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[已经解决] 如何调整战斗时的怪物跟角色的坐标

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Lv1.梦旅人

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发表于 2012-4-27 12:03:30 | 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 布兰度西特 于 2012-4-27 12:17 编辑

如图:但是要同步到技能动画的坐标,不然还要再一一改技能动画的坐标的话就太可怕了。

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改好了喔 查看115網址摟 {:2_273:}

Lv1.梦旅人

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发表于 2012-4-27 12:03:31 | 只看该作者
本帖最后由 lsu666666 于 2012-4-27 15:02 编辑

改好了喔 查看115網址摟 {:2_273:}

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传说中的脚本女王~  发表于 2012-4-27 15:07
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Lv4.逐梦者 (超级版主)

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极短24评委极短23评委极短22评委极短21评委开拓者

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发表于 2012-4-27 12:30:23 | 只看该作者
怪物坐标在敌群里调整就好,只要简单地通过鼠标拖曳,角色坐标要看你使用的是什么脚本了,基本上也能在脚本里找到调整的位置才对。。。
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Lv3.寻梦者

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贵宾

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发表于 2012-4-27 12:35:55 | 只看该作者
怪物的坐标不是可以在数据库-敌群的画面中直接拖动的吗?
技能动画的坐标直接在数据库-动画-整体移动坐标(播放上面)。
角色的坐标你不上脚本实在回答不了,不过有没有类似这样的脚本?把坐标改了就行了。
  1. #--------------------------------------------------------------------------
  2. # ● 全体のセッティング
  3. #--------------------------------------------------------------------------
  4.   # アクター初期位置     一人目       二人目       三人目       四人目
  5.   #                    X軸 Y軸 H軸  X軸 Y軸 H軸  X軸 Y軸 H軸  X軸 Y軸 H軸
  6.   ACTOR_POSITION   = [[415,160, 0],[435,185, 0],[455,210, 0],[475,235, 0]]
  7.   # 行動終了時のウエイト(待ち時間・単位は1フレーム)
  8.   ACTION_END_WAIT = 8
  9.   # ターン終了時のウエイト(待ち時間・単位は1フレーム)
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 楼主| 发表于 2012-4-27 13:12:12 | 只看该作者
hcm 发表于 2012-4-27 12:35
怪物的坐标不是可以在数据库-敌群的画面中直接拖动的吗?
技能动画的坐标直接在数据库-动画-整体移动坐标( ...

从敌群调整怪物坐标的话一些以画面为坐标的技能动画感觉就有落差了~


‘‘──布兰度西特于2012-4-27 13:16补充以下内容

能整体把坐标上调整的话最好了~
我现在用这2个脚本
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Battle Engine v1.21
  4. # -- Last Updated: 2012.02.13
  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. # 2012.02.13 - Bug fixed: Odd Victory game crash fixed.
  15. # 2012.02.12 - Bug fixed: Displayed damage in combat log is correct now.
  16. # 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill.
  17. # 2012.01.24 - Compatibility Update: Enemy Levels
  18. # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items.
  19. # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an
  20. #              animation only once.
  21. #            - Reduced lag from battle system constantly recreating bitmaps.
  22. # 2012.01.10 - Compatibility Update: Battle System FTB
  23. # 2012.01.09 - Anticrash methods implemented.
  24. #            - Damage Popups are now separate for damage formulas and recovery.
  25. # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items.
  26. # 2012.01.02 - Compatibility Update: Target Manager
  27. #            - Added Option: AUTO_FAST
  28. #            - Random hits now show animations individually.
  29. # 2011.12.30 - Compatibility Update: Enemy Levels
  30. #            - Added Option to center the actors in the HUD.
  31. # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game.
  32. #            - Default battle system bug fixes are now included from YEA's Ace
  33. #              Core Engine.
  34. #            - Groundwork is also made to support future battle system types.
  35. #            - Multi-hit actions no longer linger when a target dies during the
  36. #              middle of one of the hits.
  37. #            - Compatibility Update: Lunatic Objects v1.02
  38. # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead.
  39. # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show.
  40. # 2011.12.20 - Bug fixed: Death state popups against immortal states.
  41. #            - Bug fixed: During State popup fix.
  42. #            - Added HIDE_POPUP_SWITCH.
  43. # 2011.12.17 - Compatibiilty Update: Cast Animations
  44. # 2011.12.15 - Compatibility Update: Battle Command List
  45. # 2011.12.14 - Compatibility Update: Lunatic Objects
  46. # 2011.12.13 - Compatibility Update: Command Party
  47. # 2011.12.12 - Bug fixed: Turn stalling if no inputable members.
  48. # 2011.12.10 - Compatibility update for Automatic Party HUD.
  49. #            - Popup graphical bug fixed.
  50. #            - Bug fixed: Didn't wait for boss dead animations.
  51. #            - Bug fixed: Surprise attacks that froze the game.
  52. #            - Bug fixed: Popups didn't show for straight recovery effects.
  53. # 2011.12.08 - Finished Script.
  54. # 2011.12.04 - Started Script.
  55. #
  56. #==============================================================================
  57. # ▼ Introduction
  58. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  59. # Ace Battle Engine works as a foundation for future battle engine add-ons. It
  60. # allows for easier management of the battle engine without adding too many
  61. # features, allowing users to customize what they want as they see fit. While
  62. # the Ace Battle Engine isn't an entirely new engine, it gives users control
  63. # that RPG Maker VX Ace didn't originally give them.
  64. #
  65. # Furthermore, this script provides some new features. They are as follows:
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Animation Fixes
  69. # -----------------------------------------------------------------------------
  70. # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes,
  71. # these fixes are included in this script as well to ensure it's working for
  72. # the battle script in the event someone chooses not to work with the Ace Core
  73. # Engine script. The animation fixes prevent excessive animation overlaying
  74. # (and making the screen look really ugly) and prevents animation clashing
  75. # between two dual wielding normal attack animations.
  76. #
  77. # -----------------------------------------------------------------------------
  78. # Enemy Animations
  79. # -----------------------------------------------------------------------------
  80. # Enemies now show battle animations when they deliver attacks and skills
  81. # against the player's party. Before in RPG Maker VX Ace, it was nothing more
  82. # than just sound effects and the screen shaking. Now, animations play where
  83. # the status window is and relative to the position of each party member.
  84. #
  85. # -----------------------------------------------------------------------------
  86. # Left/Right Command Selection
  87. # -----------------------------------------------------------------------------
  88. # While choosing actions, the player can press Left or Right to move freely
  89. # between (alive) actors to change their skills. Players no longer have to
  90. # cancel all the way back to change one person's skill and reselect everything.
  91. # On that note, there is now the option that when a battle starts or at the
  92. # end of a turn, players will start immediately at command selection rather
  93. # than needing to select "Fight" in the Party Command Window.
  94. #
  95. # -----------------------------------------------------------------------------
  96. # Popups
  97. # -----------------------------------------------------------------------------
  98. # Dealing damage, inflicting states, adding buffs, landing critical hits,
  99. # striking weaknesses, missing attacks, you name it, there's probably a popup
  100. # for it. Popups deliver information to the player in a quick or orderly
  101. # fashion without requiring the player to read lines of text.
  102. #
  103. # -----------------------------------------------------------------------------
  104. # Targeting Window
  105. # -----------------------------------------------------------------------------
  106. # When targeting enemies, the window is no longer displayed. Instead, the
  107. # targeted enemies are highlighted and their names are shown at the top of the
  108. # screen in a help window. Another thing that's changed is when skills that
  109. # target multiple targets are selected, there is a confirmation step that the
  110. # player must take before continuing. In this confirmation step, all of the
  111. # multiple targets are selected and in the help window would display the scope
  112. # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped
  113. # this step by default.
  114. #
  115. # -----------------------------------------------------------------------------
  116. # Toggling On and Off Special Effects and Text
  117. # -----------------------------------------------------------------------------
  118. # Not everybody likes having the screen shake or the enemies blink when they
  119. # take damage. These effects can now be toggled on and off. Certain text can
  120. # also be toggled on and off from appearing. A lot of the displayed text has
  121. # been rendered redundant through the use of popups.
  122. #
  123. # -----------------------------------------------------------------------------
  124. # Visual Battle Status Window
  125. # -----------------------------------------------------------------------------
  126. # Rather than just having rows of names with HP and MP bars next to them, the
  127. # Battle Status Window now displays actors' faces and their gauges aligned at
  128. # the bottom. More status effects can be shown in addition to showing more
  129. # members on screen at once. The Battle Status Window is also optimized to
  130. # refresh less (thus, removing potential lag from the system).
  131. #
  132. # -----------------------------------------------------------------------------
  133. # Window Position Changes
  134. # -----------------------------------------------------------------------------
  135. # Windows such as the Skill Window and Item Window have been rearranged to
  136. # always provide the player a clear view of the battlefield rather than opening
  137. # up and covering everything. As such, the window positions are placed at the
  138. # bottom of the screen and are repositioned.
  139. #
  140. #==============================================================================
  141. # ▼ Instructions
  142. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  143. # To install this script, open up your script editor and copy/paste this script
  144. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  145. #
  146. # -----------------------------------------------------------------------------
  147. # Skill Notetags - These notetags go in the skills notebox in the database.
  148. # -----------------------------------------------------------------------------
  149. # <one animation>
  150. # Causes the action to display the action animation only once, even if it's a
  151. # multi-hit action. This is used primarily for non-all scope targeting.
  152. #
  153. # -----------------------------------------------------------------------------
  154. # Item Notetags - These notetags go in the items notebox in the database.
  155. # -----------------------------------------------------------------------------
  156. # <one animation>
  157. # Causes the action to display the action animation only once, even if it's a
  158. # multi-hit action. This is used primarily for non-all scope targeting.
  159. #
  160. # -----------------------------------------------------------------------------
  161. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  162. # -----------------------------------------------------------------------------
  163. # <atk ani 1: x>
  164. # <atk ani 2: x>
  165. # Changes the normal attack animation of the particular enemy to animation x.
  166. # Attack animation 1 is the first one that plays. If there's a second animation
  167. # then the second one will play after in mirrored form.
  168. #
  169. # -----------------------------------------------------------------------------
  170. # State Notetags - These notetags go in the state notebox in the database.
  171. # -----------------------------------------------------------------------------
  172. # <popup add: string>
  173. # <popup rem: string>
  174. # <popup dur: string>
  175. # Status effects now create popups whenever they're inflicted. However, if you
  176. # don't like that a certain status effect uses a particular colour setting,
  177. # change "string" to one of the rulesets below to cause that popup to use a
  178. # different ruleset.
  179. #
  180. # <popup hide add>
  181. # <popup hide rem>
  182. # <popup hide dur>
  183. # Not everybody wants status effects to show popups when inflicted. When this
  184. # is the case, insert the respective tag to hide popups from appearing when the
  185. # state is added, removed, or during the stand-by phases.
  186. #
  187. # -----------------------------------------------------------------------------
  188. # Debug Tools - These tools only work during Test Play.
  189. # -----------------------------------------------------------------------------
  190. # - F5 Key -
  191. # Recovers all actors. Restores their HP and MP to max. Does not affect TP.
  192. # All states and buffs are removed whether they are positive or negative.
  193. #
  194. # - F6 Key -
  195. # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected.
  196. #
  197. # - F7 Key -
  198. # Sets all actors to have max TP. Everything else is unaffected.
  199. #
  200. # - F8 Key -
  201. # Kills all enemies in battle. Ends the battle quickly.
  202. #
  203. #==============================================================================
  204. # ▼ Compatibility
  205. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  206. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  207. # it will run with RPG Maker VX without adjusting.
  208. #
  209. #==============================================================================

  210. module YEA
  211.   module BATTLE
  212.    
  213.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  214.     # - General Battle Settings -
  215.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  216.     # These settings are adjusted for the overall battle system. These are
  217.     # various miscellaneous options to adjust. Each of the settings below will
  218.     # explain what they do. Change default enemy battle animations here, too.
  219.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  220.     BLINK_EFFECTS      = false  # Blink sprite when damaged?
  221.     FLASH_WHITE_EFFECT = true   # Flash enemy white when it starts an attack.
  222.     SCREEN_SHAKE       = false  # Shake screen in battle?
  223.     SKIP_PARTY_COMMAND = false  # Skips the Fight/Escape menu.
  224.     AUTO_FAST          = true   # Causes message windows to not wait.
  225.     ENEMY_ATK_ANI      = 36     # Sets default attack animation for enemies.
  226.    
  227.     # If this switch is ON, popups will be hidden. If OFF, the popups will be
  228.     # shown. If you do not wish to use this switch, set it to 0.
  229.     HIDE_POPUP_SWITCH  = 0
  230.    
  231.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  232.     # - Battle Status Window -
  233.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  234.     # This sets the default battle system your game will use. If your game
  235.     # doesn't have any other battle systems installed, it will use :dtb.
  236.     #
  237.     # Battle System        Requirement
  238.     #   :dtb               - Default Turn Battle. Default system.
  239.     #   :ftb               - YEA Battle System Add-On: Free Turn Battle
  240.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  241.     DEFAULT_BATTLE_SYSTEM = :dtb     # Default battle system set.
  242.    
  243.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  244.     # - Battle Status Window -
  245.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  246.     # Here, you can adjust the settings for the battle status window. The
  247.     # battle status window, by default, will show the actor's face, HP, MP, TP
  248.     # (if viable), and any inflicted status effects.
  249.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  250.     BATTLESTATUS_NAME_FONT_SIZE = 20    # Font size used for name.
  251.     BATTLESTATUS_TEXT_FONT_SIZE = 16    # Font size used for HP, MP, TP.
  252.     BATTLESTATUS_NO_ACTION_ICON = 185   # No action icon.
  253.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11    # Y Location buffer used for HP gauge.
  254.     BATTLESTATUS_CENTER_FACES   = false # Center faces for the Battle Status.
  255.    
  256.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  257.     # - Help Window Text -
  258.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  259.     # When selecting a target to attack, this is the text that will be shown
  260.     # in place of a target's name for special cases. These special cases are
  261.     # for selections that were originally non-targetable battle scopes.
  262.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  263.     HELP_TEXT_ALL_FOES        = "全体敌人"
  264.     HELP_TEXT_ONE_RANDOM_FOE  = "一个随机的敌人"
  265.     HELP_TEXT_MANY_RANDOM_FOE = "%d 随机的敌人"
  266.     HELP_TEXT_ALL_ALLIES      = "所有同伴"
  267.     HELP_TEXT_ALL_DEAD_ALLIES = "所有死去的同伴"
  268.     HELP_TEXT_ONE_RANDOM_ALLY = "一个随机的同伴"
  269.     HELP_TEXT_RANDOM_ALLIES   = "%d 随机的同伴"
  270.    
  271.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  272.     # - Popup Settings -
  273.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  274.     # These settings will adjust the popups that appear in battle. Popups
  275.     # deliver information to your player as battlers deal damage, inflict
  276.     # status effects, and more.
  277.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  278.     ENABLE_POPUPS  = true     # Set this to false if you wish to disable them.
  279.     FLASH_CRITICAL = true     # Sets critical hits to flash.
  280.    
  281.     # This hash adjusts the popup settings that will govern how popups appear.
  282.     # Adjust them accordingly.
  283.     POPUP_SETTINGS ={
  284.       :offset     => -24,         # Height offset of a popup.
  285.       :fade       => 12,          # Fade rate for each popup.
  286.       :full       => 60,          # Frames before a popup fades.
  287.       :hp_dmg     => "-%s ",      # SprintF for HP damage.
  288.       :hp_heal    => "+%s ",      # SprintF for HP healing.
  289.       :mp_dmg     => "-%s MP",    # SprintF for MP damage.
  290.       :mp_heal    => "+%s MP",    # SprintF for MP healing.
  291.       :tp_dmg     => "-%s TP",    # SprintF for MP damage.
  292.       :tp_heal    => "+%s TP",    # SprintF for MP healing.
  293.       :drained    => "耗尽",     # Text display for draining HP/MP.
  294.       :critical   => "关键一击!", # Text display for critical hit.
  295.       :missed     => "未击中",    # Text display for missed attack.
  296.       :evaded     => "回避!",    # Text display for evaded attack.
  297.       :nulled     => "无效",      # Text display for nulled attack.
  298.       :failed     => "失败",    # Text display for a failed attack.
  299.       :add_state  => "+%s",      # SprintF for added states.
  300.       :rem_state  => "-%s",      # SprintF for removed states.
  301.       :dur_state  => "%s",        # SprintF for during states.
  302.       :ele_rates  => true,        # This will display elemental affinities.
  303.       :ele_wait   => 20,          # This is how many frames will wait.
  304.       :weakpoint  => "弱点",    # Appears if foe is weak to element.
  305.       :resistant  => "抵抗",    # Appears if foe is resistant to element.
  306.       :immune     => "免疫",    # Appears if foe is immune to element.
  307.       :absorbed   => "吸收",    # Appears if foe can absorb the element.
  308.       :add_buff   => "%s+",      # Appears when a positive buff is applied.
  309.       :add_debuff => "%s-",      # Appears when a negative buff is applied.
  310.     } # Do not remove this.
  311.    
  312.     # This is the default font used for the popups. Adjust them accordingly
  313.     # or even add new ones.
  314.     DEFAULT = ["VL Gothic", "Verdana", "Arial", "Courier"]
  315.    
  316.     # The following are the various rules that govern the individual popup
  317.     # types that will appear. Adjust them accordingly. Here is a list of what
  318.     # each category does.
  319.     #   Zoom1    The zoom the popup starts at. Values over 2.0 may cause lag.
  320.     #   Zoom2    The zoom the popup goes to. Values over 2.0 may cause lag.
  321.     #   Sz       The font size used for the popup text.
  322.     #   Bold     Applying bold for the popup text.
  323.     #   Italic   Applying italic for the popup text.
  324.     #   Red      The red value of the popup text.
  325.     #   Grn      The green value of the popup text.
  326.     #   Blu      The blue value of the popup text.
  327.     #   Font     The font used for the popup text.
  328.     POPUP_RULES ={
  329.       # Type     => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]
  330.       "DEFAULT"  => [   2.0,   1.0, 24, true,  false, 255, 255, 255, DEFAULT],
  331.       "CRITICAL" => [   2.0,   1.0, 24, true,  false, 255,  80,  80, DEFAULT],
  332.       "HP_DMG"   => [   2.0,   1.0, 36, true,  false, 255, 255, 255, DEFAULT],
  333.       "HP_HEAL"  => [   2.0,   1.0, 36, true,  false, 130, 250, 130, DEFAULT],
  334.       "MP_DMG"   => [   2.0,   1.0, 36, true,  false, 220, 180, 255, DEFAULT],
  335.       "MP_HEAL"  => [   2.0,   1.0, 36, true,  false, 160, 230, 255, DEFAULT],
  336.       "TP_DMG"   => [   2.0,   1.0, 36, true,  false, 242, 108,  78, DEFAULT],
  337.       "TP_HEAL"  => [   2.0,   1.0, 36, true,  false, 251, 175,  92, DEFAULT],
  338.       "ADDSTATE" => [   2.0,   1.0, 24, true,  false, 240, 100, 100, DEFAULT],
  339.       "REMSTATE" => [   2.0,   1.0, 24, true,  false, 125, 170, 225, DEFAULT],
  340.       "DURSTATE" => [   2.0,   1.0, 24, true,  false, 255, 240, 150, DEFAULT],
  341.       "DRAIN"    => [   2.0,   1.0, 36, true,  false, 250, 190, 255, DEFAULT],
  342.       "POSITIVE" => [   2.0,   1.0, 24, true,  false, 110, 210, 245, DEFAULT],
  343.       "NEGATIVE" => [   2.0,   1.0, 24, true,  false, 245, 155, 195, DEFAULT],
  344.       "WEAK_ELE" => [   0.5,   1.0, 24, true,  false, 240, 110,  80, DEFAULT],
  345.       "IMMU_ELE" => [   0.5,   1.0, 24, true,  false, 185, 235, 255, DEFAULT],
  346.       "REST_ELE" => [   0.5,   1.0, 24, true,  false, 145, 230, 180, DEFAULT],
  347.       "ABSB_ELE" => [   0.5,   1.0, 24, true,  false, 250, 190, 255, DEFAULT],
  348.       "BUFF"     => [   2.0,   1.0, 24, true,  false, 255, 240, 100, DEFAULT],
  349.       "DEBUFF"   => [   2.0,   1.0, 24, true,  false, 160, 130, 200, DEFAULT],
  350.     } # Do not remove this.
  351.    
  352.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  353.     # - Streamlined Messages -
  354.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  355.     # Want to remove some of those annoying messages that appear all the time?
  356.     # Now you can! Select which messages you want to enable or disable. Some of
  357.     # these messages will be rendered useless due to popups.
  358.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  359.     MSG_ENEMY_APPEARS  = false  # Message when enemy appears start of battle.
  360.     MSG_CURRENT_STATE  = false  # Show which states has affected battler.
  361.     MSG_CURRENT_ACTION = true   # Show the current action of the battler.
  362.     MSG_COUNTERATTACK  = true   # Show the message for a counterattack.
  363.     MSG_REFLECT_MAGIC  = true   # Show message for reflecting magic attacks.
  364.     MSG_SUBSTITUTE_HIT = true   # Show message for ally taking another's hit.
  365.     MSG_FAILURE_HIT    = false  # Show effect failed against target.
  366.     MSG_CRITICAL_HIT   = false  # Show attack was a critical hit.
  367.     MSG_HIT_MISSED     = false  # Show attack missed the target.
  368.     MSG_EVASION        = false  # Show attack was evaded by the target.
  369.     MSG_HP_DAMAGE      = false  # Show HP damage to target.
  370.     MSG_MP_DAMAGE      = false  # Show MP damage to target.
  371.     MSG_TP_DAMAGE      = false  # Show TP damage to target.
  372.     MSG_ADDED_STATES   = false  # Show target's added states.
  373.     MSG_REMOVED_STATES = false  # Show target's removed states.
  374.     MSG_CHANGED_BUFFS  = false  # Show target's changed buffs.
  375.    
  376.   end # BATTLE
  377. end # YEA

  378. #==============================================================================
  379. # ▼ Editting anything past this point may potentially result in causing
  380. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  381. # halitosis so edit at your own risk.
  382. #==============================================================================

  383. module YEA
  384.   module REGEXP
  385.   module ENEMY
  386.    
  387.     ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i
  388.     ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i
  389.    
  390.   end # ENEMY
  391.   module USABLEITEM
  392.    
  393.     ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i
  394.    
  395.   end # USABLEITEM
  396.   module STATE
  397.    
  398.     POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i
  399.     POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i
  400.     POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i
  401.    
  402.     HIDE_ADD  = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i
  403.     HIDE_REM  = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i
  404.     HIDE_DUR  = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i
  405.    
  406.   end # STATE
  407.   end # REGEXP
  408. end # YEA

  409. #==============================================================================
  410. # ■ Switch
  411. #==============================================================================

  412. module Switch
  413.   
  414.   #--------------------------------------------------------------------------
  415.   # self.hide_popups
  416.   #--------------------------------------------------------------------------
  417.   def self.hide_popups
  418.     return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0
  419.     return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH]
  420.   end
  421.   
  422. end # Switch

  423. #==============================================================================
  424. # ■ Colour
  425. #==============================================================================

  426. module Colour
  427.   
  428.   #--------------------------------------------------------------------------
  429.   # self.text_colour
  430.   #--------------------------------------------------------------------------
  431.   def self.text_colour(index)
  432.     windowskin = Cache.system("Window")
  433.     x = 64 + (index % 8) * 8
  434.     y = 96 + (index / 8) * 8
  435.     return windowskin.get_pixel(x, y)
  436.   end
  437.   
  438. end # Colour

  439. #==============================================================================
  440. # ■ Icon
  441. #==============================================================================

  442. module Icon
  443.   
  444.   #--------------------------------------------------------------------------
  445.   # self.no_action
  446.   #--------------------------------------------------------------------------
  447.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  448.    
  449. end # Icon

  450. #==============================================================================
  451. # ■ Numeric
  452. #==============================================================================

  453. class Numeric
  454.   
  455.   #--------------------------------------------------------------------------
  456.   # new method: group_digits
  457.   #--------------------------------------------------------------------------
  458.   unless $imported["YEA-CoreEngine"]
  459.   def group; return self.to_s; end
  460.   end # $imported["YEA-CoreEngine"]
  461.    
  462. end # Numeric

  463. #==============================================================================
  464. # ■ DataManager
  465. #==============================================================================

  466. module DataManager
  467.   
  468.   #--------------------------------------------------------------------------
  469.   # alias method: load_database
  470.   #--------------------------------------------------------------------------
  471.   class <<self; alias load_database_abe load_database; end
  472.   def self.load_database
  473.     load_database_abe
  474.     load_notetags_abe
  475.   end
  476.   
  477.   #--------------------------------------------------------------------------
  478.   # new method: load_notetags_abe
  479.   #--------------------------------------------------------------------------
  480.   def self.load_notetags_abe
  481.     groups = [$data_enemies, $data_states, $data_skills, $data_items]
  482.     for group in groups
  483.       for obj in group
  484.         next if obj.nil?
  485.         obj.load_notetags_abe
  486.       end
  487.     end
  488.   end
  489.   
  490. end # DataManager

  491. #==============================================================================
  492. # ■ RPG::UsableItem
  493. #==============================================================================

  494. class RPG::UsableItem < RPG::BaseItem
  495.   
  496.   #--------------------------------------------------------------------------
  497.   # public instance variables
  498.   #--------------------------------------------------------------------------
  499.   attr_accessor :one_animation
  500.   
  501.   #--------------------------------------------------------------------------
  502.   # common cache: load_notetags_abe
  503.   #--------------------------------------------------------------------------
  504.   def load_notetags_abe
  505.     @one_animation = false
  506.     #---
  507.     self.note.split(/[\r\n]+/).each { |line|
  508.       case line
  509.       #---
  510.       when YEA::REGEXP::USABLEITEM::ONE_ANIMATION
  511.         @one_animation = true
  512.       end
  513.     } # self.note.split
  514.     #---
  515.   end
  516.   
  517. end # RPG::UsableItem

  518. #==============================================================================
  519. # ■ RPG::Enemy
  520. #==============================================================================

  521. class RPG::Enemy < RPG::BaseItem
  522.   
  523.   #--------------------------------------------------------------------------
  524.   # public instance variables
  525.   #--------------------------------------------------------------------------
  526.   attr_accessor :atk_animation_id1
  527.   attr_accessor :atk_animation_id2
  528.   
  529.   #--------------------------------------------------------------------------
  530.   # common cache: load_notetags_abe
  531.   #--------------------------------------------------------------------------
  532.   def load_notetags_abe
  533.     @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI
  534.     @atk_animation_id2 = 0
  535.     #---
  536.     self.note.split(/[\r\n]+/).each { |line|
  537.       case line
  538.       #---
  539.       when YEA::REGEXP::ENEMY::ATK_ANI1
  540.         @atk_animation_id1 = $1.to_i
  541.       when YEA::REGEXP::ENEMY::ATK_ANI2
  542.         @atk_animation_id2 = $1.to_i
  543.       end
  544.     } # self.note.split
  545.     #---
  546.   end
  547.   
  548. end # RPG::Enemy

  549. #==============================================================================
  550. # ■ RPG::Enemy
  551. #==============================================================================

  552. class RPG::State < RPG::BaseItem
  553.   
  554.   #--------------------------------------------------------------------------
  555.   # public instance variables
  556.   #--------------------------------------------------------------------------
  557.   attr_accessor :popup_rules
  558.   
  559.   #--------------------------------------------------------------------------
  560.   # common cache: load_notetags_abe
  561.   #--------------------------------------------------------------------------
  562.   def load_notetags_abe
  563.     @popup_rules = {
  564.       :add_state => "ADDSTATE",
  565.       :rem_state => "REMSTATE",
  566.       :dur_state => nil
  567.     } # Do not remove this.
  568.     #---
  569.     self.note.split(/[\r\n]+/).each { |line|
  570.       case line
  571.       #---
  572.       when YEA::REGEXP::STATE::POPUP_ADD
  573.         @popup_rules[:add_state] = $1.upcase.to_s
  574.       when YEA::REGEXP::STATE::POPUP_REM
  575.         @popup_rules[:rem_state] = $1.upcase.to_s
  576.       when YEA::REGEXP::STATE::POPUP_DUR
  577.         @popup_rules[:dur_state] = $1.upcase.to_s
  578.       when YEA::REGEXP::STATE::HIDE_ADD
  579.         @popup_rules[:add_state] = nil
  580.       when YEA::REGEXP::STATE::HIDE_REM
  581.         @popup_rules[:rem_state] = nil
  582.       when YEA::REGEXP::STATE::HIDE_DUR
  583.         @popup_rules[:dur_state] = nil
  584.       end
  585.     } # self.note.split
  586.     #---
  587.   end
  588.   
  589. end # RPG::State

  590. #==============================================================================
  591. # ■ BattleManager
  592. #==============================================================================

  593. module BattleManager
  594.   
  595.   #--------------------------------------------------------------------------
  596.   # overwrite method: self.battle_start
  597.   #--------------------------------------------------------------------------
  598.   def self.battle_start
  599.     $game_system.battle_count += 1
  600.     $game_party.on_battle_start
  601.     $game_troop.on_battle_start
  602.     return unless YEA::BATTLE::MSG_ENEMY_APPEARS
  603.     $game_troop.enemy_names.each do |name|
  604.       $game_message.add(sprintf(Vocab::Emerge, name))
  605.     end
  606.     if @preemptive
  607.       $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
  608.     elsif @surprise
  609.       $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
  610.     end
  611.     wait_for_message
  612.   end
  613.   
  614.   #--------------------------------------------------------------------------
  615.   # overwrite method: make_action_orders
  616.   #--------------------------------------------------------------------------
  617.   def self.make_action_orders
  618.     make_dtb_action_orders if btype?(:dtb)
  619.   end
  620.   
  621.   #--------------------------------------------------------------------------
  622.   # new method: make_dtb_action_orders
  623.   #--------------------------------------------------------------------------
  624.   def self.make_dtb_action_orders
  625.     @action_battlers = []
  626.     @action_battlers += $game_party.members unless @surprise
  627.     @action_battlers += $game_troop.members unless @preemptive
  628.     @action_battlers.each {|battler| battler.make_speed }
  629.     @action_battlers.sort! {|a,b| b.speed - a.speed }
  630.   end
  631.   
  632.   #--------------------------------------------------------------------------
  633.   # overwrite method: turn_start
  634.   #--------------------------------------------------------------------------
  635.   def self.turn_start
  636.     @phase = :turn
  637.     clear_actor
  638.     $game_troop.increase_turn
  639.     @performed_battlers = []
  640.     make_action_orders
  641.   end
  642.   
  643.   #--------------------------------------------------------------------------
  644.   # overwrite method: next_subject
  645.   #--------------------------------------------------------------------------
  646.   def self.next_subject
  647.     @performed_battlers = [] if @performed_battlers.nil?
  648.     loop do
  649.       @action_battlers -= @performed_battlers
  650.       battler = @action_battlers.shift
  651.       return nil unless battler
  652.       next unless battler.index && battler.alive?
  653.       @performed_battlers.push(battler)
  654.       return battler
  655.     end
  656.   end
  657.   
  658.   #--------------------------------------------------------------------------
  659.   # new method: self.init_battle_type
  660.   #--------------------------------------------------------------------------
  661.   def self.init_battle_type
  662.     set_btype($game_system.battle_system)
  663.   end
  664.   
  665.   #--------------------------------------------------------------------------
  666.   # new method: self.set_btype
  667.   #--------------------------------------------------------------------------
  668.   def self.set_btype(btype = :dtb)
  669.     @battle_type = btype
  670.   end
  671.   
  672.   #--------------------------------------------------------------------------
  673.   # new method: self.btype?
  674.   #--------------------------------------------------------------------------
  675.   def self.btype?(btype)
  676.     return @battle_type == btype
  677.   end
  678.   
  679. end # BattleManager

  680. #==============================================================================
  681. # ■ Game_System
  682. #==============================================================================

  683. class Game_System
  684.   
  685.   #--------------------------------------------------------------------------
  686.   # new method: battle_system
  687.   #--------------------------------------------------------------------------
  688.   def battle_system
  689.     if @battle_system.nil?
  690.       return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM)
  691.     else
  692.       return battle_system_corrected(@battle_system)
  693.     end
  694.   end
  695.   
  696.   #--------------------------------------------------------------------------
  697.   # new method: set_battle_system
  698.   #--------------------------------------------------------------------------
  699.   def set_battle_system(type)
  700.     case type
  701.     when :dtb; @battle_system = :dtb
  702.     when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
  703.     else;      @battle_system = :dtb
  704.     end
  705.   end
  706.   
  707.   #--------------------------------------------------------------------------
  708.   # new method: battle_system_corrected
  709.   #--------------------------------------------------------------------------
  710.   def battle_system_corrected(type)
  711.     case type
  712.     when :dtb; return :dtb
  713.     when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
  714.     else;      return :dtb
  715.     end
  716.   end
  717.   
  718. end # Game_System

  719. #==============================================================================
  720. # ■ Sprite_Base
  721. #==============================================================================

  722. class Sprite_Base < Sprite
  723.   
  724.   #--------------------------------------------------------------------------
  725.   # new method: start_pseudo_animation
  726.   #--------------------------------------------------------------------------
  727.   unless $imported["YEA-CoreEngine"]
  728.   def start_pseudo_animation(animation, mirror = false)
  729.     dispose_animation
  730.     @animation = animation
  731.     return if @animation.nil?
  732.     @ani_mirror = mirror
  733.     set_animation_rate
  734.     @ani_duration = @animation.frame_max * @ani_rate + 1
  735.     @ani_sprites = []
  736.   end
  737.   end # $imported["YEA-CoreEngine"]
  738.   
  739. end # Sprite_Base

  740. #==============================================================================
  741. # ■ Sprite_Battler
  742. #==============================================================================

  743. class Sprite_Battler < Sprite_Base
  744.   
  745.   #--------------------------------------------------------------------------
  746.   # public instance variables
  747.   #--------------------------------------------------------------------------
  748.   attr_accessor :effect_type
  749.   attr_accessor :battler_visible
  750.   attr_accessor :popups
  751.   
  752.   #--------------------------------------------------------------------------
  753.   # alias method: initialize
  754.   #--------------------------------------------------------------------------
  755.   alias sprite_battler_initialize_abe initialize
  756.   def initialize(viewport, battler = nil)
  757.     sprite_battler_initialize_abe(viewport, battler)
  758.     @popups = []
  759.     @popup_flags = []
  760.   end
  761.   
  762.   #--------------------------------------------------------------------------
  763.   # alias method: update_bitmap
  764.   #--------------------------------------------------------------------------
  765.   alias sprite_battler_update_bitmap_abe update_bitmap
  766.   def update_bitmap
  767.     return if @battler.actor? && @battler.battler_name == ""
  768.     sprite_battler_update_bitmap_abe
  769.   end
  770.   
  771.   #--------------------------------------------------------------------------
  772.   # alias method: setup_new_animation
  773.   #--------------------------------------------------------------------------
  774.   unless $imported["YEA-CoreEngine"]
  775.   alias sprite_battler_setup_new_animation_abe setup_new_animation
  776.   def setup_new_animation
  777.     sprite_battler_setup_new_animation_abe
  778.     return if @battler.pseudo_ani_id <= 0
  779.     animation = $data_animations[@battler.pseudo_ani_id]
  780.     mirror = @battler.animation_mirror
  781.     start_pseudo_animation(animation, mirror)
  782.     @battler.pseudo_ani_id = 0
  783.   end
  784.   end # $imported["YEA-CoreEngine"]
  785.   
  786.   #--------------------------------------------------------------------------
  787.   # alias method: setup_new_effect
  788.   #--------------------------------------------------------------------------
  789.   alias sprite_battler_setup_new_effect_abe setup_new_effect
  790.   def setup_new_effect
  791.     sprite_battler_setup_new_effect_abe
  792.     setup_popups
  793.   end
  794.   
  795.   #--------------------------------------------------------------------------
  796.   # new method: setup_popups
  797.   #--------------------------------------------------------------------------
  798.   def setup_popups
  799.     return unless @battler.use_sprite?
  800.     @battler.popups = [] if @battler.popups.nil?
  801.     return if @battler.popups == []
  802.     array = @battler.popups.shift
  803.     create_new_popup(array[0], array[1], array[2])
  804.   end
  805.   
  806.   #--------------------------------------------------------------------------
  807.   # new method: create_new_popup
  808.   #--------------------------------------------------------------------------
  809.   def create_new_popup(value, rules, flags)
  810.     return if @battler == nil
  811.     return if flags & @popup_flags != []
  812.     array = YEA::BATTLE::POPUP_RULES[rules]
  813.     for popup in @popups
  814.       popup.y -= 24
  815.     end
  816.     return unless SceneManager.scene.is_a?(Scene_Battle)
  817.     return if SceneManager.scene.spriteset.nil?
  818.     view = SceneManager.scene.spriteset.viewportPopups
  819.     new_popup = Sprite_Popup.new(view, @battler, value, rules, flags)
  820.     @popups.push(new_popup)
  821.     @popup_flags.push("weakness") if flags.include?("weakness")
  822.     @popup_flags.push("resistant") if flags.include?("resistant")
  823.     @popup_flags.push("immune") if flags.include?("immune")
  824.     @popup_flags.push("absorbed") if flags.include?("absorbed")
  825.   end
  826.   
  827.   #--------------------------------------------------------------------------
  828.   # alias method: update_effect
  829.   #--------------------------------------------------------------------------
  830.   alias sprite_battler_update_effect_abe update_effect
  831.   def update_effect
  832.     sprite_battler_update_effect_abe
  833.     update_popups
  834.   end
  835.   
  836.   #--------------------------------------------------------------------------
  837.   # new method: update_popups
  838.   #--------------------------------------------------------------------------
  839.   def update_popups
  840.     for popup in @popups
  841.       popup.update
  842.       next unless popup.opacity <= 0
  843.       popup.bitmap.dispose
  844.       popup.dispose
  845.       @popups.delete(popup)
  846.       popup = nil
  847.     end
  848.     @popup_flags = [] if @popups == [] && @popup_flags != []
  849.     return unless SceneManager.scene_is?(Scene_Battle)
  850.     if @current_active_battler != SceneManager.scene.subject
  851.       @current_active_battler = SceneManager.scene.subject
  852.       @popup_flags = []
  853.     end
  854.   end
  855.   
  856. end # Sprite_Battler

  857. #==============================================================================
  858. # ■ Sprite_Popup
  859. #==============================================================================

  860. class Sprite_Popup < Sprite_Base
  861.   
  862.   #--------------------------------------------------------------------------
  863.   # public instance variables
  864.   #--------------------------------------------------------------------------
  865.   attr_accessor :flags
  866.   
  867.   #--------------------------------------------------------------------------
  868.   # initialize
  869.   #--------------------------------------------------------------------------
  870.   def initialize(viewport, battler, value, rules, flags)
  871.     super(viewport)
  872.     @value = value
  873.     @rules = rules
  874.     @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules)
  875.     @fade = YEA::BATTLE::POPUP_SETTINGS[:fade]
  876.     @full = YEA::BATTLE::POPUP_SETTINGS[:full]
  877.     @flags = flags
  878.     @battler = battler
  879.     create_popup_bitmap
  880.   end
  881.   
  882.   #--------------------------------------------------------------------------
  883.   # create_popup_bitmap
  884.   #--------------------------------------------------------------------------
  885.   def create_popup_bitmap
  886.     rules_array = YEA::BATTLE::POPUP_RULES[@rules]
  887.     bw = Graphics.width
  888.     bw += 48 if @flags.include?("state")
  889.     bh = Font.default_size * 3
  890.     bitmap = Bitmap.new(bw, bh)
  891.     bitmap.font.name = rules_array[8]
  892.     size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2]
  893.     bitmap.font.size = size
  894.     bitmap.font.bold = rules_array[3]
  895.     bitmap.font.italic = rules_array[4]
  896.     if flags.include?("critical")
  897.       crit = YEA::BATTLE::POPUP_RULES["CRITICAL"]
  898.       bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255)
  899.     else
  900.       bitmap.font.out_color.set(0, 0, 0, 255)
  901.     end
  902.     dx = 0; dy = 0; dw = 0
  903.     dx += 24 if @flags.include?("state")
  904.     dw += 24 if @flags.include?("state")
  905.     if @flags.include?("state") || @flags.include?("buff")
  906.       c_width = bitmap.text_size(@value).width
  907.       icon_bitmap = $game_temp.iconset
  908.       icon_index = flag_state_icon
  909.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  910.       bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255)
  911.     end
  912.     bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7])
  913.     bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1)
  914.     self.bitmap = bitmap
  915.     self.x = @battler.screen_x
  916.     self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1
  917.     self.x -= SceneManager.scene.spriteset.viewport1.ox
  918.     self.y = @battler.screen_y - @battler.sprite.oy/2
  919.     self.y -= @battler.sprite.oy/2 if @battler.actor?
  920.     self.y -= SceneManager.scene.spriteset.viewport1.oy
  921.     self.ox = bw/2; self.oy = bh/2
  922.     self.zoom_x = self.zoom_y = rules_array[0]
  923.     if @flags.include?("no zoom")
  924.       self.zoom_x = self.zoom_y = rules_array[1]
  925.     end
  926.     @target_zoom = rules_array[1]
  927.     @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up"
  928.     self.z = 500
  929.   end
  930.   
  931.   #--------------------------------------------------------------------------
  932.   # update
  933.   #--------------------------------------------------------------------------
  934.   def update
  935.     super
  936.     #---
  937.     if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL
  938.       @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0
  939.       @hue_duration -= 1
  940.       self.bitmap.hue_change(15) if @hue_duration <= 0
  941.     end
  942.     #---
  943.     if @zoom_direction == "up"
  944.       self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min
  945.       self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min
  946.     else
  947.       self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max
  948.       self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max
  949.     end
  950.     #---
  951.     @full -= 1
  952.     return if @full > 0
  953.     self.y -= 1
  954.     self.opacity -= @fade
  955.   end
  956.   
  957.   #--------------------------------------------------------------------------
  958.   # flag_state_icon
  959.   #--------------------------------------------------------------------------
  960.   def flag_state_icon
  961.     for item in @flags; return item if item.is_a?(Integer); end
  962.     return 0
  963.   end
  964.   
  965. end # Sprite_Popup

  966. #==============================================================================
  967. # ■ Spriteset_Battle
  968. #==============================================================================

  969. class Spriteset_Battle
  970.   
  971.   #--------------------------------------------------------------------------
  972.   # public instance variables
  973.   #--------------------------------------------------------------------------
  974.   attr_accessor :actor_sprites
  975.   attr_accessor :enemy_sprites
  976.   attr_accessor :viewport1
  977.   attr_accessor :viewportPopups
  978.   
  979.   #--------------------------------------------------------------------------
  980.   # alias method: create_viewports
  981.   #--------------------------------------------------------------------------
  982.   alias spriteset_battle_create_viewports_abe create_viewports
  983.   def create_viewports
  984.     spriteset_battle_create_viewports_abe
  985.     @viewportPopups = Viewport.new
  986.     @viewportPopups.z = 200
  987.   end
  988.   
  989.   #--------------------------------------------------------------------------
  990.   # alias method: dispose_viewports
  991.   #--------------------------------------------------------------------------
  992.   alias spriteset_battle_dispose_viewports_abe dispose_viewports
  993.   def dispose_viewports
  994.     spriteset_battle_dispose_viewports_abe
  995.     @viewportPopups.dispose
  996.   end
  997.   
  998.   #--------------------------------------------------------------------------
  999.   # alias method: update_viewports
  1000.   #--------------------------------------------------------------------------
  1001.   alias spriteset_battle_update_viewports_abe update_viewports
  1002.   def update_viewports
  1003.     spriteset_battle_update_viewports_abe
  1004.     @viewportPopups.update
  1005.   end
  1006.   
  1007. end # Spriteset_Battle

  1008. #==============================================================================
  1009. # ■ Game_Temp
  1010. #==============================================================================

  1011. class Game_Temp
  1012.   
  1013.   #--------------------------------------------------------------------------
  1014.   # public instance variables
  1015.   #--------------------------------------------------------------------------
  1016.   attr_accessor :battle_aid
  1017.   attr_accessor :evaluating
  1018.   attr_accessor :iconset
  1019.   
  1020.   #--------------------------------------------------------------------------
  1021.   # alias method: initialize
  1022.   #--------------------------------------------------------------------------
  1023.   alias game_temp_initialize_abe initialize
  1024.   def initialize
  1025.     game_temp_initialize_abe
  1026.     @iconset = Cache.system("Iconset")
  1027.   end
  1028.   
  1029. end # Game_Temp

  1030. #==============================================================================
  1031. # ■ Game_Action
  1032. #==============================================================================

  1033. class Game_Action
  1034.   
  1035.   #--------------------------------------------------------------------------
  1036.   # overwrite method: speed
  1037.   #--------------------------------------------------------------------------
  1038.   def speed
  1039.     speed = subject.agi
  1040.     speed += item.speed if item
  1041.     speed += subject.atk_speed if attack?
  1042.     return speed
  1043.   end
  1044.   
  1045.   #--------------------------------------------------------------------------
  1046.   # alias method: evaluate_item_with_target
  1047.   #--------------------------------------------------------------------------
  1048.   alias evaluate_item_with_target_abe evaluate_item_with_target
  1049.   def evaluate_item_with_target(target)
  1050.     $game_temp.evaluating = true
  1051.     result = evaluate_item_with_target_abe(target)
  1052.     $game_temp.evaluating = false
  1053.     return result
  1054.   end
  1055.   
  1056. end # Game_Action

  1057. #==============================================================================
  1058. # ■ Game_ActionResult
  1059. #==============================================================================

  1060. class Game_ActionResult
  1061.   
  1062.   #--------------------------------------------------------------------------
  1063.   # alias method: clear
  1064.   #--------------------------------------------------------------------------
  1065.   alias game_actionresult_clear_abe clear
  1066.   def clear
  1067.     game_actionresult_clear_abe
  1068.     clear_stored_damage
  1069.   end
  1070.   
  1071.   #--------------------------------------------------------------------------
  1072.   # new method: clear_stored_damage
  1073.   #--------------------------------------------------------------------------
  1074.   def clear_stored_damage
  1075.     @stored_hp_damage = 0
  1076.     @stored_mp_damage = 0
  1077.     @stored_tp_damage = 0
  1078.     @stored_hp_drain = 0
  1079.     @stored_mp_drain = 0
  1080.   end
  1081.   
  1082.   #--------------------------------------------------------------------------
  1083.   # new method: store_damage
  1084.   #--------------------------------------------------------------------------
  1085.   def store_damage
  1086.     @stored_hp_damage += @hp_damage
  1087.     @stored_mp_damage += @mp_damage
  1088.     @stored_tp_damage += @tp_damage
  1089.     @stored_hp_drain += @hp_drain
  1090.     @stored_mp_drain += @mp_drain
  1091.   end
  1092.   
  1093.   #--------------------------------------------------------------------------
  1094.   # new method: restore_damage
  1095.   #--------------------------------------------------------------------------
  1096.   def restore_damage
  1097.     @hp_damage = @stored_hp_damage
  1098.     @mp_damage = @stored_mp_damage
  1099.     @tp_damage = @stored_tp_damage
  1100.     @hp_drain = @stored_hp_drain
  1101.     @mp_drain = @stored_mp_drain
  1102.     clear_stored_damage
  1103.   end
  1104.   
  1105. end # Game_ActionResult

  1106. #==============================================================================
  1107. # ■ Game_BattlerBase
  1108. #==============================================================================

  1109. class Game_BattlerBase
  1110.   
  1111.   #--------------------------------------------------------------------------
  1112.   # public instance variables
  1113.   #--------------------------------------------------------------------------
  1114.   attr_accessor :popups
  1115.   
  1116.   #--------------------------------------------------------------------------
  1117.   # new method: create_popup
  1118.   #--------------------------------------------------------------------------
  1119.   def create_popup(value, rules = "DEFAULT", flags = [])
  1120.     return unless SceneManager.scene_is?(Scene_Battle)
  1121.     return unless YEA::BATTLE::ENABLE_POPUPS
  1122.     return if Switch.hide_popups
  1123.     @popups = [] if @popups.nil?
  1124.     @popups.push([value, rules, flags])
  1125.   end
  1126.   
  1127.   #--------------------------------------------------------------------------
  1128.   # new method: make_damage_popups
  1129.   #--------------------------------------------------------------------------
  1130.   def make_damage_popups(user)
  1131.     if @result.hp_drain != 0
  1132.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]
  1133.       rules = "DRAIN"
  1134.       user.create_popup(text, rules)
  1135.       setting = :hp_dmg  if @result.hp_drain < 0
  1136.       setting = :hp_heal if @result.hp_drain > 0
  1137.       rules = "HP_DMG"   if @result.hp_drain < 0
  1138.       rules = "HP_HEAL"  if @result.hp_drain > 0
  1139.       value = @result.hp_drain.abs
  1140.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1141.       user.create_popup(text, rules)
  1142.     end
  1143.     if @result.mp_drain != 0
  1144.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]
  1145.       rules = "DRAIN"
  1146.       user.create_popup(text, rules)
  1147.       setting = :mp_dmg  if @result.mp_drain < 0
  1148.       setting = :mp_heal if @result.mp_drain > 0
  1149.       rules = "HP_DMG"   if @result.mp_drain < 0
  1150.       rules = "HP_HEAL"  if @result.mp_drain > 0
  1151.       value = @result.mp_drain.abs
  1152.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1153.       user.create_popup(text, rules)
  1154.     end
  1155.     #---
  1156.     flags = []
  1157.     flags.push("critical") if @result.critical
  1158.     if @result.hp_damage != 0
  1159.       setting = :hp_dmg  if @result.hp_damage > 0
  1160.       setting = :hp_heal if @result.hp_damage < 0
  1161.       rules = "HP_DMG"   if @result.hp_damage > 0
  1162.       rules = "HP_HEAL"  if @result.hp_damage < 0
  1163.       value = @result.hp_damage.abs
  1164.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1165.       create_popup(text, rules, flags)
  1166.     end
  1167.     if @result.mp_damage != 0
  1168.       setting = :mp_dmg  if @result.mp_damage > 0
  1169.       setting = :mp_heal if @result.mp_damage < 0
  1170.       rules = "MP_DMG"   if @result.mp_damage > 0
  1171.       rules = "MP_HEAL"  if @result.mp_damage < 0
  1172.       value = @result.mp_damage.abs
  1173.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1174.       create_popup(text, rules, flags)
  1175.     end
  1176.     if @result.tp_damage != 0
  1177.       setting = :tp_dmg  if @result.tp_damage > 0
  1178.       setting = :tp_heal if @result.tp_damage < 0
  1179.       rules = "TP_DMG"   if @result.tp_damage > 0
  1180.       rules = "TP_HEAL"  if @result.tp_damage < 0
  1181.       value = @result.tp_damage.abs
  1182.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1183.       create_popup(text, rules)
  1184.     end
  1185.     @result.store_damage
  1186.     @result.clear_damage_values
  1187.   end
  1188.   
  1189.   #--------------------------------------------------------------------------
  1190.   # alias method: erase_state
  1191.   #--------------------------------------------------------------------------
  1192.   alias game_battlerbase_erase_state_abe erase_state
  1193.   def erase_state(state_id)
  1194.     make_state_popup(state_id, :rem_state) if @states.include?(state_id)
  1195.     game_battlerbase_erase_state_abe(state_id)
  1196.   end
  1197.   
  1198.   #--------------------------------------------------------------------------
  1199.   # new method: make_during_state_popup
  1200.   #--------------------------------------------------------------------------
  1201.   def make_during_state_popup
  1202.     state_id = most_important_state_id
  1203.     return if state_id == 0
  1204.     make_state_popup(state_id, :dur_state)
  1205.   end
  1206.   
  1207.   #--------------------------------------------------------------------------
  1208.   # new method: most_important_state_id
  1209.   #--------------------------------------------------------------------------
  1210.   def most_important_state_id
  1211.     states.each {|state| return state.id unless state.message3.empty? }
  1212.     return 0
  1213.   end
  1214.   
  1215.   #--------------------------------------------------------------------------
  1216.   # new method: make_state_popup
  1217.   #--------------------------------------------------------------------------
  1218.   def make_state_popup(state_id, type)
  1219.     state = $data_states[state_id]
  1220.     return if state.icon_index == 0
  1221.     rules = state.popup_rules[type]
  1222.     return if rules.nil?
  1223.     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name)
  1224.     flags = ["state", state.icon_index]
  1225.     create_popup(text, rules, flags)
  1226.   end
  1227.   
  1228.   #--------------------------------------------------------------------------
  1229.   # new method: make_miss_popups
  1230.   #--------------------------------------------------------------------------
  1231.   def make_miss_popups(user, item)
  1232.     return if dead?
  1233.     if @result.missed
  1234.       text = YEA::BATTLE::POPUP_SETTINGS[:missed]
  1235.       rules = "DEFAULT"
  1236.       create_popup(text, rules)
  1237.     end
  1238.     if @result.evaded
  1239.       text = YEA::BATTLE::POPUP_SETTINGS[:evaded]
  1240.       rules = "DEFAULT"
  1241.       create_popup(text, rules)
  1242.     end
  1243.     if @result.hit? && [email protected]
  1244.       text = YEA::BATTLE::POPUP_SETTINGS[:failed]
  1245.       rules = "DEFAULT"
  1246.       create_popup(text, rules)
  1247.     end
  1248.     if @result.hit? && item.damage.to_hp?
  1249.       if @result.hp_damage == 0 && @result.hp_damage == 0
  1250.         text = YEA::BATTLE::POPUP_SETTINGS[:nulled]
  1251.         rules = "DEFAULT"
  1252.         create_popup(text, rules)
  1253.       end
  1254.     end
  1255.   end
  1256.   
  1257.   #--------------------------------------------------------------------------
  1258.   # new method: make_rate_popup
  1259.   #--------------------------------------------------------------------------
  1260.   def make_rate_popup(rate)
  1261.     return if rate == 1.0
  1262.     flags = []
  1263.     if rate > 1.0
  1264.       text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint]
  1265.       rules = "WEAK_ELE"
  1266.       flags.push("weakness")
  1267.     elsif rate == 0.0
  1268.       text = YEA::BATTLE::POPUP_SETTINGS[:immune]
  1269.       rules = "IMMU_ELE"
  1270.       flags.push("immune")
  1271.     elsif rate < 0.0
  1272.       text = YEA::BATTLE::POPUP_SETTINGS[:absorbed]
  1273.       rules = "ABSB_ELE"
  1274.       flags.push("absorbed")
  1275.     else
  1276.       text = YEA::BATTLE::POPUP_SETTINGS[:resistant]
  1277.       rules = "REST_ELE"
  1278.       flags.push("resistant")
  1279.     end
  1280.     create_popup(text, rules, flags)
  1281.   end
  1282.   
  1283.   #--------------------------------------------------------------------------
  1284.   # new method: make_buff_popup
  1285.   #--------------------------------------------------------------------------
  1286.   def make_buff_popup(param_id, positive = true)
  1287.     return unless SceneManager.scene_is?(Scene_Battle)
  1288.     return unless alive?
  1289.     name = Vocab::param(param_id)
  1290.     if positive
  1291.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name)
  1292.       rules = "BUFF"
  1293.       buff_level = 1
  1294.     else
  1295.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name)
  1296.       rules = "DEBUFF"
  1297.       buff_level = -1
  1298.     end
  1299.     icon = buff_icon_index(buff_level, param_id)
  1300.     flags = ["buff", icon]
  1301.     return if @popups.include?([text, rules, flags])
  1302.     create_popup(text, rules, flags)
  1303.   end
  1304.   
  1305. end # Game_BattlerBase

  1306. #==============================================================================
  1307. # ■ Game_Battler
  1308. #==============================================================================

  1309. class Game_Battler < Game_BattlerBase
  1310.   
  1311.   #--------------------------------------------------------------------------
  1312.   # public instance variables
  1313.   #--------------------------------------------------------------------------
  1314.   attr_accessor :pseudo_ani_id
  1315.   
  1316.   #--------------------------------------------------------------------------
  1317.   # alias method: on_battle_end
  1318.   #--------------------------------------------------------------------------
  1319.   alias game_battler_on_battle_end_abe on_battle_end
  1320.   def on_battle_end
  1321.     game_battler_on_battle_end_abe
  1322.     @popups = []
  1323.   end
  1324.   
  1325.   #--------------------------------------------------------------------------
  1326.   # alias method: clear_sprite_effects
  1327.   #--------------------------------------------------------------------------
  1328.   alias game_battler_clear_sprite_effects_abe clear_sprite_effects
  1329.   def clear_sprite_effects
  1330.     game_battler_clear_sprite_effects_abe
  1331.     @pseudo_ani_id = 0
  1332.   end
  1333.   
  1334.   #--------------------------------------------------------------------------
  1335.   # alias method: item_apply
  1336.   #--------------------------------------------------------------------------
  1337.   alias game_battler_item_apply_abe item_apply
  1338.   def item_apply(user, item)
  1339.     game_battler_item_apply_abe(user, item)
  1340.     make_miss_popups(user, item)
  1341.   end
  1342.   
  1343.   #--------------------------------------------------------------------------
  1344.   # alias method: make_damage_value
  1345.   #--------------------------------------------------------------------------
  1346.   alias game_battler_make_damage_value_abe make_damage_value
  1347.   def make_damage_value(user, item)
  1348.     game_battler_make_damage_value_abe(user, item)
  1349.     rate = item_element_rate(user, item)
  1350.     make_rate_popup(rate) unless $game_temp.evaluating
  1351.   end
  1352.   
  1353.   #--------------------------------------------------------------------------
  1354.   # alias method: execute_damage
  1355.   #--------------------------------------------------------------------------
  1356.   alias game_battler_execute_damage_abe execute_damage
  1357.   def execute_damage(user)
  1358.     game_battler_execute_damage_abe(user)
  1359.     make_damage_popups(user)
  1360.   end
  1361.   
  1362.   #--------------------------------------------------------------------------
  1363.   # alias method: item_effect_recover_hp
  1364.   #--------------------------------------------------------------------------
  1365.   alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp
  1366.   def item_effect_recover_hp(user, item, effect)
  1367.     game_battler_item_effect_recover_hp_abe(user, item, effect)
  1368.     make_damage_popups(user)
  1369.   end
  1370.   
  1371.   #--------------------------------------------------------------------------
  1372.   # alias method: item_effect_recover_mp
  1373.   #--------------------------------------------------------------------------
  1374.   alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp
  1375.   def item_effect_recover_mp(user, item, effect)
  1376.     game_battler_item_effect_recover_mp_abe(user, item, effect)
  1377.     make_damage_popups(user)
  1378.   end
  1379.   
  1380.   #--------------------------------------------------------------------------
  1381.   # alias method: item_effect_gain_tp
  1382.   #--------------------------------------------------------------------------
  1383.   alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp
  1384.   def item_effect_gain_tp(user, item, effect)
  1385.     game_battler_item_effect_gain_tp_abe(user, item, effect)
  1386.     make_damage_popups(user)
  1387.   end
  1388.   
  1389.   #--------------------------------------------------------------------------
  1390.   # alias method: item_user_effect
  1391.   #--------------------------------------------------------------------------
  1392.   alias game_battler_item_user_effect_abe item_user_effect
  1393.   def item_user_effect(user, item)
  1394.     game_battler_item_user_effect_abe(user, item)
  1395.     @result.restore_damage
  1396.   end
  1397.   
  1398.   #--------------------------------------------------------------------------
  1399.   # alias method: add_new_state
  1400.   #--------------------------------------------------------------------------
  1401.   alias game_battler_add_new_state_abe add_new_state
  1402.   def add_new_state(state_id)
  1403.     game_battler_add_new_state_abe(state_id)
  1404.     make_state_popup(state_id, :add_state) if @states.include?(state_id)
  1405.   end
  1406.   
  1407.   #--------------------------------------------------------------------------
  1408.   # alias method: add_buff
  1409.   #--------------------------------------------------------------------------
  1410.   alias game_battler_add_buff_abe add_buff
  1411.   def add_buff(param_id, turns)
  1412.     make_buff_popup(param_id, true)
  1413.     game_battler_add_buff_abe(param_id, turns)
  1414.   end
  1415.   
  1416.   #--------------------------------------------------------------------------
  1417.   # alias method: add_debuff
  1418.   #--------------------------------------------------------------------------
  1419.   alias game_battler_add_debuff_abe add_debuff
  1420.   def add_debuff(param_id, turns)
  1421.     make_buff_popup(param_id, false)
  1422.     game_battler_add_debuff_abe(param_id, turns)
  1423.   end
  1424.   
  1425.   #--------------------------------------------------------------------------
  1426.   # alias method: regenerate_all
  1427.   #--------------------------------------------------------------------------
  1428.   alias game_battler_regenerate_all_abe regenerate_all
  1429.   def regenerate_all
  1430.     game_battler_regenerate_all_abe
  1431.     return unless alive?
  1432.     make_damage_popups(self)
  1433.   end
  1434.   
  1435.   #--------------------------------------------------------------------------
  1436.   # new method: can_collapse?
  1437.   #--------------------------------------------------------------------------
  1438.   def can_collapse?
  1439.     return false unless dead?
  1440.     unless actor?
  1441.       return false unless sprite.battler_visible
  1442.       array = [:collapse, :boss_collapse, :instant_collapse]
  1443.       return false if array.include?(sprite.effect_type)
  1444.     end
  1445.     return true
  1446.   end
  1447.   
  1448.   #--------------------------------------------------------------------------
  1449.   # new method: draw_mp?
  1450.   #--------------------------------------------------------------------------
  1451.   def draw_mp?; return true; end
  1452.   
  1453.   #--------------------------------------------------------------------------
  1454.   # new method: draw_tp?
  1455.   #--------------------------------------------------------------------------
  1456.   def draw_tp?
  1457.     return $data_system.opt_display_tp
  1458.   end
  1459.   
  1460. end # Game_Battler

  1461. #==============================================================================
  1462. # ■ Game_Actor
  1463. #==============================================================================

  1464. class Game_Actor < Game_Battler
  1465.   
  1466.   #--------------------------------------------------------------------------
  1467.   # overwrite method: perform_damage_effect
  1468.   #--------------------------------------------------------------------------
  1469.   def perform_damage_effect
  1470.     $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE
  1471.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
  1472.     Sound.play_actor_damage
  1473.   end
  1474.   
  1475.   #--------------------------------------------------------------------------
  1476.   # overwrite method: use_sprite?
  1477.   #--------------------------------------------------------------------------
  1478.   def use_sprite?; return true; end
  1479.    
  1480.   #--------------------------------------------------------------------------
  1481.   # new method: screen_x
  1482.   #--------------------------------------------------------------------------
  1483.   def screen_x
  1484.     return 0 unless SceneManager.scene_is?(Scene_Battle)
  1485.     status_window = SceneManager.scene.status_window
  1486.     return 0 if status_window.nil?
  1487.     item_rect_width = (status_window.width-24) / $game_party.max_battle_members
  1488.     ext = SceneManager.scene.info_viewport.ox
  1489.     rect = SceneManager.scene.status_window.item_rect(self.index)
  1490.     constant = 128 + 12
  1491.     return constant + rect.x + item_rect_width / 2 - ext
  1492.   end
  1493.   
  1494.   #--------------------------------------------------------------------------
  1495.   # new method: screen_y
  1496.   #--------------------------------------------------------------------------
  1497.   def screen_y
  1498.     return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle)
  1499.     return Graphics.height - 120 if SceneManager.scene.status_window.nil?
  1500.     return Graphics.height - 120
  1501.   end
  1502.   
  1503.   #--------------------------------------------------------------------------
  1504.   # new method: screen_z
  1505.   #--------------------------------------------------------------------------
  1506.   def screen_z; return 100; end
  1507.   
  1508.   #--------------------------------------------------------------------------
  1509.   # new method: sprite
  1510.   #--------------------------------------------------------------------------
  1511.   def sprite
  1512.     index = $game_party.battle_members.index(self)
  1513.     return SceneManager.scene.spriteset.actor_sprites[index]
  1514.   end
  1515.   
  1516.   #--------------------------------------------------------------------------
  1517.   # new method: draw_mp?
  1518.   #--------------------------------------------------------------------------
  1519.   def draw_mp?
  1520.     return true unless draw_tp?
  1521.     for skill in skills
  1522.       next unless added_skill_types.include?(skill.stype_id)
  1523.       return true if skill.mp_cost > 0
  1524.     end
  1525.     return false
  1526.   end
  1527.   
  1528.   #--------------------------------------------------------------------------
  1529.   # new method: draw_tp?
  1530.   #--------------------------------------------------------------------------
  1531.   def draw_tp?
  1532.     return false unless $data_system.opt_display_tp
  1533.     for skill in skills
  1534.       next unless added_skill_types.include?(skill.stype_id)
  1535.       return true if skill.tp_cost > 0
  1536.     end
  1537.     return false
  1538.   end
  1539.   
  1540. end # Game_Actor

  1541. #==============================================================================
  1542. # ■ Game_Enemy
  1543. #==============================================================================

  1544. class Game_Enemy < Game_Battler
  1545.   
  1546.   #--------------------------------------------------------------------------
  1547.   # overwrite method: perform_damage_effect
  1548.   #--------------------------------------------------------------------------
  1549.   def perform_damage_effect
  1550.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
  1551.     Sound.play_enemy_damage
  1552.   end
  1553.   
  1554.   #--------------------------------------------------------------------------
  1555.   # new methods: attack_animation_id
  1556.   #--------------------------------------------------------------------------
  1557.   def atk_animation_id1; return enemy.atk_animation_id1; end
  1558.   def atk_animation_id2; return enemy.atk_animation_id2; end
  1559.   
  1560.   #--------------------------------------------------------------------------
  1561.   # new method: sprite
  1562.   #--------------------------------------------------------------------------
  1563.   def sprite
  1564.     return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
  1565.   end
  1566.   
  1567. end # Game_Enemy

  1568. #==============================================================================
  1569. # ■ Game_Unit
  1570. #==============================================================================

  1571. class Game_Unit
  1572.   
  1573.   #--------------------------------------------------------------------------
  1574.   # alias method: make_actions
  1575.   #--------------------------------------------------------------------------
  1576.   alias game_unit_make_actions_abe make_actions
  1577.   def make_actions
  1578.     game_unit_make_actions_abe
  1579.     refresh_autobattler_status_window
  1580.   end
  1581.   
  1582.   #--------------------------------------------------------------------------
  1583.   # new method: refresh_autobattler_status_window
  1584.   #--------------------------------------------------------------------------
  1585.   def refresh_autobattler_status_window
  1586.     return unless SceneManager.scene_is?(Scene_Battle)
  1587.     return unless self.is_a?(Game_Party)
  1588.     SceneManager.scene.refresh_autobattler_status_window
  1589.   end
  1590.   
  1591. end # Game_Unit





  1592. #==============================================================================
  1593. # ■ Window_BattleStatus
  1594. #==============================================================================

  1595. class Window_BattleStatus < Window_Selectable
  1596.   
  1597.   #--------------------------------------------------------------------------
  1598.   # overwrite method: initialize
  1599.   #--------------------------------------------------------------------------
  1600.   def initialize
  1601.     super(0, 0, window_width, window_height)
  1602.     self.openness = 0
  1603.     @party = $game_party.battle_members.clone
  1604.   end
  1605.   
  1606.   #--------------------------------------------------------------------------
  1607.   # overwrite method: col_max
  1608.   #--------------------------------------------------------------------------
  1609.   def col_max; return $game_party.max_battle_members; end
  1610.   
  1611.   #--------------------------------------------------------------------------
  1612.   # new method: battle_members
  1613.   #--------------------------------------------------------------------------
  1614.   def battle_members; return $game_party.battle_members; end
  1615.   
  1616.   #--------------------------------------------------------------------------
  1617.   # new method: actor
  1618.   #--------------------------------------------------------------------------
  1619.   def actor; return battle_members[@index]; end
  1620.   
  1621.   #--------------------------------------------------------------------------
  1622.   # overwrite method: update
  1623.   #--------------------------------------------------------------------------
  1624.   def update
  1625.     super
  1626.     return if @party == $game_party.battle_members
  1627.     @party = $game_party.battle_members.clone
  1628.     refresh
  1629.   end
  1630.   
  1631.   #--------------------------------------------------------------------------
  1632.   # overwrite method: draw_item
  1633.   #--------------------------------------------------------------------------
  1634.   def draw_item(index)
  1635.     return if index.nil?
  1636.     clear_item(index)
  1637.     actor = battle_members[index]
  1638.     rect = item_rect(index)
  1639.     return if actor.nil?
  1640.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  1641.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  1642.     draw_actor_action(actor, rect.x, rect.y)
  1643.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  1644.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  1645.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  1646.     draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
  1647.     if draw_tp?(actor) && draw_mp?(actor)
  1648.       dw = rect.width/2-2
  1649.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
  1650.       draw_actor_tp(actor, rect.x+2, line_height*3, dw)
  1651.       dw = rect.width - rect.width/2 - 2
  1652.       draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
  1653.     elsif draw_tp?(actor) && !draw_mp?(actor)
  1654.       draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
  1655.     else
  1656.       draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
  1657.     end
  1658.   end
  1659.   
  1660.   #--------------------------------------------------------------------------
  1661.   # overwrite method: item_rect
  1662.   #--------------------------------------------------------------------------
  1663.   def item_rect(index)
  1664.     rect = Rect.new
  1665.     rect.width = contents.width / $game_party.max_battle_members
  1666.     rect.height = contents.height
  1667.     rect.x = index * rect.width
  1668.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  1669.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  1670.     end
  1671.     rect.y = 0
  1672.     return rect
  1673.   end
  1674.   
  1675.   #--------------------------------------------------------------------------
  1676.   # overwrite method: draw_face
  1677.   #--------------------------------------------------------------------------
  1678.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  1679.     bitmap = Cache.face(face_name)
  1680.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  1681.     fy = face_index / 4 * 96 + 2
  1682.     fw = [item_rect(0).width - 4, 92].min
  1683.     rect = Rect.new(fx, fy, fw, 92)
  1684.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
  1685.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
  1686.     bitmap.dispose
  1687.   end
  1688.   
  1689.   #--------------------------------------------------------------------------
  1690.   # overwrite method: draw_actor_name
  1691.   #--------------------------------------------------------------------------
  1692.   def draw_actor_name(actor, dx, dy, dw = 112)
  1693.     reset_font_settings
  1694.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  1695.     change_color(hp_color(actor))
  1696.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  1697.   end
  1698.   
  1699.   #--------------------------------------------------------------------------
  1700.   # new method: draw_actor_action
  1701.   #--------------------------------------------------------------------------
  1702.   def draw_actor_action(actor, dx, dy)
  1703.     draw_icon(action_icon(actor), dx, dy)
  1704.   end
  1705.   
  1706.   #--------------------------------------------------------------------------
  1707.   # new method: action_icon
  1708.   #--------------------------------------------------------------------------
  1709.   def action_icon(actor)
  1710.     return Icon.no_action if actor.current_action.nil?
  1711.     return Icon.no_action if actor.current_action.item.nil?
  1712.     return actor.current_action.item.icon_index
  1713.   end
  1714.   
  1715.   #--------------------------------------------------------------------------
  1716.   # new method: draw_tp?
  1717.   #--------------------------------------------------------------------------
  1718.   def draw_tp?(actor)
  1719.     return actor.draw_tp?
  1720.   end
  1721.   
  1722.   #--------------------------------------------------------------------------
  1723.   # new method: draw_mp?
  1724.   #--------------------------------------------------------------------------
  1725.   def draw_mp?(actor)
  1726.     return actor.draw_mp?
  1727.   end
  1728.   
  1729.   #--------------------------------------------------------------------------
  1730.   # overwrite method: draw_current_and_max_values
  1731.   #--------------------------------------------------------------------------
  1732.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  1733.     change_color(color1)
  1734.     draw_text(dx, dy, dw, line_height, current.group, 2)
  1735.   end
  1736.   
  1737.   #--------------------------------------------------------------------------
  1738.   # overwrite method: draw_actor_hp
  1739.   #--------------------------------------------------------------------------
  1740.   def draw_actor_hp(actor, dx, dy, width = 124)
  1741.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  1742.     change_color(system_color)
  1743.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1744.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  1745.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  1746.       hp_color(actor), normal_color)
  1747.     end
  1748.    
  1749.   #--------------------------------------------------------------------------
  1750.   # overwrite method: draw_actor_mp
  1751.   #--------------------------------------------------------------------------
  1752.   def draw_actor_mp(actor, dx, dy, width = 124)
  1753.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  1754.     change_color(system_color)
  1755.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1756.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  1757.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  1758.       mp_color(actor), normal_color)
  1759.     end
  1760.    
  1761.   #--------------------------------------------------------------------------
  1762.   # overwrite method: draw_actor_tp
  1763.   #--------------------------------------------------------------------------
  1764.   def draw_actor_tp(actor, dx, dy, width = 124)
  1765.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  1766.     change_color(system_color)
  1767.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1768.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  1769.     change_color(tp_color(actor))
  1770.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  1771.   end
  1772.   
  1773. end # Window_BattleStatus

  1774. #==============================================================================
  1775. # ■ Window_BattleActor
  1776. #==============================================================================

  1777. class Window_BattleActor < Window_BattleStatus
  1778.   
  1779.   #--------------------------------------------------------------------------
  1780.   # overwrite method: show
  1781.   #--------------------------------------------------------------------------
  1782.   def show
  1783.     create_flags
  1784.     super
  1785.   end
  1786.   
  1787.   #--------------------------------------------------------------------------
  1788.   # new method: create_flags
  1789.   #--------------------------------------------------------------------------
  1790.   def create_flags
  1791.     set_select_flag(:any)
  1792.     select(0)
  1793.     return if $game_temp.battle_aid.nil?
  1794.     if $game_temp.battle_aid.need_selection?
  1795.       select(0)
  1796.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  1797.     elsif $game_temp.battle_aid.for_user?
  1798.       battler = BattleManager.actor
  1799.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  1800.       select(id)
  1801.       set_select_flag(:user)
  1802.     elsif $game_temp.battle_aid.for_all?
  1803.       select(0)
  1804.       set_select_flag(:all)
  1805.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  1806.     elsif $game_temp.battle_aid.for_random?
  1807.       select(0)
  1808.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  1809.     end
  1810.   end
  1811.   
  1812.   #--------------------------------------------------------------------------
  1813.   # new method: set_flag
  1814.   #--------------------------------------------------------------------------
  1815.   def set_select_flag(flag)
  1816.     @select_flag = flag
  1817.     case @select_flag
  1818.     when :all, :all_dead, :random
  1819.       @cursor_all = true
  1820.     else
  1821.       @cursor_all = false
  1822.     end
  1823.   end
  1824.   
  1825.   #--------------------------------------------------------------------------
  1826.   # overwrite method: update_cursor
  1827.   #--------------------------------------------------------------------------
  1828.   def update_cursor
  1829.     if @cursor_all
  1830.       cursor_rect.set(0, 0, contents.width, contents.height)
  1831.       self.top_row = 0
  1832.     elsif @index < 0
  1833.       cursor_rect.empty
  1834.     else
  1835.       ensure_cursor_visible
  1836.       cursor_rect.set(item_rect(@index))
  1837.     end
  1838.   end
  1839.   
  1840.   #--------------------------------------------------------------------------
  1841.   # overwrite method: cursor_movable?
  1842.   #--------------------------------------------------------------------------
  1843.   def cursor_movable?
  1844.     return false if @select_flag == :user
  1845.     return super
  1846.   end
  1847.   
  1848.   #--------------------------------------------------------------------------
  1849.   # overwrite method: current_item_enabled?
  1850.   #--------------------------------------------------------------------------
  1851.   def current_item_enabled?
  1852.     return true if $game_temp.battle_aid.nil?
  1853.     if $game_temp.battle_aid.need_selection?
  1854.       member = $game_party.battle_members[@index]
  1855.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  1856.     elsif $game_temp.battle_aid.for_dead_friend?
  1857.       for member in $game_party.battle_members
  1858.         return true if member.dead?
  1859.       end
  1860.       return false
  1861.     end
  1862.     return true
  1863.   end
  1864.   
  1865. end # Window_BattleActor

  1866. #==============================================================================
  1867. # ■ Window_BattleStatusAid
  1868. #==============================================================================

  1869. class Window_BattleStatusAid < Window_BattleStatus
  1870.   
  1871.   #--------------------------------------------------------------------------
  1872.   # public instance variables
  1873.   #--------------------------------------------------------------------------
  1874.   attr_accessor :status_window
  1875.   
  1876.   #--------------------------------------------------------------------------
  1877.   # overwrite method: initialize
  1878.   #--------------------------------------------------------------------------
  1879.   def initialize
  1880.     super
  1881.     self.visible = false
  1882.     self.openness = 255
  1883.   end
  1884.   
  1885.   #--------------------------------------------------------------------------
  1886.   # overwrite method: window_width
  1887.   #--------------------------------------------------------------------------
  1888.   def window_width; return 128; end
  1889.   
  1890.   #--------------------------------------------------------------------------
  1891.   # overwrite method: show
  1892.   #--------------------------------------------------------------------------
  1893.   def show
  1894.     super
  1895.     refresh
  1896.   end
  1897.   
  1898.   #--------------------------------------------------------------------------
  1899.   # overwrite method: refresh
  1900.   #--------------------------------------------------------------------------
  1901.   def refresh
  1902.     contents.clear
  1903.     return if @status_window.nil?
  1904.     draw_item(@status_window.index)
  1905.   end
  1906.   
  1907.   #--------------------------------------------------------------------------
  1908.   # overwrite method: item_rect
  1909.   #--------------------------------------------------------------------------
  1910.   def item_rect(index)
  1911.     return Rect.new(0, 0, contents.width, contents.height)
  1912.   end
  1913.   
  1914. end # Window_BattleStatusAid

  1915. #==============================================================================
  1916. # ■ Window_BattleEnemy
  1917. #==============================================================================

  1918. class Window_BattleEnemy < Window_Selectable
  1919.   
  1920.   #--------------------------------------------------------------------------
  1921.   # overwrite method: initialize
  1922.   #--------------------------------------------------------------------------
  1923.   def initialize(info_viewport)
  1924.     super(0, Graphics.height, window_width, fitting_height(1))
  1925.     refresh
  1926.     self.visible = false
  1927.     @info_viewport = info_viewport
  1928.   end
  1929.   
  1930.   #--------------------------------------------------------------------------
  1931.   # overwrite method: col_max
  1932.   #--------------------------------------------------------------------------
  1933.   def col_max; return item_max; end
  1934.   
  1935.   #--------------------------------------------------------------------------
  1936.   # overwrite method: show
  1937.   #--------------------------------------------------------------------------
  1938.   def show
  1939.     create_flags
  1940.     super
  1941.   end
  1942.   
  1943.   #--------------------------------------------------------------------------
  1944.   # new method: create_flags
  1945.   #--------------------------------------------------------------------------
  1946.   def create_flags
  1947.     set_select_flag(:any)
  1948.     select(0)
  1949.     return if $game_temp.battle_aid.nil?
  1950.     if $game_temp.battle_aid.need_selection?
  1951.       select(0)
  1952.     elsif $game_temp.battle_aid.for_all?
  1953.       select(0)
  1954.       set_select_flag(:all)
  1955.     elsif $game_temp.battle_aid.for_random?
  1956.       select(0)
  1957.       set_select_flag(:random)
  1958.     end
  1959.   end
  1960.   
  1961.   #--------------------------------------------------------------------------
  1962.   # new method: set_flag
  1963.   #--------------------------------------------------------------------------
  1964.   def set_select_flag(flag)
  1965.     @select_flag = flag
  1966.     case @select_flag
  1967.     when :all, :random
  1968.       @cursor_all = true
  1969.     else
  1970.       @cursor_all = false
  1971.     end
  1972.   end
  1973.   
  1974.   #--------------------------------------------------------------------------
  1975.   # new method: select_all?
  1976.   #--------------------------------------------------------------------------
  1977.   def select_all?
  1978.     return true if @select_flag == :all
  1979.     return true if @select_flag == :random
  1980.     return false
  1981.   end
  1982.   
  1983.   #--------------------------------------------------------------------------
  1984.   # overwrite method: update_cursor
  1985.   #--------------------------------------------------------------------------
  1986.   def update_cursor
  1987.     if @cursor_all
  1988.       cursor_rect.set(0, 0, contents.width, contents.height)
  1989.       self.top_row = 0
  1990.     elsif @index < 0
  1991.       cursor_rect.empty
  1992.     else
  1993.       ensure_cursor_visible
  1994.       cursor_rect.set(item_rect(@index))
  1995.     end
  1996.   end
  1997.   
  1998.   #--------------------------------------------------------------------------
  1999.   # overwrite method: cursor_movable?
  2000.   #--------------------------------------------------------------------------
  2001.   def cursor_movable?
  2002.     return false if @select_flag == :user
  2003.     return super
  2004.   end
  2005.   
  2006.   #--------------------------------------------------------------------------
  2007.   # overwrite method: current_item_enabled?
  2008.   #--------------------------------------------------------------------------
  2009.   def current_item_enabled?
  2010.     return true if $game_temp.battle_aid.nil?
  2011.     if $game_temp.battle_aid.need_selection?
  2012.       member = $game_party.battle_members[@index]
  2013.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  2014.     elsif $game_temp.battle_aid.for_dead_friend?
  2015.       for member in $game_party.battle_members
  2016.         return true if member.dead?
  2017.       end
  2018.       return false
  2019.     end
  2020.     return true
  2021.   end
  2022.   
  2023.   #--------------------------------------------------------------------------
  2024.   # overwrite method: enemy
  2025.   #--------------------------------------------------------------------------
  2026.   def enemy; @data[index]; end
  2027.   
  2028.   #--------------------------------------------------------------------------
  2029.   # overwrite method: refresh
  2030.   #--------------------------------------------------------------------------
  2031.   def refresh
  2032.     make_item_list
  2033.     create_contents
  2034.     draw_all_items
  2035.   end
  2036.   
  2037.   #--------------------------------------------------------------------------
  2038.   # overwrite method: make_item_list
  2039.   #--------------------------------------------------------------------------
  2040.   def make_item_list
  2041.     @data = $game_troop.alive_members
  2042.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  2043.   end
  2044.   
  2045.   #--------------------------------------------------------------------------
  2046.   # overwrite method: draw_item
  2047.   #--------------------------------------------------------------------------
  2048.   def draw_item(index); return; end
  2049.   
  2050.   #--------------------------------------------------------------------------
  2051.   # overwrite method: update
  2052.   #--------------------------------------------------------------------------
  2053.   def update
  2054.     super
  2055.     return unless active
  2056.     enemy.sprite_effect_type = :whiten
  2057.     return unless select_all?
  2058.     for enemy in $game_troop.alive_members
  2059.       enemy.sprite_effect_type = :whiten
  2060.     end
  2061.   end
  2062.   
  2063. end # Window_BattleEnemy

  2064. #==============================================================================
  2065. # ■ Window_BattleHelp
  2066. #==============================================================================

  2067. class Window_BattleHelp < Window_Help
  2068.   
  2069.   #--------------------------------------------------------------------------
  2070.   # public instance variables
  2071.   #--------------------------------------------------------------------------
  2072.   attr_accessor :actor_window
  2073.   attr_accessor :enemy_window
  2074.   
  2075.   #--------------------------------------------------------------------------
  2076.   # update
  2077.   #--------------------------------------------------------------------------
  2078.   def update
  2079.     super
  2080.     if !self.visible and @text != ""
  2081.       @text = ""
  2082.       return refresh
  2083.     end
  2084.     update_battler_name
  2085.   end
  2086.   
  2087.   #--------------------------------------------------------------------------
  2088.   # update_battler_name
  2089.   #--------------------------------------------------------------------------
  2090.   def update_battler_name
  2091.     return unless @actor_window.active || @enemy_window.active
  2092.     if @actor_window.active
  2093.       battler = $game_party.battle_members[@actor_window.index]
  2094.     elsif @enemy_window.active
  2095.       battler = @enemy_window.enemy
  2096.     end
  2097.     if special_display?
  2098.       refresh_special_case(battler)
  2099.     else
  2100.       refresh_battler_name(battler) if battler_name(battler) != @text
  2101.     end
  2102.   end
  2103.   
  2104.   #--------------------------------------------------------------------------
  2105.   # battler_name
  2106.   #--------------------------------------------------------------------------
  2107.   def battler_name(battler)
  2108.     text = battler.name.clone
  2109.     return text
  2110.   end
  2111.   
  2112.   #--------------------------------------------------------------------------
  2113.   # refresh_battler_name
  2114.   #--------------------------------------------------------------------------
  2115.   def refresh_battler_name(battler)
  2116.     contents.clear
  2117.     reset_font_settings
  2118.     change_color(normal_color)
  2119.     @text = battler_name(battler)
  2120.     icons = battler.state_icons + battler.buff_icons
  2121.     dy = icons.size <= 0 ? line_height / 2 : 0
  2122.     draw_text(0, dy, contents.width, line_height, @text, 1)
  2123.     dx = (contents.width - (icons.size * 24)) / 2
  2124.     draw_actor_icons(battler, dx, line_height, contents.width)
  2125.   end
  2126.   
  2127.   #--------------------------------------------------------------------------
  2128.   # special_display?
  2129.   #--------------------------------------------------------------------------
  2130.   def special_display?
  2131.     return false if $game_temp.battle_aid.nil?
  2132.     return false if $game_temp.battle_aid.for_user?
  2133.     return !$game_temp.battle_aid.need_selection?
  2134.   end
  2135.   
  2136.   #--------------------------------------------------------------------------
  2137.   # refresh_special_case
  2138.   #--------------------------------------------------------------------------
  2139.   def refresh_special_case(battler)
  2140.     if $game_temp.battle_aid.for_opponent?
  2141.       if $game_temp.battle_aid.for_all?
  2142.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  2143.       else
  2144.         case $game_temp.battle_aid.number_of_targets
  2145.         when 1
  2146.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  2147.         else
  2148.           number = $game_temp.battle_aid.number_of_targets
  2149.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  2150.         end
  2151.       end
  2152.     else # $game_temp.battle_aid.for_friend?
  2153.       if $game_temp.battle_aid.for_dead_friend?
  2154.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  2155.       elsif $game_temp.battle_aid.for_random?
  2156.         case $game_temp.battle_aid.number_of_targets
  2157.         when 1
  2158.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  2159.         else
  2160.           number = $game_temp.battle_aid.number_of_targets
  2161.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  2162.         end
  2163.       else
  2164.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  2165.       end
  2166.     end
  2167.     return if text == @text
  2168.     @text = text
  2169.     contents.clear
  2170.     reset_font_settings
  2171.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  2172.   end
  2173.   
  2174. end # Window_BattleHelp

  2175. #==============================================================================
  2176. # ■ Window_BattleLog
  2177. #==============================================================================

  2178. class Window_BattleLog < Window_Selectable
  2179.   
  2180.   #--------------------------------------------------------------------------
  2181.   # alias method: display_current_state
  2182.   #--------------------------------------------------------------------------
  2183.   alias window_battlelog_display_current_state_abe display_current_state
  2184.   def display_current_state(subject)
  2185.     subject.make_during_state_popup
  2186.     return unless YEA::BATTLE::MSG_CURRENT_STATE
  2187.     window_battlelog_display_current_state_abe(subject)
  2188.   end
  2189.   
  2190.   #--------------------------------------------------------------------------
  2191.   # alias method: display_use_item
  2192.   #--------------------------------------------------------------------------
  2193.   alias window_battlelog_display_use_item_abe display_use_item
  2194.   def display_use_item(subject, item)
  2195.     return unless YEA::BATTLE::MSG_CURRENT_ACTION
  2196.     window_battlelog_display_use_item_abe(subject, item)
  2197.   end
  2198.   
  2199.   #--------------------------------------------------------------------------
  2200.   # alias method: display_counter
  2201.   #--------------------------------------------------------------------------
  2202.   alias window_battlelog_display_counter_abe display_counter
  2203.   def display_counter(target, item)
  2204.     if YEA::BATTLE::MSG_COUNTERATTACK
  2205.       window_battlelog_display_counter_abe(target, item)
  2206.     else
  2207.       Sound.play_evasion
  2208.     end
  2209.   end
  2210.   
  2211.   #--------------------------------------------------------------------------
  2212.   # alias method: display_reflection
  2213.   #--------------------------------------------------------------------------
  2214.   alias window_battlelog_display_reflection_abe display_reflection
  2215.   def display_reflection(target, item)
  2216.     if YEA::BATTLE::MSG_REFLECT_MAGIC
  2217.       window_battlelog_display_reflection_abe(target, item)
  2218.     else
  2219.       Sound.play_reflection
  2220.     end
  2221.   end
  2222.   
  2223.   #--------------------------------------------------------------------------
  2224.   # alias method: display_substitute
  2225.   #--------------------------------------------------------------------------
  2226.   alias window_battlelog_display_substitute_abe display_substitute
  2227.   def display_substitute(substitute, target)
  2228.     return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT
  2229.     window_battlelog_display_substitute_abe(substitute, target)
  2230.   end
  2231.   
  2232.   #--------------------------------------------------------------------------
  2233.   # alias method: display_failure
  2234.   #--------------------------------------------------------------------------
  2235.   alias window_battlelog_display_failure_abe display_failure
  2236.   def display_failure(target, item)
  2237.     return unless YEA::BATTLE::MSG_FAILURE_HIT
  2238.     window_battlelog_display_failure_abe(target, item)
  2239.   end
  2240.   
  2241.   #--------------------------------------------------------------------------
  2242.   # alias method: display_critical
  2243.   #--------------------------------------------------------------------------
  2244.   alias window_battlelog_display_critical_abe display_critical
  2245.   def display_critical(target, item)
  2246.     return unless YEA::BATTLE::MSG_CRITICAL_HIT
  2247.     window_battlelog_display_critical_abe(target, item)
  2248.   end
  2249.   
  2250.   #--------------------------------------------------------------------------
  2251.   # alias method: display_miss
  2252.   #--------------------------------------------------------------------------
  2253.   alias window_battlelog_display_miss_abe display_miss
  2254.   def display_miss(target, item)
  2255.     return unless YEA::BATTLE::MSG_HIT_MISSED
  2256.     window_battlelog_display_miss_abe(target, item)
  2257.   end
  2258.   
  2259.   #--------------------------------------------------------------------------
  2260.   # alias method: display_evasion
  2261.   #--------------------------------------------------------------------------
  2262.   alias window_battlelog_display_evasion_abe display_evasion
  2263.   def display_evasion(target, item)
  2264.     if YEA::BATTLE::MSG_EVASION
  2265.       window_battlelog_display_evasion_abe(target, item)
  2266.     else
  2267.       if !item || item.physical?
  2268.         Sound.play_evasion
  2269.       else
  2270.         Sound.play_magic_evasion
  2271.       end
  2272.     end
  2273.   end
  2274.   
  2275.   #--------------------------------------------------------------------------
  2276.   # overwrite method: display_hp_damage
  2277.   #--------------------------------------------------------------------------
  2278.   def display_hp_damage(target, item)
  2279.     return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
  2280.     if target.result.hp_damage > 0 && target.result.hp_drain == 0
  2281.       target.perform_damage_effect
  2282.     end
  2283.     Sound.play_recovery if target.result.hp_damage < 0
  2284.     return unless YEA::BATTLE::MSG_HP_DAMAGE
  2285.     add_text(target.result.hp_damage_text)
  2286.     wait
  2287.   end
  2288.   
  2289.   #--------------------------------------------------------------------------
  2290.   # overwrite method: display_mp_damage
  2291.   #--------------------------------------------------------------------------
  2292.   def display_mp_damage(target, item)
  2293.     return if target.dead? || target.result.mp_damage == 0
  2294.     Sound.play_recovery if target.result.mp_damage < 0
  2295.     return unless YEA::BATTLE::MSG_MP_DAMAGE
  2296.     add_text(target.result.mp_damage_text)
  2297.     wait
  2298.   end
  2299.   
  2300.   #--------------------------------------------------------------------------
  2301.   # overwrite method: display_tp_damage
  2302.   #--------------------------------------------------------------------------
  2303.   def display_tp_damage(target, item)
  2304.     return if target.dead? || target.result.tp_damage == 0
  2305.     Sound.play_recovery if target.result.tp_damage < 0
  2306.     return unless YEA::BATTLE::MSG_TP_DAMAGE
  2307.     add_text(target.result.tp_damage_text)
  2308.     wait
  2309.   end
  2310.   
  2311.   #--------------------------------------------------------------------------
  2312.   # alias method: display_added_states
  2313.   #--------------------------------------------------------------------------
  2314.   alias window_battlelog_display_added_states_abe display_added_states
  2315.   def display_added_states(target)
  2316.     return unless YEA::BATTLE::MSG_ADDED_STATES
  2317.     window_battlelog_display_added_states_abe(target)
  2318.   end
  2319.   
  2320.   #--------------------------------------------------------------------------
  2321.   # alias method: display_removed_states
  2322.   #--------------------------------------------------------------------------
  2323.   alias window_battlelog_display_removed_states_abe display_removed_states
  2324.   def display_removed_states(target)
  2325.     return unless YEA::BATTLE::MSG_REMOVED_STATES
  2326.     window_battlelog_display_removed_states_abe(target)
  2327.   end
  2328.   
  2329.   #--------------------------------------------------------------------------
  2330.   # alias method: display_changed_buffs
  2331.   #--------------------------------------------------------------------------
  2332.   alias window_battlelog_display_changed_buffs_abe display_changed_buffs
  2333.   def display_changed_buffs(target)
  2334.     return unless YEA::BATTLE::MSG_CHANGED_BUFFS
  2335.     window_battlelog_display_changed_buffs_abe(target)
  2336.   end
  2337.   
  2338. end # Window_BattleLog

  2339. #==============================================================================
  2340. # ■ Window_SkillList
  2341. #==============================================================================

  2342. class Window_SkillList < Window_Selectable
  2343.   
  2344.   #--------------------------------------------------------------------------
  2345.   # overwrite method: spacing
  2346.   #--------------------------------------------------------------------------
  2347.   def spacing
  2348.     return 8 if $game_party.in_battle
  2349.     return super
  2350.   end
  2351.   
  2352. end # Window_SkillList

  2353. #==============================================================================
  2354. # ■ Window_ItemList
  2355. #==============================================================================

  2356. class Window_ItemList < Window_Selectable
  2357.   
  2358.   #--------------------------------------------------------------------------
  2359.   # overwrite method: spacing
  2360.   #--------------------------------------------------------------------------
  2361.   def spacing
  2362.     return 8 if $game_party.in_battle
  2363.     return super
  2364.   end
  2365.   
  2366. end # Window_ItemList

  2367. #==============================================================================
  2368. # ■ Scene_Battle
  2369. #==============================================================================

  2370. class Scene_Battle < Scene_Base
  2371.   
  2372.   #--------------------------------------------------------------------------
  2373.   # public instance variables
  2374.   #--------------------------------------------------------------------------
  2375.   attr_accessor :enemy_window
  2376.   attr_accessor :info_viewport
  2377.   attr_accessor :spriteset
  2378.   attr_accessor :status_window
  2379.   attr_accessor :status_aid_window
  2380.   attr_accessor :subject
  2381.   
  2382.   #--------------------------------------------------------------------------
  2383.   # alias method: create_spriteset
  2384.   #--------------------------------------------------------------------------
  2385.   alias scene_battle_create_spriteset_abe create_spriteset
  2386.   def create_spriteset
  2387.     BattleManager.init_battle_type
  2388.     scene_battle_create_spriteset_abe
  2389.   end
  2390.   
  2391.   #--------------------------------------------------------------------------
  2392.   # alias method: update_basic
  2393.   #--------------------------------------------------------------------------
  2394.   alias scene_battle_update_basic_abe update_basic
  2395.   def update_basic
  2396.     scene_battle_update_basic_abe
  2397.     update_debug
  2398.   end
  2399.   
  2400.   #--------------------------------------------------------------------------
  2401.   # new method: update_debug
  2402.   #--------------------------------------------------------------------------
  2403.   def update_debug
  2404.     return unless $TEST || $BTEST
  2405.     debug_heal_party if Input.trigger?(:F5)
  2406.     debug_damage_party if Input.trigger?(:F6)
  2407.     debug_fill_tp if Input.trigger?(:F7)
  2408.     debug_kill_all if Input.trigger?(:F8)
  2409.   end
  2410.   
  2411.   #--------------------------------------------------------------------------
  2412.   # new method: debug_heal_party
  2413.   #--------------------------------------------------------------------------
  2414.   def debug_heal_party
  2415.     Sound.play_recovery
  2416.     for member in $game_party.battle_members
  2417.       member.recover_all
  2418.     end
  2419.     @status_window.refresh
  2420.   end
  2421.   
  2422.   #--------------------------------------------------------------------------
  2423.   # new method: debug_damage_party
  2424.   #--------------------------------------------------------------------------
  2425.   def debug_damage_party
  2426.     Sound.play_actor_damage
  2427.     for member in $game_party.alive_members
  2428.       member.hp = 1
  2429.       member.mp = 0
  2430.       member.tp = 0
  2431.     end
  2432.     @status_window.refresh
  2433.   end
  2434.   
  2435.   #--------------------------------------------------------------------------
  2436.   # new method: debug_fill_tp
  2437.   #--------------------------------------------------------------------------
  2438.   def debug_fill_tp
  2439.     Sound.play_recovery
  2440.     for member in $game_party.alive_members
  2441.       member.tp = member.max_tp
  2442.     end
  2443.     @status_window.refresh
  2444.   end
  2445.   
  2446.   #--------------------------------------------------------------------------
  2447.   # new method: debug_kill_all
  2448.   #--------------------------------------------------------------------------
  2449.   def debug_kill_all
  2450.     for enemy in $game_troop.alive_members
  2451.       enemy.hp = 0
  2452.       enemy.perform_collapse_effect
  2453.     end
  2454.     BattleManager.judge_win_loss
  2455.     @log_window.wait
  2456.     @log_window.wait_for_effect
  2457.   end
  2458.   
  2459.   #--------------------------------------------------------------------------
  2460.   # alias method: create_all_windows
  2461.   #--------------------------------------------------------------------------
  2462.   alias scene_battle_create_all_windows_abe create_all_windows
  2463.   def create_all_windows
  2464.     scene_battle_create_all_windows_abe
  2465.     create_battle_status_aid_window
  2466.     set_help_window
  2467.   end
  2468.   
  2469.   #--------------------------------------------------------------------------
  2470.   # alias method: create_info_viewport
  2471.   #--------------------------------------------------------------------------
  2472.   alias scene_battle_create_info_viewport_abe create_info_viewport
  2473.   def create_info_viewport
  2474.     scene_battle_create_info_viewport_abe
  2475.     @status_window.refresh
  2476.   end
  2477.   
  2478.   #--------------------------------------------------------------------------
  2479.   # new method: create_battle_status_aid_window
  2480.   #--------------------------------------------------------------------------
  2481.   def create_battle_status_aid_window
  2482.     @status_aid_window = Window_BattleStatusAid.new
  2483.     @status_aid_window.status_window = @status_window
  2484.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  2485.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  2486.   end
  2487.   
  2488.   #--------------------------------------------------------------------------
  2489.   # overwrite method: create_help_window
  2490.   #--------------------------------------------------------------------------
  2491.   def create_help_window
  2492.     @help_window = Window_BattleHelp.new
  2493.     @help_window.hide
  2494.   end
  2495.   
  2496.   #--------------------------------------------------------------------------
  2497.   # new method: set_help_window
  2498.   #--------------------------------------------------------------------------
  2499.   def set_help_window
  2500.     @help_window.actor_window = @actor_window
  2501.     @help_window.enemy_window = @enemy_window
  2502.   end
  2503.   
  2504.   #--------------------------------------------------------------------------
  2505.   # alias method: create_party_command_window
  2506.   #--------------------------------------------------------------------------
  2507.   alias scene_battle_create_party_command_window_abe create_party_command_window
  2508.   def create_party_command_window
  2509.     scene_battle_create_party_command_window_abe

  2510.   end
  2511.   
  2512.   #--------------------------------------------------------------------------
  2513.   # alias method: create_actor_command_window
  2514.   #--------------------------------------------------------------------------
  2515.   alias scene_battle_create_actor_command_window_abe create_actor_command_window
  2516.   def create_actor_command_window
  2517.     scene_battle_create_actor_command_window_abe

  2518.   end
  2519.   
  2520.   #--------------------------------------------------------------------------
  2521.   # alias method: create_skill_window
  2522.   #--------------------------------------------------------------------------
  2523.   alias scene_battle_create_skill_window_abe create_skill_window
  2524.   def create_skill_window
  2525.     scene_battle_create_skill_window_abe
  2526.     @skill_window.height = @info_viewport.rect.height
  2527.     @skill_window.width = Graphics.width - @actor_command_window.width
  2528.     @skill_window.y = Graphics.height - @skill_window.height
  2529.   end
  2530.   
  2531.   #--------------------------------------------------------------------------
  2532.   # alias method: create_item_window
  2533.   #--------------------------------------------------------------------------
  2534.   alias scene_battle_create_item_window_abe create_item_window
  2535.   def create_item_window
  2536.     scene_battle_create_item_window_abe
  2537.     @item_window.height = @skill_window.height
  2538.     @item_window.width = @skill_window.width
  2539.     @item_window.y = Graphics.height - @item_window.height
  2540.   end
  2541.   
  2542.   #--------------------------------------------------------------------------
  2543.   # alias method: show_fast?
  2544.   #--------------------------------------------------------------------------
  2545.   alias scene_battle_show_fast_abe show_fast?
  2546.   def show_fast?
  2547.     return true if YEA::BATTLE::AUTO_FAST
  2548.     return scene_battle_show_fast_abe
  2549.   end
  2550.   
  2551.   #--------------------------------------------------------------------------
  2552.   # alias method: next_command
  2553.   #--------------------------------------------------------------------------
  2554.   alias scene_battle_next_command_abe next_command
  2555.   def next_command
  2556.     @status_window.show
  2557.     redraw_current_status
  2558.     @actor_command_window.show
  2559.     @status_aid_window.hide
  2560.     scene_battle_next_command_abe
  2561.   end
  2562.   
  2563.   #--------------------------------------------------------------------------
  2564.   # alias method: prior_command
  2565.   #--------------------------------------------------------------------------
  2566.   alias scene_battle_prior_command_abe prior_command
  2567.   def prior_command
  2568.     redraw_current_status
  2569.     scene_battle_prior_command_abe
  2570.   end
  2571.   
  2572.   #--------------------------------------------------------------------------
  2573.   # new method: redraw_current_status
  2574.   #--------------------------------------------------------------------------
  2575.   def redraw_current_status
  2576.     return if @status_window.index < 0
  2577.     @status_window.draw_item(@status_window.index)
  2578.   end
  2579.   
  2580.   #--------------------------------------------------------------------------
  2581.   # alias method: command_attack
  2582.   #--------------------------------------------------------------------------
  2583.   alias scene_battle_command_attack_abe command_attack
  2584.   def command_attack
  2585.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  2586.     scene_battle_command_attack_abe
  2587.   end
  2588.   
  2589.   #--------------------------------------------------------------------------
  2590.   # alias method: command_skill
  2591.   #--------------------------------------------------------------------------
  2592.   alias scene_battle_command_skill_abe command_skill
  2593.   def command_skill
  2594.     scene_battle_command_skill_abe
  2595.     @status_window.hide
  2596.     @actor_command_window.hide
  2597.     @status_aid_window.show
  2598.   end
  2599.   
  2600.   #--------------------------------------------------------------------------
  2601.   # alias method: command_item
  2602.   #--------------------------------------------------------------------------
  2603.   alias scene_battle_command_item_abe command_item
  2604.   def command_item
  2605.     scene_battle_command_item_abe
  2606.     @status_window.hide
  2607.     @actor_command_window.hide
  2608.     @status_aid_window.show
  2609.   end
  2610.   
  2611.   #--------------------------------------------------------------------------
  2612.   # overwrite method: on_skill_ok
  2613.   #--------------------------------------------------------------------------
  2614.   def on_skill_ok
  2615.     @skill = @skill_window.item
  2616.     $game_temp.battle_aid = @skill
  2617.     BattleManager.actor.input.set_skill(@skill.id)
  2618.     BattleManager.actor.last_skill.object = @skill
  2619.     if @skill.for_opponent?
  2620.       select_enemy_selection
  2621.     elsif @skill.for_friend?
  2622.       select_actor_selection
  2623.     else
  2624.       @skill_window.hide
  2625.       next_command
  2626.       $game_temp.battle_aid = nil
  2627.     end
  2628.   end
  2629.   
  2630.   #--------------------------------------------------------------------------
  2631.   # alias method: on_skill_cancel
  2632.   #--------------------------------------------------------------------------
  2633.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  2634.   def on_skill_cancel
  2635.     scene_battle_on_skill_cancel_abe
  2636.     @status_window.show
  2637.     @actor_command_window.show
  2638.     @status_aid_window.hide
  2639.   end
  2640.   
  2641.   #--------------------------------------------------------------------------
  2642.   # overwrite method: on_item_ok
  2643.   #--------------------------------------------------------------------------
  2644.   def on_item_ok
  2645.     @item = @item_window.item
  2646.     $game_temp.battle_aid = @item
  2647.     BattleManager.actor.input.set_item(@item.id)
  2648.     if @item.for_opponent?
  2649.       select_enemy_selection
  2650.     elsif @item.for_friend?
  2651.       select_actor_selection
  2652.     else
  2653.       @item_window.hide
  2654.       next_command
  2655.       $game_temp.battle_aid = nil
  2656.     end
  2657.     $game_party.last_item.object = @item
  2658.   end
  2659.   
  2660.   #--------------------------------------------------------------------------
  2661.   # alias method: on_item_cancel
  2662.   #--------------------------------------------------------------------------
  2663.   alias scene_battle_on_item_cancel_abe on_item_cancel
  2664.   def on_item_cancel
  2665.     scene_battle_on_item_cancel_abe
  2666.     @status_window.show
  2667.     @actor_command_window.show
  2668.     @status_aid_window.hide
  2669.   end
  2670.   
  2671.   #--------------------------------------------------------------------------
  2672.   # alias method: select_actor_selection
  2673.   #--------------------------------------------------------------------------
  2674.   alias scene_battle_select_actor_selection_abe select_actor_selection
  2675.   def select_actor_selection
  2676.     @status_aid_window.refresh
  2677.     scene_battle_select_actor_selection_abe
  2678.     @status_window.hide
  2679.     @skill_window.hide
  2680.     @item_window.hide
  2681.     @help_window.show
  2682.   end
  2683.   
  2684.   #--------------------------------------------------------------------------
  2685.   # alias method: on_actor_ok
  2686.   #--------------------------------------------------------------------------
  2687.   alias scene_battle_on_actor_ok_abe on_actor_ok
  2688.   def on_actor_ok
  2689.     $game_temp.battle_aid = nil
  2690.     scene_battle_on_actor_ok_abe
  2691.     @status_window.show
  2692.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  2693.       @actor_command_window.visible = !@confirm_command_window.visible
  2694.     else
  2695.       @actor_command_window.show
  2696.     end
  2697.     @status_aid_window.hide
  2698.   end
  2699.   
  2700.   #--------------------------------------------------------------------------
  2701.   # alias method: on_actor_cancel
  2702.   #--------------------------------------------------------------------------
  2703.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  2704.   def on_actor_cancel
  2705.     BattleManager.actor.input.clear
  2706.     @status_aid_window.refresh
  2707.     $game_temp.battle_aid = nil
  2708.     scene_battle_on_actor_cancel_abe
  2709.     case @actor_command_window.current_symbol
  2710.     when :skill
  2711.       @skill_window.show
  2712.     when :item
  2713.       @item_window.show
  2714.     end
  2715.   end
  2716.   
  2717.   #--------------------------------------------------------------------------
  2718.   # alias method: select_enemy_selection
  2719.   #--------------------------------------------------------------------------
  2720.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  2721.   def select_enemy_selection
  2722.     @status_aid_window.refresh
  2723.     scene_battle_select_enemy_selection_abe
  2724.     @help_window.show
  2725.   end
  2726.   #--------------------------------------------------------------------------
  2727.   # alias method: on_enemy_ok
  2728.   #--------------------------------------------------------------------------
  2729.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  2730.   def on_enemy_ok
  2731.     $game_temp.battle_aid = nil
  2732.     scene_battle_on_enemy_ok_abe
  2733.   end
  2734.   
  2735.   #--------------------------------------------------------------------------
  2736.   # alias method: on_enemy_cancel
  2737.   #--------------------------------------------------------------------------
  2738.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  2739.   def on_enemy_cancel
  2740.     BattleManager.actor.input.clear
  2741.     @status_aid_window.refresh
  2742.     $game_temp.battle_aid = nil
  2743.     scene_battle_on_enemy_cancel_abe
  2744.     if @skill_window.visible || @item_window.visible
  2745.       @help_window.show
  2746.     else
  2747.       @help_window.hide
  2748.     end
  2749.   end
  2750.   
  2751.   #--------------------------------------------------------------------------
  2752.   # alias method: battle_start
  2753.   #--------------------------------------------------------------------------
  2754.   alias scene_battle_battle_start_abe battle_start
  2755.   def battle_start
  2756.     scene_battle_battle_start_abe
  2757.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND
  2758.     @party_command_window.deactivate
  2759.     if BattleManager.input_start
  2760.       command_fight
  2761.     else
  2762.       turn_start
  2763.     end
  2764.   end
  2765.   
  2766.   #--------------------------------------------------------------------------
  2767.   # overwrite method: turn_end
  2768.   #--------------------------------------------------------------------------
  2769.   def turn_end
  2770.     all_battle_members.each do |battler|
  2771.       battler.on_turn_end
  2772.       status_redraw_target(battler)
  2773.       @log_window.display_auto_affected_status(battler)
  2774.       @log_window.wait_and_clear
  2775.     end
  2776.    
  2777.     BattleManager.turn_end
  2778.     process_event
  2779.     start_party_command_selection
  2780.     return if end_battle_conditions?
  2781.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND
  2782.     if BattleManager.input_start
  2783.       @party_command_window.deactivate
  2784.       command_fight
  2785.     else
  2786.       @party_command_window.deactivate
  2787.       turn_start
  2788.     end
  2789.   end
  2790.   
  2791.   #--------------------------------------------------------------------------
  2792.   # new method: end_battle_conditions?
  2793.   #--------------------------------------------------------------------------
  2794.   def end_battle_conditions?
  2795.     return true if $game_party.members.empty?
  2796.     return true if $game_party.all_dead?
  2797.     return true if $game_troop.all_dead?
  2798.     return true if BattleManager.aborting?
  2799.     return false
  2800.   end
  2801.   
  2802.   #--------------------------------------------------------------------------
  2803.   # overwrite method: execute_action
  2804.   #--------------------------------------------------------------------------
  2805.   def execute_action
  2806.     @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT
  2807.     use_item
  2808.     @log_window.wait_and_clear
  2809.   end
  2810.   
  2811.   #--------------------------------------------------------------------------
  2812.   # overwrite method: apply_item_effects
  2813.   #--------------------------------------------------------------------------
  2814.   def apply_item_effects(target, item)
  2815.     if $imported["YEA-LunaticObjects"]
  2816.       lunatic_object_effect(:prepare, item, @subject, target)
  2817.     end
  2818.     target.item_apply(@subject, item)
  2819.     status_redraw_target(@subject)
  2820.     status_redraw_target(target) unless target == @subject
  2821.     @log_window.display_action_results(target, item)
  2822.     if $imported["YEA-LunaticObjects"]
  2823.       lunatic_object_effect(:during, item, @subject, target)
  2824.     end
  2825.     perform_collapse_check(target)
  2826.   end
  2827.   
  2828.   #--------------------------------------------------------------------------
  2829.   # overwite method: invoke_counter_attack
  2830.   #--------------------------------------------------------------------------
  2831.   def invoke_counter_attack(target, item)
  2832.     @log_window.display_counter(target, item)
  2833.     attack_skill = $data_skills[target.attack_skill_id]
  2834.     @subject.item_apply(target, attack_skill)
  2835.     status_redraw_target(@subject)
  2836.     status_redraw_target(target) unless target == @subject
  2837.     @log_window.display_action_results(@subject, attack_skill)
  2838.     perform_collapse_check(target)
  2839.     perform_collapse_check(@subject)
  2840.   end
  2841.   
  2842.   #--------------------------------------------------------------------------
  2843.   # new method: perform_collapse_check
  2844.   #--------------------------------------------------------------------------
  2845.   def perform_collapse_check(target)
  2846.     return if YEA::BATTLE::MSG_ADDED_STATES
  2847.     target.perform_collapse_effect if target.can_collapse?
  2848.     @log_window.wait
  2849.     @log_window.wait_for_effect
  2850.   end
  2851.   
  2852.   #--------------------------------------------------------------------------
  2853.   # overwrite method: show_attack_animation
  2854.   #--------------------------------------------------------------------------
  2855.   def show_attack_animation(targets)
  2856.     show_normal_animation(targets, @subject.atk_animation_id1, false)
  2857.     wait_for_animation
  2858.     show_normal_animation(targets, @subject.atk_animation_id2, true)
  2859.   end
  2860.   
  2861.   #--------------------------------------------------------------------------
  2862.   # overwrite method: show_normal_animation
  2863.   #--------------------------------------------------------------------------
  2864.   def show_normal_animation(targets, animation_id, mirror = false)
  2865.     animation = $data_animations[animation_id]
  2866.     return if animation.nil?
  2867.     ani_check = false
  2868.     targets.each do |target|
  2869.       if ani_check && target.animation_id <= 0
  2870.         target.pseudo_ani_id = animation_id
  2871.       else
  2872.         target.animation_id = animation_id
  2873.       end
  2874.       target.animation_mirror = mirror
  2875.       ani_check = true if animation.to_screen?
  2876.     end
  2877.   end
  2878.   
  2879.   #--------------------------------------------------------------------------
  2880.   # overwrite method: process_action_end
  2881.   #--------------------------------------------------------------------------
  2882.   def process_action_end
  2883.     @subject.on_action_end
  2884.     status_redraw_target(@subject)
  2885.     @log_window.display_auto_affected_status(@subject)
  2886.     @log_window.wait_and_clear
  2887.     @log_window.display_current_state(@subject)
  2888.     @log_window.wait_and_clear
  2889.     BattleManager.judge_win_loss
  2890.   end
  2891.   
  2892.   #--------------------------------------------------------------------------
  2893.   # overwrite method: use_item
  2894.   #--------------------------------------------------------------------------
  2895.   def use_item
  2896.     item = @subject.current_action.item
  2897.     @log_window.display_use_item(@subject, item)
  2898.     @subject.use_item(item)
  2899.     status_redraw_target(@subject)
  2900.     if $imported["YEA-LunaticObjects"]
  2901.       lunatic_object_effect(:before, item, @subject, @subject)
  2902.     end
  2903.     process_casting_animation if $imported["YEA-CastAnimations"]
  2904.     targets = @subject.current_action.make_targets.compact rescue []
  2905.     show_animation(targets, item.animation_id) if show_all_animation?(item)
  2906.     targets.each {|target|
  2907.       if $imported["YEA-TargetManager"]
  2908.         target = alive_random_target(target, item) if item.for_random?
  2909.       end
  2910.       item.repeats.times { invoke_item(target, item) } }
  2911.     if $imported["YEA-LunaticObjects"]
  2912.       lunatic_object_effect(:after, item, @subject, @subject)
  2913.     end
  2914.   end
  2915.   
  2916.   #--------------------------------------------------------------------------
  2917.   # alias method: invoke_item
  2918.   #--------------------------------------------------------------------------
  2919.   alias scene_battle_invoke_item_abe invoke_item
  2920.   def invoke_item(target, item)
  2921.     show_animation([target], item.animation_id) if separate_ani?(target, item)
  2922.     if target.dead? != item.for_dead_friend?
  2923.       @subject.last_target_index = target.index
  2924.       return
  2925.     end
  2926.     scene_battle_invoke_item_abe(target, item)
  2927.   end
  2928.   
  2929.   #--------------------------------------------------------------------------
  2930.   # new method: show_all_animation?
  2931.   #--------------------------------------------------------------------------
  2932.   def show_all_animation?(item)
  2933.     return true if item.one_animation
  2934.     return false if $data_animations[item.animation_id].nil?
  2935.     return false unless $data_animations[item.animation_id].to_screen?
  2936.     return true
  2937.   end
  2938.   
  2939.   #--------------------------------------------------------------------------
  2940.   # new method: separate_ani?
  2941.   #--------------------------------------------------------------------------
  2942.   def separate_ani?(target, item)
  2943.     return false if item.one_animation
  2944.     return false if $data_animations[item.animation_id].nil?
  2945.     return false if $data_animations[item.animation_id].to_screen?
  2946.     return target.dead? == item.for_dead_friend?
  2947.   end
  2948.   
  2949.   #--------------------------------------------------------------------------
  2950.   # new method: status_redraw_target
  2951.   #--------------------------------------------------------------------------
  2952.   def status_redraw_target(target)
  2953.     return unless target.actor?
  2954.     @status_window.draw_item($game_party.battle_members.index(target))
  2955.   end
  2956.   
  2957.   #--------------------------------------------------------------------------
  2958.   # alias method: start_party_command_selection
  2959.   #--------------------------------------------------------------------------
  2960.   alias start_party_command_selection_abe start_party_command_selection
  2961.   def start_party_command_selection
  2962.     @status_window.refresh unless scene_changing?
  2963.     start_party_command_selection_abe
  2964.   end
  2965.   
  2966.   #--------------------------------------------------------------------------
  2967.   # overwrite method: refresh_status
  2968.   #--------------------------------------------------------------------------
  2969.   def refresh_status; return; end
  2970.   
  2971.   #--------------------------------------------------------------------------
  2972.   # new method: refresh_autobattler_status_window
  2973.   #--------------------------------------------------------------------------
  2974.   def refresh_autobattler_status_window
  2975.     for member in $game_party.battle_members
  2976.       next unless member.auto_battle?
  2977.       @status_window.draw_item(member.index)
  2978.     end
  2979.   end
  2980.   
  2981.   #--------------------------------------------------------------------------
  2982.   # new method: hide_extra_gauges
  2983.   #--------------------------------------------------------------------------
  2984.   def hide_extra_gauges
  2985.     # Made for compatibility
  2986.   end
  2987.   
  2988.   #--------------------------------------------------------------------------
  2989.   # new method: show_extra_gauges
  2990.   #--------------------------------------------------------------------------
  2991.   def show_extra_gauges
  2992.     # Made for compatibility
  2993.   end
  2994.   
  2995. end # Scene_Battle

  2996. #==============================================================================
  2997. #
  2998. # ▼ End of File
  2999. #
  3000. #==============================================================================
复制代码
  1. #===============================================================================
  2. # Side-View Battle System(Patch Behind)
  3. # By Jet10985 (Jet)
  4. #===============================================================================
  5. # This script will allow you to have battle where all the actor's sprites are
  6. # display on the behind of the characters.
  7. # This script has: 10 customization options.
  8. #===============================================================================
  9. # Overwritten Methods:
  10. # Scene_Battle: show_attack_animation
  11. # Spriteset_Battle: update_actors
  12. #-------------------------------------------------------------------------------
  13. # Aliased methods:
  14. # Spriteset_Battle: create_actors, create_enemies
  15. # Sprite_Character: initialize, update, dispose, start_new_effect
  16. # Scene_Battle: use_item, next_command, prior_command
  17. # Game_Character: screen_x, screen_y
  18. #===============================================================================

  19. module Jet
  20.   module Sideview

  21.         #===========================================================================
  22.         # ENEMY OPTIONS
  23.         #===========================================================================

  24.         # These are the attack animations for enemies when they use a regular attack.
  25.         # It follows this format: enemy_id => animation_id
  26.         ENEMY_ATK_ANIMS = {


  27.         }

  28.         # This is the default enemy attack animation, used when they do not have a
  29.         # specific attack animation above.
  30.         ENEMY_ATK_ANIMS.default = 1

  31.         # This is a list of enemies whose portraits should be flipped in battle.
  32.         FLIPPED_ENEMIES = [2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19]

  33.         #===========================================================================
  34.         # ACTOR OPTIONS
  35.         #===========================================================================

  36.         # Should the player sprite have a shadow beneath them?
  37.         PLAYER_SHADOW = true

  38.         # These are sprite changes depending on state infliction.
  39.         # It follows this format: state_id => "sprite_appention"
  40.         # This means if the state is inflicted, the sprite will look for a graphic
  41.         # that is the same name as the character's sprite, plus the appended option.
  42.         # EX: Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means
  43.         # state 1 was inflicted, and my below config for 1 was: 1 => "_dead"
  44.         # Now, his shown sprite will be $ralph_dead. If the sprite does not exist,
  45.         # no change will be made.
  46.         # The sprite index will be the same as the actor's.
  47.         STATE_SPRITES = {

  48.         1 => "_dead",
  49.         2 => "_poison",
  50.         3 => "_blind"

  51.         }

  52.         #===========================================================================
  53.         # GENERAL_OPTIONS
  54.         #===========================================================================

  55.         # This is the animation displayed when a skill is about to be used.
  56.         SKILL_ANIMATION = 43

  57.         # This is the animation displayed when an item is about to be used.
  58.         ITEM_ANIMATION = 43

  59.         # These are the animations played when a state is inflicted.
  60.         # It follows this format: state_id => animation_id
  61.         STATE_ANIMATIONS = {

  62.         1 => 56,
  63.         2 => 50,
  64.         3 => 51

  65.         }

  66.         #===========================================================================
  67.         # FIELD OPTIONS
  68.         #===========================================================================

  69.         # This is where the line-up begins. [x, y]. The higher the x, the further
  70.         # right and the higher the y the further down.
  71.         FIELD_POS = [170, 350]

  72.         # This is how far down, and to the right each player is from the previous
  73.         # actor. [x, y]. Same rules as above.
  74.         FIELD_SPACING = [100, 0]

  75.   end
  76. end

  77. #===============================================================================
  78. # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
  79. #===============================================================================

  80. ($imported ||= {})[:jet] ||= {}
  81. $imported[:jet][:Sideview] = true

  82. class Game_Character

  83.   attr_accessor :step_anime

  84.   %w[screen_x screen_y].each {|a|
  85.         aStr = %Q{
  86.           alias jet6372_#{a} #{a}
  87.           def #{a}(*args, &block)
  88.                 $BTEST ? 0 : jet6372_#{a}(*args, &block)
  89.           end
  90.         }
  91.         module_eval(aStr)
  92.   }
  93. end

  94. class Game_Actor

  95.   def animation_id=(t)
  96.         self.battle_sprite.start_animation($data_animations[t]) rescue nil
  97.   end
  98. end

  99. class Game_Battler

  100.   def battle_sprite
  101.         return nil unless SceneManager.scene_is?(Scene_Battle)
  102.         SceneManager.scene.spriteset.battler_sprites.each {|a|
  103.           return a if a.battler == self
  104.         }
  105.         return nil
  106.   end
  107. end

  108. class Spriteset_Battle

  109.   alias jet2847_create_enemies create_enemies
  110.   def create_enemies(*args, &block)
  111.         jet2847_create_enemies(*args, &block)
  112.         @enemy_sprites.each {|a|
  113.           a.mirror = Jet::Sideview::FLIPPED_ENEMIES.include?(a.battler.enemy.id)
  114.         }
  115.   end

  116.   alias jet3835_create_actors create_actors
  117.   def create_actors(*args, &block)
  118.         jet3835_create_actors(*args, &block)
  119.         @jet_party = $game_party.members
  120.         @actor_sprites.each {|a|
  121.           a.dispose
  122.         }
  123.         @actor_sprites = []
  124.         $game_party.members.each {|a|
  125.           f = Game_Character.new
  126.           f.set_graphic(a.character_name, a.character_index)
  127.           f.step_anime = true
  128.           f.set_direction(8)
  129.           n = Sprite_Character.new(@viewport1, f)
  130.           n.jet_x = Jet::Sideview::FIELD_POS[0] + a.index * Jet::Sideview::FIELD_SPACING[0]
  131.           n.jet_y = Jet::Sideview::FIELD_POS[1] + a.index * Jet::Sideview::FIELD_SPACING[1]
  132.           n.battler = a
  133.           n.battle_sprite = true
  134.           if Jet::Sideview::PLAYER_SHADOW
  135.                 v = Sprite.new(nil)
  136.                 v.bitmap = Cache.system("Shadow")
  137.                 n.shadow_sprite = v
  138.           end
  139.           @actor_sprites.push(n)
  140.         }
  141.   end

  142.   def update_actors
  143.         if @jet_party != $game_party.members
  144.           @actor_sprites.each {|a|
  145.                 a.dispose
  146.           }
  147.           @actor_sprites = []
  148.           create_actors
  149.         end
  150.         @actor_sprites.each {|a| a.update }
  151.   end
  152. end

  153. class Sprite_Character

  154.   attr_accessor :battle_sprite, :jet_x, :jet_y, :shadow_sprite, :battler

  155.   alias jet4646_initialize initialize
  156.   def initialize(*args, &block)
  157.         @battle_sprite = false
  158.         jet4646_initialize(*args, &block)
  159.   end

  160.   alias jet3645_update update
  161.   def update(*args, &block)
  162.         jet3645_update(*args, &block)
  163.         if @battle_sprite
  164.           @character.step_anime = [email protected]?
  165.           @character.update
  166.           self.x = @jet_x
  167.           self.y = @jet_y
  168.           if [email protected]?
  169.                 f = @battler.states.dup
  170.                 f.sort! {|a, b|
  171.                   a.priority <=> b.priority
  172.                 }.reverse!
  173.                 for i in 0...f.size
  174.                   a = Jet::Sideview::STATE_SPRITES[f[i].id]
  175.                   next if a.nil?
  176.                   b = (Cache.character(@character.character_name + a) rescue false)
  177.                   next unless b
  178.                   index = @character.character_index
  179.                   @character.set_graphic(@character.character_name + a, index)
  180.                   break
  181.                 end
  182.           end
  183.           if !@shadow_sprite.nil?
  184.                 @shadow_sprite.x = self.x - @shadow_sprite.width / 2
  185.                 @shadow_sprite.y = self.y - 28
  186.                 @shadow_sprite.visible = self.visible
  187.                 @shadow_sprite.viewport = self.viewport
  188.                 @shadow_sprite.z = self.z - 1
  189.           end
  190.         end
  191.   end

  192.   alias jet5484_dispose dispose
  193.   def dispose(*args, &block)
  194.         @shadow_sprite.dispose if !@shadow_sprite.nil?
  195.         jet5484_dispose(*args, &block)
  196.   end

  197.   def move_x(times, amount)
  198.         i = 0
  199.         until i == times
  200.           self.jet_y += amount
  201.           i += 1
  202.           [Graphics, SceneManager.scene.spriteset].each {|a| a.update }
  203.         end
  204.   end

  205.   def effect?
  206.         false
  207.   end
  208. end

  209. class Game_Enemy

  210.   def atk_animation_id1
  211.         return Jet::Sideview::ENEMY_ATK_ANIMS[@enemy_id]
  212.   end

  213.   def atk_animation_id2
  214.         return 0
  215.   end
  216. end

  217. class Scene_Battle

  218.   attr_reader :spriteset

  219.   alias jet2711_use_item use_item
  220.   def use_item(*args, &block)
  221.         if @subject.is_a?(Game_Actor)
  222.           if [email protected]_action.guard?
  223.                 @subject.battle_sprite.move_x(11, -4)
  224.           end
  225.         end
  226.         if [email protected]_action.guard? && [email protected]_action.attack?
  227.           if @subject.current_action.item.is_a?(RPG::Item)
  228.                 n = $data_animations[Jet::Sideview::ITEM_ANIMATION]
  229.           else
  230.                 n = $data_animations[Jet::Sideview::SKILL_ANIMATION]
  231.           end
  232.           @subject.battle_sprite.start_animation(n)
  233.           wait_for_animation
  234.         end
  235.         jet2711_use_item(*args, &block)
  236.         if @subject.is_a?(Game_Actor)
  237.           if [email protected]_action.guard?
  238.                 @subject.battle_sprite.move_x(11, 4)
  239.           end
  240.         end
  241.   end

  242.   def show_attack_animation(targets)
  243.         aid1 = @subject.atk_animation_id1
  244.         aid2 = @subject.atk_animation_id2
  245.         show_normal_animation(targets, aid1, false)
  246.         show_normal_animation(targets, aid2, true)
  247.   end

  248.   %w[next prior].each {|a|
  249.         aStr = %Q{
  250.           alias jet3734_#{a}_command #{a}_command
  251.           def #{a}_command(*args, &block)
  252.                 f = BattleManager.actor
  253.                 f.battle_sprite.move_x(6, 4) if f.is_a?(Game_Actor)
  254.                 jet3734_#{a}_command(*args, &block)
  255.                 f = BattleManager.actor
  256.                 f.battle_sprite.move_x(6, -4) if f.is_a?(Game_Actor)
  257.           end
  258.         }
  259.         module_eval(aStr)
  260.   }
  261. end

  262. class Game_Action

  263.   def guard?
  264.         item == $data_skills[subject.guard_skill_id]
  265.   end
  266. end

  267. if $imported[:jet][:BattlePopUps]
  268.   class Sprite_Character

  269.         attr_accessor :popups

  270.         alias jet4758_initialize initialize
  271.         def initialize(*args, &block)
  272.           @popups = []
  273.           @updating_sprites = []
  274.           @popup_wait = 0
  275.           jet4758_initialize(*args, &block)
  276.         end

  277.         alias jet7467_update update
  278.         def update(*args, &block)
  279.           jet7467_update(*args, &block)
  280.           if @popup_wait == 0
  281.                 if [email protected]?
  282.                   @updating_sprites.push(@popups.pop)
  283.                   @popup_wait = 30
  284.                 end
  285.           else
  286.                 @popup_wait -= 1
  287.           end
  288.           @updating_sprites.each {|a|
  289.                 a.visible = true if !a.visible
  290.                 a.update
  291.                 @updating_sprites.delete(a) if a.disposed?
  292.           }
  293.         end

  294.         alias jet5483_dispose dispose
  295.         def dispose(*args, &block)
  296.           (@updating_sprites + @popups).each {|a| a.dispose }
  297.           jet5483_dispose(*args, &block)
  298.         end

  299.         alias jet3745_setup_new_effect setup_new_effect
  300.         def setup_new_effect(*args, &block)
  301.           jet3745_setup_new_effect(*args, &block)
  302.           do_sprite_popups
  303.         end

  304.         def make_popup(text, color)
  305.           @popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
  306.         end

  307.         def do_sprite_popups
  308.           return if @battler.nil?
  309.           if @battler_struct.nil?
  310.                 @battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
  311.                 @battler_struct.hp = @battler.hp
  312.                 @battler_struct.mp = @battler.mp
  313.                 @battler_struct.tp = @battler.tp
  314.           end
  315.           check_success_popup
  316.           check_hp_popup
  317.           check_mp_popup
  318.           check_tp_popup
  319.         end

  320.         def check_success_popup
  321.           if @battler.result.success
  322.                 if @battler.result.critical
  323.                   make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
  324.                 elsif @battler.result.missed
  325.                   make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
  326.                 elsif @battler.result.evaded
  327.                   make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
  328.                 end
  329.                 @battler.result.clear_hit_flags
  330.           end
  331.         end

  332.         def check_hp_popup
  333.           if @battler_struct.hp != @battler.hp
  334.                 f = @battler_struct.hp - @battler.hp
  335.                 if f > 0
  336.                   make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
  337.                 elsif f < 0
  338.                   make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
  339.                 end
  340.                 @battler_struct.hp = @battler.hp
  341.           end
  342.         end

  343.         def check_mp_popup
  344.           if @battler_struct.mp != @battler.mp
  345.                 f = @battler_struct.mp - @battler.mp
  346.                 if f > 0
  347.                   make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
  348.                 elsif f < 0
  349.                   make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
  350.                 end
  351.                 @battler_struct.mp = @battler.mp
  352.           end
  353.         end

  354.         def check_tp_popup
  355.           if @battler_struct.tp != @battler.tp
  356.                 f = (@battler_struct.tp - @battler.tp).round
  357.                 if f > 0
  358.                   make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
  359.                 elsif f < 0
  360.                   make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
  361.                 end
  362.                 @battler_struct.tp = @battler.tp
  363.           end
  364.         end
  365.   end
  366. end
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发表于 2012-4-27 13:18:33 | 只看该作者
布兰度西特 发表于 2012-4-27 13:12
从敌群调整怪物坐标的话一些以画面为坐标的技能动画感觉就有落差了~

技能动画如果基础位置用的不是画面,而是中心或其他的,移动敌人后动画应该也会
一起跟过去才对啊,如果一定要全屏攻击,那就一定要根据敌人的位置调动画坐标,
例如如果是横版战斗就要把画面攻击的动画的横坐标改变,同时添加敌人攻击时动画翻转的脚本。
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 楼主| 发表于 2012-4-27 13:28:42 | 只看该作者
hcm 发表于 2012-4-27 13:18
技能动画如果基础位置用的不是画面,而是中心或其他的,移动敌人后动画应该也会
一起跟过去才对啊,如果 ...

嗯!我试试!
人物在使用技能的时候会先有一个默认技能动画结束后才会放出技能,要怎么关闭呢?能告诉我下么,谢谢。
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发表于 2012-4-27 13:31:29 | 只看该作者
本帖最后由 lsu666666 于 2012-4-27 13:31 编辑
布兰度西特 发表于 2012-4-27 13:28
嗯!我试试!
人物在使用技能的时候会先有一个默认技能动画结束后才会放出技能,要怎么关闭呢?能告诉我 ...

我在線上瞜...查看一下我發給你的消息{:2_273:}

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美女一对一的教我~太幸福的感觉了~  发表于 2012-4-27 15:03
hcm
不过,直接用回复不行吗?  发表于 2012-4-27 13:51
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发表于 2012-4-27 13:46:17 | 只看该作者
本帖最后由 hcm 于 2012-4-27 13:48 编辑

真的是只有这一套脚本吗?不知是你少弄了还是我技术不够,我没找到里面有关于动画和角色坐标的设置。
不过你仅仅是不想要那发动技能的动画的话,直接在数据库-动画找到和测试游戏时显示的发动技能动画一样的动画,
单击右键,选清除即可。
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