#==============================================================================
# ■ Scene_Battle for ATB Ver1.2c
#------------------------------------------------------------------------------
# バトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
alias start_n02 start
def start
$gauge_stop = true
$game_party.atb_customize
start_n02
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
alias terminate_n02 terminate # Enu code; 1.1e
def terminate
terminate_n02
# 二刀流の持ち替え処理を戻す
for member in $game_party.members
if member.two_swords_change
member.change_equip_by_id(1, member.weapon_id)
member.change_equip_by_id(0, 0)
member.two_swords_change = false
end
member.clear_sprite_effects
end
end
#--------------------------------------------------------------------------
# ● 戦闘開始の処理
#--------------------------------------------------------------------------
alias process_battle_start_n02 process_battle_start
def process_battle_start
@end_member = 0
preemptive if $game_troop.preemptive
surprise if $game_troop.surprise
@status_window.visible = true
process_battle_start_n02
@status_window.refresh
$gauge_stop = false
end
#--------------------------------------------------------------------------
# ● 先制処理
#--------------------------------------------------------------------------
def preemptive
$game_troop.preemptive = false
for member in $game_party.members + $game_troop.members
member.at_count = 1000 if member.actor?
member.at_count = N02::ATB_BACKATTACK * -10 if !member.actor?
end
end
#--------------------------------------------------------------------------
# ● 不意打ち処理
#--------------------------------------------------------------------------
def surprise
$game_troop.surprise = false
for member in $game_party.members + $game_troop.members
member.at_count = N02::ATB_BACKATTACK * -10 if member.actor?
member.at_count = 1000 if !member.actor?
end
end
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの解放
#--------------------------------------------------------------------------
alias dispose_info_viewport_n02 dispose_info_viewport
def dispose_info_viewport
dispose_info_viewport_n02
@cursor.dispose if @cursor != nil && !@cursor.disposed?
@help_window.dispose if @help_window != nil && !@help_window.disposed?
@help_window = nil
@help_window2.dispose if @help_window2 != nil && !@help_window2.disposed?
@help_window2 = nil
@skill_window.dispose if @skill_window != nil && !@skill_window.disposed?
@skill_window = nil
@item_window.dispose if @item_window != nil && !@item_window.disposed?
@item_window = nil # 1.1b
end
#--------------------------------------------------------------------------
# ● フレーム更新 ※再定義
#--------------------------------------------------------------------------
def update
super
update_basic(true)
# plays out party escape; 1.1e
do_party_escape if @escape && $game_party.inputable? unless @judge
unless $game_message.visible # メッセージ表示中以外
return if judge_win_loss if [url=home.php?mod=space&uid=76083]@judge[/url] == nil # 勝敗判定
update_scene_change
end
end
#--------------------------------------------------------------------------
# ● Update Basic
# frame update, runs the show
# 1.1h - added a method to process the next common event, if necessary
#--------------------------------------------------------------------------
def update_basic(main = false)
Graphics.update unless main # ゲーム画面を更新
Input.update unless main # 入力情報を更新
$game_system.update # タイマーを更新
$game_troop.update # 敵グループを更新
@spriteset.update # スプライトセットを更新
@message_window.update # メッセージウィンドウを更新
update_info_viewport if !$gauge_stop # 情報表示ビューポートを更新
# カーソル更新
@cursor.update if @cursor != nil && @cursor.visible
# メッセージ表示中はこれ以降処理させない
if $game_message.visible
@spriteset.gauge_off
@info_viewport.visible = false
return @message_window.visible = true
end
return if $gauge_stop
# 戦闘中断、シーン切り替えの際これ以降は処理させない
return if @judge
return if $game_temp.next_scene != nil
# ATBを更新
process_battle_event if $game_temp.common_event_id > 0 # run skill common event if necessary
update_atb
# ターゲット更新
update_target if @target_members != nil
# コマンド入力フェイズ
start_actor_command_selection if @command_members.size != 0 && !@command_phase
if @skill_window != nil
update_skill_selection # スキル選択
elsif @item_window != nil
update_item_selection # アイテム選択
elsif @party_command_window.visible && @party_command_window.active
update_party_command_selection # パーティコマンド選択
elsif @actor_command_window.active
update_actor_command_selection # アクターコマンド選択
end
end
#--------------------------------------------------------------------------
# ● ATB Update
# checks and see if any battler is ready to move into the command phase
# if there is a forcing battler present, put them into action
# if there is a battler ready to act, put them into action
#--------------------------------------------------------------------------
def update_atb
prepare_forcing_atb # Mithran Force Action fix 1.1e
if !@forcing_battlers.empty?
if @active_battler == nil
set_next_active_battler
return
end
end # end Mithran Force Action fix 1.1e
for member in $game_party.members + $game_troop.members
# ACT更新
# return start_main(member) if member.act_active && !@action_battlers.include?(member) && !member.union_battler && !member.action.forcing
# 3.4a
return set_next_action_battlers(member) if member.act_active && !@action_battlers.include?(member) && !member.union_battler && !member.action.forcing
# ATBアクター更新
if member.actor? && member.at_active && !@command_members.include?(member) && member.movable? && !member.action.forcing
# Mithran 1.1h added && !member.action.forcing
# this flag prevents the command window from being reopened to this character
return start_auto_action(member) if member.auto_action?
return @command_members.push(member)
# ATBエネミー更新
elsif !member.actor? && member.at_active && !@command_members.include?(member) && member.movable?
return start_auto_action(member) unless member.action.forcing
end
end
end
#--------------------------------------------------------------------------
# ● Set Next Action Battlers *New method 3.4a
# Was start_main(member) but now has own method name rather than using
# an existing one (it is only used in one other method)
#--------------------------------------------------------------------------
def set_next_action_battlers(member)
return if @judge
@message_window.clear
@action_battlers.push(member) # edited
@status_window.refresh
member.charge_start = false
# アクティブバトラーがいなければ次の行動者をセット
set_next_active_battler if @active_battler == nil
end
#--------------------------------------------------------------------------
# ● 自動行動開始
#--------------------------------------------------------------------------
def start_auto_action(member)
return if @judge
# 戦闘行動の作成
member.make_action if member.union_skill_id == 0
# チャージ設定
act_type = charge_set(member)
# 複数回行動の作成
member.act_time = member.action_time[0] if !member.actor?
# 行動ゲージに切り替え
@spriteset.change_act(act_type, member.actor?, member.index)
# チャージアクション
make_charge_action(member)
end
#--------------------------------------------------------------------------
# ++ Charge Set
#--------------------------------------------------------------------------
def charge_set(member)
act_type = member.charge
# 通常攻撃(二刀のチャージ時間は双方武器の平均)
if member.actor? && member.action.attack? && member.weapon_id != 0
act_type = member.weapons[0].charge if member.weapons[0] != nil
act_type2 = member.weapons[1].charge if member.weapons[1] != nil
act_type[1] = (act_type[1] + act_type2[1]) / 2 if act_type2 != nil
elsif member.action.attack?
act_type = $data_weapons[member.weapon_id].charge if member.actor? && member.weapon_id != 0
act_type = $data_weapons[member.weapon].charge if !member.actor? && member.weapon != 0
end
act_type = $data_skills[member.action.skill_id].charge if member.action.skill?
act_type = $data_items[member.action.item_id].charge if member.action.item?
# チャージボーナス加算
if member.actor?
act_type[1] += $data_weapons[member.weapon_id].charge_bonus if member.weapon_id != 0
for i in 0...member.armors.size
act_type[1] += member.armors[i].charge_bonus if member.armors[i] != nil
end
end
# 1.2c
for i in 0...member.states.size
act_type[1] += member.states[i].charge_bonus if member.states[i] != nil
end
return act_type
end
#--------------------------------------------------------------------------
# ● 戦闘行動者の準備 ※再定義 Original
#--------------------------------------------------------------------------
# def start_main(member)
# return if @judge
# @message_window.clear
# @action_battlers.push(member)
# @status_window.refresh
# member.charge_start = false
# アクティブバトラーがいなければ次の行動者をセット
# set_next_active_battler if @active_battler == nil
# end
#--------------------------------------------------------------------------
# ● Start Main *Rewrite
#--------------------------------------------------------------------------
def start_main
# 3.4a
# Contents from the old start_main(members) has been moved to
# set_next_action_battlers(member). This gets rid of the new argument
# tacked on to start_main.
# The original contents of start_main have moved to other methods.
end
#--------------------------------------------------------------------------
# ● ヘルプウインドウの表示 ※再定義
#--------------------------------------------------------------------------
def pop_help(obj)
return if @help_window == nil && obj.extension.include?("HELPHIDE")
return @help_window.visible = false if obj.extension.include?("HELPHIDE")
return if @skill_window != nil && @skill_window.visible
return if @item_window != nil && @item_window.visible
@help_window = Window_Help.new if @help_window == nil
@help_window.set_text(obj.name, 1)
@help_window.visible = true
end
#--------------------------------------------------------------------------
# ● チャージアクション作成
#--------------------------------------------------------------------------
def make_charge_action(member)
action = ""
case member.action.kind
when 0
if member.actor?
action = member.charge[3] if member.weapon_id == 0
action = $data_weapons[member.weapon_id].charge[3] if member.weapon_id != 0
else
action = member.charge[3] if member.weapon == 0
action = $data_weapons[member.weapon].charge[3] if member.weapon != 0
end
when 1;action = member.action.skill.charge[3]
when 2;action = member.action.item.charge[3]
end
member.charge_action = action
return if action == ""
member.charge_start = true
@spriteset.set_action(member.actor?, member.index, member.charge_action)
end
#--------------------------------------------------------------------------
# ● アクション実行中 ※再定義
#--------------------------------------------------------------------------
def playing_action
loop do
break if @judge
update_basic
# アクティブバトラーに格納されているアクション情報を見る
action = @active_battler.play
next if action == 0
@active_battler.play = 0
if action[0] == "Individual"
individual
elsif action == "Can Collapse"
unimmortaling
elsif action == "Cancel Action"
break action_end
elsif action == "End"
break action_end
elsif action[0] == "OBJ_ANIM"
damage_action(action[1])
end
end
end
#--------------------------------------------------------------------------
# ● 戦闘アクション実行
#--------------------------------------------------------------------------
def process_action
# 合体攻撃処理
union_possibility?
process_union_skill if @active_battler.union_skill_id != 0
return set_next_active_battler if @active_battler.union_battler
# 暴走混乱処理
@active_battler.action.prepare unless @active_battler.action.forcing
# 戦闘行動開始
$in_action = true
@message_window.clear
@active_battler.white_flash = true
# ヘルプウインドウ表示
help_on
# 戦闘アクション実行
execute_action if @active_battler.action.valid? && @active_battler.restriction < 4
# ヘルプウインドウ隠蔽
help_off
# 強制行動などでバトラーが空になったら次の行動者へ
return set_next_active_battler if @active_battler == nil
# HP Slip Damage; 1.1i moved, CrimsonSeas fix
hp_slip_damage(@active_battler) if N02::ATB_SLIP_DAMAGE == 0
# MP Slip Damage
mp_slip_damage(@active_battler) if N02::ATB_SLIP_DAMAGE == 0
# 戦闘アクション終了
@message_window.clear
@active_battler.white_flash = false
$in_action = false
@spriteset.gauge_update
# 合体攻撃終了処理
end_union_skill if @active_battler.union_skill_id != 0
# スキル派生がある場合、行動続行
# return set_next_active_battler if @active_battler.derivation != 0 && !@forcing_battler # Derivation fix, 1.1e
# エネミーの複数回行動
return set_next_active_battler if enemy_order
# 戦闘行動終了
turn_end(@active_battler)
# 次の行動者へ
@action_battlers.delete(@active_battler)
set_next_active_battler
end
#--------------------------------------------------------------------------
# ● ヘルプウインドウ表示
#--------------------------------------------------------------------------
def help_on
@help_window = Window_Help.new if @help_window == nil
@help_window.visible = false
return @help_window.visible = true if @skill_window != nil && @skill_window.visible
return @help_window.visible = true if @item_window != nil && @item_window.visible
return @help_window.visible = true if @active_battler.action.guard?
return @help_window.visible = true if @active_battler.action.kind == 0 && @active_battler.action.basic == 2
end
#--------------------------------------------------------------------------
# ● ヘルプウインドウ隠蔽
#--------------------------------------------------------------------------
def help_off
return if @help_window == nil
return @help_window.visible = true if @skill_window != nil && @skill_window.visible
return @help_window.visible = true if @item_window != nil && @item_window.visible
@help_window.visible = false
end
#--------------------------------------------------------------------------
# ● アクション終了 ※再定義
#--------------------------------------------------------------------------
def action_end
# 初期化
@individual_target = nil
@active_battler.active = false
@active_battler.clear_action_results
# 念のため不死身化解除
unimmortaling
# 反射されていた場合
if @active_battler.reflex != nil
if @active_battler.action.skill?
obj = @active_battler.action.skill
@active_battler.perfect_skill_effect(@active_battler, obj)
elsif @active_battler.action.item?
obj = @active_battler.action.item
@active_battler.item_effect(@active_battler, obj)
else
@active_battler.perfect_attack_effect(@active_battler)
end
pop_damage(@active_battler, obj, @active_battler.reflex)
@active_battler.perform_collapse
@active_battler.reflex = nil
wait(N01::COLLAPSE_WAIT)
end
# 逆吸収で戦闘不能になった場合
if @absorb_dead
@active_battler.perform_collapse
@absorb_dead = false
wait(N01::COLLAPSE_WAIT)
end
# 次の行動までウエイトを挟む
wait(N01::ACTION_WAIT)
end
#--------------------------------------------------------------------------
# ● 合体攻撃判定
#--------------------------------------------------------------------------
def union_skill?(member)
# スキルに合体攻撃設定があるかチェック
for union_action in member.action.skill.union_action
union_skills = union_action if union_action.size != 0 && union_action.include?(member.action.skill_id)
end
return if union_skills == nil
@partners = []
@union_targets = union_target_decision(member, member.action.skill)
@union_target_index = member.action.target_index
# 合体攻撃メンバーが使用可能かチェック
for skill_id in union_skills
for actor in $game_party.members
if actor.skill_can_use?($data_skills[skill_id]) && actor.skill_id_learn?(skill_id)
@partners.push(actor)
actor.union_skill_id = skill_id
end
end
end
# 合体攻撃使用不可
if @partners.size != union_skills.size
for actor in @partners do actor.union_skill_id = 0 end
@partners = nil
member.action.clear if !member.action.guard?
return
end
# 合体攻撃使用可
for actor in @partners
# パートナーアクション決定
actor.action.kind = 1
actor.action.skill_id = actor.union_skill_id
actor.action.target_index = member.action.target_index
# コマンド強制キャンセル
if @command_members.include?(actor)
force_action_command_cansel(actor)
start_auto_action(member)
end
end
$in_union_action = true
@union_size = 0
end
#--------------------------------------------------------------------------
# ● 合体攻撃可能か
#--------------------------------------------------------------------------
def union_possibility?
return if @partners == nil
for member in @partners
union_cansel = true unless member.inputable?
end
return if !union_cansel
end_union_skill
@active_battler.action.clear if !@active_battler.action.guard?
end
#--------------------------------------------------------------------------
# ● 合体攻撃ターゲット決定
#--------------------------------------------------------------------------
def union_target_decision(member, obj)
targets = member.action.make_targets
# デフォルトの複数回攻撃が設定されていれば単体ターゲットに変換
targets = [targets[0]] if obj.for_two? or obj.for_three? or obj.dual?
# ランダムターゲットの場合、一体を選択しランダム範囲を保持
if obj.extension.include?("RANDOMTARGET")
randum_targets = targets.dup
targets = [randum_targets[rand(randum_targets.size)]]
end
# ターゲット情報をバトラースプライトに送る
@spriteset.set_target(member.actor?, member.index, targets)
return targets
end
#--------------------------------------------------------------------------
# ● 合体攻撃処理
#--------------------------------------------------------------------------
def process_union_skill
@union_size += 1
if @union_size != @partners.size
return @active_battler.union_battler = true
end
# 合体攻撃スタート
@action_battlers.delete(@active_battler)
@active_battler.active = false
@active_battler = @partners.shift
@active_battler.act_active = true
@active_battler.active = true
@active_battler.union_battler = false
@active_battler.action.kind = 1
@active_battler.action.skill_id = @active_battler.union_skill_id
@active_battler.action.target_index = @union_target_index
for member in @partners
member.action.kind = 1
member.action.skill_id = member.union_skill_id
member.action.target_index = @union_target_index
member.mp -= member.calc_mp_cost($data_skills[member.action.skill_id]) if member != @active_battler # 3.4a
member.force_target = ["N01target_change", @union_targets]
@spriteset.update_target(true, member.index)
# アクション実行
@spriteset.set_action(true, member.index, member.action.skill.base_action)
end
@status_window.refresh # 3.4a
end
#--------------------------------------------------------------------------
# ● 合体攻撃終了処理
#--------------------------------------------------------------------------
def end_union_skill
@active_battler.union_skill_id = 0
@active_battler.union_battler = false
for member in @partners
member.union_skill_id = 0
member.union_battler = false
member.action.clear
@action_battlers.delete(member)
turn_end(member)
end
@union_size = 0
@partners = nil
$in_union_action = false
end
#--------------------------------------------------------------------------
# ● エネミーの行動回数作成
#--------------------------------------------------------------------------
def enemy_order
return false if @active_battler.actor?
return false if @active_battler.act_time == 0 or !@active_battler.action.valid?
return true if rand(100) < @active_battler.action_time[1]
end
#--------------------------------------------------------------------------
# ● Batter Turn End
# clears action and resets the ATB gauge
# runs 'end of turn' events as in the setup section
#--------------------------------------------------------------------------
def turn_end(member) # rewrite, ATB 1.1h
member = @active_battler
forced = member.action.forcing
member.action.forcing = false # remove forcing flag no matter what
t_index = member.action.target_index
$in_action = false
# アクション終了時のATBゲージ設定
# If you get an error on this line, it means you need to update your
# ATB Configurations script to the latest version.
if !forced || (N02::FORCE_ACTION_CONSUME_GAUGE && forced)
recharge_action(member)
elsif member.act_active && !N02::FORCE_ACTION_CONSUME_GAUGE
@spriteset.gauge_refill(member.actor?, member.index)
end
member.action.clear if !member.action.guard?
member.action.target_index = t_index # perserves target index through action clear
# needed for 'last target' to work in force action
process_battle_event
# ターン経過カウント
@end_member += 1 if !forced || (N02::FORCE_ACTION_INCREASE_TURN && forced)
passage = true if N02::ATB_TURN_COUNT == 2
if @end_member >= $game_party.members.size + $game_troop.members.size
passage = true if N02::ATB_TURN_COUNT == 0
passage = true if N02::ATB_TURN_COUNT == 1 && @end_member == 2
elsif @end_member == ($game_party.members.size + $game_troop.members.size) / 2
passage = true if N02::ATB_TURN_COUNT == 1
end
# スリップダメージ
if @slip_all_damage
for battlers in $game_party.members + $game_troop.members do mp_slip_damage(battlers) end
@slip_all_damage = false
@slip_all_damaged = true
end
return if !passage
# スリップダメージ
if N02::ATB_SLIP_DAMAGE == 1 && !@slip_all_damaged
for battlers in $game_party.members + $game_troop.members do hp_slip_damage(battlers) end
@slip_all_damage = true
end
@slip_all_damaged = false
@end_member = 0
$game_troop.increase_turn
$game_troop.turn_ending = true
process_battle_event # Mithran 1.1h - correct place for processing battle event
# otherwise, 'turn ending' events will not work
$game_troop.turn_ending = false
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● アクション終了時のATBゲージ設定
#--------------------------------------------------------------------------
def recharge_action(member)
member.act_count = 0
recharge = member.recharge
# 通常攻撃(二刀のチャージ時間は双方武器の平均)
if member.actor? && member.action.attack?
recharge = member.weapons[0].recharge if member.weapons[0] != nil
recharge2 = member.weapons[1].recharge if member.weapons[1] != nil
recharge = (recharge + recharge2) / 2 if recharge2 != nil
elsif member.action.attack?
act_type = $data_weapons[member.weapon].charge if member.weapon != 0
end
recharge = $data_skills[member.action.skill_id].recharge if member.action.skill?
recharge = $data_items[member.action.item_id].recharge if member.action.item?
recharge = N02::ATB_GUARD_RESET if member.action.guard?
# ATBゲージに切り替え
@spriteset.change_atb(10 * recharge, member.actor?, member.index)
@spriteset.gauge_refresh(member.actor?, member.index)
end
#--------------------------------------------------------------------------
# ● Set Next Active Battler
# sets the next battler to perform an action
# those that are 'forcing' an action will 'cut in line'
#--------------------------------------------------------------------------
def set_next_active_battler # Redefined 1.1e; Mithran's Force Action/escape fix
@forcing_battlers ||= []
return if $game_party.all_dead? or $game_troop.all_dead?
do_party_escape if @escape && $game_party.inputable? unless @judge # plays out party escape; 1.1e
# 全員の不死身化解除(イベント等で不死身設定がされていれば除く)
prepare_forcing_atb
# エネミー複数回行動時
@action_battlers.shift if @active_battler != nil && !@active_battler.actor? && @active_battler.act_time != 0
loop do
if !@forcing_battlers.empty? # Force Action fix 1.1f
potential = @forcing_battlers.shift
if potential.action.valid?
@action_battlers.delete(potential)
force_action_cleanup(potential)
@active_battler = potential
else
potential.action.clear
end # Force Action fix 1.1f end
else
@active_battler = @action_battlers.shift
end
@active_battler.action.clear if @active_battler != nil && @active_battler.dead?
return if @active_battler == nil
# 戦闘行動開始
return process_action if @active_battler.index != nil
end
end
#--------------------------------------------------------------------------
# ● Process Battle Event
#--------------------------------------------------------------------------
def process_battle_event # Redefined 1.1e
@forcing_battlers ||= []
members_size = $game_party.members.size
loop do
return if judge_win_loss
return if $game_temp.next_scene != nil
$game_troop.interpreter.update
$game_troop.setup_battle_event
@message_window.update
if $game_message.visible
@message_window.visible = true
@status_window.visible = false
end
wait_for_message
@message_window.visible = false
@status_window.visible = true
reset_atb_actor if members_size != $game_party.members.size
prepare_forcing_atb
return unless $game_troop.interpreter.running?
update_basic
end
end
#--------------------------------------------------------------------------
# ● Prepare Force Action for ATB
#--------------------------------------------------------------------------
def prepare_forcing_atb # New method 1.1e; Mithran's Force Action fix
# changed in 1.1h
@forcing_battlers ||= []
if $game_troop.forcing_battler != nil
member = $game_troop.forcing_battler
$game_troop.forcing_battler = nil
force_action_cleanup(member)
@action_battlers.delete(member)
@forcing_battlers.delete(member)
# delete duplicates from the list
@forcing_battlers.push(member)
end
end
#--------------------------------------------------------------------------
# ● Force Action Cleanup
# cleans up all open targeting/selection window, if necessary, in preparation
# for a force action
#--------------------------------------------------------------------------
def force_action_cleanup(member) # new method 1.1h
return if member.nil?
if @commander == member
@message_window.visible = false
@party_command_window.active = false
@party_command_window.visible = false
$in_command = $in_select = $in_target = $in_party_command = false
@target_members = nil
@actor_command_window.active = false
@cursor.visible = false unless $game_party.all_dead? or $game_troop.all_dead?
@command_phase = false
target_select_cleanup # new method 1.1h
end_skill_selection
end_item_selection
@party_command_window.active = @actor_command_window.active = false
@actor_command_window_on = false
@status_window.index = @actor_index = @actor_command_window.index = -1
@command_members.delete(@commander)
@commander = nil
@actor_command_window.active = false
@command_members.delete(member)
@commander = nil
end
end
#--------------------------------------------------------------------------
# ● Target Select Cleanup
# removes visible portion of target selection and unsets the global flag
#--------------------------------------------------------------------------
def target_select_cleanup # new method 1.1h
$in_target = false
@help_window2.dispose if @help_window2 != nil
@help_window2 = nil
@help_window.visible = false if @help_window != nil
@target_members = nil
end
#--------------------------------------------------------------------------
# ● battle_end(result) alias
#--------------------------------------------------------------------------
alias battle_end_forcefix battle_end # Force Action fix 1.1e
def battle_end(result)
@forcing_battlers = []
battle_end_forcefix(result)
end
#--------------------------------------------------------------------------
# ● 全員の不死身化解除
#--------------------------------------------------------------------------
def member_unimmortaling # Redefined, 1.1e
for member in $game_party.members + $game_troop.members # all battlers
next if member.non_dead # stop if they are truly immortal
next if member.dead? # stop if they are already dead
member.set_temp_immortal(false) # make them not immortal
end
end
#--------------------------------------------------------------------------
# ● HPスリップダメージ
#--------------------------------------------------------------------------
def hp_slip_damage(member)
member.clear_action_results
return if !member.exist?
member.slip_damage = false
damage = 0
# 0ターン解除のステートがあるかチェック
for state in member.states
member.remove_state(state.id) if state.extension.include?("ZEROTURNLIFT")
# スリップダメージ実行 state = [ 対象, 定数, 割合, POP, 戦闘不能許可]
next unless state.slip_damage #state.extension.include?("SLIPDAMAGE")
for ext in state.slip_extension
if ext[0] == "hp"
base_damage = ext[1] + member.maxhp * ext[2] / 100
damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
slip_pop = ext[3] unless ext[3] == nil # 3.4a
slip_dead = ext[4] unless ext[4] == nil # 3.4a
slip_damage_flug = true
member.slip_damage = true
end
end
end
# デフォルトのスリップダメージ
# if member.slip_damage? && member.exist? && !slip_damage_flug
# damage += member.apply_variance(member.maxhp / 10, 10)
# slip_dead = false
# slip_pop = true
# slip_damage_flug = true
# member.slip_damage = true
# end
# 防具の自動回復があるか
if member.actor? && member.auto_hp_recover && member.exist?
damage -= member.maxhp / 20
slip_pop = true
end
# 戦闘不能不許可
damage = member.hp - 1 if damage >= member.hp && slip_dead = false
member.hp -= damage
@spriteset.set_damage_pop(member.actor?, member.index, damage) if slip_pop
member.perform_collapse if member.dead? && member.slip_damage
member.clear_action_results
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● MPスリップダメージ
#--------------------------------------------------------------------------
def mp_slip_damage(member)
member.clear_action_results
return if !member.exist? or member.states.size == 0
member.slip_damage = false
mp_damage = 0
for state in member.states
next unless state.slip_damage #state.extension.include?("SLIPDAMAGE")
for ext in state.slip_extension
if ext[0] == "mp"
base_damage = ext[1] + member.maxmp * ext[2] / 100
mp_damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
slip_pop = ext[2]
slip_damage_flug = true
end
end
end
member.mp_damage = mp_damage
member.mp -= mp_damage
@spriteset.set_damage_pop(member.actor?, member.index, mp_damage) if slip_pop
member.clear_action_results
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● 戦闘行動の実行 : 防御 ※再定義
#--------------------------------------------------------------------------
def execute_action_guard
@help_window.set_text(N01::GUARD_HELP_TEXT, 1)
@help_window.visible = true
# バトラーのアクティブ化を解除
@active_battler.active = false
wait(45)
@help_window.visible = false if @help_window != nil
end
#--------------------------------------------------------------------------
# ● 戦闘行動の実行 : 逃走 ※再定義
#--------------------------------------------------------------------------
def execute_action_escape
@spriteset.set_action(false, @active_battler.index, @active_battler.run_success)
@help_window.set_text(N01::ESCAPED_HELP_TEXT, 1)
@help_window.visible = true
# バトラーのアクティブ化を解除
@active_battler.active = false
@active_battler.escape
Sound.play_escape
wait(45)
@help_window.visible = false if @help_window != nil
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始 ※再定義
#--------------------------------------------------------------------------
def start_party_command_selection
@info_viewport.visible = true
@status_window.index = @actor_index = -1
end
#--------------------------------------------------------------------------
# ● 次のアクターのコマンド入力へ ※再定義
#--------------------------------------------------------------------------
def next_actor
end
#--------------------------------------------------------------------------
# ● 前のアクターのコマンド入力へ ※再定義
#--------------------------------------------------------------------------
def prior_actor
end
#--------------------------------------------------------------------------
# ● アクターコマンド選択の開始 ※再定義
#--------------------------------------------------------------------------
def start_actor_command_selection
$in_command = true
@command_phase = true
@command_member_index = 0
@commander = @command_members[@command_member_index]
@status_window.active = true
@status_window.index = @commander.index
# カーソルセット
@cursor = Sprite_Cursor.new if @cursor == nil
@cursor.set(@commander)
# 動けるキャラのみコマンドアクションを
@spriteset.set_action(true, @commander.index,@commander.command_b) if @commander.inputable?
@party_command_window.active = false
@actor_command_window.setup(@commander)
@actor_command_window.active = true
@actor_command_window.index = 0
@actor_command_window_on = true
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● コマンド更新 ※再定義
#--------------------------------------------------------------------------
def update_actor_command_selection
# コマンド入力できる状態でなくなればキャンセル
return reset_command unless commanding?
if Input.trigger?(Input::B)
Input.update
Sound.play_decision
start_party_command
elsif Input.trigger?(Input::C)
Input.update
case @actor_command_window.index
when 0 # 攻撃
Sound.play_decision
@commander.action.set_attack
start_target_enemy_selection
when 1 # スキル
Sound.play_decision
$in_select = true
start_skill_selection
when 2 # 防御
Sound.play_decision
@commander.action.set_guard
end_command
when 3 # アイテム
Sound.play_decision
$in_select = true
start_item_selection
end
# →キーでコマンドキャラ送り
elsif Input.trigger?(Input::RIGHT)
next_commander
# ←キーでコマンドキャラ戻し
elsif Input.trigger?(Input::LEFT)
back_commander
end
end
#--------------------------------------------------------------------------
# ● コマンド入力できる状態か
#--------------------------------------------------------------------------
def commanding?
return false if @judge or $gauge_stop
return false if @commander != nil && !@commander.inputable?
return false if @commander != nil && @commander.union_skill_id != 0
return false if @commander != nil && @commander.at_count < 1000
return true
end
#--------------------------------------------------------------------------
# ● コマンドキャラ送り
#--------------------------------------------------------------------------
def next_commander
return if @command_members.size == 1 or @commander == nil
Audio.se_play("Audio/SE/" + N02::NEXT_SOUND01[2], N02::NEXT_SOUND01[1], N02::NEXT_SOUND01[0])
# 動けるキャラのみコマンド戻りアクションを
@spriteset.set_action(true, @commander.index,@commander.command_a) if @commander.inputable?
# コマンド待ちメンバーのインデックスが最後なら
if @command_member_index == @command_members.size - 1
@command_member_index = 0
# 次のキャラにコマンドを送る
else
@command_member_index += 1
end
@commander = @command_members[@command_member_index]
@status_window.index = @commander.index
@actor_command_window.setup(@commander) # 1.1c
# カーソルセット
@cursor.set(@commander)
# 動けるキャラのみコマンドアクションを
@spriteset.set_action(true, @commander.index,@commander.command_b) if @commander.inputable?
end
#--------------------------------------------------------------------------
# ● コマンドキャラ戻し
#--------------------------------------------------------------------------
def back_commander
return if @command_members.size == 1 or @commander == nil
Audio.se_play("Audio/SE/" + N02::NEXT_SOUND01[2], N02::NEXT_SOUND01[1], N02::NEXT_SOUND01[0])
# 動けるキャラのみコマンド戻りアクションを
@spriteset.set_action(true, @commander.index,@commander.command_a) if @commander.inputable?
# コマンド待ちメンバーのインデックスが最初なら
if @command_member_index == 0
@command_member_index = @command_members.size - 1
# 前のキャラにコマンドを送る
else
@command_member_index -= 1
end
@commander = @command_members[@command_member_index]
@status_window.index = @commander.index
# カーソルセット
@cursor.set(@commander)
# 動けるキャラのみコマンドアクションを
@spriteset.set_action(true, @commander.index,@commander.command_b) if @commander.inputable?
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始
#--------------------------------------------------------------------------
def start_party_command
$in_party_command = true
$in_command = false
@status_window.refresh
@status_window.index = @actor_index = -1
@info_viewport.visible = true
@message_window.visible = false
@pre_a_index = @actor_command_window.index
@actor_command_window.active = false
@actor_command_window.index = -1
@party_command_window.active = true
@party_command_window.index = 0
@party_command_window.visible = true
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の更新
#--------------------------------------------------------------------------
def update_party_command_selection
# コマンド入力できる状態でなくなればキャンセル
return reset_command unless commanding?
if Input.trigger?(Input::C)
case @party_command_window.index
when 0 # 戦う
Sound.play_decision
@status_window.index = @actor_index = -1
end_party_command
when 1 # 逃げる
return Sound.play_buzzer if $game_troop.can_escape == false
Sound.play_decision
end_party_command
process_escape if !@escape
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
end_party_command
end
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の終了
#--------------------------------------------------------------------------
def end_party_command
$in_party_command = false
$in_command = true
@status_window.refresh
@message_window.visible = false
@party_command_window.active = false
@actor_command_window.active = true
@party_command_window.visible = false
@actor_command_window.index = @pre_a_index
@status_window.index = @commander.index
@status_window.active = true
end
#--------------------------------------------------------------------------
# ● 逃走の処理 ※再定義
#--------------------------------------------------------------------------
def process_escape # redefined by Mithran
# escape processing method - trimmed to almost nothing
@escape = true # sets the escape flag for later use
closed_window # closes all windows
end
#--------------------------------------------------------------------------
# ● do_party_escape
#--------------------------------------------------------------------------
def do_party_escape # new method 1.1e, contains most of the old content
# of the prior escape method
# it has been largely reordered to play out more naturally given its current
# position in the code
reset_atb_actor # sets the atb of all actors to zero
if $game_troop.preemptive
success = true
else
success = (rand(100) < @escape_ratio)
end
for actor in $game_party.members
if !actor.non_dead
actor.set_temp_immortal(false) # technically, line is not reached while the non_dead flag is set
if actor.hp == 0 and not actor.state?(1)
actor.add_state(1)
actor.added_states.push(1)
end
end
# unimmortal all battlers, kill them if necessary
end
if $game_party.all_dead? # if everyone is dead, end the battle with defeat
@escape = false
@judge = true
process_defeat
battle_end(2)
return true
end
for actor in $game_party.members # perform run animation
unless actor.restriction >= 4
@spriteset.set_action(true, actor.index, success ? actor.run_success : actor.run_ng )
end
end
@info_viewport.visible = false # hide the info viewport
@message_window.visible = true # show the message window
text = sprintf(Vocab::EscapeStart, $game_party.name) # format the escape text
$game_message.texts.push(text) # add it to the $game_message, so the message window grabs it next update
Sound.play_escape #play escape sound
if !success
$game_message.texts.push('\.' + Vocab::EscapeFailure)
# add fail message if necessary
end
wait_for_message # wait for message
if success
@judge = true # cut battle short - it seems this flag is used to indicate that the battle is over
# and as such, no further actions will be performed
battle_end(1) # end battle with escape
return true # cut short the calling method
else
@escape_ratio += 10 # add 10 to the escape ratio
$game_party.clear_actions # clear all actions
@info_viewport.visible = true # make the party display viewport again visible
@escape = false # unset the escape flag
for member in $game_party.members
member.clear_sprite_effects # clear all sprite effects
end
return false # the calling method continues as normal
end
end
#--------------------------------------------------------------------------
# ● アクターのATBを初期化
#--------------------------------------------------------------------------
def reset_atb_actor
@command_members = []
@commander = nil
$in_action = @command_phase = false
$in_command = $in_target = $in_select = false
@message_window.clear
for member in $game_party.members
@action_battlers.delete(member)
member.white_flash = false
member.action.clear
# ATBゲージに切り替え
@spriteset.change_atb(N02::ATB_RUN_NG * -10, member.actor?, member.index)
end
end
#--------------------------------------------------------------------------
# ● 開いているウインドウを閉じる
#--------------------------------------------------------------------------
def closed_window
@cursor.dispose if @cursor != nil
@cursor = nil
@help_window.dispose if @help_window != nil
@help_window = nil
@help_window2.dispose if @help_window2 != nil
@help_window2 = nil
@skill_window.dispose if @skill_window != nil
@skill_window = nil
@item_window.dispose if @item_window != nil
@item_window = nil
@actor_command_window_on = false if @actor_command_window != nil
@actor_command_window.active = false if @actor_command_window != nil
@party_command_window.visible = false if @party_command_window != nil
@party_command_window.active = false if @party_command_window != nil
@status_window.index = @actor_index = @actor_command_window.index = -1
end
#--------------------------------------------------------------------------
# ● ターゲット選択の開始 ※再定義
#--------------------------------------------------------------------------
def start_target_selection(actor = false)
$in_target = true
$in_command = $in_select = false
@target_actors = actor
@target_members = $game_party.members if @target_actors
@target_members = $game_troop.members unless @target_actors
# 不要なウインドウを消す
@actor_command_window.active = false
@skill_window.visible = false if @skill_window != nil
@item_window.visible = false if @item_window != nil
# 存在しているターゲットで最も番号の低い対象を最初に指すように
@index = 0
@max_index = @target_members.size - 1
# アクターは戦闘不能者でもターゲットできるようにエネミーと区別
unless @target_actors
@target_members.size.times do
break if @target_members[@index].exist?
@index += 1
end
end
# カーソルセット
@cursor.set(@target_members[@index])
@help_window.visible = false if @help_window != nil
@help_window2 = Window_Help.new if @help_window2 == nil
@help_window2.set_text_n01add(@target_members[@index])
end
#--------------------------------------------------------------------------
# ● ターゲット選択更新 ※再定義
#--------------------------------------------------------------------------
def update_target
# コマンド入力できる状態でなくなればキャンセル
return reset_command unless commanding?
return end_target_selection(cansel = true) if $game_troop.all_dead?
cursor_down if !@target_members[@index].actor? && !@target_members[@index].exist?
if Input.trigger?(Input::B)
Input.update
Sound.play_cancel
end_target_selection(cansel = true)
elsif Input.trigger?(Input::C)
Input.update
Sound.play_decision
@commander.action.target_index = @index
end_target_selection
end_skill_selection
end_item_selection
@actor_command_window.active = false
next_actor
end
if Input.repeat?(Input::LEFT)
if @target_actors
cursor_down if $back_attack
cursor_up unless $back_attack
else
cursor_up if $back_attack
cursor_down unless $back_attack
end
end
if Input.repeat?(Input::RIGHT)
if @target_actors
cursor_up if $back_attack
cursor_down unless $back_attack
else
cursor_down if $back_attack
cursor_up unless $back_attack
end
end
cursor_up if Input.repeat?(Input::UP)
cursor_down if Input.repeat?(Input::DOWN)
end
#--------------------------------------------------------------------------
# ● カーソルを前に移動 ※再定義
#--------------------------------------------------------------------------
def cursor_up
Sound.play_cursor
@target_members.size.times do
@index += @target_members.size - 1
@index %= @target_members.size
break if @target_actors
break if @target_members[@index].exist?
end
# カーソルセット
@cursor.set(@target_members[@index])
@help_window2.set_text_n01add(@target_members[@index]) if @help_window2 != nil
end
#--------------------------------------------------------------------------
# ● カーソルを次に移動 ※再定義
#--------------------------------------------------------------------------
def cursor_down
Sound.play_cursor
@target_members.size.times do
@index += 1
@index %= @target_members.size
break if @target_actors
break if @target_members[@index].exist?
end
# カーソルセット
@cursor.set(@target_members[@index])
@help_window2.set_text_n01add(@target_members[@index]) if @help_window2 != nil
end
#--------------------------------------------------------------------------
# ● ターゲット選択の終了 再定義
#--------------------------------------------------------------------------
def end_target_selection(cansel = false)
$in_target = false
@help_window2.dispose if @help_window2 != nil
@help_window2 = nil
@help_window.visible = false if @help_window != nil
if @skill_window != nil
@skill_window.visible = @skill_window.active = true
@help_window.visible = true if @help_window != nil
@actor_command_window.active = false if cansel
$in_select = true if cansel
elsif @item_window != nil
@item_window.visible = @item_window.active = true
@help_window.visible = true if @help_window != nil
@actor_command_window.active = false if cansel
$in_select = true if cansel
end
@target_members = nil
end_command if !cansel
# カーソルセット
@cursor.set(@commander) if cansel
$in_command = true if cansel && @actor_command_window.index == 0
@actor_command_window.active = true if cansel && @actor_command_window.index == 0
end
#--------------------------------------------------------------------------
# ● コマンド初期化
#--------------------------------------------------------------------------
def reset_command
@message_window.visible = false
@party_command_window.active = false
@commander.action.clear
@party_command_window.visible = false
$in_command = $in_select = $in_target = false
@target_members = nil
@actor_command_window.active = false
@cursor.visible = false unless $game_party.all_dead? or $game_troop.all_dead? # bug fix 1.1b
@command_phase = false
end_skill_selection
end_item_selection
@party_command_window.active = @actor_command_window.active = false
@actor_command_window_on = false
@status_window.index = @actor_index = @actor_command_window.index = -1
@command_members.delete(@commander)
@commander = nil
end
#--------------------------------------------------------------------------
# ● 強制行動によるコマンドキャンセル
#--------------------------------------------------------------------------
def force_action_command_cansel(member)
return if !member.inputable?
# Force Action fix 1.1e
end_target_selection if @commander == member # 1.1f
return if member.nil?
@pre_a_index ||= 0
end_party_command if @commander == member
# end Force Action fix 1.1e
# チャージ設定
act_type = charge_set(member)
# 行動ゲージに切り替え
@spriteset.change_act(act_type, member.actor?, member.index)
# 動けるキャラのみコマンド戻りアクションを
@spriteset.set_action(true, member.index,member.command_a) if member.actor? && member.inputable?
# チャージアクション
make_charge_action(member)
# 以下の処理はコマンド入力中のアクター限定
return if !member.actor? or @commander != member
# カーソル消去
@cursor.visible = false
@command_phase = false
# ウインドウ初期化
end_skill_selection
end_item_selection
$in_target = false
@help_window2.dispose if @help_window2 != nil
@help_window2 = nil
@help_window.visible = false if @help_window != nil
@party_command_window.active = @actor_command_window.active = false
@actor_command_window_on = false
@status_window.index = @actor_index = @actor_command_window.index = -1
@command_members.delete(member)
@commander = nil
@message_window.visible = false
@party_command_window.active = false
@party_command_window.visible = false
$in_command = $in_select = $in_target = false
end
#--------------------------------------------------------------------------
# ● コマンド入力終了
#--------------------------------------------------------------------------
def end_command
return if !@commander.inputable?
$in_command = false
$in_select = false
# カーソル消去
@cursor.visible = false if @cursor.visible != nil # 1.2a
@command_phase = false
# アクション実行時間チェック
act_type = charge_set(@commander)
# 行動ゲージに切り替え
@spriteset.change_act(act_type, true, @commander.index)
# 動けるキャラのみコマンド戻りアクションを
@spriteset.set_action(true, @commander.index,@commander.command_a) if @commander.inputable?
# チャージアクション
make_charge_action(@commander)
# 合体攻撃チェック
union_skill?(@commander) if @commander.action.skill? && @partners == nil
# ウインドウ初期化
@party_command_window.active = @actor_command_window.active = false
@actor_command_window_on = false
@status_window.index = @actor_index = @actor_command_window.index = -1
@command_members.delete(@commander)
@commander = nil
end
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの作成 ※再定義
#--------------------------------------------------------------------------
def create_info_viewport
@command_members = []
@action_battlers = []
@info_viewport = Viewport.new(0, 288, 544, 128)
@info_viewport.z = 100
@status_window = Window_BattleStatus.new
@party_command_window = Window_PartyCommand2.new
@actor_command_window = Window_ActorCommand.new
@status_window.viewport = @info_viewport
@actor_command_window.viewport = @info_viewport
@status_window.x = 128
@actor_command_window.x = 672
@info_viewport.visible = false
@party_command_window.visible = false
@info_viewport.ox = 128
end
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの更新 ※再定義
#--------------------------------------------------------------------------
def update_info_viewport
@party_command_window.update if @party_command_window.active
@actor_command_window.update if @actor_command_window.active
@status_window.update if @status_window.active
@message_window.visible = false if !$game_message.visible
@info_viewport.visible = true if !@message_window.visible
@actor_command_window.x += 32 if @actor_command_window.x < 672 && !@actor_command_window_on
@actor_command_window.x -= 32 if @actor_command_window.x > 544 && @actor_command_window_on
end
#--------------------------------------------------------------------------
# ● スキル選択の開始 ※再定義
#--------------------------------------------------------------------------
def start_skill_selection
@help_window = Window_Help.new if @help_window == nil
@help_window.visible = true
@skill_window = Window_Skill.new(0, 56, 544, 232, @commander)
@skill_window.z = 1000
@skill_window.help_window = @help_window
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# ● スキル選択の更新 ※再定義
#--------------------------------------------------------------------------
def update_skill_selection
# コマンド入力できる状態でなくなればキャンセル
return reset_command unless commanding?
@skill_window.active = true
@skill_window.update
@help_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_skill_selection
$in_command = true
elsif Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill != nil
@commander.last_skill_id = @skill.id
end
if @commander.skill_can_use?(@skill)
return Sound.play_buzzer if @commander.union_skill?(@skill.id) && !@commander.union_skill_can_use?(@skill.id)
Sound.play_decision
determine_skill
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# ● スキルの決定 ※再定義
#--------------------------------------------------------------------------
def determine_skill
@commander.action.set_skill(@skill.id)
@skill_window.active = false
if @skill.need_selection?
if @skill.for_opponent?
start_target_enemy_selection
else
start_target_actor_selection
end
else
end_skill_selection
end_target_selection
end
end
#--------------------------------------------------------------------------
# ● スキル選択の終了
#--------------------------------------------------------------------------
alias end_skill_selection_n01 end_skill_selection
def end_skill_selection
end_skill_selection_n01
$in_select = false
end
#--------------------------------------------------------------------------
# ● アイテム選択の開始 ※再定義
#--------------------------------------------------------------------------
def start_item_selection
@help_window = Window_Help.new if @help_window == nil
@help_window.visible = true
@item_window = Window_Item.new(0, 56, 544, 232)
@item_window.z = 1000
@item_window.help_window = @help_window
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# ● アイテム選択の更新 ※再定義
#--------------------------------------------------------------------------
def update_item_selection
# コマンド入力できる状態でなくなればキャンセル
return reset_command unless commanding?
@item_window.active = true
@item_window.update
@help_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
end_item_selection
$in_command = true # 1.1b
elsif Input.trigger?(Input::C)
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
determine_item
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# ● アイテムの決定 ※再定義
#--------------------------------------------------------------------------
def determine_item
@commander.action.set_item(@item.id)
@item_window.active = false
if @item.need_selection?
if @item.for_opponent?
start_target_enemy_selection
else
start_target_actor_selection
end
else
end_item_selection
end_target_selection
end
end
#--------------------------------------------------------------------------
# ● アイテム選択の終了
#--------------------------------------------------------------------------
alias end_item_selection_n01 end_item_selection
def end_item_selection
end_item_selection_n01
$in_select = false
end
#--------------------------------------------------------------------------
# ● 勝敗判定 ※再定義
#--------------------------------------------------------------------------
def judge_win_loss
return true unless $game_temp.in_battle
if $game_party.all_dead?
@judge = true
$gauge_stop = true
closed_window
@spriteset.atb_dispose
$game_troop.clear_actions
$game_party.clear_actions
process_defeat
return true
elsif $game_troop.all_dead?
@judge = true
$gauge_stop = true
closed_window
@spriteset.atb_dispose
$game_troop.clear_actions
$game_party.clear_actions
process_victory
return true
else
return false
end
end
end
#==============================================================================
# ■ Game_BattleAction#valid? is no longer overwritten.
#------------------------------------------------------------------------------
#==============================================================================
# ■ Game_Battler (分割定義 1)
#------------------------------------------------------------------------------
# バトラーを扱うクラスです。
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :at_count # コマンド待ちゲージ(1000がMAX)
attr_accessor :at_active # コマンド入力可能
attr_accessor :atb_count_up # ATBカウントアップ中
attr_accessor :act_count # 行動待ちゲージ(1000がMAX)
attr_accessor :act_active # 行動可能
attr_accessor :at_speed # ゲージアップスピード基準値
attr_accessor :charge_action # チャージアクション
attr_accessor :charge_start # チャージ中か
attr_accessor :union_skill_id # 合体攻撃スキルID
attr_accessor :union_battler # 合体攻撃参加者か
attr_accessor :speed_level # 戦闘参加者の最速スピード基準
attr_accessor :low_speed_level # 戦闘参加者の最遅スピード基準
#--------------------------------------------------------------------------
# ● ステートの付加 ATBダメージ処理を追加
#--------------------------------------------------------------------------
alias add_state_n02 add_state
def add_state(state_id)
add_state_n02(state_id)
if $data_states[state_id].atb_damage != 0
@at_count = @at_count + $data_states[state_id].atb_damage * 10
@at_count = 0 if @at_count < 0 && !$data_states[state_id].atb_minus_damage
@at_count = 1000 if @at_count > 1000
# ATBダメージでチャージキャンセル
if $data_states[state_id].atb_damage < 0
@act_count = 0
@act_active = false
@at_active = false
@atb_count_up = true
end
end
end
#--------------------------------------------------------------------------
# ● 戦闘開始時のAT設定
#--------------------------------------------------------------------------
def atb_setting
# 初期化
@at_count = @act_count = @speed_level = @low_speed_level = @union_skill_id = 0
@at_active = @act_active = @atb_count_up = @charge_start = @union_battler = false
$in_party_command = $in_command = $in_target = $in_select = $in_action = false
@charge_action = normal
$in_union_action = false
# ゲージアップスピード(戦闘速度)
@at_speed = $game_party.atb_control[1]
# ユーザー設定を使わない場合
return if N02::ATB_CUSTOMIZE
@at_speed = N02::ATB_SPEED
end
#--------------------------------------------------------------------------
# ● ATBスピード基準値リフレッシュ
#--------------------------------------------------------------------------
def atb_base_speed_refresh
battle_members = $game_party.members + $game_troop.members
battle_members.sort! do |a,b|
b.agi - a.agi
end
self.speed_level = battle_members[0].agi
self.low_speed_level = battle_members[battle_members.size - 1].agi
end
#--------------------------------------------------------------------------
# ● 自動行動判定
#--------------------------------------------------------------------------
def auto_action?
return true if berserker? or confusion? or auto_battle or @union_skill_id != 0
return false
end
#--------------------------------------------------------------------------
# ● 合体攻撃スキル判定
#--------------------------------------------------------------------------
def union_skill?(skill_id)
# スキルに合体攻撃設定があるかチェック
for union_action in $data_skills[skill_id].union_action
union_skills = union_action if union_action.size != 0 && union_action.include?(skill_id)
end
return false if union_skills == nil
return true
end
#--------------------------------------------------------------------------
# ● 合体攻撃使用可能判定
#--------------------------------------------------------------------------
def union_skill_can_use?(skill_id)
return false if $in_union_action
for union_action in $data_skills[skill_id].union_action
union_skills = union_action if union_action.size != 0 && union_action.include?(skill_id)
end
return false if union_skills == nil
partners = []
# 合体攻撃メンバーが使用可能かチェック
for skill_id in union_skills
for actor in $game_party.members
if actor.skill_can_use?($data_skills[skill_id]) && actor.skill_id_learn?(skill_id)
partners.push(actor)
end
end
end
return false if partners.size != union_skills.size
return true
end
end
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
# パーティを扱うクラスです。
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :atb_custom # ATBユーザー設定
attr_accessor :atb_control # ATB設定
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_n02 initialize
def initialize
initialize_n02
@atb_control = []
@atb_custom = [N02::ATB_NEWGAME_MODE, N02::ATB_NEWGAME_SPEED - 1]
end
#--------------------------------------------------------------------------
# ● ユーザー設定をATB設定に反映
#--------------------------------------------------------------------------
def atb_customize
# ウエイト・アクティブ設定を格納
case @atb_custom[0]
when 0;@atb_control[0] = N02::ATB_MODE1
when 1;@atb_control[0] = N02::ATB_MODE2
when 2;@atb_control[0] = N02::ATB_MODE3
end
# 戦闘速度を格納
@atb_control[1] = N02::ATB_SPEED_MODE[@atb_custom[1]]
# ユーザー設定を使わない場合
return if N02::ATB_CUSTOMIZE
@atb_control[0] = ["",N02::ATB_PARTY_COMMAND_WAIT, N02::ATB_COMMAND_WAIT, N02::ATB_TARGET_WAIT, N02::ATB_SELECT_WAIT, N02::ATB_ACTION_WAIT]
@atb_control[1] = N02::ATB_SPEED
end
end
#==============================================================================
# ■ Sprite_MoveAnime
#------------------------------------------------------------------------------
# ATBゲージ用のスプライトです。
#==============================================================================
class Sprite_ATB < Sprite_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :battler
attr_accessor :count # 更新カウント
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(viewport,battler = nil)
super(viewport)
@battler = battler
@count = 0
@base_atb_count = 1
@restriction_count = 0
@state_freeze = false
@update = 0
@pre_width = 0
make_gauge
start_atb
@party_command_wait = $game_party.atb_control[0][1]
@command_wait = $game_party.atb_control[0][2]
@target_wait = $game_party.atb_control[0][3]
@select_wait = $game_party.atb_control[0][4]
@action_wait = $game_party.atb_control[0][5]
end
#--------------------------------------------------------------------------
# ● ATB初期値セッティング
#--------------------------------------------------------------------------
def start_atb
atb = battler.atb_base * 10 + rand(N02::ATB_BASE_ADD) * 10
if battler.actor?
atb1 = battler.weapons[0].atb_base * 10 if battler.weapons[0] != nil
atb2 = battler.weapons[1].atb_base * 10 if battler.weapons[1] != nil
atb1 = atb if atb1 == nil
atb2 = atb1 if atb2 == nil
atb += (atb1 + atb2) / 2
for i in 0...battler.armors.size
# 二刀はキャンセル
next if battler.two_swords_style && battler.armors[0] != nil && battler.armors[0]
atb += battler.armors[i].atb_base * 10 if battler.armors[i] != nil
end
end
change_atb(atb)
end
#--------------------------------------------------------------------------
# ● ゲージ作成
#--------------------------------------------------------------------------
def make_gauge
self.bitmap = Cache.system("atb_bar_skin")
@gauge = Sprite.new(viewport)
@gauge.bitmap = Cache.system("atb_bar")
@gauge_max = Sprite.new(viewport)
@gauge_max.bitmap = Cache.system("atb_bar_active")
@gauge_max.visible = false
@gauge_division = 1000 / N02::ATB_WIDTH
@gauge_space = N02::ATB_SPACE
end
#--------------------------------------------------------------------------
# ● 座標セット
#--------------------------------------------------------------------------
def set(x, y)
self.ox = @gauge.ox = @gauge_max.ox = self.bitmap.width / 2
self.oy = @gauge.oy = @gauge_max.oy = self.bitmap.height / 2
self.visible = @gauge.visible = @gauge_max.visible = false
if @battler.actor? && N02::ATB_POSITION_HPWINDOW
self.z = @gauge.z = @gauge_max.z = 1000
self.x = @gauge.x = @gauge_max.x = N02::ATB_PARTY_POSITION[@battler.index][0]
self.y = @gauge.y = @gauge_max.y = N02::ATB_PARTY_POSITION[@battler.index][1]
return
end
adjust = N02::ATB_POSITION_ENEMY
adjust = N02::ATB_POSITION_ACTOR if battler.actor?
self.x = @gauge.x = @gauge_max.x = x + adjust[0]
self.x = @gauge.x = @gauge_max.x = x - adjust[0] if $back_attack
self.y = @gauge.y = @gauge_max.y = y + adjust[1]
self.z = @gauge.z = @gauge_max.z = battler.position_z + 10
@gauge_max.z += 1
end
#--------------------------------------------------------------------------
# ● ATBゲージ切り替え
#--------------------------------------------------------------------------
def change_atb(restart_gauge = 0)
@battler.atb_base_speed_refresh
case N02::ATB_BASE_SPEED
when 0
return @base_atb_count = @battler.at_speed * battler.agi if N02::ATB_ABSOLUTE_SPEED == 0
@base_atb_count = @battler.at_speed * battler.agi / N02::ATB_ABSOLUTE_SPEED
when 1
return @base_atb_count = @battler.at_speed * battler.agi if @battler.speed_level == 0
@base_atb_count = @battler.at_speed * battler.agi / @battler.speed_level
when 2
return @base_atb_count = @battler.at_speed * @battler.agi if @battler.low_speed_level == 0
@base_atb_count = @battler.at_speed * @battler.agi / @battler.low_speed_level
when 3
return @base_atb_count = @battler.at_speed * @battler.agi if @battler.speed_level / 2 + @battler.low_speed_level / 2 == 0
@base_atb_count = @battler.at_speed * @battler.agi / (@battler.speed_level / 2 + @battler.low_speed_level / 2)
end
@base_atb_count = 1 if @base_atb_count == 0
@battler.at_count = restart_gauge
@battler.act_count = 0
@gauge.bitmap = Cache.system("atb_bar")
@battler.act_active = false
@battler.at_active = false
@battler.atb_count_up = true
end
#--------------------------------------------------------------------------
# ● ACTゲージ切り替え
#--------------------------------------------------------------------------
def change_act(act_type)
change_atb
case act_type[0]
when 0
base = @battler.at_speed * @battler.agi
base = @battler.at_speed * @battler.agi / act_type[2] if act_type[2] != 0
when 1
base = @battler.at_speed * @battler.agi / @battler.speed_level
when 2
base = @battler.at_speed * @battler.agi if @battler.low_speed_level == 0
base = @battler.at_speed * @battler.agi / @battler.low_speed_level
when 3
base = @battler.at_speed * @battler.agi if @battler.speed_level / 2 + @battler.low_speed_level / 2 == 0
base = @battler.at_speed * @battler.agi / (@battler.speed_level / 2 + @battler.low_speed_level / 2)
when 4
base = @battler.at_speed
end
if act_type[1] <= 0
@base_act_count = 1000
else
@base_act_count = base * 100 / act_type[1]
end
@base_act_count = 1 if @base_act_count == 0
@battler.act_count = 0
@gauge.bitmap = Cache.system("act_bar")
@battler.atb_count_up = false
@battler.at_active = false
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ステート管理
states_control
# 強制ゲージストップ
return if $gauge_stop or !@battler.exist? or $game_message.visible
# アクションウエイト
wait = true if $in_action && !@action_wait
wait = false if $in_action && @action_wait
# パーティコマンド選択中ウエイト
wait = true if $in_party_command && !@party_command_wait
wait = false if $in_party_command && @party_command_wait
# 戦闘コマンド選択中ウエイト
wait = true if $in_command && !@command_wait
wait = false if $in_command && @command_wait
# ターゲット選択中ウエイト
wait = true if $in_target && !@target_wait
wait = false if $in_target && @target_wait
# スキル/アイテム選択中ウエイト
wait = true if $in_select && !@select_wait
wait = false if $in_select && @select_wait
# アクション中はゲージを消すか
self.visible = @gauge.visible = true
self.visible = @gauge_max.visible = @gauge.visible = false if @battler.act_active && N02::ATB_ACTION_ENEMY_OFF && !@battler.actor? && @battler.union_skill_id == 0
self.visible = @gauge_max.visible = @gauge.visible = false if @battler.act_active && N02::ATB_ACTION_ACTOR_OFF && @battler.actor? && @battler.union_skill_id == 0
# ゲージ表示設定
self.visible = @gauge.visible = @gauge_max.visible = false if !@battler.atb_on
self.visible = @gauge.visible = @gauge_max.visible = false if @battler.actor? && $game_message.visible && N02::ATB_POSITION_HPWINDOW
# 見えないエネミーはゲージ隠蔽
self.visible = @gauge.visible = @gauge_max.visible = false if !@battler.actor? && !@battler.exist?
# ボタン入力によるゲージ制御
wait = true if Input.press?(Input::ALT) && N02::ATB_ALT_WAIT
wait = false if Input.press?(Input::CTRL) && N02::ATB_CTRL_ACTIVE
# 自身のみアクションウエイト
wait = true if @battler.act_active
# ゲージウエイト
return if wait
# ステートによるゲージストップ処理
return recover_states_freeze if @state_freeze
# ゲージカウントアップ
gauge_update
# ゲージ描画
return if @pre_width == @gauge_space + @battler.act_count / @gauge_division && !@battler.atb_count_up
return if @pre_width == @gauge_space + @battler.at_count / @gauge_division && @battler.atb_count_up
gauge_refresh
end
#--------------------------------------------------------------------------
# ● ゲージカウントアップ
#--------------------------------------------------------------------------
def gauge_update
# ACTカウントアップ
act if !@battler.atb_count_up && !@battler.at_active && !@battler.act_active
# ATBカウントアップ
atb if @battler.atb_count_up
end
#--------------------------------------------------------------------------
# ● ゲージリフレッシュ
#--------------------------------------------------------------------------
def gauge_refresh
@gauge_max.visible = false if !@battler.act_active && !@battler.at_active
@gauge.src_rect.width = @pre_width = @gauge_space + @battler.act_count / @gauge_division if !@battler.atb_count_up && !@battler.at_active && !@battler.act_active
@gauge.src_rect.width = @pre_width = @gauge_space + @battler.at_count / @gauge_division if @battler.atb_count_up
end
#--------------------------------------------------------------------------
# ● ゲージ隠蔽
#--------------------------------------------------------------------------
def off
self.visible = @gauge.visible = @gauge_max.visible = false
end
#--------------------------------------------------------------------------
# ● ゲージ表示
#--------------------------------------------------------------------------
def on
self.visible = @gauge.visible = @gauge_max.visible = true
gauge_refresh
end
#--------------------------------------------------------------------------
# ● ステート管理
#--------------------------------------------------------------------------
def states_control
# 1.1f, line priority shift
self.visible = @gauge_max.visible = @gauge.visible = false if !@battler.actor? && !@battler.exist?
if !@state_freeze && !@battler.movable?
# 行動不能はゲージを0に
@restriction_count = @battler.at_count
@state_freeze = true
@atb_dead = true if @battler.dead? && !@atb_dead
change_atb(0)
gauge_refresh
# ステート復帰時
elsif @battler.movable? && @state_freeze
@state_freeze = false
# 戦闘不能復帰時のゲージ処理
return if !@atb_dead
change_atb(N02::ATB_DEAD_COUNT * 10)
@atb_dead = false
gauge_refresh
end
end
#--------------------------------------------------------------------------
# ● ステートによるゲージストップ回復
#--------------------------------------------------------------------------
def recover_states_freeze
@restriction_count += @base_atb_count
@restriction_count += @base_atb_count * 2 if Input.press?(Input::SHIFT) && N02::ATB_SHIFT_BOOST
if @restriction_count >= 1000
# ステート自然回復許可
@battler.remove_states_auto
@restriction_count = 0
end
end
#--------------------------------------------------------------------------
# ● ATBカウント
#--------------------------------------------------------------------------
def atb
if @battler.at_count <= 1000
@gauge_max.visible = false
@battler.at_count += @base_atb_count
@battler.at_count += @base_atb_count * 2 if Input.press?(Input::SHIFT) && N02::ATB_SHIFT_BOOST
end
# ATBゲージMAX
if @battler.at_count >= 1000
# ステート自然回復
@battler.remove_states_auto
@battler.atb_count_up = false
@battler.at_active = true
@gauge.src_rect.width = 52
return if !@battler.atb_on
Audio.se_play("Audio/SE/" + N02::ATB_MAX_SOUND01[2], N02::ATB_MAX_SOUND01[1], N02::ATB_MAX_SOUND01[0])
@gauge_max.visible = true
end
@battler.act_active = false
end
#--------------------------------------------------------------------------
# ● ACTカウント
#--------------------------------------------------------------------------
def act
if @battler.act_count <= 1000
@gauge_max.visible = false
@battler.act_count += @base_act_count
@battler.at_count += @base_atb_count * 3 if Input.press?(Input::SHIFT) && N02::ATB_SHIFT_BOOST
end
# ACTゲージMAX
if @battler.act_count >= 1000 && !@battler.act_active
@battler.act_active = true
@gauge.src_rect.width = 52
return if !@battler.atb_on
Audio.se_play("Audio/SE/" + N02::ACT_MAX_SOUND01[2], N02::ACT_MAX_SOUND01[1], N02::ACT_MAX_SOUND01[0])
@gauge_max.visible = true
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
@gauge.dispose
@gauge_max.dispose
end
#--------------------------------------------------------------------------
# ● Refill - puts ATB gauge back to max and prepare for command input
# New method 1.1h
#--------------------------------------------------------------------------
def refill
@battler.act_active = false
@battler.at_active = false
@battler.act_count = 0
@battler.at_count = 1000
@battler.atb_count_up = true
@gauge.bitmap = Cache.system("atb_bar")
end
end
#==============================================================================
# ■ Sprite_Cursor
#------------------------------------------------------------------------------
# カーソルのスプライトです。
#==============================================================================
class Sprite_Cursor < Sprite_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super
create_target_cursor
end
#--------------------------------------------------------------------------
# ● ターゲットカーソルスプライトの作成
#--------------------------------------------------------------------------
def create_target_cursor
self.bitmap = Cache.system("cursor")
@width = self.bitmap.width
@height = self.bitmap.height / 3
self.src_rect.set(0, 0, @width, @height)
@cursor_flame = 0
self.x = @pre_x = 272
self.y = @pre_y = 208
self.z = 300
self.ox = @width
self.oy = @height
self.visible = false
@time = 0
@flash_time = 0
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# カーソル画像更新
@cursor_flame = 0 if @cursor_flame == 40
self.src_rect.set(0, 0, @width, @height) if @cursor_flame == 0
self.src_rect.set(0, @height, @width, @height) if @cursor_flame == 10
self.src_rect.set(0, 2 * @height, @width, @height) if @cursor_flame == 20
self.src_rect.set(0, @height, @width, @height) if @cursor_flame == 30
@cursor_flame += 1
# カーソル座標更新
return if @battler == nil
# ターゲットを光らせる
@flash_time -= 1
if @flash_time == 0 && @battler.exist? && !@battler.collapse
@battler.white_flash = true
@flash_time = 20
end
if @time == 0
self.x = @battler.position_x + N01::CURSOR_X_PLUS
return self.y = (@battler.position_y + N01::CURSOR_Y_PLUS) - @battler.graphics_width / 5
end
@time -= 1
self.x = @pre_x + (@battler.position_x + N01::CURSOR_X_PLUS - @pre_x) * (9 - @time) / 9
self.y = @pre_y + (@battler.position_y + N01::CURSOR_Y_PLUS - @battler.graphics_width / 5 - @pre_y) * (9 - @time) / 9
end
#--------------------------------------------------------------------------
# ● カーソル移動情報セット
#--------------------------------------------------------------------------
def set(battler)
self.visible = true
@battler = battler
return if @battler == nil
@battler.white_flash = true if @battler.exist? && !@battler.collapse
@time = 9
@flash_time = 20
@pre_x = self.x
@pre_y = self.y
end
end
#==============================================================================
# ■ Sprite_Battler
#------------------------------------------------------------------------------
# バトラー表示用のスプライトです。
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● バトラー作成
#--------------------------------------------------------------------------
alias make_battler_n01 make_battler
def make_battler
make_battler_n01
make_atb
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias dispose_n01 dispose
def dispose
dispose_n01
@atb_gauge.dispose if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● Set Stand By Action
#--------------------------------------------------------------------------
alias stand_by_n02 stand_by
def stand_by
# Set battler charge animation (ATB)
@battler.charge_start = false if @battler.charge_start && !@battler.exist?
return @repeat_action = @battler.charge_action if @battler.charge_start
stand_by_n02
end
#--------------------------------------------------------------------------
# ● ATBゲージ作成
#--------------------------------------------------------------------------
def make_atb
return if battler == nil
battler.atb_setting
if battler.actor? && N02::ATB_POSITION_HPWINDOW
@atb_gauge = Sprite_ATB.new(@viewport2,battler)
else
@atb_gauge = Sprite_ATB.new(viewport,battler)
end
@atb_gauge.set(self.x, self.y)
end
#--------------------------------------------------------------------------
# ● ATBゲージビューポート作成
#--------------------------------------------------------------------------
def make_atb_viewport(new_viewport)
@viewport2 = new_viewport
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_n01 update
def update
update_n01
# ATB更新
@atb_gauge.update if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ゲージ更新
#--------------------------------------------------------------------------
def gauge_update
@atb_gauge.gauge_update if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ゲージリフレッシュ
#--------------------------------------------------------------------------
def gauge_refresh
@atb_gauge.gauge_refresh if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ゲージ表示
#--------------------------------------------------------------------------
def gauge_on
@atb_gauge.on if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ゲージ隠蔽
#--------------------------------------------------------------------------
def gauge_off
@atb_gauge.off if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ATBゲージ切り替え
#--------------------------------------------------------------------------
def change_atb(restart_gauge)
@atb_gauge.change_atb(restart_gauge) if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ACTゲージ切り替え
#--------------------------------------------------------------------------
def change_act(act_type)
@atb_gauge.change_act(act_type) if @atb_gauge != nil
end
#--------------------------------------------------------------------------
# ● ATBゲージ開放
#--------------------------------------------------------------------------
def atb_dispose
@atb_gauge.dispose if @atb_gauge != nil
@atb_gauge = nil
end
#--------------------------------------------------------------------------
# ● Gauge Refill - new method 1.1h
#--------------------------------------------------------------------------
def gauge_refill
@atb_gauge.refill
end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
# バトル画面のスプライトをまとめたクラスです。
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● アクタースプライトの作成
#--------------------------------------------------------------------------
alias create_actors_n01 create_actors
def create_actors
create_actors_n01
if N02::ATB_POSITION_HPWINDOW
for sprites in @actor_sprites + @enemy_sprites
sprites.make_atb_viewport(@viewport4)
end
end
end
#--------------------------------------------------------------------------
# ● ターゲット情報リフレッシュ
#--------------------------------------------------------------------------
def update_target(actor, index)
@actor_sprites[index].update_target if actor
@enemy_sprites[index].update_target unless actor
end
#--------------------------------------------------------------------------
# ● ゲージ更新
#--------------------------------------------------------------------------
def gauge_update
for sprites in @actor_sprites + @enemy_sprites
sprites.gauge_update if sprites != nil
end
end
#--------------------------------------------------------------------------
# ● ゲージリフレッシュ
#--------------------------------------------------------------------------
def gauge_refresh(actor, index)
@actor_sprites[index].gauge_refresh if actor
@enemy_sprites[index].gauge_refresh unless actor
end
#--------------------------------------------------------------------------
# ● ゲージ表示
#--------------------------------------------------------------------------
def gauge_on
for sprites in @actor_sprites + @enemy_sprites
sprites.gauge_on if sprites != nil
end
end
#--------------------------------------------------------------------------
# ● ゲージ隠蔽
#--------------------------------------------------------------------------
def gauge_off
for sprites in @actor_sprites + @enemy_sprites
sprites.gauge_off if sprites != nil
end
end
#--------------------------------------------------------------------------
# ● ATBゲージ切り替え
#--------------------------------------------------------------------------
def change_atb(restart_gauge, actor, index)
@actor_sprites[index].change_atb(restart_gauge) if actor
@enemy_sprites[index].change_atb(restart_gauge) unless actor
end
#--------------------------------------------------------------------------
# ● ACTゲージ切り替え
#--------------------------------------------------------------------------
def change_act(act_type, actor, index)
@actor_sprites[index].change_act(act_type) if actor
@enemy_sprites[index].change_act(act_type) unless actor
end
#--------------------------------------------------------------------------
# ● ATBゲージ一斉開放
#--------------------------------------------------------------------------
def atb_dispose
for sprites in @actor_sprites + @enemy_sprites
sprites.atb_dispose if sprites != nil
end
end
#--------------------------------------------------------------------------
# ● Gauge Refill - new method 1.1h
#--------------------------------------------------------------------------
def gauge_refill(actor, index)
@actor_sprites[index].gauge_refill if actor
@enemy_sprites[index].gauge_refill unless actor
end
end
#==============================================================================
# ■ Window_Skill
#------------------------------------------------------------------------------
# スキル画面などで、使用できるスキルの一覧を表示するウィンドウです。
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画 ※再定義
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
enabled = @actor.skill_can_use?(skill)
enabled = @actor.union_skill_can_use?(skill.id) if @actor.union_skill?(skill.id)
draw_item_name(skill, rect.x, rect.y, enabled)
self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2)
end
end
end
#==============================================================================
# ■ Window_BattleStatus
#------------------------------------------------------------------------------
# バトル画面でパーティメンバーのステータスを表示するウィンドウです。
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● カーソルを下に移動 ※再定義
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
end
#--------------------------------------------------------------------------
# ● カーソルを上に移動 ※再定義
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
end
#--------------------------------------------------------------------------
# ● フレーム更新 ※再定義
#--------------------------------------------------------------------------
def update
super
update_cursor
call_update_help
end
end
#==============================================================================
# ■ Window_PartyCommand2
#------------------------------------------------------------------------------
# バトル画面で、戦うか逃げるかを選択するウィンドウです。
#==============================================================================
class Window_PartyCommand2 < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 234, 544, 56)
@item_max = 2
@column_max = 2
self.contents.draw_text(32, 0, 96, WLH, "#{Vocab.fight}", 2) # 1.1b
self.contents.draw_text(310, 0, 96, WLH, "#{Vocab.escape}", 2) if $game_troop.can_escape # 1.1b
self.contents.font.color.alpha = 128
self.contents.draw_text(310, 0, 96, WLH, "#{Vocab.escape}", 2) if !$game_troop.can_escape # 1.1b
self.active = false
end
end
#==============================================================================
# ■ Window_MenuATB
#------------------------------------------------------------------------------
# メニュー画面でATB設定を表示するウィンドウです。
#==============================================================================
class Window_ATB_active < Window_Selectable
# アクティブタイムバトルのカスタマイズ項目からのテキスト
ATB_MODE_NAME = N02::ATB_MODE_NAME
ATB_MODE1 = N02::ATB_MODE1[0]
ATB_MODE2 = N02::ATB_MODE2[0]
ATB_MODE3 = N02::ATB_MODE3[0]
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 174, 544, 56)
@item_max = 3
@column_max = 3
set_active
self.active = true
self.index = $game_party.atb_custom[0]
end
#--------------------------------------------------------------------------
# ● アクティブ化
#--------------------------------------------------------------------------
def set_active
self.contents.clear
self.contents.font.size = 15
self.contents.font.color = crisis_color
self.contents.draw_text( 0, 0, 100, WLH, ATB_MODE_NAME, 0)
self.contents.draw_text( 0, 0, 100, WLH, ATB_MODE_NAME, 0) # edited
self.contents.font.size = 20
self.contents.font.color = normal_color
refresh
end
#--------------------------------------------------------------------------
# ● アクティブ解除
#--------------------------------------------------------------------------
def non_active
self.contents.clear
self.contents.font.size = 15
self.contents.font.color = system_color
self.contents.draw_text( 0, 0, 100, WLH, ATB_MODE_NAME, 0)
self.contents.font.size = 20
self.contents.font.color = normal_color
refresh
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
#--------------------------------------------------------------------------
def refresh
case $game_party.atb_custom[0]
when 0
self.contents.draw_text(100, 0, 140, WLH, ATB_MODE1, 1)
self.contents.font.color.alpha = 100
self.contents.draw_text(240, 0, 140, WLH, ATB_MODE2, 1)
self.contents.draw_text(380, 0, 140, WLH, ATB_MODE3, 1)
when 1
self.contents.font.color.alpha = 100
self.contents.draw_text(100, 0, 140, WLH, ATB_MODE1, 1)
self.contents.font.color = normal_color
self.contents.draw_text(240, 0, 140, WLH, ATB_MODE2, 1)
self.contents.font.color.alpha = 100
self.contents.draw_text(380, 0, 140, WLH, ATB_MODE3, 1)
when 2
self.contents.font.color.alpha = 100
self.contents.draw_text(100, 0, 140, WLH, ATB_MODE1, 1)
self.contents.draw_text(240, 0, 140, WLH, ATB_MODE2, 1)
self.contents.font.color = normal_color
self.contents.draw_text(380, 0, 140, WLH, ATB_MODE3, 1)
end
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = 140
rect.height = 24
rect.x = index % @column_max * rect.width + 100
rect.y = index / @column_max * WLH
return rect
end
end
#==============================================================================
# ■ Window_MenuATB
#------------------------------------------------------------------------------
# メニュー画面でATB設定を表示するウィンドウです。
#==============================================================================
class Window_ATB_speed < Window_Selectable
# アクティブタイムバトルのカスタマイズ項目からのテキスト
ATB_MODE_NAME = N02::ATB_SPEED_NAME
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 230, 544, 56)
@item_max = 9
@column_max = 9
non_active
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● アクティブ化
#--------------------------------------------------------------------------
def set_active
self.contents.clear
self.contents.font.size = 15
self.contents.font.color = crisis_color
self.contents.draw_text( 0, 0, 140, WLH, ATB_MODE_NAME, 0)
self.contents.draw_text( 0, 0, 140, WLH, ATB_MODE_NAME, 0)
self.contents.font.size = 22
self.contents.font.color = normal_color
refresh
end
#--------------------------------------------------------------------------
# ● アクティブ解除
#--------------------------------------------------------------------------
def non_active
self.contents.clear
self.contents.font.size = 15
self.contents.font.color = system_color
self.contents.draw_text( 0, 0, 140, WLH, ATB_MODE_NAME, 0)
self.contents.font.size = 22
self.contents.font.color = normal_color
refresh
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得 edited
# 3.4a turned contents into a loop rather than a repeated list
#--------------------------------------------------------------------------
def refresh
self.contents.font.color.alpha = 96
for i in 0..8
self.contents.draw_text(94 + 38 * i, 0, 140, WLH, (i + 1).to_s, 1)
end
self.contents.font.color.alpha = 256
for i in 0..8
case $game_party.atb_custom[1]
when i;self.contents.draw_text(94 + 38 * i, 0, 140, WLH, (i + 1).to_s, 1)
end
end
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = 38
rect.height = 24
rect.x = index % @column_max * rect.width + 145
rect.y = index / @column_max * WLH
return rect
end
end
#==============================================================================
# ■ Window_ATB_Help
#------------------------------------------------------------------------------
# ATB設定の説明を表示するウィンドウです。
#==============================================================================
class Window_ATB_Help < Window_Base
# アクティブタイムバトルのカスタマイズ項目からのテキスト
ATB_MODE_NAME = N02::ATB_MODE_NAME
ATB_MODE1 = N02::ATB_MODE1[0]
ATB_MODE2 = N02::ATB_MODE2[0]
ATB_MODE3 = N02::ATB_MODE3[0]
ATB_MODE1_HELP = N02::ATB_MODE1_HELP
ATB_MODE2_HELP = N02::ATB_MODE2_HELP
ATB_MODE3_HELP = N02::ATB_MODE3_HELP
ATB_SPEED_NAME = N02::ATB_SPEED_NAME
ATB_SPEED_HELP = N02::ATB_SPEED_HELP
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 56, 544, 96)
end
#--------------------------------------------------------------------------
# ● テキスト設定
#--------------------------------------------------------------------------
def set_text_active(index)
text1 = ATB_MODE_NAME + " ["
case index
when 0
text1 += ATB_MODE1 + "]"
text2 = ATB_MODE1_HELP
when 1
text1 += ATB_MODE2 + "]"
text2 = ATB_MODE2_HELP
when 2
text1 += ATB_MODE3 + "]"
text2 = ATB_MODE3_HELP
end
self.contents.clear
self.contents.font.color = crisis_color
self.contents.draw_text(4, 4, self.width - 40, WLH, text1, 0)
self.contents.font.color = normal_color
self.contents.draw_text(4, 34, self.width - 40, WLH, text2, 0)
end
#--------------------------------------------------------------------------
# ● テキスト設定
#--------------------------------------------------------------------------
def set_text_speed
text1 = ATB_SPEED_NAME
text2 = ATB_SPEED_HELP
self.contents.clear
self.contents.font.color = crisis_color
self.contents.draw_text(4, 4, self.width - 40, WLH, text1, 0)
self.contents.font.color = normal_color
self.contents.draw_text(4, 34, self.width - 40, WLH, text2, 0)
end
end
#==============================================================================
# ■ Window_ATB_Help
#------------------------------------------------------------------------------
# ATB設定タイトル・操作を表示するウィンドウです。
#==============================================================================
class Window_ATB_Title < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 544, 56)
refresh
end
#--------------------------------------------------------------------------
# ● テキスト設定
#--------------------------------------------------------------------------
def refresh
text1 = N02::ATB_CUSTOMIZE_NAME
text2 = N02::ATB_CUSTOMIZE_HELP # 1.1b
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 96, WLH, text1, 0)
self.contents.font.color = normal_color
self.contents.draw_text(110, 0, 420, WLH, text2, 0)
end
end
#==============================================================================
# ■ Scene_ATB
#------------------------------------------------------------------------------
# ATB設定を行うクラスです。
#==============================================================================
class Scene_ATB < Scene_Base
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@title_window = Window_ATB_Title.new
@help_window = Window_ATB_Help.new
@active_window = Window_ATB_active.new
@speed_window = Window_ATB_speed.new
@help_window.set_text_active(@active_window.index)
@active_window_index = @active_window.index
@speed_window_index = $game_party.atb_custom[1]
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
$game_party.atb_customize
dispose_menu_background
@title_window.dispose
@help_window.dispose
@active_window.dispose
@speed_window.dispose
end
#--------------------------------------------------------------------------
# ● 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@active_window.update
@speed_window.update
if @active_window.active
update_active_selection
elsif @speed_window.active
update_speed_selection
end
end
#--------------------------------------------------------------------------
# ● アイテム選択の更新
#--------------------------------------------------------------------------
def update_active_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
Sound.play_decision
$game_party.atb_custom[0] = @active_window.index
@active_window.set_active
elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
Sound.play_cursor
@speed_window.active = true
@speed_window.set_active
@speed_window.index = @speed_window_index
@active_window.active = false
@active_window.non_active
@active_window_index = @active_window.index
@active_window.index = -1
@help_window.set_text_speed
elsif Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
@help_window.set_text_active(@active_window.index)
end
end
#--------------------------------------------------------------------------
# ● ターゲット選択の更新
#--------------------------------------------------------------------------
def update_speed_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
Sound.play_decision
$game_party.atb_custom[1] = @speed_window.index
@speed_window.set_active
elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
Sound.play_cursor
@active_window.active = true
@active_window.set_active
@active_window.index = @active_window_index
@speed_window.active = false
@speed_window.non_active
@speed_window_index = @speed_window.index
@speed_window.index = -1
@help_window.set_text_active(@active_window.index)
end
end
end