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[已经解决] 求转换此VX战斗界面脚本为VA版

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发表于 2012-2-5 19:21:20 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
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本帖最后由 仲秋启明 于 2012-2-18 09:34 编辑


此VX脚本效果如图
  1. #==============================================================================

  2. # ☆ Window_BattleFaceStatus Ver.1.00

  3. #------------------------------------------------------------------------------

  4. #  バトル画面でパーティメンバーのステータスを顔表示するウィンドウです。

  5. #==============================================================================


  6. class Window_BattleStatus < Window_Selectable

  7.   #--------------------------------------------------------------------------

  8.   # ☆ オブジェクト初期化 <追加変更>

  9.   #--------------------------------------------------------------------------

  10.   def initialize

  11.     super(0, 0-16, 416, 128+32)#変更

  12.    
  13.     @item_max = 1      # 追加: 項目数

  14.     @column_max = 4    # 追加: 桁数

  15.     @index = -1        # 追加: カーソル位置

  16.     @spacing = 0       # 追加: 横に項目が並ぶときの空白の幅

  17.     self.opacity = 0   # 追加: ウィンドウ背景透明

  18.    
  19.     refresh

  20.     self.active = false

  21.   end  

  22.   #--------------------------------------------------------------------------

  23.   # ☆ 項目を描画する矩形の取得  <新規追加>

  24.   #     index : 項目番号

  25.   #--------------------------------------------------------------------------

  26.   def item_rect(index)

  27.     rect = Rect.new(0, 0, 0, 0)

  28.     @column_max=$game_party.members.size

  29.    
  30.     #rect.width = (contents.width + @spacing) / @column_max - @spacing

  31.     #rect.height = contents.height + 32 -32

  32.     #rect.x = index % @column_max * (rect.width + @spacing)

  33.     #rect.y = index / @column_max - 16 +16 #* WLH

  34.    
  35.     rect.width = (contents.width + @spacing) / @column_max - @spacing

  36.     rect.width=96 if @column_max<4

  37.     rect.height = contents.height + 32 -32

  38.     x=((self.width-32) - rect.width*@column_max )/(@column_max+1)

  39.     rect.x = index*rect.width + x*(index+1)

  40.     rect.y = index / @column_max - 16 +16 #* WLH

  41.    
  42.     return rect

  43.   end

  44.   #--------------------------------------------------------------------------

  45.   # ☆ 項目の描画 <追加変更>

  46.   #     index   : 項目番号

  47.   #--------------------------------------------------------------------------

  48.   def draw_item(index)

  49.     rect = item_rect(index)

  50.     rect.x += 4

  51.     rect.width -= 8

  52.     #self.contents.clear_rect(rect)

  53.     self.contents.font.color = normal_color

  54.     actor = $game_party.members[index]

  55.    
  56.    
  57.     ms=$game_party.members.size

  58.     w=96

  59.     w=(self.width-32)/ms if ms>4

  60.     x=((self.width-32) - w*ms )/(ms+1)

  61.     x=0 if x<0

  62.     draw_actor_face(actor,actor.index * w + 2 + x*(actor.index+1), 0,w-4) #追加

  63.    
  64.     size = self.contents.font.size  #追加

  65.     self.contents.font.size=16      #追加

  66.    
  67.     draw_actor_name(actor, actor.index * w + 2 + x*(actor.index+1), 0-4) #追加

  68.     draw_actor_state(actor, index*w + x*(actor.index+1), WLH*2 +12, w) #追加

  69.    
  70.     draw_actor_hp(actor, index*w +2 + x*(actor.index+1), WLH*3 +8, w-4) #追加

  71.     draw_actor_mp(actor, index*w +2 + x*(actor.index+1), WLH*4 +4, w-4) #追加

  72.    
  73.     self.contents.font.size=size    #追加


  74.   end

  75.   #--------------------------------------------------------------------------

  76.   # ☆ 顔グラフィックの描画 <追加変更>

  77.   #     face_name  : 顔グラフィック ファイル名

  78.   #     face_index : 顔グラフィック インデックス

  79.   #     x          : 描画先 X 座標

  80.   #     y          : 描画先 Y 座標

  81.   #     size       : 表示サイズ

  82.   #--------------------------------------------------------------------------

  83.   def draw_face(face_name, face_index, x, y, size = 96)

  84.     bitmap = Cache.face(face_name)

  85.     rect = Rect.new(0, 0, 0, 0)

  86.     rect.x = face_index % 4 * 96 + (96 - size) / 2

  87.     rect.y = face_index / 4 * 96 #+ (96 - size) / 2#追加

  88.    
  89.     rect.width = size

  90.    
  91.     rect.height = 96 #size#追加

  92.     self.contents.blt(x, y, bitmap, rect)

  93.     bitmap.dispose

  94.   end

  95.   

  96.   #--------------------------------------------------------------------------

  97.   # ☆ HP の描画 <追加変更>

  98.   #     actor : アクター

  99.   #     x     : 描画先 X 座標

  100.   #     y     : 描画先 Y 座標

  101.   #     width : 幅

  102.   #--------------------------------------------------------------------------

  103.   def draw_actor_hp(actor, x, y, width = 120)

  104.     ms = self.contents.font.size/2  #追加

  105.    
  106.     draw_actor_hp_gauge(actor, x, y, width)

  107.     self.contents.font.color = system_color

  108.     self.contents.draw_text(x, y+2, 30, WLH, Vocab::hp_a)             #追加

  109.     self.contents.font.color = hp_color(actor)

  110.     xr = x + width

  111.     if width <90                                                      #追加

  112.       self.contents.draw_text(xr - ms*4, y+2, ms*4, WLH, actor.hp, 2) #追加

  113.     else

  114.       self.contents.draw_text(xr - ms*9, y+2, ms*4, WLH, actor.hp, 2) #追加

  115.       self.contents.font.color = normal_color                         #追加

  116.       self.contents.draw_text(xr - ms*5, y+2, ms, WLH, "/", 2)        #追加

  117.       self.contents.draw_text(xr - ms*4, y+2, ms*4, WLH, actor.maxhp, 2)#追加

  118.     end

  119.   end

  120.   #--------------------------------------------------------------------------

  121.   # ☆ MP の描画 <追加変更>

  122.   #     actor : アクター

  123.   #     x     : 描画先 X 座標

  124.   #     y     : 描画先 Y 座標

  125.   #     width : 幅

  126.   #--------------------------------------------------------------------------

  127.   def draw_actor_mp(actor, x, y, width = 120)

  128.     ms = self.contents.font.size/2  #追加   
  129.    
  130.     draw_actor_mp_gauge(actor, x, y, width)

  131.     self.contents.font.color = system_color

  132.     self.contents.draw_text(x, y+2, 30, WLH, Vocab::mp_a)             #追加

  133.     self.contents.font.color = mp_color(actor)

  134.     xr = x + width

  135.     if width <90                                                      #追加

  136.       self.contents.draw_text(xr - ms*4, y+2, ms*4, WLH, actor.mp, 2) #追加

  137.     else

  138.       self.contents.draw_text(xr - ms*9, y+2, ms*4, WLH, actor.mp, 2) #追加

  139.       self.contents.font.color = normal_color                         #追加

  140.       self.contents.draw_text(xr - ms*5, y+2, ms, WLH, "/", 2)        #追加

  141.       self.contents.draw_text(xr - ms*4, y+2, ms*4, WLH, actor.maxmp, 2)#追加

  142.     end

  143.   end

  144. end


  145. class Scene_Battle < Scene_Base

  146.   #--------------------------------------------------------------------------

  147.   # ☆ 対象アクター対象選択の開始 <追加変更>

  148.   #--------------------------------------------------------------------------

  149.   alias old_start_target_actor_selection start_target_actor_selection

  150.   def start_target_actor_selection

  151.     old_start_target_actor_selection

  152.    
  153.     @target_actor_window.y -= 16  #追加  

  154.   end

  155. end


  156. #////////////////////////////////////////////////////////////////

  157. #作成者: ehime

  158. #サイト: 未完のダンボール (Mikan no Danboru)

  159. #   URL: http://www.abcoroti.com/~nekoneko/index.html

  160. #readmeやスタッフロールの明記,使用報告は任意.

  161. #////////////////////////////////////////////////////////////////
复制代码
在VA里直接插入使用原VX脚本的话,284行出错


求高人转换

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好像地球村有过的,不过后来被屏蔽了

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认真地猥琐,猥琐地认真

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发表于 2012-2-5 19:21:21 | 只看该作者
  1. #==============================================================================

  2. #
  3. # ▼ Yanfly Engine Ace - Ace Battle Engine v1.18

  4. # -- Last Updated: 2012.01.24

  5. # -- Level: Normal, Hard

  6. # -- Requires: n/a

  7. #
  8. #==============================================================================


  9. $imported = {} if $imported.nil?

  10. $imported["YEA-BattleEngine"] = true


  11. #==============================================================================

  12. # ▼ Updates

  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  14. # 2012.01.24 - Compatibility Update: Enemy Levels

  15. # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items.

  16. # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an

  17. #              animation only once.

  18. #            - Reduced lag from battle system constantly recreating bitmaps.

  19. # 2012.01.10 - Compatibility Update: Battle System FTB

  20. # 2012.01.09 - Anticrash methods implemented.

  21. #            - Damage Popups are now separate for damage formulas and recovery.

  22. # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items.

  23. # 2012.01.02 - Compatibility Update: Target Manager

  24. #            - Added Option: AUTO_FAST

  25. #            - Random hits now show animations individually.

  26. # 2011.12.30 - Compatibility Update: Enemy Levels

  27. #            - Added Option to center the actors in the HUD.

  28. # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game.

  29. #            - Default battle system bug fixes are now included from YEA's Ace

  30. #              Core Engine.

  31. #            - Groundwork is also made to support future battle system types.

  32. #            - Multi-hit actions no longer linger when a target dies during the

  33. #              middle of one of the hits.

  34. #            - Compatibility Update: Lunatic Objects v1.02

  35. # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead.

  36. # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show.

  37. # 2011.12.20 - Bug fixed: Death state popups against immortal states.

  38. #            - Bug fixed: During State popup fix.

  39. #            - Added HIDE_POPUP_SWITCH.

  40. # 2011.12.17 - Compatibiilty Update: Cast Animations

  41. # 2011.12.15 - Compatibility Update: Battle Command List

  42. # 2011.12.14 - Compatibility Update: Lunatic Objects

  43. # 2011.12.13 - Compatibility Update: Command Party

  44. # 2011.12.12 - Bug fixed: Turn stalling if no inputable members.

  45. # 2011.12.10 - Compatibility update for Automatic Party HUD.

  46. #            - Popup graphical bug fixed.

  47. #            - Bug fixed: Didn't wait for boss dead animations.

  48. #            - Bug fixed: Surprise attacks that froze the game.

  49. #            - Bug fixed: Popups didn't show for straight recovery effects.

  50. # 2011.12.08 - Finished Script.

  51. # 2011.12.04 - Started Script.

  52. #
  53. #==============================================================================

  54. # ▼ Introduction

  55. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  56. # Ace Battle Engine works as a foundation for future battle engine add-ons. It

  57. # allows for easier management of the battle engine without adding too many

  58. # features, allowing users to customize what they want as they see fit. While

  59. # the Ace Battle Engine isn't an entirely new engine, it gives users control

  60. # that RPG Maker VX Ace didn't originally give them.

  61. #
  62. # Furthermore, this script provides some new features. They are as follows:

  63. #
  64. # -----------------------------------------------------------------------------

  65. # Animation Fixes

  66. # -----------------------------------------------------------------------------

  67. # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes,

  68. # these fixes are included in this script as well to ensure it's working for

  69. # the battle script in the event someone chooses not to work with the Ace Core

  70. # Engine script. The animation fixes prevent excessive animation overlaying

  71. # (and making the screen look really ugly) and prevents animation clashing

  72. # between two dual wielding normal attack animations.

  73. #
  74. # -----------------------------------------------------------------------------

  75. # Enemy Animations

  76. # -----------------------------------------------------------------------------

  77. # Enemies now show battle animations when they deliver attacks and skills

  78. # against the player's party. Before in RPG Maker VX Ace, it was nothing more

  79. # than just sound effects and the screen shaking. Now, animations play where

  80. # the status window is and relative to the position of each party member.

  81. #
  82. # -----------------------------------------------------------------------------

  83. # Left/Right Command Selection

  84. # -----------------------------------------------------------------------------

  85. # While choosing actions, the player can press Left or Right to move freely

  86. # between (alive) actors to change their skills. Players no longer have to

  87. # cancel all the way back to change one person's skill and reselect everything.

  88. # On that note, there is now the option that when a battle starts or at the

  89. # end of a turn, players will start immediately at command selection rather

  90. # than needing to select "Fight" in the Party Command Window.

  91. #
  92. # -----------------------------------------------------------------------------

  93. # Popups

  94. # -----------------------------------------------------------------------------

  95. # Dealing damage, inflicting states, adding buffs, landing critical hits,

  96. # striking weaknesses, missing attacks, you name it, there's probably a popup

  97. # for it. Popups deliver information to the player in a quick or orderly

  98. # fashion without requiring the player to read lines of text.

  99. #
  100. # -----------------------------------------------------------------------------

  101. # Targeting Window

  102. # -----------------------------------------------------------------------------

  103. # When targeting enemies, the window is no longer displayed. Instead, the

  104. # targeted enemies are highlighted and their names are shown at the top of the

  105. # screen in a help window. Another thing that's changed is when skills that

  106. # target multiple targets are selected, there is a confirmation step that the

  107. # player must take before continuing. In this confirmation step, all of the

  108. # multiple targets are selected and in the help window would display the scope

  109. # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped

  110. # this step by default.

  111. #
  112. # -----------------------------------------------------------------------------

  113. # Toggling On and Off Special Effects and Text

  114. # -----------------------------------------------------------------------------

  115. # Not everybody likes having the screen shake or the enemies blink when they

  116. # take damage. These effects can now be toggled on and off. Certain text can

  117. # also be toggled on and off from appearing. A lot of the displayed text has

  118. # been rendered redundant through the use of popups.

  119. #
  120. # -----------------------------------------------------------------------------

  121. # Visual Battle Status Window

  122. # -----------------------------------------------------------------------------

  123. # Rather than just having rows of names with HP and MP bars next to them, the

  124. # Battle Status Window now displays actors' faces and their gauges aligned at

  125. # the bottom. More status effects can be shown in addition to showing more

  126. # members on screen at once. The Battle Status Window is also optimized to

  127. # refresh less (thus, removing potential lag from the system).

  128. #
  129. # -----------------------------------------------------------------------------

  130. # Window Position Changes

  131. # -----------------------------------------------------------------------------

  132. # Windows such as the Skill Window and Item Window have been rearranged to

  133. # always provide the player a clear view of the battlefield rather than opening

  134. # up and covering everything. As such, the window positions are placed at the

  135. # bottom of the screen and are repositioned.

  136. #
  137. #==============================================================================

  138. # ▼ Instructions

  139. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  140. # To install this script, open up your script editor and copy/paste this script

  141. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.

  142. #
  143. # -----------------------------------------------------------------------------

  144. # Skill Notetags - These notetags go in the skills notebox in the database.

  145. # -----------------------------------------------------------------------------

  146. # <one animation>

  147. # Causes the action to display the action animation only once, even if it's a

  148. # multi-hit action. This is used primarily for non-all scope targeting.

  149. #
  150. # -----------------------------------------------------------------------------

  151. # Item Notetags - These notetags go in the items notebox in the database.

  152. # -----------------------------------------------------------------------------

  153. # <one animation>

  154. # Causes the action to display the action animation only once, even if it's a

  155. # multi-hit action. This is used primarily for non-all scope targeting.

  156. #
  157. # -----------------------------------------------------------------------------

  158. # Enemy Notetags - These notetags go in the enemy notebox in the database.

  159. # -----------------------------------------------------------------------------

  160. # <atk ani 1: x>

  161. # <atk ani 2: x>

  162. # Changes the normal attack animation of the particular enemy to animation x.

  163. # Attack animation 1 is the first one that plays. If there's a second animation

  164. # then the second one will play after in mirrored form.

  165. #
  166. # -----------------------------------------------------------------------------

  167. # State Notetags - These notetags go in the state notebox in the database.

  168. # -----------------------------------------------------------------------------

  169. # <popup add: string>

  170. # <popup rem: string>

  171. # <popup dur: string>

  172. # Status effects now create popups whenever they're inflicted. However, if you

  173. # don't like that a certain status effect uses a particular colour setting,

  174. # change "string" to one of the rulesets below to cause that popup to use a

  175. # different ruleset.

  176. #
  177. # <popup hide add>

  178. # <popup hide rem>

  179. # <popup hide dur>

  180. # Not everybody wants status effects to show popups when inflicted. When this

  181. # is the case, insert the respective tag to hide popups from appearing when the

  182. # state is added, removed, or during the stand-by phases.

  183. #
  184. # -----------------------------------------------------------------------------

  185. # Debug Tools - These tools only work during Test Play.

  186. # -----------------------------------------------------------------------------

  187. # - F5 Key -

  188. # Recovers all actors. Restores their HP and MP to max. Does not affect TP.

  189. # All states and buffs are removed whether they are positive or negative.

  190. #
  191. # - F6 Key -

  192. # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected.

  193. #
  194. # - F7 Key -

  195. # Sets all actors to have max TP. Everything else is unaffected.

  196. #
  197. # - F8 Key -

  198. # Kills all enemies in battle. Ends the battle quickly.

  199. #
  200. #==============================================================================

  201. # ▼ Compatibility

  202. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  203. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that

  204. # it will run with RPG Maker VX without adjusting.

  205. #
  206. #==============================================================================


  207. module YEA

  208.   module BATTLE

  209.    
  210.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  211.     # - General Battle Settings -

  212.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  213.     # These settings are adjusted for the overall battle system. These are

  214.     # various miscellaneous options to adjust. Each of the settings below will

  215.     # explain what they do. Change default enemy battle animations here, too.

  216.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  217.     BLINK_EFFECTS      = false  # Blink sprite when damaged?

  218.     FLASH_WHITE_EFFECT = true   # Flash enemy white when it starts an attack.

  219.     SCREEN_SHAKE       = false  # Shake screen in battle?

  220.     SKIP_PARTY_COMMAND = true   # Skips the Fight/Escape menu.

  221.     AUTO_FAST          = true   # Causes message windows to not wait.

  222.     ENEMY_ATK_ANI      = 36     # Sets default attack animation for enemies.

  223.    
  224.     # If this switch is ON, popups will be hidden. If OFF, the popups will be

  225.     # shown. If you do not wish to use this switch, set it to 0.

  226.     HIDE_POPUP_SWITCH  = 0

  227.    
  228.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  229.     # - Battle Status Window -

  230.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  231.     # This sets the default battle system your game will use. If your game

  232.     # doesn't have any other battle systems installed, it will use :dtb.

  233.     #
  234.     # Battle System        Requirement

  235.     #   :dtb               - Default Turn Battle. Default system.

  236.     #   :ftb               - YEA Battle System Add-On: Free Turn Battle

  237.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  238.     DEFAULT_BATTLE_SYSTEM = :dtb     # Default battle system set.

  239.    
  240.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  241.     # - Battle Status Window -

  242.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  243.     # Here, you can adjust the settings for the battle status window. The

  244.     # battle status window, by default, will show the actor's face, HP, MP, TP

  245.     # (if viable), and any inflicted status effects.

  246.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  247.     BATTLESTATUS_NAME_FONT_SIZE = 20    # Font size used for name.

  248.     BATTLESTATUS_TEXT_FONT_SIZE = 16    # Font size used for HP, MP, TP.

  249.     BATTLESTATUS_NO_ACTION_ICON = 185   # No action icon.

  250.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11    # Y Location buffer used for HP gauge.

  251.     BATTLESTATUS_CENTER_FACES   = false # Center faces for the Battle Status.

  252.    
  253.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  254.     # - Help Window Text -

  255.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  256.     # When selecting a target to attack, this is the text that will be shown

  257.     # in place of a target's name for special cases. These special cases are

  258.     # for selections that were originally non-targetable battle scopes.

  259.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  260.     HELP_TEXT_ALL_FOES        = "All Foes"

  261.     HELP_TEXT_ONE_RANDOM_FOE  = "One Random Foe"

  262.     HELP_TEXT_MANY_RANDOM_FOE = "%d Random Foes"

  263.     HELP_TEXT_ALL_ALLIES      = "All Allies"

  264.     HELP_TEXT_ALL_DEAD_ALLIES = "All Dead Allies"

  265.     HELP_TEXT_ONE_RANDOM_ALLY = "One Random Ally"

  266.     HELP_TEXT_RANDOM_ALLIES   = "%d Random Allies"

  267.    
  268.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  269.     # - Popup Settings -

  270.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  271.     # These settings will adjust the popups that appear in battle. Popups

  272.     # deliver information to your player as battlers deal damage, inflict

  273.     # status effects, and more.

  274.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  275.     ENABLE_POPUPS  = true     # Set this to false if you wish to disable them.

  276.     FLASH_CRITICAL = true     # Sets critical hits to flash.

  277.    
  278.     # This hash adjusts the popup settings that will govern how popups appear.

  279.     # Adjust them accordingly.

  280.     POPUP_SETTINGS ={

  281.       :offset     => -24,         # Height offset of a popup.

  282.       :fade       => 12,          # Fade rate for each popup.

  283.       :full       => 60,          # Frames before a popup fades.

  284.       :hp_dmg     => "-%s ",      # SprintF for HP damage.

  285.       :hp_heal    => "+%s ",      # SprintF for HP healing.

  286.       :mp_dmg     => "-%s MP",    # SprintF for MP damage.

  287.       :mp_heal    => "+%s MP",    # SprintF for MP healing.

  288.       :tp_dmg     => "-%s TP",    # SprintF for MP damage.

  289.       :tp_heal    => "+%s TP",    # SprintF for MP healing.

  290.       :drained    => "DRAIN",     # Text display for draining HP/MP.

  291.       :critical   => "CRITICAL!", # Text display for critical hit.

  292.       :missed     => "MISS",      # Text display for missed attack.

  293.       :evaded     => "EVADE!",    # Text display for evaded attack.

  294.       :nulled     => "NULL",      # Text display for nulled attack.

  295.       :failed     => "FAILED",    # Text display for a failed attack.

  296.       :add_state  => "+%s",      # SprintF for added states.

  297.       :rem_state  => "-%s",      # SprintF for removed states.

  298.       :dur_state  => "%s",        # SprintF for during states.

  299.       :ele_rates  => true,        # This will display elemental affinities.

  300.       :ele_wait   => 20,          # This is how many frames will wait.

  301.       :weakpoint  => "WEAKPOINT", # Appears if foe is weak to element.

  302.       :resistant  => "RESIST",    # Appears if foe is resistant to element.

  303.       :immune     => "IMMUNE",    # Appears if foe is immune to element.

  304.       :absorbed   => "ABSORB",    # Appears if foe can absorb the element.

  305.       :add_buff   => "%s+",      # Appears when a positive buff is applied.

  306.       :add_debuff => "%s-",      # Appears when a negative buff is applied.

  307.     } # Do not remove this.

  308.    
  309.     # This is the default font used for the popups. Adjust them accordingly

  310.     # or even add new ones.

  311.     DEFAULT = ["VL Gothic", "Verdana", "Arial", "Courier"]

  312.    
  313.     # The following are the various rules that govern the individual popup

  314.     # types that will appear. Adjust them accordingly. Here is a list of what

  315.     # each category does.

  316.     #   Zoom1    The zoom the popup starts at. Values over 2.0 may cause lag.

  317.     #   Zoom2    The zoom the popup goes to. Values over 2.0 may cause lag.

  318.     #   Sz       The font size used for the popup text.

  319.     #   Bold     Applying bold for the popup text.

  320.     #   Italic   Applying italic for the popup text.

  321.     #   Red      The red value of the popup text.

  322.     #   Grn      The green value of the popup text.

  323.     #   Blu      The blue value of the popup text.

  324.     #   Font     The font used for the popup text.

  325.     POPUP_RULES ={

  326.       # Type     => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]

  327.       "DEFAULT"  => [   2.0,   1.0, 24, true,  false, 255, 255, 255, DEFAULT],

  328.       "CRITICAL" => [   2.0,   1.0, 24, true,  false, 255,  80,  80, DEFAULT],
  329.       "HP_DMG"   => [   2.0,   1.0, 36, true,  false, 255, 255, 255, DEFAULT],
  330.       "HP_HEAL"  => [   2.0,   1.0, 36, true,  false, 130, 250, 130, DEFAULT],
  331.       "MP_DMG"   => [   2.0,   1.0, 36, true,  false, 220, 180, 255, DEFAULT],
  332.       "MP_HEAL"  => [   2.0,   1.0, 36, true,  false, 160, 230, 255, DEFAULT],
  333.       "TP_DMG"   => [   2.0,   1.0, 36, true,  false, 242, 108,  78, DEFAULT],
  334.       "TP_HEAL"  => [   2.0,   1.0, 36, true,  false, 251, 175,  92, DEFAULT],
  335.       "ADDSTATE" => [   2.0,   1.0, 24, true,  false, 240, 100, 100, DEFAULT],
  336.       "REMSTATE" => [   2.0,   1.0, 24, true,  false, 125, 170, 225, DEFAULT],
  337.       "DURSTATE" => [   2.0,   1.0, 24, true,  false, 255, 240, 150, DEFAULT],
  338.       "DRAIN"    => [   2.0,   1.0, 36, true,  false, 250, 190, 255, DEFAULT],
  339.       "POSITIVE" => [   2.0,   1.0, 24, true,  false, 110, 210, 245, DEFAULT],
  340.       "NEGATIVE" => [   2.0,   1.0, 24, true,  false, 245, 155, 195, DEFAULT],
  341.       "WEAK_ELE" => [   0.5,   1.0, 24, true,  false, 240, 110,  80, DEFAULT],
  342.       "IMMU_ELE" => [   0.5,   1.0, 24, true,  false, 185, 235, 255, DEFAULT],
  343.       "REST_ELE" => [   0.5,   1.0, 24, true,  false, 145, 230, 180, DEFAULT],
  344.       "ABSB_ELE" => [   0.5,   1.0, 24, true,  false, 250, 190, 255, DEFAULT],
  345.       "BUFF"     => [   2.0,   1.0, 24, true,  false, 255, 240, 100, DEFAULT],
  346.       "DEBUFF"   => [   2.0,   1.0, 24, true,  false, 160, 130, 200, DEFAULT],
  347.     } # Do not remove this.

  348.    
  349.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  350.     # - Streamlined Messages -

  351.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  352.     # Want to remove some of those annoying messages that appear all the time?

  353.     # Now you can! Select which messages you want to enable or disable. Some of

  354.     # these messages will be rendered useless due to popups.

  355.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  356.     MSG_ENEMY_APPEARS  = false  # Message when enemy appears start of battle.

  357.     MSG_CURRENT_STATE  = false  # Show which states has affected battler.

  358.     MSG_CURRENT_ACTION = true   # Show the current action of the battler.

  359.     MSG_COUNTERATTACK  = true   # Show the message for a counterattack.

  360.     MSG_REFLECT_MAGIC  = true   # Show message for reflecting magic attacks.

  361.     MSG_SUBSTITUTE_HIT = true   # Show message for ally taking another's hit.

  362.     MSG_FAILURE_HIT    = false  # Show effect failed against target.

  363.     MSG_CRITICAL_HIT   = false  # Show attack was a critical hit.

  364.     MSG_HIT_MISSED     = false  # Show attack missed the target.

  365.     MSG_EVASION        = false  # Show attack was evaded by the target.

  366.     MSG_HP_DAMAGE      = false  # Show HP damage to target.

  367.     MSG_MP_DAMAGE      = false  # Show MP damage to target.

  368.     MSG_TP_DAMAGE      = false  # Show TP damage to target.

  369.     MSG_ADDED_STATES   = false  # Show target's added states.

  370.     MSG_REMOVED_STATES = false  # Show target's removed states.

  371.     MSG_CHANGED_BUFFS  = false  # Show target's changed buffs.

  372.    
  373.   end # BATTLE

  374. end # YEA


  375. #==============================================================================

  376. # ▼ Editting anything past this point may potentially result in causing

  377. # computer damage, incontinence, explosion of user's head, coma, death, and/or

  378. # halitosis so edit at your own risk.

  379. #==============================================================================


  380. module YEA

  381.   module REGEXP

  382.   module ENEMY

  383.    
  384.     ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i

  385.     ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i

  386.    
  387.   end # ENEMY

  388.   module USABLEITEM

  389.    
  390.     ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i

  391.    
  392.   end # USABLEITEM

  393.   module STATE

  394.    
  395.     POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i

  396.     POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i

  397.     POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i

  398.    
  399.     HIDE_ADD  = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i

  400.     HIDE_REM  = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i

  401.     HIDE_DUR  = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i

  402.    
  403.   end # STATE

  404.   end # REGEXP

  405. end # YEA


  406. #==============================================================================

  407. # ■ Switch

  408. #==============================================================================


  409. module Switch

  410.   

  411.   #--------------------------------------------------------------------------

  412.   # self.hide_popups

  413.   #--------------------------------------------------------------------------

  414.   def self.hide_popups

  415.     return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0

  416.     return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH]

  417.   end

  418.   

  419. end # Switch


  420. #==============================================================================

  421. # ■ Colour

  422. #==============================================================================


  423. module Colour

  424.   

  425.   #--------------------------------------------------------------------------

  426.   # self.text_colour

  427.   #--------------------------------------------------------------------------

  428.   def self.text_colour(index)

  429.     windowskin = Cache.system("Window")

  430.     x = 64 + (index % 8) * 8

  431.     y = 96 + (index / 8) * 8

  432.     return windowskin.get_pixel(x, y)

  433.   end

  434.   

  435. end # Colour


  436. #==============================================================================

  437. # ■ Icon

  438. #==============================================================================


  439. module Icon

  440.   

  441.   #--------------------------------------------------------------------------

  442.   # self.no_action

  443.   #--------------------------------------------------------------------------

  444.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end

  445.    
  446. end # Icon


  447. #==============================================================================

  448. # ■ Numeric

  449. #==============================================================================


  450. class Numeric

  451.   

  452.   #--------------------------------------------------------------------------

  453.   # new method: group_digits

  454.   #--------------------------------------------------------------------------

  455.   unless $imported["YEA-CoreEngine"]

  456.   def group; return self.to_s; end

  457.   end # $imported["YEA-CoreEngine"]

  458.    
  459. end # Numeric


  460. #==============================================================================

  461. # ■ DataManager

  462. #==============================================================================


  463. module DataManager

  464.   

  465.   #--------------------------------------------------------------------------

  466.   # alias method: load_database

  467.   #--------------------------------------------------------------------------

  468.   class <<self; alias load_database_abe load_database; end

  469.   def self.load_database

  470.     load_database_abe

  471.     load_notetags_abe

  472.   end

  473.   

  474.   #--------------------------------------------------------------------------

  475.   # new method: load_notetags_abe

  476.   #--------------------------------------------------------------------------

  477.   def self.load_notetags_abe

  478.     groups = [$data_enemies, $data_states, $data_skills, $data_items]

  479.     for group in groups

  480.       for obj in group

  481.         next if obj.nil?

  482.         obj.load_notetags_abe

  483.       end

  484.     end

  485.   end

  486.   

  487. end # DataManager


  488. #==============================================================================

  489. # ■ RPG::UsableItem

  490. #==============================================================================


  491. class RPG::UsableItem < RPG::BaseItem

  492.   

  493.   #--------------------------------------------------------------------------

  494.   # public instance variables

  495.   #--------------------------------------------------------------------------

  496.   attr_accessor :one_animation

  497.   

  498.   #--------------------------------------------------------------------------

  499.   # common cache: load_notetags_abe

  500.   #--------------------------------------------------------------------------

  501.   def load_notetags_abe

  502.     @one_animation = false

  503.     #---

  504.     self.note.split(/[\r\n]+/).each { |line|

  505.       case line

  506.       #---

  507.       when YEA::REGEXP::USABLEITEM::ONE_ANIMATION

  508.         @one_animation = true

  509.       end

  510.     } # self.note.split

  511.     #---

  512.   end

  513.   

  514. end # RPG::UsableItem


  515. #==============================================================================

  516. # ■ RPG::Enemy

  517. #==============================================================================


  518. class RPG::Enemy < RPG::BaseItem

  519.   

  520.   #--------------------------------------------------------------------------

  521.   # public instance variables

  522.   #--------------------------------------------------------------------------

  523.   attr_accessor :atk_animation_id1

  524.   attr_accessor :atk_animation_id2

  525.   

  526.   #--------------------------------------------------------------------------

  527.   # common cache: load_notetags_abe

  528.   #--------------------------------------------------------------------------

  529.   def load_notetags_abe

  530.     @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI

  531.     @atk_animation_id2 = 0

  532.     #---

  533.     self.note.split(/[\r\n]+/).each { |line|

  534.       case line

  535.       #---

  536.       when YEA::REGEXP::ENEMY::ATK_ANI1

  537.         @atk_animation_id1 = $1.to_i

  538.       when YEA::REGEXP::ENEMY::ATK_ANI2

  539.         @atk_animation_id2 = $1.to_i

  540.       end

  541.     } # self.note.split

  542.     #---

  543.   end

  544.   

  545. end # RPG::Enemy


  546. #==============================================================================

  547. # ■ RPG::Enemy

  548. #==============================================================================


  549. class RPG::State < RPG::BaseItem

  550.   

  551.   #--------------------------------------------------------------------------

  552.   # public instance variables

  553.   #--------------------------------------------------------------------------

  554.   attr_accessor :popup_rules

  555.   

  556.   #--------------------------------------------------------------------------

  557.   # common cache: load_notetags_abe

  558.   #--------------------------------------------------------------------------

  559.   def load_notetags_abe

  560.     @popup_rules = {
  561.       :add_state => "ADDSTATE",
  562.       :rem_state => "REMSTATE",
  563.       :dur_state => nil

  564.     } # Do not remove this.

  565.     #---

  566.     self.note.split(/[\r\n]+/).each { |line|

  567.       case line

  568.       #---

  569.       when YEA::REGEXP::STATE::POPUP_ADD

  570.         @popup_rules[:add_state] = $1.upcase.to_s

  571.       when YEA::REGEXP::STATE::POPUP_REM

  572.         @popup_rules[:rem_state] = $1.upcase.to_s

  573.       when YEA::REGEXP::STATE::POPUP_DUR

  574.         @popup_rules[:dur_state] = $1.upcase.to_s

  575.       when YEA::REGEXP::STATE::HIDE_ADD

  576.         @popup_rules[:add_state] = nil

  577.       when YEA::REGEXP::STATE::HIDE_REM

  578.         @popup_rules[:rem_state] = nil

  579.       when YEA::REGEXP::STATE::HIDE_DUR

  580.         @popup_rules[:dur_state] = nil

  581.       end

  582.     } # self.note.split

  583.     #---

  584.   end

  585.   

  586. end # RPG::State


  587. #==============================================================================

  588. # ■ BattleManager

  589. #==============================================================================


  590. module BattleManager

  591.   

  592.   #--------------------------------------------------------------------------

  593.   # overwrite method: self.battle_start

  594.   #--------------------------------------------------------------------------

  595.   def self.battle_start

  596.     $game_system.battle_count += 1

  597.     $game_party.on_battle_start

  598.     $game_troop.on_battle_start

  599.     return unless YEA::BATTLE::MSG_ENEMY_APPEARS

  600.     $game_troop.enemy_names.each do |name|

  601.       $game_message.add(sprintf(Vocab::Emerge, name))

  602.     end

  603.     if @preemptive

  604.       $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))

  605.     elsif @surprise

  606.       $game_message.add(sprintf(Vocab::Surprise, $game_party.name))

  607.     end

  608.     wait_for_message

  609.   end

  610.   

  611.   #--------------------------------------------------------------------------

  612.   # overwrite method: make_action_orders

  613.   #--------------------------------------------------------------------------

  614.   def self.make_action_orders

  615.     make_dtb_action_orders if btype?(:dtb)

  616.   end

  617.   

  618.   #--------------------------------------------------------------------------

  619.   # new method: make_dtb_action_orders

  620.   #--------------------------------------------------------------------------

  621.   def self.make_dtb_action_orders

  622.     @action_battlers = []

  623.     @action_battlers += $game_party.members unless @surprise

  624.     @action_battlers += $game_troop.members unless @preemptive

  625.     @action_battlers.each {|battler| battler.make_speed }

  626.     @action_battlers.sort! {|a,b| b.speed - a.speed }

  627.   end

  628.   

  629.   #--------------------------------------------------------------------------

  630.   # overwrite method: turn_start

  631.   #--------------------------------------------------------------------------

  632.   def self.turn_start

  633.     @phase = :turn

  634.     clear_actor

  635.     $game_troop.increase_turn

  636.     @performed_battlers = []

  637.     make_action_orders

  638.   end

  639.   

  640.   #--------------------------------------------------------------------------

  641.   # overwrite method: next_subject

  642.   #--------------------------------------------------------------------------

  643.   def self.next_subject

  644.     @performed_battlers = [] if @performed_battlers.nil?

  645.     loop do

  646.       @action_battlers -= @performed_battlers

  647.       battler = @action_battlers.shift

  648.       return nil unless battler

  649.       next unless battler.index && battler.alive?

  650.       @performed_battlers.push(battler)

  651.       return battler

  652.     end

  653.   end

  654.   

  655.   #--------------------------------------------------------------------------

  656.   # overwrite method: force_action

  657.   #--------------------------------------------------------------------------

  658.   def self.force_action(battler)

  659.     @action_forced = [] if @action_forced == nil

  660.     @action_forced.push(battler)

  661.     return unless Switch.forced_action_remove

  662.     @action_battlers.delete(battler)

  663.   end

  664.   

  665.   #--------------------------------------------------------------------------

  666.   # overwrite method: action_forced?

  667.   #--------------------------------------------------------------------------

  668.   def self.action_forced?

  669.     @action_forced != nil

  670.   end

  671.   

  672.   #--------------------------------------------------------------------------

  673.   # overwrite method: action_forced_battler

  674.   #--------------------------------------------------------------------------

  675.   def self.action_forced_battler

  676.     @action_forced.shift

  677.   end

  678.   

  679.   #--------------------------------------------------------------------------

  680.   # overwrite method: clear_action_force

  681.   #--------------------------------------------------------------------------

  682.   def self.clear_action_force

  683.     @action_forced = nil if @action_forced.empty?

  684.   end

  685.   

  686.   #--------------------------------------------------------------------------

  687.   # new method: self.init_battle_type

  688.   #--------------------------------------------------------------------------

  689.   def self.init_battle_type

  690.     set_btype($game_system.battle_system)

  691.   end

  692.   

  693.   #--------------------------------------------------------------------------

  694.   # new method: self.set_btype

  695.   #--------------------------------------------------------------------------

  696.   def self.set_btype(btype = :dtb)

  697.     @battle_type = btype

  698.   end

  699.   

  700.   #--------------------------------------------------------------------------

  701.   # new method: self.btype?

  702.   #--------------------------------------------------------------------------

  703.   def self.btype?(btype)

  704.     return @battle_type == btype

  705.   end

  706.   

  707. end # BattleManager


  708. #==============================================================================

  709. # ■ Game_System

  710. #==============================================================================


  711. class Game_System

  712.   

  713.   #--------------------------------------------------------------------------

  714.   # new method: battle_system

  715.   #--------------------------------------------------------------------------

  716.   def battle_system

  717.     if @battle_system.nil?

  718.       return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM)

  719.     else

  720.       return battle_system_corrected(@battle_system)

  721.     end

  722.   end

  723.   

  724.   #--------------------------------------------------------------------------

  725.   # new method: set_battle_system

  726.   #--------------------------------------------------------------------------

  727.   def set_battle_system(type)

  728.     case type

  729.     when :dtb; @battle_system = :dtb

  730.     when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb

  731.     else;      @battle_system = :dtb

  732.     end

  733.   end

  734.   

  735.   #--------------------------------------------------------------------------

  736.   # new method: battle_system_corrected

  737.   #--------------------------------------------------------------------------

  738.   def battle_system_corrected(type)

  739.     case type

  740.     when :dtb; return :dtb

  741.     when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb

  742.     else;      return :dtb

  743.     end

  744.   end

  745.   

  746. end # Game_System


  747. #==============================================================================

  748. # ■ Sprite_Base

  749. #==============================================================================


  750. class Sprite_Base < Sprite

  751.   

  752.   #--------------------------------------------------------------------------

  753.   # new method: start_pseudo_animation

  754.   #--------------------------------------------------------------------------

  755.   unless $imported["YEA-CoreEngine"]

  756.   def start_pseudo_animation(animation, mirror = false)

  757.     dispose_animation

  758.     @animation = animation

  759.     return if @animation.nil?

  760.     @ani_mirror = mirror

  761.     set_animation_rate

  762.     @ani_duration = @animation.frame_max * @ani_rate + 1

  763.     @ani_sprites = []

  764.   end

  765.   end # $imported["YEA-CoreEngine"]

  766.   

  767. end # Sprite_Base


  768. #==============================================================================

  769. # ■ Sprite_Battler

  770. #==============================================================================


  771. class Sprite_Battler < Sprite_Base

  772.   

  773.   #--------------------------------------------------------------------------

  774.   # public instance variables

  775.   #--------------------------------------------------------------------------

  776.   attr_accessor :effect_type

  777.   attr_accessor :battler_visible

  778.   attr_accessor :popups

  779.   

  780.   #--------------------------------------------------------------------------

  781.   # alias method: initialize

  782.   #--------------------------------------------------------------------------

  783.   alias sprite_battler_initialize_abe initialize

  784.   def initialize(viewport, battler = nil)

  785.     sprite_battler_initialize_abe(viewport, battler)

  786.     @popups = []

  787.     @popup_flags = []

  788.   end

  789.   

  790.   #--------------------------------------------------------------------------

  791.   # alias method: update_bitmap

  792.   #--------------------------------------------------------------------------

  793.   alias sprite_battler_update_bitmap_abe update_bitmap

  794.   def update_bitmap

  795.     return if @battler.actor? && @battler.battler_name == ""

  796.     sprite_battler_update_bitmap_abe

  797.   end

  798.   

  799.   #--------------------------------------------------------------------------

  800.   # alias method: setup_new_animation

  801.   #--------------------------------------------------------------------------

  802.   unless $imported["YEA-CoreEngine"]

  803.   alias sprite_battler_setup_new_animation_abe setup_new_animation

  804.   def setup_new_animation

  805.     sprite_battler_setup_new_animation_abe

  806.     return if @battler.pseudo_ani_id <= 0

  807.     animation = $data_animations[@battler.pseudo_ani_id]

  808.     mirror = @battler.animation_mirror

  809.     start_pseudo_animation(animation, mirror)

  810.     @battler.pseudo_ani_id = 0

  811.   end

  812.   end # $imported["YEA-CoreEngine"]

  813.   

  814.   #--------------------------------------------------------------------------

  815.   # alias method: setup_new_effect

  816.   #--------------------------------------------------------------------------

  817.   alias sprite_battler_setup_new_effect_abe setup_new_effect

  818.   def setup_new_effect

  819.     sprite_battler_setup_new_effect_abe

  820.     setup_popups

  821.   end

  822.   

  823.   #--------------------------------------------------------------------------

  824.   # new method: setup_popups

  825.   #--------------------------------------------------------------------------

  826.   def setup_popups

  827.     return unless @battler.use_sprite?

  828.     @battler.popups = [] if @battler.popups.nil?

  829.     return if @battler.popups == []

  830.     array = @battler.popups.shift

  831.     create_new_popup(array[0], array[1], array[2])

  832.   end

  833.   

  834.   #--------------------------------------------------------------------------

  835.   # new method: create_new_popup

  836.   #--------------------------------------------------------------------------

  837.   def create_new_popup(value, rules, flags)

  838.     return if @battler == nil

  839.     return if flags & @popup_flags != []

  840.     array = YEA::BATTLE::POPUP_RULES[rules]

  841.     for popup in @popups

  842.       popup.y -= 24

  843.     end

  844.     return unless SceneManager.scene.is_a?(Scene_Battle)

  845.     return if SceneManager.scene.spriteset.nil?

  846.     view = SceneManager.scene.spriteset.viewportPopups

  847.     new_popup = Sprite_Popup.new(view, @battler, value, rules, flags)

  848.     @popups.push(new_popup)

  849.     @popup_flags.push("weakness") if flags.include?("weakness")

  850.     @popup_flags.push("resistant") if flags.include?("resistant")

  851.     @popup_flags.push("immune") if flags.include?("immune")

  852.     @popup_flags.push("absorbed") if flags.include?("absorbed")

  853.   end

  854.   

  855.   #--------------------------------------------------------------------------

  856.   # alias method: update_effect

  857.   #--------------------------------------------------------------------------

  858.   alias sprite_battler_update_effect_abe update_effect

  859.   def update_effect

  860.     sprite_battler_update_effect_abe

  861.     update_popups

  862.   end

  863.   

  864.   #--------------------------------------------------------------------------

  865.   # new method: update_popups

  866.   #--------------------------------------------------------------------------

  867.   def update_popups

  868.     for popup in @popups

  869.       popup.update

  870.       next unless popup.opacity <= 0

  871.       popup.bitmap.dispose

  872.       popup.dispose

  873.       @popups.delete(popup)

  874.       popup = nil

  875.     end

  876.     @popup_flags = [] if @popups == [] && @popup_flags != []

  877.     return unless SceneManager.scene_is?(Scene_Battle)

  878.     if @current_active_battler != SceneManager.scene.subject

  879.       @current_active_battler = SceneManager.scene.subject

  880.       @popup_flags = []

  881.     end

  882.   end

  883.   

  884. end # Sprite_Battler


  885. #==============================================================================

  886. # ■ Sprite_Popup

  887. #==============================================================================


  888. class Sprite_Popup < Sprite_Base

  889.   

  890.   #--------------------------------------------------------------------------

  891.   # public instance variables

  892.   #--------------------------------------------------------------------------

  893.   attr_accessor :flags

  894.   

  895.   #--------------------------------------------------------------------------

  896.   # initialize

  897.   #--------------------------------------------------------------------------

  898.   def initialize(viewport, battler, value, rules, flags)

  899.     super(viewport)

  900.     @value = value

  901.     @rules = rules

  902.     @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules)

  903.     @fade = YEA::BATTLE::POPUP_SETTINGS[:fade]

  904.     @full = YEA::BATTLE::POPUP_SETTINGS[:full]

  905.     @flags = flags

  906.     @battler = battler

  907.     create_popup_bitmap

  908.   end

  909.   

  910.   #--------------------------------------------------------------------------

  911.   # create_popup_bitmap

  912.   #--------------------------------------------------------------------------

  913.   def create_popup_bitmap

  914.     rules_array = YEA::BATTLE::POPUP_RULES[@rules]

  915.     bw = Graphics.width

  916.     bw += 48 if @flags.include?("state")

  917.     bh = Font.default_size * 3

  918.     bitmap = Bitmap.new(bw, bh)

  919.     bitmap.font.name = rules_array[8]

  920.     size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2]

  921.     bitmap.font.size = size

  922.     bitmap.font.bold = rules_array[3]

  923.     bitmap.font.italic = rules_array[4]

  924.     if flags.include?("critical")

  925.       crit = YEA::BATTLE::POPUP_RULES["CRITICAL"]

  926.       bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255)

  927.     else

  928.       bitmap.font.out_color.set(0, 0, 0, 255)

  929.     end

  930.     dx = 0; dy = 0; dw = 0

  931.     dx += 24 if @flags.include?("state")

  932.     dw += 24 if @flags.include?("state")

  933.     if @flags.include?("state") || @flags.include?("buff")

  934.       c_width = bitmap.text_size(@value).width

  935.       icon_bitmap = $game_temp.iconset

  936.       icon_index = flag_state_icon

  937.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)

  938.       bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255)

  939.     end

  940.     bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7])

  941.     bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1)

  942.     self.bitmap = bitmap

  943.     self.x = @battler.screen_x

  944.     self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1

  945.     self.x -= SceneManager.scene.spriteset.viewport1.ox

  946.     self.y = @battler.screen_y - @battler.sprite.oy/2

  947.     self.y -= @battler.sprite.oy/2 if @battler.actor?

  948.     self.y -= SceneManager.scene.spriteset.viewport1.oy

  949.     self.ox = bw/2; self.oy = bh/2

  950.     self.zoom_x = self.zoom_y = rules_array[0]

  951.     if @flags.include?("no zoom")

  952.       self.zoom_x = self.zoom_y = rules_array[1]

  953.     end

  954.     @target_zoom = rules_array[1]

  955.     @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up"

  956.     self.z = 500

  957.   end

  958.   

  959.   #--------------------------------------------------------------------------

  960.   # update

  961.   #--------------------------------------------------------------------------

  962.   def update

  963.     super

  964.     #---

  965.     if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL

  966.       @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0

  967.       @hue_duration -= 1

  968.       self.bitmap.hue_change(15) if @hue_duration <= 0

  969.     end

  970.     #---

  971.     if @zoom_direction == "up"

  972.       self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min

  973.       self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min

  974.     else

  975.       self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max

  976.       self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max

  977.     end

  978.     #---

  979.     @full -= 1

  980.     return if @full > 0

  981.     self.y -= 1

  982.     self.opacity -= @fade

  983.   end

  984.   

  985.   #--------------------------------------------------------------------------

  986.   # flag_state_icon

  987.   #--------------------------------------------------------------------------

  988.   def flag_state_icon

  989.     for item in @flags; return item if item.is_a?(Integer); end

  990.     return 0

  991.   end

  992.   

  993. end # Sprite_Popup


  994. #==============================================================================

  995. # ■ Spriteset_Battle

  996. #==============================================================================


  997. class Spriteset_Battle

  998.   

  999.   #--------------------------------------------------------------------------

  1000.   # public instance variables

  1001.   #--------------------------------------------------------------------------

  1002.   attr_accessor :actor_sprites

  1003.   attr_accessor :enemy_sprites

  1004.   attr_accessor :viewport1

  1005.   attr_accessor :viewportPopups

  1006.   

  1007.   #--------------------------------------------------------------------------

  1008.   # alias method: create_viewports

  1009.   #--------------------------------------------------------------------------

  1010.   alias spriteset_battle_create_viewports_abe create_viewports

  1011.   def create_viewports

  1012.     spriteset_battle_create_viewports_abe

  1013.     @viewportPopups = Viewport.new

  1014.     @viewportPopups.z = 200

  1015.   end

  1016.   

  1017.   #--------------------------------------------------------------------------

  1018.   # alias method: dispose_viewports

  1019.   #--------------------------------------------------------------------------

  1020.   alias spriteset_battle_dispose_viewports_abe dispose_viewports

  1021.   def dispose_viewports

  1022.     spriteset_battle_dispose_viewports_abe

  1023.     @viewportPopups.dispose

  1024.   end

  1025.   

  1026.   #--------------------------------------------------------------------------

  1027.   # alias method: update_viewports

  1028.   #--------------------------------------------------------------------------

  1029.   alias spriteset_battle_update_viewports_abe update_viewports

  1030.   def update_viewports

  1031.     spriteset_battle_update_viewports_abe

  1032.     @viewportPopups.update

  1033.   end

  1034.   

  1035. end # Spriteset_Battle


  1036. #==============================================================================

  1037. # ■ Game_Temp

  1038. #==============================================================================


  1039. class Game_Temp

  1040.   

  1041.   #--------------------------------------------------------------------------

  1042.   # public instance variables

  1043.   #--------------------------------------------------------------------------

  1044.   attr_accessor :battle_aid

  1045.   attr_accessor :evaluating

  1046.   attr_accessor :iconset

  1047.   

  1048.   #--------------------------------------------------------------------------

  1049.   # alias method: initialize

  1050.   #--------------------------------------------------------------------------

  1051.   alias game_temp_initialize_abe initialize

  1052.   def initialize

  1053.     game_temp_initialize_abe

  1054.     @iconset = Cache.system("Iconset")

  1055.   end

  1056.   

  1057. end # Game_Temp


  1058. #==============================================================================

  1059. # ■ Game_Action

  1060. #==============================================================================


  1061. class Game_Action

  1062.   

  1063.   #--------------------------------------------------------------------------

  1064.   # overwrite method: speed

  1065.   #--------------------------------------------------------------------------

  1066.   def speed

  1067.     speed = subject.agi

  1068.     speed += item.speed if item

  1069.     speed += subject.atk_speed if attack?

  1070.     return speed

  1071.   end

  1072.   

  1073.   #--------------------------------------------------------------------------

  1074.   # alias method: evaluate_item_with_target

  1075.   #--------------------------------------------------------------------------

  1076.   alias evaluate_item_with_target_abe evaluate_item_with_target

  1077.   def evaluate_item_with_target(target)

  1078.     $game_temp.evaluating = true

  1079.     result = evaluate_item_with_target_abe(target)

  1080.     $game_temp.evaluating = false

  1081.     return result

  1082.   end

  1083.   

  1084. end # Game_Action


  1085. #==============================================================================

  1086. # ■ Game_ActionResult

  1087. #==============================================================================


  1088. class Game_ActionResult

  1089.   

  1090.   #--------------------------------------------------------------------------

  1091.   # alias method: clear

  1092.   #--------------------------------------------------------------------------

  1093.   alias game_actionresult_clear_abe clear

  1094.   def clear

  1095.     game_actionresult_clear_abe

  1096.     clear_stored_damage

  1097.   end

  1098.   

  1099.   #--------------------------------------------------------------------------

  1100.   # new method: clear_stored_damage

  1101.   #--------------------------------------------------------------------------

  1102.   def clear_stored_damage

  1103.     @stored_hp_damage = 0

  1104.     @stored_mp_damage = 0

  1105.     @stored_tp_damage = 0

  1106.     @stored_hp_drain = 0

  1107.     @stored_mp_drain = 0

  1108.   end

  1109.   

  1110.   #--------------------------------------------------------------------------

  1111.   # new method: store_damage

  1112.   #--------------------------------------------------------------------------

  1113.   def store_damage

  1114.     @stored_hp_damage += @hp_damage

  1115.     @stored_mp_damage += @mp_damage

  1116.     @stored_tp_damage += @tp_damage

  1117.     @stored_hp_drain += @hp_drain

  1118.     @stored_mp_drain += @mp_drain

  1119.   end

  1120.   

  1121.   #--------------------------------------------------------------------------

  1122.   # new method: restore_damage

  1123.   #--------------------------------------------------------------------------

  1124.   def restore_damage

  1125.     @hp_damage = @stored_hp_damage

  1126.     @mp_damage = @stored_mp_damage

  1127.     @tp_damage = @stored_tp_damage

  1128.     @hp_drain = @stored_hp_drain

  1129.     @mp_drain = @stored_mp_drain

  1130.   end

  1131.   

  1132. end # Game_ActionResult


  1133. #==============================================================================

  1134. # ■ Game_BattlerBase

  1135. #==============================================================================


  1136. class Game_BattlerBase

  1137.   

  1138.   #--------------------------------------------------------------------------

  1139.   # public instance variables

  1140.   #--------------------------------------------------------------------------

  1141.   attr_accessor :popups

  1142.   

  1143.   #--------------------------------------------------------------------------

  1144.   # new method: create_popup

  1145.   #--------------------------------------------------------------------------

  1146.   def create_popup(value, rules = "DEFAULT", flags = [])

  1147.     return unless SceneManager.scene_is?(Scene_Battle)

  1148.     return unless YEA::BATTLE::ENABLE_POPUPS

  1149.     return if Switch.hide_popups

  1150.     @popups = [] if @popups.nil?

  1151.     @popups.push([value, rules, flags])

  1152.   end

  1153.   

  1154.   #--------------------------------------------------------------------------

  1155.   # new method: make_damage_popups

  1156.   #--------------------------------------------------------------------------

  1157.   def make_damage_popups(user)

  1158.     if @result.hp_drain != 0

  1159.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]

  1160.       rules = "DRAIN"

  1161.       user.create_popup(text, rules)

  1162.       setting = :hp_dmg  if @result.hp_drain < 0

  1163.       setting = :hp_heal if @result.hp_drain > 0

  1164.       rules = "HP_DMG"   if @result.hp_drain < 0

  1165.       rules = "HP_HEAL"  if @result.hp_drain > 0

  1166.       value = @result.hp_drain.abs

  1167.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)

  1168.       user.create_popup(text, rules)

  1169.     end

  1170.     if @result.mp_drain != 0

  1171.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]

  1172.       rules = "DRAIN"

  1173.       user.create_popup(text, rules)

  1174.       setting = :mp_dmg  if @result.mp_drain < 0

  1175.       setting = :mp_heal if @result.mp_drain > 0

  1176.       rules = "HP_DMG"   if @result.mp_drain < 0

  1177.       rules = "HP_HEAL"  if @result.mp_drain > 0

  1178.       value = @result.mp_drain.abs

  1179.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)

  1180.       user.create_popup(text, rules)

  1181.     end

  1182.     #---

  1183.     flags = []

  1184.     flags.push("critical") if @result.critical

  1185.     if @result.hp_damage != 0

  1186.       setting = :hp_dmg  if @result.hp_damage > 0

  1187.       setting = :hp_heal if @result.hp_damage < 0

  1188.       rules = "HP_DMG"   if @result.hp_damage > 0

  1189.       rules = "HP_HEAL"  if @result.hp_damage < 0

  1190.       value = @result.hp_damage.abs

  1191.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)

  1192.       create_popup(text, rules, flags)

  1193.     end

  1194.     if @result.mp_damage != 0

  1195.       setting = :mp_dmg  if @result.mp_damage > 0

  1196.       setting = :mp_heal if @result.mp_damage < 0

  1197.       rules = "MP_DMG"   if @result.mp_damage > 0

  1198.       rules = "MP_HEAL"  if @result.mp_damage < 0

  1199.       value = @result.mp_damage.abs

  1200.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)

  1201.       create_popup(text, rules, flags)

  1202.     end

  1203.     if @result.tp_damage != 0

  1204.       setting = :tp_dmg  if @result.tp_damage > 0

  1205.       setting = :tp_heal if @result.tp_damage < 0

  1206.       rules = "TP_DMG"   if @result.tp_damage > 0

  1207.       rules = "TP_HEAL"  if @result.tp_damage < 0

  1208.       value = @result.tp_damage.abs

  1209.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)

  1210.       create_popup(text, rules)

  1211.     end

  1212.     @result.store_damage

  1213.     @result.clear_damage_values

  1214.   end

  1215.   

  1216.   #--------------------------------------------------------------------------

  1217.   # alias method: erase_state

  1218.   #--------------------------------------------------------------------------

  1219.   alias game_battlerbase_erase_state_abe erase_state

  1220.   def erase_state(state_id)

  1221.     make_state_popup(state_id, :rem_state) if @states.include?(state_id)

  1222.     game_battlerbase_erase_state_abe(state_id)

  1223.   end

  1224.   

  1225.   #--------------------------------------------------------------------------

  1226.   # new method: make_during_state_popup

  1227.   #--------------------------------------------------------------------------

  1228.   def make_during_state_popup

  1229.     state_id = most_important_state_id

  1230.     return if state_id == 0

  1231.     make_state_popup(state_id, :dur_state)

  1232.   end

  1233.   

  1234.   #--------------------------------------------------------------------------

  1235.   # new method: most_important_state_id

  1236.   #--------------------------------------------------------------------------

  1237.   def most_important_state_id

  1238.     states.each {|state| return state.id unless state.message3.empty? }

  1239.     return 0

  1240.   end

  1241.   

  1242.   #--------------------------------------------------------------------------

  1243.   # new method: make_state_popup

  1244.   #--------------------------------------------------------------------------

  1245.   def make_state_popup(state_id, type)

  1246.     state = $data_states[state_id]

  1247.     return if state.icon_index == 0

  1248.     rules = state.popup_rules[type]

  1249.     return if rules.nil?

  1250.     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name)

  1251.     flags = ["state", state.icon_index]

  1252.     create_popup(text, rules, flags)

  1253.   end

  1254.   

  1255.   #--------------------------------------------------------------------------

  1256.   # new method: make_miss_popups

  1257.   #--------------------------------------------------------------------------

  1258.   def make_miss_popups(user, item)

  1259.     return if dead?

  1260.     if @result.missed

  1261.       text = YEA::BATTLE::POPUP_SETTINGS[:missed]

  1262.       rules = "DEFAULT"

  1263.       create_popup(text, rules)

  1264.     end

  1265.     if @result.evaded

  1266.       text = YEA::BATTLE::POPUP_SETTINGS[:evaded]

  1267.       rules = "DEFAULT"

  1268.       create_popup(text, rules)

  1269.     end

  1270.     if @result.hit? && [email protected]

  1271.       text = YEA::BATTLE::POPUP_SETTINGS[:failed]

  1272.       rules = "DEFAULT"

  1273.       create_popup(text, rules)

  1274.     end

  1275.     if @result.hit? && item.damage.to_hp?

  1276.       if @result.hp_damage == 0 && @result.hp_damage == 0

  1277.         text = YEA::BATTLE::POPUP_SETTINGS[:nulled]

  1278.         rules = "DEFAULT"

  1279.         create_popup(text, rules)

  1280.       end

  1281.     end

  1282.   end

  1283.   

  1284.   #--------------------------------------------------------------------------

  1285.   # new method: make_rate_popup

  1286.   #--------------------------------------------------------------------------

  1287.   def make_rate_popup(rate)

  1288.     return if rate == 1.0

  1289.     flags = []

  1290.     if rate > 1.0

  1291.       text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint]

  1292.       rules = "WEAK_ELE"

  1293.       flags.push("weakness")

  1294.     elsif rate == 0.0

  1295.       text = YEA::BATTLE::POPUP_SETTINGS[:immune]

  1296.       rules = "IMMU_ELE"

  1297.       flags.push("immune")

  1298.     elsif rate < 0.0

  1299.       text = YEA::BATTLE::POPUP_SETTINGS[:absorbed]

  1300.       rules = "ABSB_ELE"

  1301.       flags.push("absorbed")

  1302.     else

  1303.       text = YEA::BATTLE::POPUP_SETTINGS[:resistant]

  1304.       rules = "REST_ELE"

  1305.       flags.push("resistant")

  1306.     end

  1307.     create_popup(text, rules, flags)

  1308.   end

  1309.   

  1310.   #--------------------------------------------------------------------------

  1311.   # new method: make_buff_popup

  1312.   #--------------------------------------------------------------------------

  1313.   def make_buff_popup(param_id, positive = true)

  1314.     return unless alive?

  1315.     name = Vocab::param(param_id)

  1316.     if positive

  1317.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name)

  1318.       rules = "BUFF"

  1319.       buff_level = 1

  1320.     else

  1321.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name)

  1322.       rules = "DEBUFF"

  1323.       buff_level = -1

  1324.     end

  1325.     icon = buff_icon_index(buff_level, param_id)

  1326.     flags = ["buff", icon]

  1327.     create_popup(text, rules, flags)

  1328.   end

  1329.   

  1330. end # Game_BattlerBase


  1331. #==============================================================================

  1332. # ■ Game_Battler

  1333. #==============================================================================


  1334. class Game_Battler < Game_BattlerBase

  1335.   

  1336.   #--------------------------------------------------------------------------

  1337.   # public instance variables

  1338.   #--------------------------------------------------------------------------

  1339.   attr_accessor :pseudo_ani_id

  1340.   

  1341.   #--------------------------------------------------------------------------

  1342.   # alias method: on_battle_end

  1343.   #--------------------------------------------------------------------------

  1344.   alias game_battler_on_battle_end_abe on_battle_end

  1345.   def on_battle_end

  1346.     game_battler_on_battle_end_abe

  1347.     @popups = []

  1348.   end

  1349.   

  1350.   #--------------------------------------------------------------------------

  1351.   # alias method: clear_sprite_effects

  1352.   #--------------------------------------------------------------------------

  1353.   alias game_battler_clear_sprite_effects_abe clear_sprite_effects

  1354.   def clear_sprite_effects

  1355.     game_battler_clear_sprite_effects_abe

  1356.     @pseudo_ani_id = 0

  1357.   end

  1358.   

  1359.   #--------------------------------------------------------------------------

  1360.   # alias method: item_apply

  1361.   #--------------------------------------------------------------------------

  1362.   alias game_battler_item_apply_abe item_apply

  1363.   def item_apply(user, item)

  1364.     game_battler_item_apply_abe(user, item)

  1365.     make_miss_popups(user, item)

  1366.   end

  1367.   

  1368.   #--------------------------------------------------------------------------

  1369.   # alias method: make_damage_value

  1370.   #--------------------------------------------------------------------------

  1371.   alias game_battler_make_damage_value_abe make_damage_value

  1372.   def make_damage_value(user, item)

  1373.     game_battler_make_damage_value_abe(user, item)

  1374.     rate = item_element_rate(user, item)

  1375.     make_rate_popup(rate) unless $game_temp.evaluating

  1376.   end

  1377.   

  1378.   #--------------------------------------------------------------------------

  1379.   # alias method: execute_damage

  1380.   #--------------------------------------------------------------------------

  1381.   alias game_battler_execute_damage_abe execute_damage

  1382.   def execute_damage(user)

  1383.     game_battler_execute_damage_abe(user)

  1384.     make_damage_popups(user)

  1385.   end

  1386.   

  1387.   #--------------------------------------------------------------------------

  1388.   # alias method: item_effect_recover_hp

  1389.   #--------------------------------------------------------------------------

  1390.   alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp

  1391.   def item_effect_recover_hp(user, item, effect)

  1392.     game_battler_item_effect_recover_hp_abe(user, item, effect)

  1393.     make_damage_popups(user)

  1394.   end

  1395.   

  1396.   #--------------------------------------------------------------------------

  1397.   # alias method: item_effect_recover_mp

  1398.   #--------------------------------------------------------------------------

  1399.   alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp

  1400.   def item_effect_recover_mp(user, item, effect)

  1401.     game_battler_item_effect_recover_mp_abe(user, item, effect)

  1402.     make_damage_popups(user)

  1403.   end

  1404.   

  1405.   #--------------------------------------------------------------------------

  1406.   # alias method: item_effect_gain_tp

  1407.   #--------------------------------------------------------------------------

  1408.   alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp

  1409.   def item_effect_gain_tp(user, item, effect)

  1410.     game_battler_item_effect_gain_tp_abe(user, item, effect)

  1411.     make_damage_popups(user)

  1412.   end

  1413.   

  1414.   #--------------------------------------------------------------------------

  1415.   # alias method: item_user_effect

  1416.   #--------------------------------------------------------------------------

  1417.   alias game_battler_item_user_effect_abe item_user_effect

  1418.   def item_user_effect(user, item)

  1419.     game_battler_item_user_effect_abe(user, item)

  1420.     @result.restore_damage

  1421.   end

  1422.   

  1423.   #--------------------------------------------------------------------------

  1424.   # alias method: add_new_state

  1425.   #--------------------------------------------------------------------------

  1426.   alias game_battler_add_new_state_abe add_new_state

  1427.   def add_new_state(state_id)

  1428.     game_battler_add_new_state_abe(state_id)

  1429.     make_state_popup(state_id, :add_state) if @states.include?(state_id)

  1430.   end

  1431.   

  1432.   #--------------------------------------------------------------------------

  1433.   # alias method: add_buff

  1434.   #--------------------------------------------------------------------------

  1435.   alias game_battler_add_buff_abe add_buff

  1436.   def add_buff(param_id, turns)

  1437.     make_buff_popup(param_id, true)

  1438.     game_battler_add_buff_abe(param_id, turns)

  1439.   end

  1440.   

  1441.   #--------------------------------------------------------------------------

  1442.   # alias method: add_debuff

  1443.   #--------------------------------------------------------------------------

  1444.   alias game_battler_add_debuff_abe add_debuff

  1445.   def add_debuff(param_id, turns)

  1446.     make_buff_popup(param_id, false)

  1447.     game_battler_add_debuff_abe(param_id, turns)

  1448.   end

  1449.   

  1450.   #--------------------------------------------------------------------------

  1451.   # alias method: regenerate_all

  1452.   #--------------------------------------------------------------------------

  1453.   alias game_battler_regenerate_all_abe regenerate_all

  1454.   def regenerate_all

  1455.     game_battler_regenerate_all_abe

  1456.     return unless alive?

  1457.     make_damage_popups(self)

  1458.   end

  1459.   

  1460.   #--------------------------------------------------------------------------

  1461.   # new method: can_collapse?

  1462.   #--------------------------------------------------------------------------

  1463.   def can_collapse?

  1464.     return false unless dead?

  1465.     unless actor?

  1466.       return false unless sprite.battler_visible

  1467.       array = [:collapse, :boss_collapse, :instant_collapse]

  1468.       return false if array.include?(sprite.effect_type)

  1469.     end

  1470.     return true

  1471.   end

  1472.   

  1473.   #--------------------------------------------------------------------------

  1474.   # new method: draw_mp?

  1475.   #--------------------------------------------------------------------------

  1476.   def draw_mp?; return true; end

  1477.   

  1478.   #--------------------------------------------------------------------------

  1479.   # new method: draw_tp?

  1480.   #--------------------------------------------------------------------------

  1481.   def draw_tp?

  1482.     return $data_system.opt_display_tp

  1483.   end

  1484.   

  1485. end # Game_Battler


  1486. #==============================================================================

  1487. # ■ Game_Actor

  1488. #==============================================================================


  1489. class Game_Actor < Game_Battler

  1490.   

  1491.   #def battler_name

  1492.     #return "Slime"

  1493.   #end

  1494.   

  1495.   #def battler_hue

  1496.     #return 0

  1497.   #end

  1498.   

  1499.   #--------------------------------------------------------------------------

  1500.   # overwrite method: perform_damage_effect

  1501.   #--------------------------------------------------------------------------

  1502.   def perform_damage_effect

  1503.     $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE

  1504.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS

  1505.     Sound.play_actor_damage

  1506.   end

  1507.   

  1508.   #--------------------------------------------------------------------------

  1509.   # overwrite method: use_sprite?

  1510.   #--------------------------------------------------------------------------

  1511.   def use_sprite?; return true; end

  1512.    
  1513.   #--------------------------------------------------------------------------

  1514.   # new method: screen_x

  1515.   #--------------------------------------------------------------------------

  1516.   def screen_x

  1517.     return 0 unless SceneManager.scene_is?(Scene_Battle)

  1518.     status_window = SceneManager.scene.status_window

  1519.     return 0 if status_window.nil?

  1520.     item_rect_width = (status_window.width-24) / $game_party.max_battle_members

  1521.     ext = SceneManager.scene.info_viewport.ox

  1522.     rect = SceneManager.scene.status_window.item_rect(self.index)

  1523.     constant = 128 + 12

  1524.     return constant + rect.x + item_rect_width / 2 - ext

  1525.   end

  1526.   

  1527.   #--------------------------------------------------------------------------

  1528.   # new method: screen_y

  1529.   #--------------------------------------------------------------------------

  1530.   def screen_y

  1531.     return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle)

  1532.     return Graphics.height - 120 if SceneManager.scene.status_window.nil?

  1533.     return Graphics.height - (SceneManager.scene.status_window.height * 7/8)

  1534.   end

  1535.   

  1536.   #--------------------------------------------------------------------------

  1537.   # new method: screen_z

  1538.   #--------------------------------------------------------------------------

  1539.   def screen_z; return 100; end

  1540.   

  1541.   #--------------------------------------------------------------------------

  1542.   # new method: sprite

  1543.   #--------------------------------------------------------------------------

  1544.   def sprite

  1545.     index = $game_party.battle_members.index(self)

  1546.     return SceneManager.scene.spriteset.actor_sprites[index]

  1547.   end

  1548.   

  1549.   #--------------------------------------------------------------------------

  1550.   # new method: draw_mp?

  1551.   #--------------------------------------------------------------------------

  1552.   def draw_mp?

  1553.     return true unless draw_tp?

  1554.     for skill in skills

  1555.       next unless added_skill_types.include?(skill.stype_id)

  1556.       return true if skill.mp_cost > 0

  1557.     end

  1558.     return false

  1559.   end

  1560.   

  1561.   #--------------------------------------------------------------------------

  1562.   # new method: draw_tp?

  1563.   #--------------------------------------------------------------------------

  1564.   def draw_tp?

  1565.     return false unless $data_system.opt_display_tp

  1566.     for skill in skills

  1567.       next unless added_skill_types.include?(skill.stype_id)

  1568.       return true if skill.tp_cost > 0

  1569.     end

  1570.     return false

  1571.   end

  1572.   

  1573. end # Game_Actor


  1574. #==============================================================================

  1575. # ■ Game_Enemy

  1576. #==============================================================================


  1577. class Game_Enemy < Game_Battler

  1578.   

  1579.   #--------------------------------------------------------------------------

  1580.   # overwrite method: perform_damage_effect

  1581.   #--------------------------------------------------------------------------

  1582.   def perform_damage_effect

  1583.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS

  1584.     Sound.play_enemy_damage

  1585.   end

  1586.   

  1587.   #--------------------------------------------------------------------------

  1588.   # new methods: attack_animation_id

  1589.   #--------------------------------------------------------------------------

  1590.   def atk_animation_id1; return enemy.atk_animation_id1; end

  1591.   def atk_animation_id2; return enemy.atk_animation_id2; end

  1592.   

  1593.   #--------------------------------------------------------------------------

  1594.   # new method: sprite

  1595.   #--------------------------------------------------------------------------

  1596.   def sprite

  1597.     return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]

  1598.   end

  1599.   

  1600. end # Game_Enemy


  1601. #==============================================================================

  1602. # ■ Game_Unit

  1603. #==============================================================================


  1604. class Game_Unit

  1605.   

  1606.   #--------------------------------------------------------------------------

  1607.   # alias method: make_actions

  1608.   #--------------------------------------------------------------------------

  1609.   alias game_unit_make_actions_abe make_actions

  1610.   def make_actions

  1611.     game_unit_make_actions_abe

  1612.     refresh_autobattler_status_window

  1613.   end

  1614.   

  1615.   #--------------------------------------------------------------------------

  1616.   # new method: refresh_autobattler_status_window

  1617.   #--------------------------------------------------------------------------

  1618.   def refresh_autobattler_status_window

  1619.     return unless SceneManager.scene_is?(Scene_Battle)

  1620.     return unless self.is_a?(Game_Party)

  1621.     SceneManager.scene.refresh_autobattler_status_window

  1622.   end

  1623.   

  1624. end # Game_Unit


  1625. #==============================================================================

  1626. # ■ Window_PartyCommand

  1627. #==============================================================================


  1628. class Window_PartyCommand < Window_Command

  1629.   

  1630.   #--------------------------------------------------------------------------

  1631.   # overwrite method: process_handling

  1632.   #--------------------------------------------------------------------------

  1633.   def process_handling

  1634.     return unless open? && active

  1635.     return process_dir6 if Input.repeat?(:RIGHT)

  1636.     return super

  1637.   end

  1638.   

  1639.   #--------------------------------------------------------------------------

  1640.   # new method: process_dir6

  1641.   #--------------------------------------------------------------------------

  1642.   def process_dir6

  1643.     Sound.play_cursor

  1644.     Input.update

  1645.     deactivate

  1646.     call_handler(:dir6)

  1647.   end

  1648.   

  1649. end # Window_PartyCommand


  1650. #==============================================================================

  1651. # ■ Window_ActorCommand

  1652. #==============================================================================


  1653. class Window_ActorCommand < Window_Command

  1654.   

  1655.   #--------------------------------------------------------------------------

  1656.   # overwrite method: process_handling

  1657.   #--------------------------------------------------------------------------

  1658.   def process_handling

  1659.     return unless open? && active

  1660.     return process_dir4 if Input.repeat?(:LEFT)

  1661.     return process_dir6 if Input.repeat?(:RIGHT)

  1662.     return super

  1663.   end

  1664.   

  1665.   #--------------------------------------------------------------------------

  1666.   # new method: process_dir4

  1667.   #--------------------------------------------------------------------------

  1668.   def process_dir4

  1669.     Sound.play_cursor

  1670.     Input.update

  1671.     deactivate

  1672.     call_handler(:cancel)

  1673.   end

  1674.   

  1675.   #--------------------------------------------------------------------------

  1676.   # new method: process_dir6

  1677.   #--------------------------------------------------------------------------

  1678.   def process_dir6

  1679.     Sound.play_cursor

  1680.     Input.update

  1681.     deactivate

  1682.     call_handler(:dir6)

  1683.   end

  1684.   

  1685. end # Window_ActorCommand


  1686. #==============================================================================

  1687. # ■ Window_BattleStatus

  1688. #==============================================================================


  1689. class Window_BattleStatus < Window_Selectable

  1690.   

  1691.   #--------------------------------------------------------------------------

  1692.   # overwrite method: initialize

  1693.   #--------------------------------------------------------------------------

  1694.   def initialize

  1695.     super(0, 0, window_width, window_height)

  1696.     self.openness = 0

  1697.     @party = $game_party.battle_members.clone

  1698.   end

  1699.   

  1700.   #--------------------------------------------------------------------------

  1701.   # overwrite method: col_max

  1702.   #--------------------------------------------------------------------------

  1703.   def col_max; return $game_party.max_battle_members; end

  1704.   

  1705.   #--------------------------------------------------------------------------

  1706.   # new method: battle_members

  1707.   #--------------------------------------------------------------------------

  1708.   def battle_members; return $game_party.battle_members; end

  1709.   

  1710.   #--------------------------------------------------------------------------

  1711.   # new method: actor

  1712.   #--------------------------------------------------------------------------

  1713.   def actor; return battle_members[@index]; end

  1714.   

  1715.   #--------------------------------------------------------------------------

  1716.   # overwrite method: update

  1717.   #--------------------------------------------------------------------------

  1718.   def update

  1719.     super

  1720.     return if @party == $game_party.battle_members

  1721.     @party = $game_party.battle_members.clone

  1722.     refresh

  1723.   end

  1724.   

  1725.   #--------------------------------------------------------------------------

  1726.   # overwrite method: draw_item

  1727.   #--------------------------------------------------------------------------

  1728.   def draw_item(index)

  1729.     return if index.nil?

  1730.     clear_item(index)

  1731.     actor = battle_members[index]

  1732.     rect = item_rect(index)

  1733.     return if actor.nil?

  1734.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)

  1735.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)

  1736.     draw_actor_action(actor, rect.x, rect.y)

  1737.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)

  1738.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS

  1739.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE

  1740.     draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)

  1741.     if draw_tp?(actor) && draw_mp?(actor)

  1742.       dw = rect.width/2-2

  1743.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE

  1744.       draw_actor_tp(actor, rect.x+2, line_height*3, dw)

  1745.       dw = rect.width - rect.width/2 - 2

  1746.       draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)

  1747.     elsif draw_tp?(actor) && !draw_mp?(actor)

  1748.       draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)

  1749.     else

  1750.       draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)

  1751.     end

  1752.   end

  1753.   

  1754.   #--------------------------------------------------------------------------

  1755.   # overwrite method: item_rect

  1756.   #--------------------------------------------------------------------------

  1757.   def item_rect(index)

  1758.     rect = Rect.new

  1759.     rect.width = contents.width / $game_party.max_battle_members

  1760.     rect.height = contents.height

  1761.     rect.x = index * rect.width

  1762.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES

  1763.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2

  1764.     end

  1765.     rect.y = 0

  1766.     return rect

  1767.   end

  1768.   

  1769.   #--------------------------------------------------------------------------

  1770.   # overwrite method: draw_face

  1771.   #--------------------------------------------------------------------------

  1772.   def draw_face(face_name, face_index, dx, dy, enabled = true)

  1773.     bitmap = Cache.face(face_name)

  1774.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max

  1775.     fy = face_index / 4 * 96 + 2

  1776.     fw = [item_rect(0).width - 4, 92].min

  1777.     rect = Rect.new(fx, fy, fw, 92)

  1778.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)

  1779.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)

  1780.     bitmap.dispose

  1781.   end

  1782.   

  1783.   #--------------------------------------------------------------------------

  1784.   # overwrite method: draw_actor_name

  1785.   #--------------------------------------------------------------------------

  1786.   def draw_actor_name(actor, dx, dy, dw = 112)

  1787.     reset_font_settings

  1788.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE

  1789.     change_color(hp_color(actor))

  1790.     draw_text(dx+24, dy, dw-24, line_height, actor.name)

  1791.   end

  1792.   

  1793.   #--------------------------------------------------------------------------

  1794.   # new method: draw_actor_action

  1795.   #--------------------------------------------------------------------------

  1796.   def draw_actor_action(actor, dx, dy)

  1797.     draw_icon(action_icon(actor), dx, dy)

  1798.   end

  1799.   

  1800.   #--------------------------------------------------------------------------

  1801.   # new method: action_icon

  1802.   #--------------------------------------------------------------------------

  1803.   def action_icon(actor)

  1804.     return Icon.no_action if actor.current_action.nil?

  1805.     return Icon.no_action if actor.current_action.item.nil?

  1806.     return actor.current_action.item.icon_index

  1807.   end

  1808.   

  1809.   #--------------------------------------------------------------------------

  1810.   # new method: draw_tp?

  1811.   #--------------------------------------------------------------------------

  1812.   def draw_tp?(actor)

  1813.     return actor.draw_tp?

  1814.   end

  1815.   

  1816.   #--------------------------------------------------------------------------

  1817.   # new method: draw_mp?

  1818.   #--------------------------------------------------------------------------

  1819.   def draw_mp?(actor)

  1820.     return actor.draw_mp?

  1821.   end

  1822.   

  1823.   #--------------------------------------------------------------------------

  1824.   # overwrite method: draw_current_and_max_values

  1825.   #--------------------------------------------------------------------------

  1826.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)

  1827.     change_color(color1)

  1828.     draw_text(dx, dy, dw, line_height, current.group, 2)

  1829.   end

  1830.   

  1831.   #--------------------------------------------------------------------------

  1832.   # overwrite method: draw_actor_hp

  1833.   #--------------------------------------------------------------------------

  1834.   def draw_actor_hp(actor, dx, dy, width = 124)

  1835.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)

  1836.     change_color(system_color)

  1837.     cy = (Font.default_size - contents.font.size) / 2 + 1

  1838.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)

  1839.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,

  1840.       hp_color(actor), normal_color)

  1841.     end

  1842.    
  1843.   #--------------------------------------------------------------------------

  1844.   # overwrite method: draw_actor_mp

  1845.   #--------------------------------------------------------------------------

  1846.   def draw_actor_mp(actor, dx, dy, width = 124)

  1847.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)

  1848.     change_color(system_color)

  1849.     cy = (Font.default_size - contents.font.size) / 2 + 1

  1850.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)

  1851.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,

  1852.       mp_color(actor), normal_color)

  1853.     end

  1854.    
  1855.   #--------------------------------------------------------------------------

  1856.   # overwrite method: draw_actor_tp

  1857.   #--------------------------------------------------------------------------

  1858.   def draw_actor_tp(actor, dx, dy, width = 124)

  1859.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)

  1860.     change_color(system_color)

  1861.     cy = (Font.default_size - contents.font.size) / 2 + 1

  1862.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)

  1863.     change_color(tp_color(actor))

  1864.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)

  1865.   end

  1866.   

  1867. end # Window_BattleStatus


  1868. #==============================================================================

  1869. # ■ Window_BattleActor

  1870. #==============================================================================


  1871. class Window_BattleActor < Window_BattleStatus

  1872.   

  1873.   #--------------------------------------------------------------------------

  1874.   # overwrite method: show

  1875.   #--------------------------------------------------------------------------

  1876.   def show

  1877.     create_flags

  1878.     super

  1879.   end

  1880.   

  1881.   #--------------------------------------------------------------------------

  1882.   # new method: create_flags

  1883.   #--------------------------------------------------------------------------

  1884.   def create_flags

  1885.     set_select_flag(:any)

  1886.     select(0)

  1887.     return if $game_temp.battle_aid.nil?

  1888.     if $game_temp.battle_aid.need_selection?

  1889.       select(0)

  1890.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?

  1891.     elsif $game_temp.battle_aid.for_user?

  1892.       battler = BattleManager.actor

  1893.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)

  1894.       select(id)

  1895.       set_select_flag(:user)

  1896.     elsif $game_temp.battle_aid.for_all?

  1897.       select(0)

  1898.       set_select_flag(:all)

  1899.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?

  1900.     elsif $game_temp.battle_aid.for_random?

  1901.       select(0)

  1902.       set_select_flag(:random) if $game_temp.battle_aid.for_random?

  1903.     end

  1904.   end

  1905.   

  1906.   #--------------------------------------------------------------------------

  1907.   # new method: set_flag

  1908.   #--------------------------------------------------------------------------

  1909.   def set_select_flag(flag)

  1910.     @select_flag = flag

  1911.     case @select_flag

  1912.     when :all, :all_dead, :random

  1913.       @cursor_all = true

  1914.     else

  1915.       @cursor_all = false

  1916.     end

  1917.   end

  1918.   

  1919.   #--------------------------------------------------------------------------

  1920.   # overwrite method: update_cursor

  1921.   #--------------------------------------------------------------------------

  1922.   def update_cursor

  1923.     if @cursor_all

  1924.       cursor_rect.set(0, 0, contents.width, contents.height)

  1925.       self.top_row = 0

  1926.     elsif @index < 0

  1927.       cursor_rect.empty

  1928.     else

  1929.       ensure_cursor_visible

  1930.       cursor_rect.set(item_rect(@index))

  1931.     end

  1932.   end

  1933.   

  1934.   #--------------------------------------------------------------------------

  1935.   # overwrite method: cursor_movable?

  1936.   #--------------------------------------------------------------------------

  1937.   def cursor_movable?

  1938.     return false if @select_flag == :user

  1939.     return super

  1940.   end

  1941.   

  1942.   #--------------------------------------------------------------------------

  1943.   # overwrite method: current_item_enabled?

  1944.   #--------------------------------------------------------------------------

  1945.   def current_item_enabled?

  1946.     return true if $game_temp.battle_aid.nil?

  1947.     if $game_temp.battle_aid.need_selection?

  1948.       member = $game_party.battle_members[@index]

  1949.       return member.dead? if $game_temp.battle_aid.for_dead_friend?

  1950.     elsif $game_temp.battle_aid.for_dead_friend?

  1951.       for member in $game_party.battle_members

  1952.         return true if member.dead?

  1953.       end

  1954.       return false

  1955.     end

  1956.     return true

  1957.   end

  1958.   

  1959. end # Window_BattleActor


  1960. #==============================================================================

  1961. # ■ Window_BattleStatusAid

  1962. #==============================================================================


  1963. class Window_BattleStatusAid < Window_BattleStatus

  1964.   

  1965.   #--------------------------------------------------------------------------

  1966.   # public instance variables

  1967.   #--------------------------------------------------------------------------

  1968.   attr_accessor :status_window

  1969.   

  1970.   #--------------------------------------------------------------------------

  1971.   # overwrite method: initialize

  1972.   #--------------------------------------------------------------------------

  1973.   def initialize

  1974.     super

  1975.     self.visible = false

  1976.     self.openness = 255

  1977.   end

  1978.   

  1979.   #--------------------------------------------------------------------------

  1980.   # overwrite method: window_width

  1981.   #--------------------------------------------------------------------------

  1982.   def window_width; return 128; end

  1983.   

  1984.   #--------------------------------------------------------------------------

  1985.   # overwrite method: show

  1986.   #--------------------------------------------------------------------------

  1987.   def show

  1988.     super

  1989.     refresh

  1990.   end

  1991.   

  1992.   #--------------------------------------------------------------------------

  1993.   # overwrite method: refresh

  1994.   #--------------------------------------------------------------------------

  1995.   def refresh

  1996.     contents.clear

  1997.     return if @status_window.nil?

  1998.     draw_item(@status_window.index)

  1999.   end

  2000.   

  2001.   #--------------------------------------------------------------------------

  2002.   # overwrite method: item_rect

  2003.   #--------------------------------------------------------------------------

  2004.   def item_rect(index)

  2005.     return Rect.new(0, 0, contents.width, contents.height)

  2006.   end

  2007.   

  2008. end # Window_BattleStatusAid


  2009. #==============================================================================

  2010. # ■ Window_BattleEnemy

  2011. #==============================================================================


  2012. class Window_BattleEnemy < Window_Selectable

  2013.   

  2014.   #--------------------------------------------------------------------------

  2015.   # overwrite method: initialize

  2016.   #--------------------------------------------------------------------------

  2017.   def initialize(info_viewport)

  2018.     super(0, Graphics.height, window_width, fitting_height(1))

  2019.     refresh

  2020.     self.visible = false

  2021.     @info_viewport = info_viewport

  2022.   end

  2023.   

  2024.   #--------------------------------------------------------------------------

  2025.   # overwrite method: col_max

  2026.   #--------------------------------------------------------------------------

  2027.   def col_max; return item_max; end

  2028.   

  2029.   #--------------------------------------------------------------------------

  2030.   # overwrite method: show

  2031.   #--------------------------------------------------------------------------

  2032.   def show

  2033.     create_flags

  2034.     super

  2035.   end

  2036.   

  2037.   #--------------------------------------------------------------------------

  2038.   # new method: create_flags

  2039.   #--------------------------------------------------------------------------

  2040.   def create_flags

  2041.     set_select_flag(:any)

  2042.     select(0)

  2043.     return if $game_temp.battle_aid.nil?

  2044.     if $game_temp.battle_aid.need_selection?

  2045.       select(0)

  2046.     elsif $game_temp.battle_aid.for_all?

  2047.       select(0)

  2048.       set_select_flag(:all)

  2049.     elsif $game_temp.battle_aid.for_random?

  2050.       select(0)

  2051.       set_select_flag(:random)

  2052.     end

  2053.   end

  2054.   

  2055.   #--------------------------------------------------------------------------

  2056.   # new method: set_flag

  2057.   #--------------------------------------------------------------------------

  2058.   def set_select_flag(flag)

  2059.     @select_flag = flag

  2060.     case @select_flag

  2061.     when :all, :random

  2062.       @cursor_all = true

  2063.     else

  2064.       @cursor_all = false

  2065.     end

  2066.   end

  2067.   

  2068.   #--------------------------------------------------------------------------

  2069.   # new method: select_all?

  2070.   #--------------------------------------------------------------------------

  2071.   def select_all?

  2072.     return true if @select_flag == :all

  2073.     return true if @select_flag == :random

  2074.     return false

  2075.   end

  2076.   

  2077.   #--------------------------------------------------------------------------

  2078.   # overwrite method: update_cursor

  2079.   #--------------------------------------------------------------------------

  2080.   def update_cursor

  2081.     if @cursor_all

  2082.       cursor_rect.set(0, 0, contents.width, contents.height)

  2083.       self.top_row = 0

  2084.     elsif @index < 0

  2085.       cursor_rect.empty

  2086.     else

  2087.       ensure_cursor_visible

  2088.       cursor_rect.set(item_rect(@index))

  2089.     end

  2090.   end

  2091.   

  2092.   #--------------------------------------------------------------------------

  2093.   # overwrite method: cursor_movable?

  2094.   #--------------------------------------------------------------------------

  2095.   def cursor_movable?

  2096.     return false if @select_flag == :user

  2097.     return super

  2098.   end

  2099.   

  2100.   #--------------------------------------------------------------------------

  2101.   # overwrite method: current_item_enabled?

  2102.   #--------------------------------------------------------------------------

  2103.   def current_item_enabled?

  2104.     return true if $game_temp.battle_aid.nil?

  2105.     if $game_temp.battle_aid.need_selection?

  2106.       member = $game_party.battle_members[@index]

  2107.       return member.dead? if $game_temp.battle_aid.for_dead_friend?

  2108.     elsif $game_temp.battle_aid.for_dead_friend?

  2109.       for member in $game_party.battle_members

  2110.         return true if member.dead?

  2111.       end

  2112.       return false

  2113.     end

  2114.     return true

  2115.   end

  2116.   

  2117.   #--------------------------------------------------------------------------

  2118.   # overwrite method: enemy

  2119.   #--------------------------------------------------------------------------

  2120.   def enemy; @data[index]; end

  2121.   

  2122.   #--------------------------------------------------------------------------

  2123.   # overwrite method: refresh

  2124.   #--------------------------------------------------------------------------

  2125.   def refresh

  2126.     make_item_list

  2127.     create_contents

  2128.     draw_all_items

  2129.   end

  2130.   

  2131.   #--------------------------------------------------------------------------

  2132.   # overwrite method: make_item_list

  2133.   #--------------------------------------------------------------------------

  2134.   def make_item_list

  2135.     @data = $game_troop.alive_members

  2136.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }

  2137.   end

  2138.   

  2139.   #--------------------------------------------------------------------------

  2140.   # overwrite method: draw_item

  2141.   #--------------------------------------------------------------------------

  2142.   def draw_item(index); return; end

  2143.   

  2144.   #--------------------------------------------------------------------------

  2145.   # overwrite method: update

  2146.   #--------------------------------------------------------------------------

  2147.   def update

  2148.     super

  2149.     return unless active

  2150.     enemy.sprite_effect_type = :whiten

  2151.     return unless select_all?

  2152.     for enemy in $game_troop.alive_members

  2153.       enemy.sprite_effect_type = :whiten

  2154.     end

  2155.   end

  2156.   

  2157. end # Window_BattleEnemy


  2158. #==============================================================================

  2159. # ■ Window_BattleHelp

  2160. #==============================================================================


  2161. class Window_BattleHelp < Window_Help

  2162.   

  2163.   #--------------------------------------------------------------------------

  2164.   # public instance variables

  2165.   #--------------------------------------------------------------------------

  2166.   attr_accessor :actor_window

  2167.   attr_accessor :enemy_window

  2168.   

  2169.   #--------------------------------------------------------------------------

  2170.   # update

  2171.   #--------------------------------------------------------------------------

  2172.   def update

  2173.     super

  2174.     if !self.visible and @text != ""

  2175.       @text = ""

  2176.       return refresh

  2177.     end

  2178.     update_battler_name

  2179.   end

  2180.   

  2181.   #--------------------------------------------------------------------------

  2182.   # update_battler_name

  2183.   #--------------------------------------------------------------------------

  2184.   def update_battler_name

  2185.     return unless @actor_window.active || @enemy_window.active

  2186.     if @actor_window.active

  2187.       battler = $game_party.battle_members[@actor_window.index]

  2188.     elsif @enemy_window.active

  2189.       battler = @enemy_window.enemy

  2190.     end

  2191.     if special_display?

  2192.       refresh_special_case(battler)

  2193.     else

  2194.       refresh_battler_name(battler) if battler_name(battler) != @text

  2195.     end

  2196.   end

  2197.   

  2198.   #--------------------------------------------------------------------------

  2199.   # battler_name

  2200.   #--------------------------------------------------------------------------

  2201.   def battler_name(battler)

  2202.     text = battler.name.clone

  2203.     return text

  2204.   end

  2205.   

  2206.   #--------------------------------------------------------------------------

  2207.   # refresh_battler_name

  2208.   #--------------------------------------------------------------------------

  2209.   def refresh_battler_name(battler)

  2210.     contents.clear

  2211.     reset_font_settings

  2212.     change_color(normal_color)

  2213.     @text = battler_name(battler)

  2214.     icons = battler.state_icons + battler.buff_icons

  2215.     dy = icons.size <= 0 ? line_height / 2 : 0

  2216.     draw_text(0, dy, contents.width, line_height, @text, 1)

  2217.     dx = (contents.width - (icons.size * 24)) / 2

  2218.     draw_actor_icons(battler, dx, line_height, contents.width)

  2219.   end

  2220.   

  2221.   #--------------------------------------------------------------------------

  2222.   # special_display?

  2223.   #--------------------------------------------------------------------------

  2224.   def special_display?

  2225.     return false if $game_temp.battle_aid.nil?

  2226.     return false if $game_temp.battle_aid.for_user?

  2227.     return !$game_temp.battle_aid.need_selection?

  2228.   end

  2229.   

  2230.   #--------------------------------------------------------------------------

  2231.   # refresh_special_case

  2232.   #--------------------------------------------------------------------------

  2233.   def refresh_special_case(battler)

  2234.     if $game_temp.battle_aid.for_opponent?

  2235.       if $game_temp.battle_aid.for_all?

  2236.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES

  2237.       else

  2238.         case $game_temp.battle_aid.number_of_targets

  2239.         when 1

  2240.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE

  2241.         else

  2242.           number = $game_temp.battle_aid.number_of_targets

  2243.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)

  2244.         end

  2245.       end

  2246.     else # $game_temp.battle_aid.for_friend?

  2247.       if $game_temp.battle_aid.for_dead_friend?

  2248.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES

  2249.       elsif $game_temp.battle_aid.for_random?

  2250.         case $game_temp.battle_aid.number_of_targets

  2251.         when 1

  2252.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY

  2253.         else

  2254.           number = $game_temp.battle_aid.number_of_targets

  2255.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)

  2256.         end

  2257.       else

  2258.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES

  2259.       end

  2260.     end

  2261.     return if text == @text

  2262.     @text = text

  2263.     contents.clear

  2264.     reset_font_settings

  2265.     draw_text(0, 0, contents.width, line_height*2, @text, 1)

  2266.   end

  2267.   

  2268. end # Window_BattleHelp


  2269. #==============================================================================

  2270. # ■ Window_BattleLog

  2271. #==============================================================================


  2272. class Window_BattleLog < Window_Selectable

  2273.   

  2274.   #--------------------------------------------------------------------------

  2275.   # alias method: display_current_state

  2276.   #--------------------------------------------------------------------------

  2277.   alias window_battlelog_display_current_state_abe display_current_state

  2278.   def display_current_state(subject)

  2279.     subject.make_during_state_popup

  2280.     return unless YEA::BATTLE::MSG_CURRENT_STATE

  2281.     window_battlelog_display_current_state_abe(subject)

  2282.   end

  2283.   

  2284.   #--------------------------------------------------------------------------

  2285.   # alias method: display_use_item

  2286.   #--------------------------------------------------------------------------

  2287.   alias window_battlelog_display_use_item_abe display_use_item

  2288.   def display_use_item(subject, item)

  2289.     return unless YEA::BATTLE::MSG_CURRENT_ACTION

  2290.     window_battlelog_display_use_item_abe(subject, item)

  2291.   end

  2292.   

  2293.   #--------------------------------------------------------------------------

  2294.   # alias method: display_counter

  2295.   #--------------------------------------------------------------------------

  2296.   alias window_battlelog_display_counter_abe display_counter

  2297.   def display_counter(target, item)

  2298.     if YEA::BATTLE::MSG_COUNTERATTACK

  2299.       window_battlelog_display_counter_abe(target, item)

  2300.     else

  2301.       Sound.play_evasion

  2302.     end

  2303.   end

  2304.   

  2305.   #--------------------------------------------------------------------------

  2306.   # alias method: display_reflection

  2307.   #--------------------------------------------------------------------------

  2308.   alias window_battlelog_display_reflection_abe display_reflection

  2309.   def display_reflection(target, item)

  2310.     if YEA::BATTLE::MSG_REFLECT_MAGIC

  2311.       window_battlelog_display_reflection_abe(target, item)

  2312.     else

  2313.       Sound.play_reflection

  2314.     end

  2315.   end

  2316.   

  2317.   #--------------------------------------------------------------------------

  2318.   # alias method: display_substitute

  2319.   #--------------------------------------------------------------------------

  2320.   alias window_battlelog_display_substitute_abe display_substitute

  2321.   def display_substitute(substitute, target)

  2322.     return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT

  2323.     window_battlelog_display_substitute_abe(substitute, target)

  2324.   end

  2325.   

  2326.   #--------------------------------------------------------------------------

  2327.   # alias method: display_failure

  2328.   #--------------------------------------------------------------------------

  2329.   alias window_battlelog_display_failure_abe display_failure

  2330.   def display_failure(target, item)

  2331.     return unless YEA::BATTLE::MSG_FAILURE_HIT

  2332.     window_battlelog_display_failure_abe(target, item)

  2333.   end

  2334.   

  2335.   #--------------------------------------------------------------------------

  2336.   # alias method: display_critical

  2337.   #--------------------------------------------------------------------------

  2338.   alias window_battlelog_display_critical_abe display_critical

  2339.   def display_critical(target, item)

  2340.     return unless YEA::BATTLE::MSG_CRITICAL_HIT

  2341.     window_battlelog_display_critical_abe(target, item)

  2342.   end

  2343.   

  2344.   #--------------------------------------------------------------------------

  2345.   # alias method: display_miss

  2346.   #--------------------------------------------------------------------------

  2347.   alias window_battlelog_display_miss_abe display_miss

  2348.   def display_miss(target, item)

  2349.     return unless YEA::BATTLE::MSG_HIT_MISSED

  2350.     window_battlelog_display_miss_abe(target, item)

  2351.   end

  2352.   

  2353.   #--------------------------------------------------------------------------

  2354.   # alias method: display_evasion

  2355.   #--------------------------------------------------------------------------

  2356.   alias window_battlelog_display_evasion_abe display_evasion

  2357.   def display_evasion(target, item)

  2358.     if YEA::BATTLE::MSG_EVASION

  2359.       window_battlelog_display_evasion_abe(target, item)

  2360.     else

  2361.       if !item || item.physical?

  2362.         Sound.play_evasion

  2363.       else

  2364.         Sound.play_magic_evasion

  2365.       end

  2366.     end

  2367.   end

  2368.   

  2369.   #--------------------------------------------------------------------------

  2370.   # overwrite method: display_hp_damage

  2371.   #--------------------------------------------------------------------------

  2372.   def display_hp_damage(target, item)

  2373.     return if target.result.hp_damage == 0 && item && !item.damage.to_hp?

  2374.     if target.result.hp_damage > 0 && target.result.hp_drain == 0

  2375.       target.perform_damage_effect

  2376.     end

  2377.     Sound.play_recovery if target.result.hp_damage < 0

  2378.     return unless YEA::BATTLE::MSG_HP_DAMAGE

  2379.     add_text(target.result.hp_damage_text)

  2380.     wait

  2381.   end

  2382.   

  2383.   #--------------------------------------------------------------------------

  2384.   # overwrite method: display_mp_damage

  2385.   #--------------------------------------------------------------------------

  2386.   def display_mp_damage(target, item)

  2387.     return if target.dead? || target.result.mp_damage == 0

  2388.     Sound.play_recovery if target.result.mp_damage < 0

  2389.     return unless YEA::BATTLE::MSG_MP_DAMAGE

  2390.     add_text(target.result.mp_damage_text)

  2391.     wait

  2392.   end

  2393.   

  2394.   #--------------------------------------------------------------------------

  2395.   # overwrite method: display_tp_damage

  2396.   #--------------------------------------------------------------------------

  2397.   def display_tp_damage(target, item)

  2398.     return if target.dead? || target.result.tp_damage == 0

  2399.     Sound.play_recovery if target.result.tp_damage < 0

  2400.     return unless YEA::BATTLE::MSG_TP_DAMAGE

  2401.     add_text(target.result.tp_damage_text)

  2402.     wait

  2403.   end

  2404.   

  2405.   #--------------------------------------------------------------------------

  2406.   # alias method: display_added_states

  2407.   #--------------------------------------------------------------------------

  2408.   alias window_battlelog_display_added_states_abe display_added_states

  2409.   def display_added_states(target)

  2410.     return unless YEA::BATTLE::MSG_ADDED_STATES

  2411.     window_battlelog_display_added_states_abe(target)

  2412.   end

  2413.   

  2414.   #--------------------------------------------------------------------------

  2415.   # alias method: display_removed_states

  2416.   #--------------------------------------------------------------------------

  2417.   alias window_battlelog_display_removed_states_abe display_removed_states

  2418.   def display_removed_states(target)

  2419.     return unless YEA::BATTLE::MSG_REMOVED_STATES

  2420.     window_battlelog_display_removed_states_abe(target)

  2421.   end

  2422.   

  2423.   #--------------------------------------------------------------------------

  2424.   # alias method: display_changed_buffs

  2425.   #--------------------------------------------------------------------------

  2426.   alias window_battlelog_display_changed_buffs_abe display_changed_buffs

  2427.   def display_changed_buffs(target)

  2428.     return unless YEA::BATTLE::MSG_CHANGED_BUFFS

  2429.     window_battlelog_display_changed_buffs_abe(target)

  2430.   end

  2431.   

  2432. end # Window_BattleLog


  2433. #==============================================================================

  2434. # ■ Window_SkillList

  2435. #==============================================================================


  2436. class Window_SkillList < Window_Selectable

  2437.   

  2438.   #--------------------------------------------------------------------------

  2439.   # overwrite method: spacing

  2440.   #--------------------------------------------------------------------------

  2441.   def spacing

  2442.     return 8 if $game_party.in_battle

  2443.     return super

  2444.   end

  2445.   

  2446. end # Window_SkillList


  2447. #==============================================================================

  2448. # ■ Window_ItemList

  2449. #==============================================================================


  2450. class Window_ItemList < Window_Selectable

  2451.   

  2452.   #--------------------------------------------------------------------------

  2453.   # overwrite method: spacing

  2454.   #--------------------------------------------------------------------------

  2455.   def spacing

  2456.     return 8 if $game_party.in_battle

  2457.     return super

  2458.   end

  2459.   

  2460. end # Window_ItemList


  2461. #==============================================================================

  2462. # ■ Scene_Battle

  2463. #==============================================================================


  2464. class Scene_Battle < Scene_Base

  2465.   

  2466.   #--------------------------------------------------------------------------

  2467.   # public instance variables

  2468.   #--------------------------------------------------------------------------

  2469.   attr_accessor :enemy_window

  2470.   attr_accessor :info_viewport

  2471.   attr_accessor :spriteset

  2472.   attr_accessor :status_window

  2473.   attr_accessor :status_aid_window

  2474.   attr_accessor :subject

  2475.   

  2476.   #--------------------------------------------------------------------------

  2477.   # alias method: create_spriteset

  2478.   #--------------------------------------------------------------------------

  2479.   alias scene_battle_create_spriteset_abe create_spriteset

  2480.   def create_spriteset

  2481.     BattleManager.init_battle_type

  2482.     scene_battle_create_spriteset_abe

  2483.   end

  2484.   

  2485.   #--------------------------------------------------------------------------

  2486.   # alias method: update_basic

  2487.   #--------------------------------------------------------------------------

  2488.   alias scene_battle_update_basic_abe update_basic

  2489.   def update_basic

  2490.     scene_battle_update_basic_abe

  2491.     update_debug

  2492.   end

  2493.   

  2494.   #--------------------------------------------------------------------------

  2495.   # new method: update_debug

  2496.   #--------------------------------------------------------------------------

  2497.   def update_debug

  2498.     return unless $TEST || $BTEST

  2499.     debug_heal_party if Input.trigger?(:F5)

  2500.     debug_damage_party if Input.trigger?(:F6)

  2501.     debug_fill_tp if Input.trigger?(:F7)

  2502.     debug_kill_all if Input.trigger?(:F8)

  2503.   end

  2504.   

  2505.   #--------------------------------------------------------------------------

  2506.   # new method: debug_heal_party

  2507.   #--------------------------------------------------------------------------

  2508.   def debug_heal_party

  2509.     Sound.play_recovery

  2510.     for member in $game_party.battle_members

  2511.       member.recover_all

  2512.     end

  2513.     @status_window.refresh

  2514.   end

  2515.   

  2516.   #--------------------------------------------------------------------------

  2517.   # new method: debug_damage_party

  2518.   #--------------------------------------------------------------------------

  2519.   def debug_damage_party

  2520.     Sound.play_actor_damage

  2521.     for member in $game_party.alive_members

  2522.       member.hp = 1

  2523.       member.mp = 0

  2524.       member.tp = 0

  2525.     end

  2526.     @status_window.refresh

  2527.   end

  2528.   

  2529.   #--------------------------------------------------------------------------

  2530.   # new method: debug_fill_tp

  2531.   #--------------------------------------------------------------------------

  2532.   def debug_fill_tp

  2533.     Sound.play_recovery

  2534.     for member in $game_party.alive_members

  2535.       member.tp = member.max_tp

  2536.     end

  2537.     @status_window.refresh

  2538.   end

  2539.   

  2540.   #--------------------------------------------------------------------------

  2541.   # new method: debug_kill_all

  2542.   #--------------------------------------------------------------------------

  2543.   def debug_kill_all

  2544.     for enemy in $game_troop.alive_members

  2545.       enemy.hp = 0

  2546.       enemy.perform_collapse_effect

  2547.     end

  2548.     BattleManager.judge_win_loss

  2549.     @log_window.wait

  2550.     @log_window.wait_for_effect

  2551.   end

  2552.   

  2553.   #--------------------------------------------------------------------------

  2554.   # alias method: create_all_windows

  2555.   #--------------------------------------------------------------------------

  2556.   alias scene_battle_create_all_windows_abe create_all_windows

  2557.   def create_all_windows

  2558.     scene_battle_create_all_windows_abe

  2559.     create_battle_status_aid_window

  2560.     set_help_window

  2561.   end

  2562.   

  2563.   #--------------------------------------------------------------------------

  2564.   # alias method: create_info_viewport

  2565.   #--------------------------------------------------------------------------

  2566.   alias scene_battle_create_info_viewport_abe create_info_viewport

  2567.   def create_info_viewport

  2568.     scene_battle_create_info_viewport_abe

  2569.     @status_window.refresh

  2570.   end

  2571.   

  2572.   #--------------------------------------------------------------------------

  2573.   # new method: create_battle_status_aid_window

  2574.   #--------------------------------------------------------------------------

  2575.   def create_battle_status_aid_window

  2576.     @status_aid_window = Window_BattleStatusAid.new

  2577.     @status_aid_window.status_window = @status_window

  2578.     @status_aid_window.x = Graphics.width - @status_aid_window.width

  2579.     @status_aid_window.y = Graphics.height - @status_aid_window.height

  2580.   end

  2581.   

  2582.   #--------------------------------------------------------------------------

  2583.   # overwrite method: create_help_window

  2584.   #--------------------------------------------------------------------------

  2585.   def create_help_window

  2586.     @help_window = Window_BattleHelp.new

  2587.     @help_window.hide

  2588.   end

  2589.   

  2590.   #--------------------------------------------------------------------------

  2591.   # new method: set_help_window

  2592.   #--------------------------------------------------------------------------

  2593.   def set_help_window

  2594.     @help_window.actor_window = @actor_window

  2595.     @help_window.enemy_window = @enemy_window

  2596.   end

  2597.   

  2598.   #--------------------------------------------------------------------------

  2599.   # alias method: create_party_command_window

  2600.   #--------------------------------------------------------------------------

  2601.   alias scene_battle_create_party_command_window_abe create_party_command_window

  2602.   def create_party_command_window

  2603.     scene_battle_create_party_command_window_abe

  2604.     @party_command_window.set_handler(:dir6, method(:command_fight))

  2605.   end

  2606.   

  2607.   #--------------------------------------------------------------------------

  2608.   # alias method: create_actor_command_window

  2609.   #--------------------------------------------------------------------------

  2610.   alias scene_battle_create_actor_command_window_abe create_actor_command_window

  2611.   def create_actor_command_window

  2612.     scene_battle_create_actor_command_window_abe

  2613.     @actor_command_window.set_handler(:dir4, method(:prior_command))

  2614.     @actor_command_window.set_handler(:dir6, method(:next_command))

  2615.   end

  2616.   

  2617.   #--------------------------------------------------------------------------

  2618.   # alias method: create_skill_window

  2619.   #--------------------------------------------------------------------------

  2620.   alias scene_battle_create_skill_window_abe create_skill_window

  2621.   def create_skill_window

  2622.     scene_battle_create_skill_window_abe

  2623.     @skill_window.height = @info_viewport.rect.height

  2624.     @skill_window.width = Graphics.width - @actor_command_window.width

  2625.     @skill_window.y = Graphics.height - @skill_window.height

  2626.   end

  2627.   

  2628.   #--------------------------------------------------------------------------

  2629.   # alias method: create_item_window

  2630.   #--------------------------------------------------------------------------

  2631.   alias scene_battle_create_item_window_abe create_item_window

  2632.   def create_item_window

  2633.     scene_battle_create_item_window_abe

  2634.     @item_window.height = @skill_window.height

  2635.     @item_window.width = @skill_window.width

  2636.     @item_window.y = Graphics.height - @item_window.height

  2637.   end

  2638.   

  2639.   #--------------------------------------------------------------------------

  2640.   # alias method: show_fast?

  2641.   #--------------------------------------------------------------------------

  2642.   alias scene_battle_show_fast_abe show_fast?

  2643.   def show_fast?

  2644.     return true if YEA::BATTLE::AUTO_FAST

  2645.     return scene_battle_show_fast_abe

  2646.   end

  2647.   

  2648.   #--------------------------------------------------------------------------

  2649.   # alias method: next_command

  2650.   #--------------------------------------------------------------------------

  2651.   alias scene_battle_next_command_abe next_command

  2652.   def next_command

  2653.     @status_window.show

  2654.     redraw_current_status

  2655.     @actor_command_window.show

  2656.     @status_aid_window.hide

  2657.     scene_battle_next_command_abe

  2658.   end

  2659.   

  2660.   #--------------------------------------------------------------------------

  2661.   # alias method: prior_command

  2662.   #--------------------------------------------------------------------------

  2663.   alias scene_battle_prior_command_abe prior_command

  2664.   def prior_command

  2665.     redraw_current_status

  2666.     scene_battle_prior_command_abe

  2667.   end

  2668.   

  2669.   #--------------------------------------------------------------------------

  2670.   # new method: redraw_current_status

  2671.   #--------------------------------------------------------------------------

  2672.   def redraw_current_status

  2673.     return if @status_window.index < 0

  2674.     @status_window.draw_item(@status_window.index)

  2675.   end

  2676.   

  2677.   #--------------------------------------------------------------------------

  2678.   # alias method: command_attack

  2679.   #--------------------------------------------------------------------------

  2680.   alias scene_battle_command_attack_abe command_attack

  2681.   def command_attack

  2682.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]

  2683.     scene_battle_command_attack_abe

  2684.   end

  2685.   

  2686.   #--------------------------------------------------------------------------

  2687.   # alias method: command_skill

  2688.   #--------------------------------------------------------------------------

  2689.   alias scene_battle_command_skill_abe command_skill

  2690.   def command_skill

  2691.     scene_battle_command_skill_abe

  2692.     @status_window.hide

  2693.     @actor_command_window.hide

  2694.     @status_aid_window.show

  2695.   end

  2696.   

  2697.   #--------------------------------------------------------------------------

  2698.   # alias method: command_item

  2699.   #--------------------------------------------------------------------------

  2700.   alias scene_battle_command_item_abe command_item

  2701.   def command_item

  2702.     scene_battle_command_item_abe

  2703.     @status_window.hide

  2704.     @actor_command_window.hide

  2705.     @status_aid_window.show

  2706.   end

  2707.   

  2708.   #--------------------------------------------------------------------------

  2709.   # overwrite method: on_skill_ok

  2710.   #--------------------------------------------------------------------------

  2711.   def on_skill_ok

  2712.     @skill = @skill_window.item

  2713.     $game_temp.battle_aid = @skill

  2714.     BattleManager.actor.input.set_skill(@skill.id)

  2715.     BattleManager.actor.last_skill.object = @skill

  2716.     if @skill.for_opponent?

  2717.       select_enemy_selection

  2718.     elsif @skill.for_friend?

  2719.       select_actor_selection

  2720.     else

  2721.       @skill_window.hide

  2722.       next_command

  2723.       $game_temp.battle_aid = nil

  2724.     end

  2725.   end

  2726.   

  2727.   #--------------------------------------------------------------------------

  2728.   # alias method: on_skill_cancel

  2729.   #--------------------------------------------------------------------------

  2730.   alias scene_battle_on_skill_cancel_abe on_skill_cancel

  2731.   def on_skill_cancel

  2732.     scene_battle_on_skill_cancel_abe

  2733.     @status_window.show

  2734.     @actor_command_window.show

  2735.     @status_aid_window.hide

  2736.   end

  2737.   

  2738.   #--------------------------------------------------------------------------

  2739.   # overwrite method: on_item_ok

  2740.   #--------------------------------------------------------------------------

  2741.   def on_item_ok

  2742.     @item = @item_window.item

  2743.     $game_temp.battle_aid = @item

  2744.     BattleManager.actor.input.set_item(@item.id)

  2745.     if @item.for_opponent?

  2746.       select_enemy_selection

  2747.     elsif @item.for_friend?

  2748.       select_actor_selection

  2749.     else

  2750.       @item_window.hide

  2751.       next_command

  2752.       $game_temp.battle_aid = nil

  2753.     end

  2754.     $game_party.last_item.object = @item

  2755.   end

  2756.   

  2757.   #--------------------------------------------------------------------------

  2758.   # alias method: on_item_cancel

  2759.   #--------------------------------------------------------------------------

  2760.   alias scene_battle_on_item_cancel_abe on_item_cancel

  2761.   def on_item_cancel

  2762.     scene_battle_on_item_cancel_abe

  2763.     @status_window.show

  2764.     @actor_command_window.show

  2765.     @status_aid_window.hide

  2766.   end

  2767.   

  2768.   #--------------------------------------------------------------------------

  2769.   # alias method: select_actor_selection

  2770.   #--------------------------------------------------------------------------

  2771.   alias scene_battle_select_actor_selection_abe select_actor_selection

  2772.   def select_actor_selection

  2773.     @status_aid_window.refresh

  2774.     scene_battle_select_actor_selection_abe

  2775.     @status_window.hide

  2776.     @skill_window.hide

  2777.     @item_window.hide

  2778.     @help_window.show

  2779.   end

  2780.   

  2781.   #--------------------------------------------------------------------------

  2782.   # alias method: on_actor_ok

  2783.   #--------------------------------------------------------------------------

  2784.   alias scene_battle_on_actor_ok_abe on_actor_ok

  2785.   def on_actor_ok

  2786.     $game_temp.battle_aid = nil

  2787.     scene_battle_on_actor_ok_abe

  2788.     @status_window.show

  2789.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?

  2790.       @actor_command_window.visible = !@confirm_command_window.visible

  2791.     else

  2792.       @actor_command_window.show

  2793.     end

  2794.     @status_aid_window.hide

  2795.   end

  2796.   

  2797.   #--------------------------------------------------------------------------

  2798.   # alias method: on_actor_cancel

  2799.   #--------------------------------------------------------------------------

  2800.   alias scene_battle_on_actor_cancel_abe on_actor_cancel

  2801.   def on_actor_cancel

  2802.     BattleManager.actor.input.clear

  2803.     @status_aid_window.refresh

  2804.     $game_temp.battle_aid = nil

  2805.     scene_battle_on_actor_cancel_abe

  2806.     case @actor_command_window.current_symbol

  2807.     when :skill

  2808.       @skill_window.show

  2809.     when :item

  2810.       @item_window.show

  2811.     end

  2812.   end

  2813.   

  2814.   #--------------------------------------------------------------------------

  2815.   # alias method: select_enemy_selection

  2816.   #--------------------------------------------------------------------------

  2817.   alias scene_battle_select_enemy_selection_abe select_enemy_selection

  2818.   def select_enemy_selection

  2819.     @status_aid_window.refresh

  2820.     scene_battle_select_enemy_selection_abe

  2821.     @help_window.show

  2822.   end

  2823.   #--------------------------------------------------------------------------

  2824.   # alias method: on_enemy_ok

  2825.   #--------------------------------------------------------------------------

  2826.   alias scene_battle_on_enemy_ok_abe on_enemy_ok

  2827.   def on_enemy_ok

  2828.     $game_temp.battle_aid = nil

  2829.     scene_battle_on_enemy_ok_abe

  2830.   end

  2831.   

  2832.   #--------------------------------------------------------------------------

  2833.   # alias method: on_enemy_cancel

  2834.   #--------------------------------------------------------------------------

  2835.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel

  2836.   def on_enemy_cancel

  2837.     BattleManager.actor.input.clear

  2838.     @status_aid_window.refresh

  2839.     $game_temp.battle_aid = nil

  2840.     scene_battle_on_enemy_cancel_abe

  2841.     if @skill_window.visible || @item_window.visible

  2842.       @help_window.show

  2843.     else

  2844.       @help_window.hide

  2845.     end

  2846.   end

  2847.   

  2848.   #--------------------------------------------------------------------------

  2849.   # alias method: battle_start

  2850.   #--------------------------------------------------------------------------

  2851.   alias scene_battle_battle_start_abe battle_start

  2852.   def battle_start

  2853.     scene_battle_battle_start_abe

  2854.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND

  2855.     @party_command_window.deactivate

  2856.     if BattleManager.input_start

  2857.       command_fight
  2858.     else

  2859.       turn_start

  2860.     end

  2861.   end

  2862.   

  2863.   #--------------------------------------------------------------------------

  2864.   # overwrite method: turn_end

  2865.   #--------------------------------------------------------------------------

  2866.   def turn_end

  2867.     all_battle_members.each do |battler|

  2868.       battler.on_turn_end

  2869.       status_redraw_target(battler)

  2870.       @log_window.display_auto_affected_status(battler)

  2871.       @log_window.wait_and_clear

  2872.     end

  2873.     update_party_cooldowns if $imported["YEA-CommandParty"]

  2874.     BattleManager.turn_end

  2875.     process_event

  2876.     start_party_command_selection

  2877.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND

  2878.     if BattleManager.input_start

  2879.       @party_command_window.deactivate

  2880.       command_fight

  2881.     else

  2882.       @party_command_window.deactivate

  2883.       turn_start

  2884.     end

  2885.   end

  2886.   

  2887.   #--------------------------------------------------------------------------

  2888.   # overwrite method: execute_action

  2889.   #--------------------------------------------------------------------------

  2890.   def execute_action

  2891.     @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT

  2892.     use_item

  2893.     @log_window.wait_and_clear

  2894.   end

  2895.   

  2896.   #--------------------------------------------------------------------------

  2897.   # overwrite method: apply_item_effects

  2898.   #--------------------------------------------------------------------------

  2899.   def apply_item_effects(target, item)

  2900.     if $imported["YEA-LunaticObjects"]

  2901.       lunatic_object_effect(:prepare, item, @subject, target)

  2902.     end

  2903.     target.item_apply(@subject, item)

  2904.     status_redraw_target(@subject)

  2905.     status_redraw_target(target) unless target == @subject

  2906.     @log_window.display_action_results(target, item)

  2907.     if $imported["YEA-LunaticObjects"]

  2908.       lunatic_object_effect(:during, item, @subject, target)

  2909.     end

  2910.     perform_collapse_check(target)

  2911.   end

  2912.   

  2913.   #--------------------------------------------------------------------------

  2914.   # overwite method: invoke_counter_attack

  2915.   #--------------------------------------------------------------------------

  2916.   def invoke_counter_attack(target, item)

  2917.     @log_window.display_counter(target, item)

  2918.     attack_skill = $data_skills[target.attack_skill_id]

  2919.     @subject.item_apply(target, attack_skill)

  2920.     status_redraw_target(@subject)

  2921.     status_redraw_target(target) unless target == @subject

  2922.     @log_window.display_action_results(@subject, attack_skill)

  2923.     perform_collapse_check(target)

  2924.     perform_collapse_check(@subject)

  2925.   end

  2926.   

  2927.   #--------------------------------------------------------------------------

  2928.   # new method: perform_collapse_check

  2929.   #--------------------------------------------------------------------------

  2930.   def perform_collapse_check(target)

  2931.     return if YEA::BATTLE::MSG_ADDED_STATES

  2932.     target.perform_collapse_effect if target.can_collapse?

  2933.     @log_window.wait

  2934.     @log_window.wait_for_effect

  2935.   end

  2936.   

  2937.   #--------------------------------------------------------------------------

  2938.   # overwrite method: show_attack_animation

  2939.   #--------------------------------------------------------------------------

  2940.   def show_attack_animation(targets)

  2941.     show_normal_animation(targets, @subject.atk_animation_id1, false)

  2942.     wait_for_animation

  2943.     show_normal_animation(targets, @subject.atk_animation_id2, true)

  2944.   end

  2945.   

  2946.   #--------------------------------------------------------------------------

  2947.   # overwrite method: show_normal_animation

  2948.   #--------------------------------------------------------------------------

  2949.   def show_normal_animation(targets, animation_id, mirror = false)

  2950.     animation = $data_animations[animation_id]

  2951.     return if animation.nil?

  2952.     ani_check = false

  2953.     targets.each do |target|

  2954.       if ani_check && target.animation_id <= 0

  2955.         target.pseudo_ani_id = animation_id

  2956.       else

  2957.         target.animation_id = animation_id

  2958.       end

  2959.       target.animation_mirror = mirror

  2960.       ani_check = true if animation.to_screen?

  2961.     end

  2962.   end

  2963.   

  2964.   #--------------------------------------------------------------------------

  2965.   # overwrite method: process_action_end

  2966.   #--------------------------------------------------------------------------

  2967.   def process_action_end

  2968.     @subject.on_action_end

  2969.     status_redraw_target(@subject)

  2970.     @log_window.display_auto_affected_status(@subject)

  2971.     @log_window.wait_and_clear

  2972.     @log_window.display_current_state(@subject)

  2973.     @log_window.wait_and_clear

  2974.     BattleManager.judge_win_loss

  2975.   end

  2976.   

  2977.   #--------------------------------------------------------------------------

  2978.   # overwrite method: use_item

  2979.   #--------------------------------------------------------------------------

  2980.   def use_item

  2981.     item = @subject.current_action.item

  2982.     @log_window.display_use_item(@subject, item)

  2983.     @subject.use_item(item)

  2984.     status_redraw_target(@subject)

  2985.     if $imported["YEA-LunaticObjects"]

  2986.       lunatic_object_effect(:before, item, @subject, @subject)

  2987.     end

  2988.     process_casting_animation if $imported["YEA-CastAnimations"]

  2989.     targets = @subject.current_action.make_targets.compact rescue []

  2990.     show_animation(targets, item.animation_id) if show_all_animation?(item)

  2991.     targets.each {|target|
  2992.       if $imported["YEA-TargetManager"]

  2993.         target = alive_random_target(target, item) if item.for_random?

  2994.       end

  2995.       item.repeats.times { invoke_item(target, item) } }

  2996.     if $imported["YEA-LunaticObjects"]

  2997.       lunatic_object_effect(:after, item, @subject, @subject)

  2998.     end

  2999.   end

  3000.   

  3001.   #--------------------------------------------------------------------------

  3002.   # alias method: invoke_item

  3003.   #--------------------------------------------------------------------------

  3004.   alias scene_battle_invoke_item_abe invoke_item

  3005.   def invoke_item(target, item)

  3006.     show_animation([target], item.animation_id) if separate_ani?(target, item)

  3007.     if target.dead? != item.for_dead_friend?

  3008.       @subject.last_target_index = target.index

  3009.       return

  3010.     end

  3011.     scene_battle_invoke_item_abe(target, item)

  3012.   end

  3013.   

  3014.   #--------------------------------------------------------------------------

  3015.   # new method: show_all_animation?

  3016.   #--------------------------------------------------------------------------

  3017.   def show_all_animation?(item)

  3018.     return true if item.one_animation

  3019.     return false if $data_animations[item.animation_id].nil?

  3020.     return false unless $data_animations[item.animation_id].to_screen?

  3021.     return true

  3022.   end

  3023.   

  3024.   #--------------------------------------------------------------------------

  3025.   # new method: separate_ani?

  3026.   #--------------------------------------------------------------------------

  3027.   def separate_ani?(target, item)

  3028.     return false if item.one_animation

  3029.     return false if $data_animations[item.animation_id].nil?

  3030.     return false if $data_animations[item.animation_id].to_screen?

  3031.     return target.dead? == item.for_dead_friend?

  3032.   end

  3033.   

  3034.   #--------------------------------------------------------------------------

  3035.   # new method: status_redraw_target

  3036.   #--------------------------------------------------------------------------

  3037.   def status_redraw_target(target)

  3038.     return unless target.actor?

  3039.     @status_window.draw_item($game_party.battle_members.index(target))

  3040.   end

  3041.   

  3042.   #--------------------------------------------------------------------------

  3043.   # alias method: start_party_command_selection

  3044.   #--------------------------------------------------------------------------

  3045.   alias start_party_command_selection_abe start_party_command_selection

  3046.   def start_party_command_selection

  3047.     @status_window.refresh unless scene_changing?

  3048.     start_party_command_selection_abe

  3049.   end

  3050.   

  3051.   #--------------------------------------------------------------------------

  3052.   # overwrite method: refresh_status

  3053.   #--------------------------------------------------------------------------

  3054.   def refresh_status; return; end

  3055.   

  3056.   #--------------------------------------------------------------------------

  3057.   # new method: refresh_autobattler_status_window

  3058.   #--------------------------------------------------------------------------

  3059.   def refresh_autobattler_status_window

  3060.     for member in $game_party.battle_members

  3061.       next unless member.auto_battle?

  3062.       @status_window.draw_item(member.index)

  3063.     end

  3064.   end

  3065.   

  3066.   #--------------------------------------------------------------------------

  3067.   # new method: hide_extra_gauges

  3068.   #--------------------------------------------------------------------------

  3069.   def hide_extra_gauges

  3070.     # Made for compatibility

  3071.   end

  3072.   

  3073.   #--------------------------------------------------------------------------

  3074.   # new method: show_extra_gauges

  3075.   #--------------------------------------------------------------------------

  3076.   def show_extra_gauges

  3077.     # Made for compatibility

  3078.   end

  3079.   

  3080. end # Scene_Battle

  3081. #==============================================================================

  3082. #
  3083. # ▼ YSA Battle System: Classical ATB

  3084. # -- Last Updated: 2012.01.20

  3085. # -- Level: Easy, Normal

  3086. # -- Requires: YEA - Ace Battle Engine v1.15+.

  3087. #
  3088. #==============================================================================


  3089. $imported = {} if $imported.nil?

  3090. $imported["YSA-CATB"] = true


  3091. #==============================================================================

  3092. # ▼ Updates

  3093. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  3094. # 2012.01.20 - Compatible with: Lunatic CATB Rate.

  3095. #            - Fix a bug with first strike.

  3096. # 2012.01.19 - Fix a small bug with Action's Icon Updating.

  3097. #            - Fix a critical bug with target selecting.

  3098. #            - Fix a bug with states updating.

  3099. #            - Fix a small bug with actor's status when choosing skill/item.

  3100. #            - Fix a critical bug with auto battle.

  3101. # 2012.01.16 - Fix ATB speed changes when a battler's agi changes.

  3102. #            - Add casting time.

  3103. # 2012.01.16 - Add a function for preemptive strike and surprised.

  3104. #            - Fix a small bug with make action.

  3105. # 2012.01.13 - Bugfix for ATB Type Wait.

  3106. #            - Upgrade a little ATB gauge.

  3107. #            - Upgrade turn count.

  3108. #            - Compatible with: Lunatic CATB Start.

  3109. # 2012.01.12 - Started Script and Finished.

  3110. #
  3111. #==============================================================================

  3112. # ▼ Introduction

  3113. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  3114. # This script will add a battle type into YEA Battle Engine Ace.

  3115. # Battle Type: Classical ATB.

  3116. #
  3117. #==============================================================================

  3118. # ▼ Instructions

  3119. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  3120. # To install this script, open up your script editor and copy/paste this script

  3121. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.

  3122. #

  3123. # First, set the default battle system for your game to be :catb by either going

  3124. # to the Ace Battle Engine script and setting DEFAULT_BATTLE_SYSTEM as :catb or

  3125. # by using the following script call:
  3126. #
  3127. # $game_system:set_battle_system(:catb)

  3128. #

  3129. # Second, you can set the default wait for your game by either setting DEFAULT_WAIT

  3130. # or using the following script call:

  3131. #

  3132. # $game_system:set_catb_wait_type(wait_type)

  3133. #

  3134. # Which there are 4 types:
  3135. #   - :full     : ATB always run, except when animation run

  3136. #   - :quarter  : ATB pause when select skill/item/target

  3137. #   - :semi     : ATB pause when select target

  3138. #   - :wait     : ATB pause when choose action for actor

  3139. #

  3140. # Third, you can set the default turn counting for your game by either setting
  3141. # DEFAULT_TURN or using the following script call:

  3142. #

  3143. # $game_system:set_catb_turn_type(turn_type)

  3144. #

  3145. # Which there are 2 types:
  3146. #   - :tick     : Count as a turn after X frame

  3147. #   - :action   : Count as a turn after X actions

  3148. #

  3149. # -----------------------------------------------------------------------------

  3150. # Skill/Item Notetags - These notetags go in the skill/item notebox in the database.

  3151. # -----------------------------------------------------------------------------

  3152. # <charge rate: x%>

  3153. # Enable casting time (skill charge) for Skill or Item. Skill/Item will be charged

  3154. # at normal ATB filled speed * x%, which means it will be charged at x% rate.

  3155. #

  3156. #==============================================================================

  3157. # ▼ Compatibility

  3158. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  3159. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that

  3160. # it will run with RPG Maker VX without adjusting.

  3161. #
  3162. # This script requires Yanfly Engine Ace - Ace Battle Engine v1.15+ and the

  3163. # script must be placed under Ace Battle Engine in the script listing.

  3164. #
  3165. #==============================================================================


  3166. #==============================================================================

  3167. # ▼ Configuration

  3168. #==============================================================================


  3169. module YSA

  3170.   module CATB

  3171.    
  3172.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3173.     # - General Configuration -

  3174.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3175.     DEFAULT_FILL_TIME = 120 # Frames

  3176.     DEFAULT_WAIT      = :wait # :full, :semi, :quarter, :wait

  3177.     FILL_TIME_VARIABLE  = 15 # Change DEFAULT_FILL_TIME by variable.

  3178.    
  3179.     PAUSE_WHEN_ACTIVE_PARTY_COMMAND = true

  3180.    
  3181.     PREEMTIVE_ATB_ACTOR = 70

  3182.     PREEMTIVE_ATB_ENEMY = 0

  3183.     SURPRISE_ATB_ACTOR = 0

  3184.     SURPRISE_ATB_ENEMY = 70

  3185.    
  3186.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3187.     # - Turn Configuration -

  3188.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3189.     DEFAULT_TURN          = :action # :tick, :action

  3190.    
  3191.     TICK_COUNT            = 150    # Turn after TICK_COUNT

  3192.     TICK_COUNT_VARIABLE   = 16     # Change TICK_COUNT by variable.

  3193.    
  3194.     AFTER_ACTION          = 1      # Turn after AFTER_ACTION actions.

  3195.     AFTER_ACTION_VARIABLE  = 17     # Change AFTER_ACTION by variable.

  3196.    
  3197.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3198.     # - Actor ATB Gauges -

  3199.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3200.     GAUGE_COLOR1 = 32

  3201.     GAUGE_COLOR2 = 31

  3202.     CHARGE_COLOR1 = 18

  3203.     CHARGE_COLOR2 = 10

  3204.     ATB_GAUGE_Y_PLUS = 12

  3205.     ATB_PHRASE = "ATB"

  3206.    
  3207.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3208.     # - Enemy ATB Gauges -

  3209.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  3210.     SHOW_ENEMY_ATB_GAUGE    = true  # Display Enemy HP Gauge?

  3211.     ENEMY_GAUGE_WIDTH      = 128    # How wide the enemy gauges are.

  3212.     ENEMY_GAUGE_HEIGHT     = 12     # How tall the enemy gauges are.

  3213.     ENEMY_ATB_GAUGE_COLOUR1 = 1     # Colour 1 for ATB.

  3214.     ENEMY_ATB_GAUGE_COLOUR2 = 4     # Colour 2 for ATB.

  3215.     ENEMY_BACKGAUGE_COLOUR = 19     # Gauge Back colour.

  3216.    
  3217.   end

  3218. end


  3219. #==============================================================================

  3220. # ▼ Editting anything past this point may potentially result in causing

  3221. # computer damage, incontinence, explosion of user's head, coma, death, and/or

  3222. # halitosis so edit at your own risk.

  3223. #==============================================================================


  3224. module YSA

  3225.   module REGEXP

  3226.   module USABLEITEM

  3227.    
  3228.     CHARGE_RATE = /<(?:CHARGE_RATE|charge rate):[ ](\d+)?([%%])>/i

  3229.    
  3230.   end # USABLEITEM

  3231.   end # REGEXP

  3232. end # YSA


  3233. #==============================================================================

  3234. # ■ DataManager

  3235. #==============================================================================


  3236. module DataManager

  3237.   

  3238.   #--------------------------------------------------------------------------

  3239.   # alias method: load_database

  3240.   #--------------------------------------------------------------------------

  3241.   class <<self; alias load_database_catb load_database; end

  3242.   def self.load_database

  3243.     load_database_catb

  3244.     load_notetags_catb

  3245.   end

  3246.   

  3247.   #--------------------------------------------------------------------------

  3248.   # new method: load_notetags_catb

  3249.   #--------------------------------------------------------------------------

  3250.   def self.load_notetags_catb

  3251.     groups = [$data_skills, $data_items]

  3252.     for group in groups

  3253.       for obj in group

  3254.         next if obj.nil?

  3255.         obj.load_notetags_catb

  3256.       end

  3257.     end

  3258.   end

  3259.   

  3260. end # DataManager


  3261. #==============================================================================

  3262. # ■ RPG::UsableItem

  3263. #==============================================================================


  3264. class RPG::UsableItem < RPG::BaseItem


  3265.   #--------------------------------------------------------------------------

  3266.   # public instance variables

  3267.   #--------------------------------------------------------------------------

  3268.   attr_accessor :charge_rate

  3269.   attr_accessor :charge_on

  3270.   

  3271.   #--------------------------------------------------------------------------

  3272.   # common cache: load_notetags_catb

  3273.   #--------------------------------------------------------------------------

  3274.   def load_notetags_catb

  3275.     @charge_rate = 100

  3276.     @charge_on = false

  3277.     #---

  3278.     self.note.split(/[\r\n]+/).each { |line|

  3279.       case line

  3280.       #---

  3281.       when YSA::REGEXP::USABLEITEM::CHARGE_RATE

  3282.         @charge_on = true

  3283.         @charge_rate = $1.to_i

  3284.       #---

  3285.       end

  3286.     } # self.note.split

  3287.     #---

  3288.     @charge_rate = 100 if @charge_rate <= 0

  3289.   end

  3290.   

  3291. end # RPG::UsableItem


  3292. #==============================================================================

  3293. # ■ BattleManager

  3294. #==============================================================================


  3295. module BattleManager

  3296.   

  3297.   #--------------------------------------------------------------------------

  3298.   # alias method:

  3299.   #     - make_action_orders

  3300.   #     - prior_command

  3301.   #     - next_command

  3302.   #     - in_turn?

  3303.   #     - battle_start

  3304.   #--------------------------------------------------------------------------

  3305.   class <<self

  3306.     alias catb_make_action_orders make_action_orders

  3307.     alias catb_prior_command prior_command

  3308.     alias catb_next_command next_command

  3309.     alias catb_in_turn? in_turn?

  3310.     alias catb_battle_start battle_start

  3311.   end

  3312.   

  3313.   #--------------------------------------------------------------------------

  3314.   # battle_start

  3315.   #--------------------------------------------------------------------------

  3316.   def self.battle_start

  3317.     catb_battle_start

  3318.     if btype?(:catb)

  3319.       @average_agi = 0

  3320.       make_catb_action_orders
  3321.       battler_hash = $game_party.members + $game_troop.members

  3322.       battler_hash.each { |a|

  3323.         if @preemptive

  3324.           a.make_first_catb_value(1)

  3325.         elsif @surprise

  3326.           a.make_first_catb_value(2)

  3327.         else

  3328.           a.make_first_catb_value(0)

  3329.         end

  3330.         @average_agi += a.agi

  3331.       }

  3332.       @average_agi /= battler_hash.size

  3333.     end

  3334.   end

  3335.   

  3336.   #--------------------------------------------------------------------------

  3337.   # next_command

  3338.   #--------------------------------------------------------------------------

  3339.   def self.next_command

  3340.     return false if btype?(:catb)

  3341.     catb_next_command

  3342.   end

  3343.   

  3344.   #--------------------------------------------------------------------------

  3345.   # alias method: in_turn?

  3346.   #--------------------------------------------------------------------------

  3347.   def self.in_turn?

  3348.     return true if btype?(:catb)

  3349.     return catb_in_turn?

  3350.   end

  3351.   

  3352.   #--------------------------------------------------------------------------

  3353.   # new method: make_catb_action_orders

  3354.   #--------------------------------------------------------------------------

  3355.   class <<self

  3356.   def make_catb_action_orders

  3357.     @action_actors = []

  3358.     @action_enemies = []

  3359.     @action_battlers = []

  3360.   end

  3361.   end

  3362.   

  3363.   #--------------------------------------------------------------------------

  3364.   # new method: average_agi

  3365.   #--------------------------------------------------------------------------

  3366.   class <<self

  3367.   def average_agi

  3368.     return @average_agi

  3369.   end

  3370.   end

  3371.   

  3372.   #--------------------------------------------------------------------------

  3373.   # new method: set_actor

  3374.   #--------------------------------------------------------------------------

  3375.   class <<self

  3376.   def set_actor(actor_index)

  3377.     @actor_index = actor_index

  3378.   end

  3379.   end

  3380.   

  3381.   #--------------------------------------------------------------------------

  3382.   # prior_command

  3383.   #--------------------------------------------------------------------------

  3384.   def self.prior_command

  3385.     return false if btype?(:catb)

  3386.     catb_prior_command

  3387.   end

  3388.   

  3389.   #--------------------------------------------------------------------------

  3390.   # new method: make_catb_action

  3391.   #--------------------------------------------------------------------------

  3392.   class <<self

  3393.   def make_catb_action(battler)

  3394.     make_catb_action_orders if !@action_battlers || !@action_actors || !@action_enemies

  3395.     return false if @action_battlers.include?(battler)

  3396.     @action_battlers.push(battler)

  3397.     @action_actors.push(battler) if battler.actor?

  3398.     @action_enemies.push(battler) if battler.enemy?

  3399.     return true

  3400.   end

  3401.   end

  3402.   

  3403.   #--------------------------------------------------------------------------

  3404.   # new method: delete_catb_action

  3405.   #--------------------------------------------------------------------------

  3406.   class <<self

  3407.   def delete_catb_action(battler)

  3408.     return false if !battler

  3409.     @action_battlers.delete(battler)

  3410.     @action_battlers = @action_battlers.compact

  3411.     @action_actors.delete(battler) if battler.actor?

  3412.     @action_actors = @action_actors.compact

  3413.     @action_enemies.delete(battler) if battler.enemy?

  3414.     @action_enemies = @action_enemies.compact

  3415.     return true

  3416.   end

  3417.   end

  3418.   

  3419.   #--------------------------------------------------------------------------

  3420.   # new method: action_list

  3421.   #--------------------------------------------------------------------------

  3422.   class <<self

  3423.   def action_list(type = :all)

  3424.     return @action_battlers if type == :all

  3425.     return @action_actors if type == :actor

  3426.     return @action_enemies if type = :enemy

  3427.   end

  3428.   end

  3429.   

  3430. end # BattleManager


  3431. #==============================================================================

  3432. # ■ Game_System

  3433. #==============================================================================


  3434. class Game_System

  3435.   

  3436.   #--------------------------------------------------------------------------

  3437.   # alias method: set_battle_system

  3438.   #--------------------------------------------------------------------------

  3439.   alias qatb_set_battle_system set_battle_system

  3440.   def set_battle_system(type)

  3441.     case type

  3442.     when :catb; @battle_system = :catb

  3443.     else;       qatb_set_battle_system(type)

  3444.     end

  3445.   end

  3446.   

  3447.   #--------------------------------------------------------------------------

  3448.   # alias method: battle_system_corrected

  3449.   #--------------------------------------------------------------------------

  3450.   alias qatb_battle_system_corrected battle_system_corrected

  3451.   def battle_system_corrected(type)

  3452.     case type

  3453.     when :catb; return :catb

  3454.     else;       return qatb_battle_system_corrected(type)

  3455.     end

  3456.   end

  3457.   

  3458.   #--------------------------------------------------------------------------

  3459.   # new method: catb_fill_time

  3460.   #--------------------------------------------------------------------------

  3461.   def catb_fill_time

  3462.     return $game_variables[YSA::CATB::FILL_TIME_VARIABLE] > 0 ? $game_variables[YSA::CATB::FILL_TIME_VARIABLE] : YSA::CATB::DEFAULT_FILL_TIME

  3463.   end

  3464.   

  3465.   #--------------------------------------------------------------------------

  3466.   # new method: catb_tick_count

  3467.   #--------------------------------------------------------------------------

  3468.   def catb_tick_count

  3469.     return $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] > 0 ? $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] : YSA::CATB::TICK_COUNT

  3470.   end

  3471.   

  3472.   #--------------------------------------------------------------------------

  3473.   # new method: catb_after_action

  3474.   #--------------------------------------------------------------------------

  3475.   def catb_after_action

  3476.     return $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] > 0 ? $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] : YSA::CATB::AFTER_ACTION

  3477.   end

  3478.   

  3479.   #--------------------------------------------------------------------------

  3480.   # new method: catb_turn_type

  3481.   #--------------------------------------------------------------------------

  3482.   def catb_turn_type

  3483.     return @catb_turn_type ? @catb_turn_type : YSA::CATB::DEFAULT_TURN

  3484.   end

  3485.   

  3486.   #--------------------------------------------------------------------------

  3487.   # new method: catb_wait_type

  3488.   #--------------------------------------------------------------------------

  3489.   def catb_wait_type

  3490.     return @catb_wait_type ? @catb_wait_type : YSA::CATB::DEFAULT_WAIT

  3491.   end

  3492.   

  3493.   #--------------------------------------------------------------------------

  3494.   # new method: set_catb_wait_type

  3495.   #--------------------------------------------------------------------------

  3496.   def set_catb_wait_type(type = :full)

  3497.     @catb_wait_type = type

  3498.   end

  3499.   

  3500.   #--------------------------------------------------------------------------

  3501.   # new method: set_catb_turn_type

  3502.   #--------------------------------------------------------------------------

  3503.   def set_catb_turn_type(type = :tick)

  3504.     @catb_turn_type = type

  3505.   end

  3506.   

  3507. end # Game_System


  3508. #==============================================================================

  3509. # ■ Game_Battler

  3510. #==============================================================================


  3511. class Game_Battler < Game_BattlerBase

  3512.   

  3513.   MAX_CATB_VALUE = 100000.0

  3514.   

  3515.   #--------------------------------------------------------------------------

  3516.   # alias method: initialize

  3517.   #--------------------------------------------------------------------------

  3518.   alias catb_initialize initialize

  3519.   def initialize

  3520.     catb_initialize

  3521.     @catb_value = 0

  3522.     @ct_catb_value = 0

  3523.   end

  3524.   

  3525.   #--------------------------------------------------------------------------

  3526.   # new method: base_gain_catb

  3527.   #--------------------------------------------------------------------------

  3528.   def base_gain_catb

  3529.     return MAX_CATB_VALUE / $game_system.catb_fill_time

  3530.   end

  3531.   

  3532.   #--------------------------------------------------------------------------

  3533.   # new method: real_gain_catb

  3534.   #--------------------------------------------------------------------------

  3535.   def real_gain_catb

  3536.     value = (self.agi.to_f / BattleManager.average_agi) * base_gain_catb

  3537.     return value

  3538.   end

  3539.   

  3540.   #--------------------------------------------------------------------------

  3541.   # new method: make_catb_update

  3542.   #--------------------------------------------------------------------------

  3543.   def make_catb_update

  3544.     return if @catb_value >= MAX_CATB_VALUE

  3545.     return if not normal?

  3546.     value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb

  3547.     @catb_value += [value, MAX_CATB_VALUE - @catb_value].min

  3548.   end

  3549.   

  3550.   #--------------------------------------------------------------------------

  3551.   # new method: make_catb_action

  3552.   #--------------------------------------------------------------------------

  3553.   def make_catb_action

  3554.     return unless @catb_value >= MAX_CATB_VALUE

  3555.     return clear_catb if not normal?

  3556.     return BattleManager.make_catb_action(self)

  3557.   end

  3558.   

  3559.   #--------------------------------------------------------------------------

  3560.   # new method: make_ct_catb_update

  3561.   #--------------------------------------------------------------------------

  3562.   def make_ct_catb_update

  3563.     return if @catb_value < MAX_CATB_VALUE

  3564.     return if @ct_catb_value >= MAX_CATB_VALUE

  3565.     return if !self.current_action

  3566.     return if !self.current_action.item

  3567.     return if self.actor? && !self.current_action.confirm

  3568.     clear_catb if not normal?

  3569.     @ct_catb_value = MAX_CATB_VALUE if !self.current_action.item.charge_on

  3570.     value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb

  3571.     @ct_catb_value += [value * self.current_action.item.charge_rate / 100, MAX_CATB_VALUE - @ct_catb_value].min

  3572.   end

  3573.   

  3574.   #--------------------------------------------------------------------------

  3575.   # new method: charge_skill_done?

  3576.   #--------------------------------------------------------------------------

  3577.   def charge_skill_done?

  3578.     return @catb_value >= MAX_CATB_VALUE && @ct_catb_value >= MAX_CATB_VALUE

  3579.   end

  3580.   

  3581.   #--------------------------------------------------------------------------

  3582.   # new method: clear_catb

  3583.   #--------------------------------------------------------------------------

  3584.   def clear_catb

  3585.     make_actions

  3586.     @catb_value = 0

  3587.     @ct_catb_value = 0

  3588.     BattleManager.clear_actor if self.actor? && BattleManager.actor == self

  3589.     BattleManager.delete_catb_action(self)

  3590.   end

  3591.   

  3592.   #--------------------------------------------------------------------------

  3593.   # new method: make_first_catb_value

  3594.   #--------------------------------------------------------------------------

  3595.   def make_first_catb_value(pre = 0)

  3596.     make_actions

  3597.     @catb_value = 0

  3598.     @catb_value = YSA::CATB::PREEMTIVE_ATB_ACTOR if self.actor? && pre == 1

  3599.     @catb_value = YSA::CATB::PREEMTIVE_ATB_ENEMY if self.enemy? && pre == 1

  3600.     @catb_value = YSA::CATB::SURPRISE_ATB_ACTOR if self.actor? && pre == 2

  3601.     @catb_value = YSA::CATB::SURPRISE_ATB_ENEMY if self.enemy? && pre == 2

  3602.     lunatic_catb_start_formula(pre) if $imported["YSA-LunaticCATBStart"]

  3603.   end

  3604.   

  3605.   #--------------------------------------------------------------------------

  3606.   # new method: catb_filled_rate

  3607.   #--------------------------------------------------------------------------

  3608.   def catb_filled_rate

  3609.     return @catb_value / MAX_CATB_VALUE

  3610.   end

  3611.   

  3612.   #--------------------------------------------------------------------------

  3613.   # new method: catb_ct_filled_rate

  3614.   #--------------------------------------------------------------------------

  3615.   def catb_ct_filled_rate

  3616.     return @catb_value < MAX_CATB_VALUE ? 0 : @ct_catb_value / MAX_CATB_VALUE

  3617.   end

  3618.   

  3619. end # Game_Battler


  3620. #==============================================================================

  3621. # ■ Game_Action

  3622. #==============================================================================


  3623. class Game_Action

  3624.    
  3625.   #--------------------------------------------------------------------------

  3626.   # alias method: clear

  3627.   #--------------------------------------------------------------------------

  3628.   alias catb_clear clear

  3629.   def clear

  3630.     catb_clear

  3631.     @confirm = false

  3632.   end

  3633.   

  3634.   #--------------------------------------------------------------------------

  3635.   # new method: confirm=

  3636.   #--------------------------------------------------------------------------

  3637.   def confirm=(con)

  3638.     @confirm = con

  3639.   end

  3640.   

  3641.   #--------------------------------------------------------------------------

  3642.   # new method: confirm

  3643.   #--------------------------------------------------------------------------

  3644.   def confirm

  3645.     return @subject.auto_battle? ? true : @confirm

  3646.   end


  3647. end # Game_Action


  3648. #==============================================================================

  3649. # ■ Window_Base

  3650. #==============================================================================


  3651. class Window_Base < Window

  3652.   #--------------------------------------------------------------------------

  3653.   # catb_gauge_color

  3654.   #--------------------------------------------------------------------------

  3655.   def catb_color1;      text_color(YSA::CATB::GAUGE_COLOR1);      end;

  3656.   def catb_color2;      text_color(YSA::CATB::GAUGE_COLOR2);      end;

  3657.   def charge_color1;      text_color(YSA::CATB::CHARGE_COLOR1);      end;

  3658.   def charge_color2;      text_color(YSA::CATB::CHARGE_COLOR2);      end;

  3659. end # Window_Base


  3660. #==============================================================================

  3661. # ■ Window_BattleStatus

  3662. #==============================================================================


  3663. class Window_BattleStatus < Window_Selectable

  3664.   

  3665.   #--------------------------------------------------------------------------

  3666.   # alias method: draw_item

  3667.   #--------------------------------------------------------------------------

  3668.   alias catb_draw_item draw_item

  3669.   def draw_item(index)

  3670.     catb_draw_item(index)

  3671.     actor = battle_members[index]

  3672.     rect = item_rect(index)

  3673.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS

  3674.     return unless BattleManager.btype?(:catb)

  3675.     draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)

  3676.   end

  3677.   

  3678.   #--------------------------------------------------------------------------

  3679.   # new method: draw_actor_catb

  3680.   #--------------------------------------------------------------------------

  3681.   def draw_actor_catb(actor, dx, dy, width = 124)

  3682.     draw_gauge(dx, dy, width, actor.catb_filled_rate, catb_color1, catb_color2)

  3683.     if actor.catb_ct_filled_rate > 0

  3684.       draw_gauge(dx, dy, width, actor.catb_ct_filled_rate, charge_color1, charge_color2)

  3685.     end

  3686.     change_color(system_color)

  3687.     cy = (Font.default_size - contents.font.size) / 2 + 1

  3688.     draw_text(dx+2, dy+cy, 30, line_height, YSA::CATB::ATB_PHRASE)

  3689.   end

  3690.   

  3691.   #--------------------------------------------------------------------------

  3692.   # new method: draw_item_actor_catb

  3693.   #--------------------------------------------------------------------------

  3694.   def draw_item_actor_catb(index)

  3695.     return if index.nil?

  3696.     actor = battle_members[index]

  3697.     rect = item_rect(index)

  3698.     return if actor.nil?

  3699.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS

  3700.     draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)

  3701.   end

  3702.   

  3703.   #--------------------------------------------------------------------------

  3704.   # new method: refresh_catb

  3705.   #--------------------------------------------------------------------------

  3706.   def refresh_catb

  3707.     return unless BattleManager.btype?(:catb)

  3708.     item_max.times {|i| draw_item_actor_catb(i) }

  3709.   end

  3710.   

  3711. end # Window_BattleStatus


  3712. #==============================================================================

  3713. # ■ Sprite_Battler

  3714. #==============================================================================


  3715. class Sprite_Battler < Sprite_Base

  3716.   

  3717.   #--------------------------------------------------------------------------

  3718.   # alias method: initialize

  3719.   #--------------------------------------------------------------------------

  3720.   alias sprite_battler_initialize_catb initialize

  3721.   def initialize(viewport, battler = nil)

  3722.     sprite_battler_initialize_catb(viewport, battler)

  3723.     create_enemy_gauges_catb

  3724.   end

  3725.   

  3726.   #--------------------------------------------------------------------------

  3727.   # alias method: dispose

  3728.   #--------------------------------------------------------------------------

  3729.   alias sprite_battler_dispose_catb dispose

  3730.   def dispose

  3731.     sprite_battler_dispose_catb

  3732.     dispose_enemy_gauges_catb

  3733.   end

  3734.   

  3735.   #--------------------------------------------------------------------------

  3736.   # alias method: update

  3737.   #--------------------------------------------------------------------------

  3738.   alias sprite_battler_update_catb update

  3739.   def update

  3740.     sprite_battler_update_catb

  3741.     update_enemy_gauges_catb

  3742.   end


  3743.   #--------------------------------------------------------------------------

  3744.   # new method: create_enemy_gauges_catb

  3745.   #--------------------------------------------------------------------------

  3746.   def create_enemy_gauges_catb

  3747.     return if @battler.nil?

  3748.     return if @battler.actor?

  3749.     return unless BattleManager.btype?(:catb)

  3750.     @catb_back_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :back)

  3751.     @catb_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catb)

  3752.     @catb_ct_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catbct)

  3753.   end

  3754.   

  3755.   #--------------------------------------------------------------------------

  3756.   # new method: dispose_enemy_gauges_catb

  3757.   #--------------------------------------------------------------------------

  3758.   def dispose_enemy_gauges_catb

  3759.     return unless BattleManager.btype?(:catb)

  3760.     @catb_back_gauge_viewport.dispose unless @catb_back_gauge_viewport.nil?

  3761.     @catb_gauge_viewport.dispose unless @catb_gauge_viewport.nil?

  3762.     @catb_ct_gauge_viewport.dispose unless @catb_ct_gauge_viewport.nil?

  3763.   end

  3764.   

  3765.   #--------------------------------------------------------------------------

  3766.   # new method: update_enemy_gauges_catb

  3767.   #--------------------------------------------------------------------------

  3768.   def update_enemy_gauges_catb

  3769.     return unless BattleManager.btype?(:catb)

  3770.     @catb_back_gauge_viewport.update unless @catb_back_gauge_viewport.nil?

  3771.     @catb_gauge_viewport.update unless @catb_gauge_viewport.nil?

  3772.     @catb_ct_gauge_viewport.update unless @catb_ct_gauge_viewport.nil?

  3773.   end

  3774.   

  3775. end # Sprite_Battler


  3776. #==============================================================================

  3777. # ■ Enemy_CATB_Gauge_Viewport

  3778. #==============================================================================


  3779. class Enemy_CATB_Gauge_Viewport < Viewport

  3780.   

  3781.   #--------------------------------------------------------------------------

  3782.   # initialize

  3783.   #--------------------------------------------------------------------------

  3784.   def initialize(battler, sprite, type)

  3785.     @battler = battler

  3786.     @base_sprite = sprite

  3787.     @type = type

  3788.     dw = YSA::CATB::ENEMY_GAUGE_WIDTH

  3789.     dw += 2 if @type == :back

  3790.     @start_width = dw

  3791.     dh = YSA::CATB::ENEMY_GAUGE_HEIGHT

  3792.     dh += 2 if @type == :back

  3793.     rect = Rect.new(0, 0, dw, dh)

  3794.     super(rect)

  3795.     self.z = 125

  3796.     create_gauge_sprites

  3797.     self.visible = false

  3798.     update_position

  3799.   end

  3800.   

  3801.   #--------------------------------------------------------------------------

  3802.   # dispose

  3803.   #--------------------------------------------------------------------------

  3804.   def dispose

  3805.     @sprite.bitmap.dispose unless @sprite.bitmap.nil?

  3806.     @sprite.dispose

  3807.     super

  3808.   end

  3809.   

  3810.   #--------------------------------------------------------------------------

  3811.   # update

  3812.   #--------------------------------------------------------------------------

  3813.   def update

  3814.     super

  3815.     self.visible = @battler.dead? ? false : YSA::CATB::SHOW_ENEMY_ATB_GAUGE

  3816.     update_position

  3817.     update_gauge

  3818.   end

  3819.   

  3820.   #--------------------------------------------------------------------------

  3821.   # create_gauge_sprites

  3822.   #--------------------------------------------------------------------------

  3823.   def create_gauge_sprites

  3824.     @sprite = Plane.new(self)

  3825.     dw = self.rect.width * 2

  3826.     @sprite.bitmap = Bitmap.new(dw, self.rect.height)

  3827.     case @type

  3828.     when :back

  3829.       colour1 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)

  3830.       colour2 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)

  3831.     when :catb

  3832.       colour1 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR1)

  3833.       colour2 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR2)

  3834.     when :catbct

  3835.       colour1 = Colour.text_colour(YSA::CATB::CHARGE_COLOR1)

  3836.       colour2 = Colour.text_colour(YSA::CATB::CHARGE_COLOR2)

  3837.     end

  3838.     dx = 0

  3839.     dy = 0

  3840.     dw = self.rect.width

  3841.     dh = self.rect.height

  3842.     self.rect.width = target_gauge_width unless @type == :back

  3843.     @gauge_width = target_gauge_width

  3844.     @sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2)

  3845.     @sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1)

  3846.   end


  3847.   #--------------------------------------------------------------------------

  3848.   # update_position

  3849.   #--------------------------------------------------------------------------

  3850.   def update_position

  3851.     dx = @battler.screen_x - @start_width / 2

  3852.     self.rect.x = dx

  3853.     dh = self.rect.height + 1

  3854.     dh += 2 unless @type == :back

  3855.     dy = [@battler.screen_y, Graphics.height - dh - 120].min

  3856.     dy += 1 unless @type == :back

  3857.     dy -= YEA::BATTLE::ENEMY_GAUGE_HEIGHT if $imported["YEA-EnemyHPBars"]

  3858.     self.rect.y = dy

  3859.   end

  3860.   

  3861.   #--------------------------------------------------------------------------

  3862.   # update_gauge

  3863.   #--------------------------------------------------------------------------

  3864.   def update_gauge

  3865.     return if @gauge_width == target_gauge_width

  3866.     @gauge_width = target_gauge_width if @type == :catb

  3867.     @gauge_width = target_gauge_width_ct if @type == :catbct

  3868.     return if @type == :back

  3869.     self.rect.width = @gauge_width

  3870.   end

  3871.   

  3872.   #--------------------------------------------------------------------------

  3873.   # target_gauge_width

  3874.   #--------------------------------------------------------------------------

  3875.   def target_gauge_width

  3876.     return @battler.catb_filled_rate * @start_width

  3877.   end

  3878.   

  3879.   #--------------------------------------------------------------------------

  3880.   # target_gauge_width_ct

  3881.   #--------------------------------------------------------------------------

  3882.   def target_gauge_width_ct

  3883.     return @battler.catb_ct_filled_rate * @start_width

  3884.   end

  3885.   

  3886. end # Enemy_CATB_Gauge_Viewport

  3887.   

  3888. #==============================================================================

  3889. # ■ Window_BattleEnemy

  3890. #==============================================================================


  3891. class Window_BattleEnemy < Window_Selectable

  3892.   

  3893.   #--------------------------------------------------------------------------

  3894.   # alias method: col_max

  3895.   #--------------------------------------------------------------------------

  3896.   alias catb_col_max col_max

  3897.   def col_max; return catb_col_max == 0 ? 1 : catb_col_max; end


  3898. end # Window_BattleEnemy


  3899. #==============================================================================

  3900. # ■ Scene_Battle

  3901. #==============================================================================


  3902. class Scene_Battle < Scene_Base

  3903.   

  3904.   #--------------------------------------------------------------------------

  3905.   # alias method: process_action

  3906.   #--------------------------------------------------------------------------

  3907.   alias catb_process_action process_action

  3908.   def process_action

  3909.     process_catb

  3910.     perform_catb_action(@subject, true) if BattleManager.action_forced?

  3911.     catb_process_action unless BattleManager.btype?(:catb)

  3912.   end

  3913.   

  3914.   #--------------------------------------------------------------------------

  3915.   # new method: catb_pause?

  3916.   #--------------------------------------------------------------------------

  3917.   def catb_pause?

  3918.     return YSA::CATB::PAUSE_WHEN_ACTIVE_PARTY_COMMAND if @party_command_window.active

  3919.     return false if $game_system.catb_wait_type == :full

  3920.     return true if $game_system.catb_wait_type == :wait && (@actor_command_window.active || @skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)

  3921.     return true if $game_system.catb_wait_type == :quarter && (@skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)

  3922.     return true if $game_system.catb_wait_type == :semi && (@actor_window.active || @enemy_window.active)

  3923.   end

  3924.   

  3925.   #--------------------------------------------------------------------------

  3926.   # new method: process_catb

  3927.   #--------------------------------------------------------------------------

  3928.   def process_catb

  3929.     return unless SceneManager.scene_is?(Scene_Battle)

  3930.     return if scene_changing?

  3931.     return unless BattleManager.btype?(:catb)

  3932.     return if catb_pause?

  3933.     battler_hash = $game_party.members + $game_troop.members

  3934.     battler_hash.each { |a|

  3935.       a.make_catb_update

  3936.       a.make_catb_action

  3937.       a.make_ct_catb_update

  3938.     }

  3939.     #--- Update Tick Turn

  3940.     if $game_system.catb_turn_type == :tick

  3941.       @tick_clock = 0 if !@tick_clock

  3942.       @tick_clock += 1

  3943.       if @tick_clock >= $game_system.catb_tick_count

  3944.         @tick_clock = 0

  3945.         all_battle_members.each { |battler|

  3946.           battler.on_turn_end

  3947.         }

  3948.         @status_window.refresh

  3949.         $game_troop.increase_turn

  3950.       end

  3951.     end

  3952.     #--- Fix make action

  3953.     BattleManager.action_list(:actor).each { |battler|

  3954.       battler.make_actions if (battler.actor? && !battler.input)

  3955.     }

  3956.     #---

  3957.     @status_window.refresh_catb

  3958.     #--- Setup Actor

  3959.     @f_actor_index = 0 if !@f_actor_index || @f_actor_index < 0 || @f_actor_index + 1 > BattleManager.action_list(:actor).size

  3960.     f_actor = BattleManager.action_list(:actor)[@f_actor_index]

  3961.     @f_actor_index += 1 if (@f_actor_index + 1) < BattleManager.action_list(:actor).size && f_actor && f_actor.input && f_actor.input.item && f_actor.input.confirm

  3962.     f_actor = BattleManager.action_list(:actor)[@f_actor_index]

  3963.     if f_actor && f_actor.input && !f_actor.input.item && (!BattleManager.actor || @status_window.index != BattleManager.actor.index)

  3964.       BattleManager.set_actor(f_actor.index)

  3965.       @status_window.select(BattleManager.actor.index)

  3966.       @actor_command_window.setup(BattleManager.actor)

  3967.     end

  3968.     BattleManager.action_list.each { |battler|

  3969.       battler.make_actions if battler.enemy?

  3970.       perform_catb_action(battler) if !@subject

  3971.     }

  3972.   end

  3973.   

  3974.   #--------------------------------------------------------------------------

  3975.   # new method: perform_catb_action

  3976.   #--------------------------------------------------------------------------

  3977.   def perform_catb_action(subject, forced = false)

  3978.     return if subject && !subject.charge_skill_done?

  3979.     return if subject && subject.actor? && !forced && !subject.input

  3980.     return if subject && subject.actor? && !forced && !subject.input.item

  3981.     return if subject && subject.actor? && !forced && !subject.input.confirm

  3982.     @subject = subject if subject

  3983.     return if !@subject

  3984.     if @subject.current_action

  3985.       @subject.current_action.prepare

  3986.       execute_action

  3987.       process_event

  3988.       @status_aid_window.refresh if @status_aid_window.visible

  3989.       if $game_system.catb_turn_type == :action

  3990.         @tick_action = 0 if !@tick_action

  3991.         @tick_action += 1

  3992.         if @tick_action >= $game_system.catb_after_action

  3993.           @tick_action = 0

  3994.           all_battle_members.each { |battler|

  3995.             battler.on_turn_end

  3996.           }

  3997.           @status_window.refresh

  3998.           $game_troop.increase_turn

  3999.         end

  4000.       end

  4001.       @subject.on_action_end

  4002.     end

  4003.     return if BattleManager.judge_win_loss

  4004.     @subject.clear_catb

  4005.     @status_window.draw_item(@subject.index) if @subject.actor?

  4006.     @subject = nil
  4007.   end

  4008.   

  4009.   #--------------------------------------------------------------------------

  4010.   # alias method: create_actor_command_window

  4011.   #--------------------------------------------------------------------------

  4012.   alias catb_create_actor_command_window create_actor_command_window

  4013.   def create_actor_command_window

  4014.     catb_create_actor_command_window

  4015.     if BattleManager.btype?(:catb)

  4016.       @actor_command_window.set_handler(:dir4, method(:prior_f_actor))

  4017.       @actor_command_window.set_handler(:dir6, method(:next_f_actor))

  4018.     end

  4019.   end

  4020.   

  4021.   #--------------------------------------------------------------------------

  4022.   # new method: prior_f_actor

  4023.   #--------------------------------------------------------------------------

  4024.   def prior_f_actor

  4025.     if @f_actor_index && BattleManager.action_list(:actor).size > 0

  4026.       @f_actor_index -= 1

  4027.       @f_actor_index = 0 if @f_actor_index < 0

  4028.       f_actor = BattleManager.action_list(:actor)[@f_actor_index]

  4029.       if f_actor

  4030.         BattleManager.set_actor(f_actor.index)

  4031.         @status_window.select(BattleManager.actor.index)

  4032.         @actor_command_window.setup(BattleManager.actor)

  4033.       end

  4034.     end

  4035.   end

  4036.   

  4037.   #--------------------------------------------------------------------------

  4038.   # new method: next_f_actor

  4039.   #--------------------------------------------------------------------------

  4040.   def next_f_actor

  4041.     if @f_actor_index && BattleManager.action_list(:actor).size > 0

  4042.       @f_actor_index += 1

  4043.       @f_actor_index = 0 if (@f_actor_index + 1) > BattleManager.action_list(:actor).size

  4044.       f_actor = BattleManager.action_list(:actor)[@f_actor_index]

  4045.       if f_actor

  4046.         BattleManager.set_actor(f_actor.index)

  4047.         @status_window.select(BattleManager.actor.index)

  4048.         @actor_command_window.setup(BattleManager.actor)

  4049.       end

  4050.     end

  4051.   end

  4052.   

  4053.   #--------------------------------------------------------------------------

  4054.   # alias method: turn_start

  4055.   #--------------------------------------------------------------------------

  4056.   alias catb_turn_start turn_start

  4057.   def turn_start

  4058.     if BattleManager.btype?(:catb)

  4059.       @party_command_window.close

  4060.       @actor_command_window.close

  4061.       @status_window.unselect

  4062.       @log_window.wait

  4063.       @log_window.clear

  4064.     else

  4065.       catb_turn_start

  4066.     end

  4067.   end

  4068.   

  4069.   #--------------------------------------------------------------------------

  4070.   # alias method: command_guard

  4071.   #--------------------------------------------------------------------------

  4072.   alias catb_command_guard command_guard

  4073.   def command_guard

  4074.     BattleManager.actor.input.confirm = true

  4075.     catb_command_guard

  4076.     @status_window.draw_item(BattleManager.actor.index)

  4077.   end

  4078.   

  4079.   #--------------------------------------------------------------------------

  4080.   # alias method: command_attack

  4081.   #--------------------------------------------------------------------------

  4082.   alias catb_command_attack command_attack

  4083.   def command_attack

  4084.     catb_command_attack

  4085.     @status_window.draw_item(BattleManager.actor.index)

  4086.   end

  4087.   

  4088.   #--------------------------------------------------------------------------

  4089.   # alias method: on_enemy_ok

  4090.   #--------------------------------------------------------------------------

  4091.   alias catb_on_enemy_ok on_enemy_ok

  4092.   def on_enemy_ok

  4093.     BattleManager.actor.input.confirm = true

  4094.     catb_on_enemy_ok

  4095.   end

  4096.   

  4097.   #--------------------------------------------------------------------------

  4098.   # alias method: on_enemy_cancel

  4099.   #--------------------------------------------------------------------------

  4100.   alias catb_on_enemy_cancel on_enemy_cancel

  4101.   def on_enemy_cancel

  4102.     BattleManager.actor.input.confirm = false

  4103.     catb_on_enemy_cancel

  4104.     @status_window.draw_item(BattleManager.actor.index)

  4105.   end

  4106.   

  4107.   #--------------------------------------------------------------------------

  4108.   # alias method: on_actor_ok

  4109.   #--------------------------------------------------------------------------

  4110.   alias catb_on_actor_ok on_actor_ok

  4111.   def on_actor_ok

  4112.     BattleManager.actor.input.confirm = true

  4113.     catb_on_actor_ok

  4114.   end

  4115.   

  4116.   #--------------------------------------------------------------------------

  4117.   # alias method: on_actor_cancel

  4118.   #--------------------------------------------------------------------------

  4119.   alias catb_on_actor_cancel on_actor_cancel

  4120.   def on_actor_cancel

  4121.     BattleManager.actor.input.confirm = false

  4122.     catb_on_actor_cancel

  4123.     @status_window.draw_item(BattleManager.actor.index)

  4124.   end

  4125.   

  4126.   #--------------------------------------------------------------------------

  4127.   # alias method: on_skill_ok

  4128.   #--------------------------------------------------------------------------

  4129.   alias catb_on_skill_ok on_skill_ok

  4130.   def on_skill_ok

  4131.     catb_on_skill_ok

  4132.     @status_window.draw_item(BattleManager.actor.index)

  4133.   end

  4134.   

  4135.   #--------------------------------------------------------------------------

  4136.   # alias method: on_item_ok

  4137.   #--------------------------------------------------------------------------

  4138.   alias catb_on_item_ok on_item_ok

  4139.   def on_item_ok

  4140.     catb_on_item_ok

  4141.     @status_window.draw_item(BattleManager.actor.index)

  4142.   end

  4143.   

  4144.   #--------------------------------------------------------------------------

  4145.   # alias method: update_info_viewport

  4146.   #--------------------------------------------------------------------------

  4147.   alias catb_update_info_viewport update_info_viewport

  4148.   def update_info_viewport

  4149.     catb_update_info_viewport

  4150.     if BattleManager.btype?(:catb)

  4151.       move_info_viewport(128) if @actor_command_window.active || @actor_window.active || @enemy_window.active || (($game_troop.all_dead? || $game_party.all_dead?)&& @bug_fix1)

  4152.       move_info_viewport(0)   if @party_command_window.active

  4153.     end

  4154.   end

  4155.   

  4156.   #--------------------------------------------------------------------------

  4157.   # rewrite method: perform_collapse_check

  4158.   #--------------------------------------------------------------------------

  4159.   def perform_collapse_check(target)

  4160.     return if YEA::BATTLE::MSG_ADDED_STATES

  4161.     if $game_troop.all_dead? || $game_party.all_dead?

  4162.       if @actor_window.active || @enemy_window.active

  4163.         @bug_fix1 = true

  4164.         @help_window.hide

  4165.         @actor_window.hide.deactivate

  4166.         @enemy_window.hide.deactivate

  4167.       end

  4168.     end

  4169.     target.perform_collapse_effect if target.can_collapse?

  4170.     @log_window.wait

  4171.   end

  4172.    

  4173. end # Scene_Battle

  4174. module YEA

  4175.   module BATTLE

  4176.     DEFAULT_BATTLE_SYSTEM = :catb

  4177.   end

  4178. end

  4179. #==============================================================================

  4180. #
  4181. # ▼ End of File

  4182. #
  4183. #==============================================================================
复制代码
好像地球村有过的,不过后来被屏蔽了

点评

咳咳其实这脚本就在yamiworld.wordpress.com中 不信你可以去看  发表于 2012-2-6 10:41
是啊,一复制到工程里就换行了,太痛苦了  发表于 2012-2-6 07:45
你相信么?这8000多行的脚本有近一半都是换行哦?  发表于 2012-2-6 02:08
因工程不在我手上,抱歉暂时无法结帖……  发表于 2012-2-6 00:56
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Lv1.梦旅人

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发表于 2012-2-5 20:18:08 | 只看该作者
切,不就是一YEA Battle System么

点评

其实是帮朋友求的……之前他不太懂发帖格式结果被删帖连悬赏分也没了  发表于 2012-2-6 00:47
注意你发言的语气  发表于 2012-2-5 21:13
另:即便真的转过来了,木有TP显示不也开玩笑么?!  发表于 2012-2-5 20:20
yamiworld.wordpress.com  发表于 2012-2-5 20:19
值得你求么? 另:值得你从VX千辛万苦转过来吗?  发表于 2012-2-5 20:18
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