#==============================================================================
# ** 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 = :key
#--------------------------------------------------------------------------
# * 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 = 15
#--------------------------------------------------------------------------
# * 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 = "Escaping..."
# Message displayed when can't escape using VE_ATB_ESCAPE_TYPE = :key
VE_CantEscape = "Can't escape!"
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