比較 data = [種別, 数値, 判別]
#--------------------------------------------------------------------------
def comparison_parameter(data)
return true if data[0][0] == 0
kind = data[0]
num = data[1]
select = data[2]
case kind
when 1 ; par = level
when 2 ; par = mhp
when 3 ; par = mmp
when 4 ; par = hp
when 5 ; par = mp
when 6 ; par = tp
when 7 ; par = atk
when 8 ; par = self.def
when 9 ; par = mat
when 10 ; par = mdf
when 11 ; par = agi
when 12 ; par = luk
end
if num < 0
case kind
when 4 ; num = mhp * num / 100
when 5 ; num = mmp * num / 100
when 6 ; num = max_tp * num / 100
end
num = num.abs
end
case select
when 0 ; return par == num
when 1 ; return par < num
when 2 ; return par > num
end
end
#--------------------------------------------------------------------------
# ● 装備条件比較 data = [装備種別, タイプID]
#--------------------------------------------------------------------------
def comparison_equip(data)
kind = data[0]
items = weapons if kind == 0
items = armors if kind == 1
for item in items
for id in data[1]
return true if id > 0 && item.is_a?(RPG::Weapon) && item == $data_weapons[id.abs]
return true if id > 0 && item.is_a?(RPG::Armor) && item == $data_armors[id.abs]
return true if id < 0 && item.is_a?(RPG::Weapon) && item.wtype_id == id.abs
return true if id < 0 && item.is_a?(RPG::Armor) && item.stype_id == id.abs
end
end
return false
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# アクターを扱うクラスです。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :actor_id # ID
#--------------------------------------------------------------------------
# ● ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# ● スプライトを使うか? ★再定義
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# ● ダメージ効果の実行 ★再定義
#--------------------------------------------------------------------------
def perform_damage_effect
return if !N03::ACTOR_DAMAGE
$game_troop.screen.start_shake(5, 5, 10)
@sprite_effect_type = :blink
Sound.play_actor_damage
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
# 敵キャラを扱うクラスです。
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :enemy_id # ID
#--------------------------------------------------------------------------
# ● ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# ● レベル
#--------------------------------------------------------------------------
def level
return @sv.level
end
#--------------------------------------------------------------------------
# ● ダメージ効果の実行 ★再定義
#--------------------------------------------------------------------------
def perform_damage_effect
return if !N03::ENEMY_DAMAGE
@sprite_effect_type = :blink
Sound.play_enemy_damage
end
#--------------------------------------------------------------------------
# ● 武器
#--------------------------------------------------------------------------
def weapons
weapon1 = $data_weapons[@sv.enemy_weapon1_id]
weapon2 = $data_weapons[@sv.enemy_weapon2_id]
return [weapon1, weapon2]
end
#--------------------------------------------------------------------------
# ● 防具
#--------------------------------------------------------------------------
def armors
return [$data_armors[@sv.enemy_shield_id]]
end
#--------------------------------------------------------------------------
# ● 二刀流の判定
#--------------------------------------------------------------------------
def dual_wield?
return $data_weapons[@sv.enemy_weapon2_id] != nil
end
#--------------------------------------------------------------------------
# ● バトラー画像変更
#--------------------------------------------------------------------------
def graphics_change(battler_name)
@battler_name = battler_name
end
#--------------------------------------------------------------------------
# ● 通常攻撃 アニメーション ID の取得
#--------------------------------------------------------------------------
def atk_animation_id1
return weapons[0].animation_id if weapons[0]
return weapons[1] ? 0 : 1
end
#--------------------------------------------------------------------------
# ● 通常攻撃 アニメーション ID の取得(二刀流:武器2)
#--------------------------------------------------------------------------
def atk_animation_id2
return weapons[1] ? weapons[1].animation_id : 0
end
end
#==============================================================================
# ■ Sprite_Base
#------------------------------------------------------------------------------
# アニメーションの表示処理を追加したスプライトのクラスです。
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● アニメーションの座標更新 (ホーミングあり)
#--------------------------------------------------------------------------
def update_animation_position_horming
return if @action_end_cancel
ani_ox_set if @horming
camera_zoom = $sv_camera.zoom
camera_zoom = 1 if @move_anime
kind = 1
kind = -1 if @ani_mirror && !@anime_no_mirror
cell_data = @animation.frames[@animation.frame_max - (@ani_duration + @ani_rate - 1) / @ani_rate].cell_data
for i in 0..15
@ani_sprites.x = (@ani_ox + cell_data[i, 1] * kind - $sv_camera.x) * camera_zoom if @ani_sprites != nil && cell_data[i, 1] != nil
@ani_sprites.y = (@ani_oy + cell_data[i, 2] - $sv_camera.y) * camera_zoom if @ani_sprites != nil && cell_data[i, 2] != nil
end
end
#--------------------------------------------------------------------------
# ● アニメーション元の座標をセット
#--------------------------------------------------------------------------
def ani_ox_set
if !SceneManager.scene_is?(Scene_Battle)
@real_x = x
@real_y = y
end
@ani_ox = @real_x - ox + width / 2
@ani_oy = @real_y - oy + height / 2
@ani_oy -= height / 2 if @animation.position == 0
@ani_oy += height / 2 if @animation.position == 2
end
#--------------------------------------------------------------------------
# ● アニメーションの更新
#--------------------------------------------------------------------------
alias update_animation_sprite_base_n03 update_animation
def update_animation
update_animation_position_horming if animation? && SceneManager.scene_is?(Scene_Battle) && @animation.position != 3
update_animation_sprite_base_n03
end
#--------------------------------------------------------------------------
# ● アニメーションの原点設定 ★再定義
#--------------------------------------------------------------------------
def set_animation_origin
return ani_ox_set if @animation.position != 3
if viewport == nil
@ani_ox = Graphics.width / 2
@ani_oy = Graphics.height / 2
else
@ani_ox = viewport.rect.width / 2
@ani_oy = viewport.rect.height / 2
end
end
#--------------------------------------------------------------------------
# ● アニメーションスプライトの設定 ★再定義
#--------------------------------------------------------------------------
def animation_set_sprites(frame)
camera_zoom = 1
camera_zoom = $sv_camera.zoom if @anime_camera_zoom && @animation.position != 3 && SceneManager.scene_is?(Scene_Battle)
camera_x = $sv_camera.x
camera_y = $sv_camera.y
camera_x = camera_y = 0 if @animation.position == 3 or !SceneManager.scene_is?(Scene_Battle)
plus_z = 5
plus_z = 1000 if @animation.position == 3
plus_z = -17 if @plus_z != nil && @plus_z == false
plus_z = -self.z + 10 if @plus_z != nil && @plus_z == false && @animation.position == 3
cell_data = frame.cell_data
@ani_sprites.each_with_index do |sprite, i|
next unless sprite
pattern = cell_data[i, 0]
if !pattern || pattern < 0
sprite.visible = false
next
end
sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192,
pattern % 100 / 5 * 192, 192, 192)
if @ani_mirror && !@anime_no_mirror
sprite.x = (@ani_ox - cell_data[i, 1] - camera_x) * camera_zoom
sprite.y = (@ani_oy + cell_data[i, 2] - camera_y) * camera_zoom
sprite.angle = (360 - cell_data[i, 4])
sprite.mirror = (cell_data[i, 5] == 0)
else
sprite.x = (@ani_ox + cell_data[i, 1] - camera_x) * camera_zoom
sprite.y = (@ani_oy + cell_data[i, 2] - camera_y) * camera_zoom
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
end
sprite.z = self.z + plus_z + i
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] * camera_zoom / 100.0
sprite.zoom_y = cell_data[i, 3] * camera_zoom/ 100.0
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
#--------------------------------------------------------------------------
# ● 子スプライトフラグ
#--------------------------------------------------------------------------
def set(battler, horming, camera_zoom, no_mirror)
@battler = battler
@next = true
self.bitmap = Bitmap.new(@battler.sv.cw, @battler.sv.ch)
self.ox = bitmap.width / 2
self.oy = bitmap.height
@horming = horming
@anime_camera_zoom = camera_zoom
@anime_no_mirror = no_mirror
@battler.sv.reset_anime_data
end
#--------------------------------------------------------------------------
# ● 子スプライト座標セット
#--------------------------------------------------------------------------
def set_position(z, zoom_x, zoom_y, real_x, real_y)
self.z = z
self.zoom_x = zoom_x
self.zoom_y = zoom_y
@real_x = real_x
@real_y = real_y
end
#--------------------------------------------------------------------------
# ● 他スプライトへのタイミング処理
#--------------------------------------------------------------------------
def other_process_timing(timing)
se_flag = true
se_flag = @se_flag if @se_flag != nil
@battler.sv.timing.push([se_flag, timing.dup])
end
#--------------------------------------------------------------------------
# ● 他バトラーへのタイミング処理
#--------------------------------------------------------------------------
def target_battler_process_timing(timing)
for target in @timing_targets
target.sv.timing.push([false, timing.dup])
end
end
#--------------------------------------------------------------------------
# ● SE とフラッシュのタイミング処理
#--------------------------------------------------------------------------
alias animation_process_timing_sprite_base_n03 animation_process_timing
def animation_process_timing(timing)
target_battler_process_timing(timing) if @timing_targets && @timing_targets != []
return other_process_timing(timing) if @next != nil
animation_process_timing_sprite_base_n03(timing)
end
#--------------------------------------------------------------------------
# ● アニメーションの解放
#--------------------------------------------------------------------------
alias dispose_animation_sprite_base_n03 dispose_animation
def dispose_animation
dispose_animation_sprite_base_n03
end
end
#==============================================================================
# ■ Sprite_Battler
#------------------------------------------------------------------------------
# バトラー表示用のスプライトです。
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :removing # パーティ離脱中
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_sprite_battler_n03 initialize
def initialize(viewport, battler = nil)
initialize_sprite_battler_n03(viewport, battler)
@real_x = @real_y = 0
update_bitmap if @battler != nil
end
#--------------------------------------------------------------------------
# ● アニメーションの開始 ★再定義
#--------------------------------------------------------------------------
def start_animation(animation, mirror = false)
return next_animation(animation, mirror) if animation?
@animation = animation
if @animation
@horming = @battler.sv.anime_horming
@anime_camera_zoom = @battler.sv.anime_camera_zoom
@anime_no_mirror = @battler.sv.anime_no_mirror
@timing_targets = @battler.sv.timing_targets
@plus_z = @battler.sv.anime_plus_z
@battler.sv.reset_anime_data
@ani_mirror = mirror
set_animation_rate
@ani_duration = @animation.frame_max * @ani_rate + 1
load_animation_bitmap
make_animation_sprites
set_animation_origin
end
end
#--------------------------------------------------------------------------
# ● 次のアニメを開始
#--------------------------------------------------------------------------
def next_animation(animation, mirror)
@next_anime = [] if @next_anime == nil
@next_anime.push(Sprite_Base.new(viewport))
@next_anime[@next_anime.size - 1].set(battler, @battler.sv.anime_horming, @battler.sv.anime_camera_zoom, @battler.sv.anime_no_mirror)
@next_anime[@next_anime.size - 1].set_position(self.z, self.zoom_x, self.zoom_y, @real_x, @real_y)
@next_anime[@next_anime.size - 1].start_animation(animation, mirror)
end
#--------------------------------------------------------------------------
# ● 影グラフィック作成
#--------------------------------------------------------------------------
def create_shadow
reset_shadow
return if @battler.sv.shadow == false
@shadow = Sprite.new(viewport) if @shadow == nil
@shadow.bitmap = Cache.character(@battler.sv.shadow)
@shadow.ox = @shadow.bitmap.width / 2
@shadow.oy = @shadow.bitmap.height / 2
end
#--------------------------------------------------------------------------
# ● 影グラフィック初期化
#--------------------------------------------------------------------------
def reset_shadow
return if @shadow == nil
@shadow.dispose
@shadow = nil
end
#--------------------------------------------------------------------------
# ● 転送元ビットマップの更新 ★再定義
#--------------------------------------------------------------------------
def update_bitmap
update_bitmap_enemy if [email protected]?
update_bitmap_actor if @battler.actor?
update_src_rect if @battler != nil
update_color if @battler != nil
end
#--------------------------------------------------------------------------
# ● 転送元ビットマップ:エネミー
#--------------------------------------------------------------------------
def update_bitmap_enemy
if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
@battler_graphic_file_index = @battler.sv.graphic_file_index
@graphic_mirror_flag = @battler.sv.graphic_mirror_flag
self.bitmap = Cache.battler(@battler_name + @battler_graphic_file_index, @battler_hue)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, @battler_id != @battler.id)
create_shadow
init_visibility
@battler_id = @battler.id
end
end
#--------------------------------------------------------------------------
# ● 転送元ビットマップ:アクター
#--------------------------------------------------------------------------
def update_bitmap_actor
if @battler.character_name != @battler_name or @battler.character_index != @battler_index
@battler_name = @battler.character_name
@battler_index = @battler.character_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
@graphic_mirror_flag = @battler.sv.graphic_mirror_flag
self.bitmap = Cache.character(@battler_name + @battler_graphic_file_index)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, @battler_id != @battler.id)
create_shadow
init_visibility
@battler_id = @battler.id
end
end
#--------------------------------------------------------------------------
# ● 可視状態の初期化 ★再定義
#--------------------------------------------------------------------------
def init_visibility
@battler_visible = @battler.alive?
@battler_visible = true if @battler.sv.state(1) != "敌人死亡"
@battler_visible = false if @battler.hidden?
@battler.sv.opacity = 0 unless @battler_visible
self.opacity = 0 unless @battler_visible
self.opacity = 255 if @battler_visible
@battler.sv.weapon_visible = @battler_visible
end
#--------------------------------------------------------------------------
# ● 転送元矩形の更新
#--------------------------------------------------------------------------
def update_src_rect
return if @battler.sv.collapse
if @battler_graphic_file_index != @battler.sv.graphic_file_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
self.bitmap = Cache.character(@battler_name + @battler_graphic_file_index) if @battler.actor?
self.bitmap = Cache.battler(@battler_name + @battler_graphic_file_index, @battler_hue) if [email protected]?
@battler.sv.set_graphics(self.bitmap.width, self.bitmap.height)
end
anime_off if @battler.sv.anime_off
self.src_rect.set(@battler.sv.sx, @battler.sv.sy, @battler.sv.cw, @battler.sv.ch)
self.opacity = @battler.sv.opacity if @battler_visible
set_process_timing(@battler.sv.timing) if @battler && @battler.sv.timing != []
end
#--------------------------------------------------------------------------
# ● 位置の更新 ★再定義
#--------------------------------------------------------------------------
def update_position
@real_x = @battler.sv.x / 100
@real_y = (@battler.sv.y - @battler.sv.h - @battler.sv.j - @battler.sv.c - @battler.sv.oy_adjust)/ 100
self.x = @real_x - $sv_camera.x
self.y = @real_y - $sv_camera.y
self.z = @battler.sv.z - @battler.sv.c / 100
if @battler.sv.h <= 0
self.x += $sv_camera.sx / 100
self.y += $sv_camera.sy / 100
end
self.x *= $sv_camera.zoom
self.y *= $sv_camera.zoom
end
#--------------------------------------------------------------------------
# ● 原点の更新 ★再定義
#--------------------------------------------------------------------------
def update_origin
return if !bitmap or @battler.sv.collapse
self.ox = @battler.sv.ox
self.oy = @battler.sv.oy
self.angle = @battler.sv.angle
self.zoom_x = @battler.sv.zoom_x * $sv_camera.zoom
self.zoom_y = @battler.sv.zoom_y * $sv_camera.zoom
self.mirror = @battler.sv.mirror if !@graphic_mirror_flag
self.mirror = [email protected] if @graphic_mirror_flag
end
#--------------------------------------------------------------------------
# ● 影グラフィックの更新
#--------------------------------------------------------------------------
def update_shadow
@shadow.visible = @battler.sv.shadow_visible
@shadow.opacity = @battler.sv.opacity if @battler.sv.opacity_data[3]
@shadow.opacity = self.opacity if [email protected]_data[3]
@shadow.x = @real_x - $sv_camera.x
@shadow.y = (@battler.sv.y - @battler.sv.c)/ 100 - $sv_camera.y
@shadow.z = @battler.sv.z - 10
@shadow.zoom_x = $sv_camera.zoom
@shadow.zoom_y = $sv_camera.zoom
@shadow.x += $sv_camera.sx / 100
@shadow.y += $sv_camera.sy / 100
@shadow.x *= $sv_camera.zoom
@shadow.y *= $sv_camera.zoom
@shadow.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
#--------------------------------------------------------------------------
# ● ふきだしの更新
#--------------------------------------------------------------------------
def update_balloon
if @battler.sv.balloon_data == [] && @balloon
@balloon_data = []
@balloon.dispose
return @balloon = nil
elsif @battler.sv.balloon_data != [] && @battler.sv.balloon_data != @balloon_data
@balloon_data = @battler.sv.balloon_data
@balloon = Sprite.new(self.viewport)
@balloon.bitmap = Cache.system("Balloon")
@balloon.zoom_x = @balloon_data[3]
@balloon.zoom_y = @balloon_data[3]
@balloon.ox = 32 if @battler.sv.mirror
@balloon.oy = 16
@balloon_count = 0
end
return if !@balloon
@balloon.opacity = self.opacity
@balloon.x = self.x
@balloon.y = self.y - @battler.sv.ch * $sv_camera.zoom
@balloon.z = self.z + 20
@balloon.src_rect.set(32 + @balloon_count / @balloon_data[2] * 32, @balloon_data[1] * 32, 32, 32) if @balloon_count % @balloon_data[2] == 0
@balloon.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
@balloon_count += 1
@balloon_count = 0 if @balloon_count == @balloon_data[2] * 7
end
#--------------------------------------------------------------------------
# ● 色調変更の更新
#--------------------------------------------------------------------------
def update_color
color_set if @battler.sv.color_set != []
return if @color_data == nil
@color_data[4] -= 1
if @color_data[4] == 0 && @color_data[5] != 0
@color_data[4] = @color_data[5]
@color_data[5] = 0
@color_data[6] = [0,0,0,0]
elsif @color_data[4] == 0
@remain_color_data = @color_data
@battler.sv.color = @color_data.dup
return @color_data = nil
end
for i in 0..3
@color_data = (@color_data * (@color_data[4] - 1) + @color_data[6]) / @color_data[4]
end
@battler.sv.color = @color_data.dup
self.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3])
end
#--------------------------------------------------------------------------
# ● 残像の更新
#--------------------------------------------------------------------------
def update_mirage
if @battler.sv.mirage == [] && @mirages
@mirage_data = []
for mirage in @mirages do mirage.dispose end
return @mirages = nil
elsif @battler.sv.mirage != [] && @battler.sv.mirage != @mirage_data
@mirage_data = @battler.sv.mirage
@mirages = []
for i in 0...@mirage_data[1] do @mirages = Sprite.new(self.viewport) end
@mirage_count = 0
end
return if !@mirages
@mirage_count += 1
@mirage_count = 0 if @mirage_count == @mirage_data[2] * @mirages.size
for i in [email protected]
mirage_body(@mirages, @mirage_data[4]) if @mirage_count == 1 + i * @mirage_data[2]
end
end
#--------------------------------------------------------------------------
# ● 残像本体
#--------------------------------------------------------------------------
def mirage_body(body, opacity)
body.bitmap = self.bitmap.dup
body.x = self.x
body.y = self.y
body.ox = self.ox
body.oy = self.oy
body.z = self.z - 20
body.mirror = self.mirror
body.angle = self.angle
body.opacity = opacity * self.opacity / 255
body.zoom_x = self.zoom_x
body.zoom_y = self.zoom_y
body.src_rect.set(@battler.sv.sx, @battler.sv.sy, @battler.sv.cw, @battler.sv.ch)
body.color.set(@color_data[0], @color_data[1], @color_data[2], @color_data[3]) if @color_data != nil
end
#--------------------------------------------------------------------------
# ● 次のアニメを更新
#--------------------------------------------------------------------------
def update_next_anime
return if !@next_anime
for anime in @next_anime
anime.update
anime.set_position(self.z, self.zoom_x, self.zoom_y, @real_x, @real_y) if @horming
anime.dispose if !anime.animation?
@next_anime.delete(anime) if !anime.animation?
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_sprite_battler_n03 update
def update
@battler.sv.update if @battler
update_sprite_battler_n03
update_next_anime
update_shadow if @battler && @shadow
update_mirage if @battler
update_balloon if @battler
update_remove if @battler && @removing && @battler.sv.change_up
end
#--------------------------------------------------------------------------
# ● 戦闘アニメ消去
#--------------------------------------------------------------------------
def anime_off
@battler.sv.anime_off = false
dispose_animation
for anime in @next_anime do anime.dispose_animation end if @next_anime
end
#--------------------------------------------------------------------------
# ● バトラー入れ替え
#--------------------------------------------------------------------------
def remove
@battler.sv.start_action(@battler.sv.remove_action)
$sv_camera.wait = 40
@battler.sv.add_action("eval('set_change')")
@removing = true
end
#--------------------------------------------------------------------------
# ● バトラー入れ替えの更新
#--------------------------------------------------------------------------
def update_remove
@battler.sv.change_up = false
@removing = false
@battler = nil
end
#--------------------------------------------------------------------------
# ● バトラー加入
#--------------------------------------------------------------------------
def join(join_battler)
$sv_camera.wait = 30
@battler = join_battler
@battler_name = @battler.character_name
@battler_index = @battler.character_index
@battler_graphic_file_index = @battler.sv.graphic_file_index
self.bitmap = Cache.character(@battler_name)
@battler.sv.setup(self.bitmap.width, self.bitmap.height, true)
create_shadow
init_visibility
end
#--------------------------------------------------------------------------
# ● 通常の設定に戻す ★再定義
#--------------------------------------------------------------------------
def revert_to_normal
self.blend_type = 0
self.opacity = 255
end
#--------------------------------------------------------------------------
# ● 崩壊エフェクトの更新
#--------------------------------------------------------------------------
alias update_collapse_sprite_battler_n03 update_collapse
def update_collapse
return if @battler.sv.state(1) != "敌人死亡"
update_collapse_sprite_battler_n03
@battler.sv.weapon_visible = false
end
#--------------------------------------------------------------------------
# ● ボス崩壊エフェクトの更新 ★再定義
#--------------------------------------------------------------------------
def update_boss_collapse
@effect_duration = @battler.sv.ch if @effect_duration >= @battler.sv.ch
alpha = @effect_duration * 120 / @battler.sv.ch
self.ox = @battler.sv.cw / 2 + @effect_duration % 2 * 4 - 2
self.blend_type = 1
self.color.set(255, 255, 255, 255 - alpha)
self.opacity = alpha
self.src_rect.y -= 1
Sound.play_boss_collapse2 if @effect_duration % 20 == 19
end
#--------------------------------------------------------------------------
# ● 別スプライトからのタイミング処理
#--------------------------------------------------------------------------
def set_process_timing(timing_data)
for data in timing_data
set_timing(data[0],data[1])
end
@battler.sv.timing = []
end
#--------------------------------------------------------------------------
# ● タイミング処理
#--------------------------------------------------------------------------
def set_timing(se_flag, data)
@ani_rate = 4
data.se.play if se_flag
case data.flash_scope
when 1 ;self.flash(data.flash_color, data.flash_duration * @ani_rate)
when 2 ;viewport.flash(data.flash_color, data.flash_duration * @ani_rate) if viewport
when 3 ;self.flash(nil, data.flash_duration * @ani_rate)
end
end
#--------------------------------------------------------------------------
# ● 色調変更
#--------------------------------------------------------------------------
def color_set
set = @battler.sv.color_set
@battler.sv.color_set= []
set[4] = 1 if set[4] == 0
@remain_color_data = [0,0,0,0] if @remain_color_data == nil
@color_data = @remain_color_data
@color_data[4] = set[4]
@color_data[5] = set[5]
@color_data[6] = set
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_sprite_battler_n03 dispose
def dispose
dispose_sprite_battler_n03
@shadow.dispose if @shadow != nil
@balloon.dispose if @balloon != nil
for mirage in @mirages do mirage.dispose end if @mirages != nil
for anime in @next_anime do anime.dispose end if @next_anime
end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
# バトル画面のスプライトをまとめたクラスです。
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 戦闘背景(床)スプライトの作成 ★再定義
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = Sprite_Battle_Back.new(@viewport1, 1, battleback1_name)
@back1_sprite.set_graphics(battleback1_bitmap) if battleback1_name != nil
@back1_sprite.z = 0
end
#--------------------------------------------------------------------------
# ● 戦闘背景(壁)スプライトの作成 ★再定義
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = Sprite_Battle_Back.new(@viewport1, 2, battleback2_name)
@back2_sprite.set_graphics(battleback2_bitmap) if battleback2_name != nil
@back2_sprite.z = 1
end
#--------------------------------------------------------------------------
# ● アクタースプライトの作成 ★再定義
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = []
for i in 0...$game_party.max_battle_members
@actor_sprites = Sprite_Battler.new(@viewport1, $game_party.members)
end
@effect_sprites = Spriteset_Sideview.new(@viewport1)
end
#--------------------------------------------------------------------------
# ● アクタースプライトの更新 ★再定義
#--------------------------------------------------------------------------
def update_actors
@actor_sprites.each_with_index do |sprite, i|
sprite_join($game_party.members, sprite) if sprite.battler == nil && sprite.battler != $game_party.members
sprite.remove if sprite.battler != nil && !sprite.removing && sprite.battler != $game_party.members
sprite.update
end
@effect_sprites.update
update_program
end
#--------------------------------------------------------------------------
# ● メンバーを加える
#--------------------------------------------------------------------------
def sprite_join(member, sprite)
for sp in @actor_sprites
sp.update_remove if member == sp.battler && !sp.battler.sv.change_up
end
sprite.join(member)
end
#--------------------------------------------------------------------------
# ● バトルプログラムの更新
#--------------------------------------------------------------------------
def update_program
return if $sv_camera.program_scroll == []
for data in $sv_camera.program_scroll
@back1_sprite.start_back_data(data) if data[2] == 1
@back2_sprite.start_back_data(data) if data[2] == 2
end
$sv_camera.program_scroll = []
end
#--------------------------------------------------------------------------
# ● ヒット時の戦闘アニメ実行
#--------------------------------------------------------------------------
def set_hit_animation(battler, weapon_index, hit_targets, miss)
@effect_sprites.set_hit_animation(battler, weapon_index, hit_targets, miss)
end
#--------------------------------------------------------------------------
# ● ダメージPOP
#--------------------------------------------------------------------------
def set_damage_pop(target)
@effect_sprites.set_damage_pop(target)
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_spriteset_battle_n03 dispose
def dispose
dispose_spriteset_battle_n03
@effect_sprites.dispose
end
end
#==============================================================================
# ■ Window_BattleLog
#------------------------------------------------------------------------------
# 戦闘の進行を実況表示するウィンドウです。
#==============================================================================
class Window_BattleLog < Window_Selectable
#--------------------------------------------------------------------------
# ● ウェイト ★再定義
#--------------------------------------------------------------------------
def wait
end
#--------------------------------------------------------------------------
# ● ウェイトとクリア ★再定義
#--------------------------------------------------------------------------
def wait_and_clear
$sv_camera.wait = 10
end
#--------------------------------------------------------------------------
# ● 行動結果の表示 ★再定義
#--------------------------------------------------------------------------
def display_action_results(target, item)
if target.result.used
last_line_number = line_number
display_critical(target, item)
display_damage(target, item)
display_affected_status(target, item)
display_failure(target, item)
end
off if !N03::BATTLE_LOG
end
#--------------------------------------------------------------------------
# ● ウインドウ非表示
#--------------------------------------------------------------------------
def off
@back_sprite.visible = self.visible = false
end
end
#==============================================================================
# ■ Game_Interpreter
#------------------------------------------------------------------------------
# イベントコマンドを実行するインタプリタです。
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● スイッチの操作
#--------------------------------------------------------------------------
alias command_121_game_interpreter_n03 command_121
def command_121
command_121_game_interpreter_n03
$sv_camera.program_check
end
end