#==============================================================================
# ★【 自动战斗 】★
#==============================================================================
# by -> 芯☆淡如水
#==============================================================================
# ● 使用方法:复制该脚本,插入到 main 前。
#==============================================================================
# ● 说明:
# 自动战斗,顾名思义,就是角色选择“自动战斗”后,无需玩家给角色下达
# 指令,角色仍可自己行动。
#
# 该自动战斗有 2 个模式:普通自动战斗 和 AI自动战斗。2 种模式的切换
# 使用下面设置项的开关。
#
# 角色在 普通自动战斗 时,只是普通攻击敌人。选择的敌人目标偏向血较少
# 者。
#
# 角色在 AI自动战斗 时,判断角色行动类型的流程为:复活同伴 --》 恢复
# 同伴(HP和SP)--》攻击。
# 如果队伍中有同伴死亡,有很大几率复活同伴(具体多大几率就不透露),
# 死亡的同伴个数越多,几率越大。复活同伴的前提条件是有复活类药品或特技。
# 跳过复活同伴是恢复同伴,恢复同伴的几率以整体的剩余HP/SP的百分比来
# 算,百分比越小,几率越高。单体恢复同伴HP/SP的恢复对象,偏向HP/SP较少
# 者。恢复同伴的前提条件是有恢复类药品或特技。
# 最后是攻击,攻击判断之前有一定的几率对同伴使用 增益特技。攻击分为
# 普通攻击和使用特技,几率以角色的不同而不同,如果是战士类型的角色,普通
# 攻击的几率高于使用特技的几率;法师类型的角色则相反。使用特技时有一定的
# 几率使用不良状态特技。所有使用特技都是以角色已习得的特技为基础。普通攻
# 击和使用单体攻击特技的对象目标,也是偏向血较少者。
#
#
# ■ 恢复: 自动战斗者在恢复同伴时,首先确定恢复对象,根据对象需要恢复的
# HP/SP 的多少,来确定使用的物品或特技。需要恢复的对象越多,使用
# “己方全体”的物品或特技的几率越大,单个的恢复对象是不会使用
# “己方全体”的物品或特技。
#
# 比如确定了某个恢复对象,该对象需要回复 HP 100 ,所能使用的物品
# 或特技有 3 种:回复 HP 60 ;回复 HP 110 ;回复 HP 220 。那么自动
# 战斗者会选择 “回复 HP 110” 的这个物品或特技来恢复该对象。
#
#
# ■ 特技攻击: 如果自动战斗者能够使用“敌全体”特技,并且敌人的数量是 2 个
# 或以上时,自动战斗者有几率使用“敌全体”特技,敌人数量越多,几
# 率越大。
#
# 如果是单个攻击对象,首先确定对象,根据该对象剩余的 HP 来选择
# 特技。在这之前会先判断普通攻击能否打倒该对象,如果能打倒该对象,
# 就使用普通攻击,而不使用特技了。
#
# 比如:例1:攻击对象剩余HP:160 ,自动战斗者可使用的特技有:对该
# 对象伤害 HP 180 和 伤害 HP 260 两个特技,但自动战斗者
# 对该对象的普通攻击伤害为:HP 200 ,那么自动战斗者会
# 选择普通攻击而不使用特技。
#
# 例2:攻击对象剩余HP:2000 ,自动战斗者可使用的特技有:对该
# 对象伤害 HP 200 ; 伤害 HP 600 ;伤害 HP 1000 三种,
# 那么自动战斗者会选择 伤害 HP 1000 的这个特技来攻击该
# 对象。
#==============================================================================
# ● 设置:
#------------------------------------------------------------------------------
# 打开或关闭 自动战斗功能 的开关 ID。
AUTO_SWEITCHE = 593
#------------------------------------------------------------------------------
# 是否 AI自动战斗 的开关 ID。该开关打开为 AI自动;关闭为 普通自动。
AI_AUTO_SWEITCHE = 594
#------------------------------------------------------------------------------
# 角色自动战斗时,自动提示的等待时间(帧)。
WAIT_TIME = 50
#------------------------------------------------------------------------------
# 增益状态 特技 ID 。
UP_PLUS_SKILLS = [53, 54]
#------------------------------------------------------------------------------
# 不良状态 特技 ID 。
DOWN_PLUS_SKILLS = [41, 46]
#=============================================================================
##############################################################################
#=============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
attr_accessor :auto_battle
attr_accessor :auto_battle_targets
#--------------------------------------------------------------------------
alias add_setup_xdrs setup
def setup(actor_id)
@auto_battle = false
@auto_battle_targets = []
add_setup_xdrs(actor_id)
end
end
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
def main
# 初始化战斗用的各种暂时数据
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 初始化战斗用事件解释器
$game_system.battle_interpreter.setup(nil, 0)
# 准备队伍
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = "自动"
s6 = "逃跑"
if $game_switches[AUTO_SWEITCHE]
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@actor_command_window.y = 96
else
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, s6])
@actor_command_window.y = 128
end
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 生成其它窗口
#
@auto_top = Window_Base.new(0, 256, 160, 64)
@auto_top.contents = Bitmap.new(@auto_top.width - 32, @auto_top.height - 32)
@auto_top.contents.draw_text(0, 0, 138, 32,"确定键:取消自动")
@auto_top.back_opacity = 160
@auto_top.visible = false
#
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# 生成活动块
@spriteset = Spriteset_Battle.new
# 初始化等待计数
@wait_count = 0
@auto_wait_count = 0
# 执行过渡
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 开始自由战斗回合
start_phase1
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 刷新地图
$game_map.refresh
# 准备过渡
Graphics.freeze
# 释放窗口
@auto_top.dispose
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 释放活动块
@spriteset.dispose
# 标题画面切换中的情况
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
# 战斗测试或者游戏结束以外的画面切换中的情况
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
def start_phase2
# 转移到回合 2
@phase = 2
# 设置角色为非选择状态
@actor_index = -1
@active_battler = nil
unless $game_party.inputable?
# 开始主回合
start_phase4
return
end
start_phase3
end
#--------------------------------------------------------------------------
def phase3_prior_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最初的角色的情况下
if @actor_index == 0
$game_system.se_play($data_system.buzzer_se)
return
end
# 返回角色索引
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
def update_phase3_basic_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 转向前一个角色的指令输入
phase3_prior_actor
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 角色指令窗口光标位置分之
case @actor_command_window.index
when 0 # 攻击
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# 开始选择敌人
start_enemy_select
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 1
# 开始选择特技
start_skill_select
when 2 # 防御
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# 转向下一位角色的指令输入
phase3_next_actor
when 3 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 2
# 开始选择物品
start_item_select
when 4 # 自动
if $game_switches[AUTO_SWEITCHE]
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
@actor_command_window.active = false
@actor_command_window.visible = false
@active_battler.auto_battle = true
phase3_next_actor
else
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 逃走处理
update_phase2_escape
end
when 5 # 逃跑
# 不能逃跑的情况下
if $game_temp.battle_can_escape == false
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 逃走处理
update_phase2_escape
end
return
end
end
#--------------------------------------------------------------------------
alias add_phase3_setup_command_window_xdrs phase3_setup_command_window
def phase3_setup_command_window
if @active_battler.auto_battle
@auto_wait_count = WAIT_TIME
@actor_command_window.active = false
@actor_command_window.visible = false
@auto_top.visible = true
@auto_top.x = @actor_index * 160
return
end
add_phase3_setup_command_window_xdrs
end
#--------------------------------------------------------------------------
alias add_update_phase3_xdrs update_phase3
def update_phase3
if @auto_wait_count > 0
update_wait_at
return
end
add_update_phase3_xdrs
end
#--------------------------------------------------------------------------
def update_wait_at
@auto_wait_count -= 1
if @auto_wait_count == 0
$game_system.se_play($data_system.decision_se)
@auto_top.visible = false
phase3_next_actor
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@auto_wait_count = 0
phase3_prior_actor
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@auto_wait_count = 0
@active_battler.auto_battle = false
@auto_top.visible = false
@actor_index -= 1
phase3_next_actor
end
end
#--------------------------------------------------------------------------
def update_phase4_step2
# 如果不是强制行动
unless @active_battler.current_action.forcing
# 限制为 [敌人为普通攻击] 或 [我方为普通攻击] 的情况下
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# 设置行动为攻击
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# 限制为 [不能行动] 的情况下
if @active_battler.restriction == 4
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# 清除对像战斗者
@target_battlers = []
if @active_battler.is_a?(Game_Actor)
if @active_battler.auto_battle and not @active_battler.dead?
set_auto_battle
case @active_battler.current_action.kind
when 0
make_basic_auto
when 1
make_skill_auto
when 2
make_item_auto
end
if @phase4_step == 2
@phase4_step = 3
end
return
end
end
# 行动种类分支
case @active_battler.current_action.kind
when 0 # 基本
make_basic_action_result
when 1 # 特技
make_skill_action_result
when 2 # 物品
make_item_action_result
end
# 移至步骤 3
if @phase4_step == 2
@phase4_step = 3
end
end
#--------------------------------------------------------------------------
def make_basic_auto
case @active_battler.current_action.basic
when 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.restriction == 3
target = $game_party.random_target_actor
@active_battler.auto_battle_targets = []
@active_battler.auto_battle_targets.push(target)
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
@active_battler.auto_battle_targets = []
@active_battler.auto_battle_targets.push(target)
end
@target_battlers = @active_battler.auto_battle_targets
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
when 1
@help_window.set_text($data_system.words.guard, 1)
return
end
end
#--------------------------------------------------------------------------
def make_skill_auto
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
@active_battler.sp -= @skill.sp_cost
@status_window.refresh
@help_window.set_text(@skill.name, 1)
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
@target_battlers = @active_battler.auto_battle_targets
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
def make_item_auto
@item = $data_items[@active_battler.current_action.item_id]
unless $game_party.item_can_use?(@item.id)
@phase4_step = 1
return
end
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@help_window.set_text(@item.name, 1)
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
@common_event_id = @item.common_event_id
@target_battlers = @active_battler.auto_battle_targets
for target in @target_battlers
target.item_effect(@item)
end
end
#--------------------------------------------------------------------------
alias add_update_phase4_step6_xdrs update_phase4_step6
def update_phase4_step6
@active_battler.auto_battle_targets = [] if @active_battler.is_a?(Game_Actor)
add_update_phase4_step6_xdrs
end
#==============================================================================
#==============================================================================
def set_auto_battle
if $game_switches[AI_AUTO_SWEITCHE]
ai_auto_battle
else
base_atk
end
end
#----------------------------------------------------------------------------
def ai_auto_battle
set_probability
if rand (100) < @f_probability
f_actor
return
end
judge_r_actor
end
#----------------------------------------------------------------------------
def set_probability
@f_probability = 0
h = mh = s = ms = 0.0
if dead_actors != []
@f_probability = 70
@f_probability += (dead_actors.size - 1) * 20
end
for actor in all_actors
h += actor.hp
mh += actor.maxhp
s += actor.sp
ms += actor.maxsp
end
@rh_probability = 100 - (h / mh * 100).ceil
@rh_probability += pressing_actor_hp.size * 30
@rs_probability = 100 - (s / ms * 100).ceil
@rs_probability += pressing_actor_sp.size * 30
end
#----------------------------------------------------------------------------
def f_actor
@f_skills = @f_items = []
for id in @active_battler.skills
skill = $data_skills[id]
if @active_battler.skill_can_use?(id) and [5, 6].include?(skill.scope)
@f_skills.push(skill)
end
end
for id in 1...$data_items.size
item = $data_items[id]
if $game_party.item_number(id) > 0 and [5, 6].include?(item.scope)
@f_items.push(item)
end
end
if @f_skills != [] or @f_items != []
if rand (2) == 0
if @f_skills != []
f_actor_skill
return
end
f_actor_item
return
else
if @f_items != []
f_actor_item
return
end
f_actor_skill
return
end
end
judge_r_actor
end
#----------------------------------------------------------------------------
def f_actor_skill
@active_battler.current_action.kind = 1
skill = @f_skills[rand (@f_skills.size)]
@active_battler.current_action.skill_id = skill.id
set_autobattler_targets
end
#----------------------------------------------------------------------------
def f_actor_item
@active_battler.current_action.kind = 2
item = @f_items[rand (@f_items.size)]
@active_battler.current_action.item_id = item.id
set_autobattler_targets
end
#----------------------------------------------------------------------------
def judge_r_actor
if @rh_probability >= 30 and rand (120) < @rh_probability
r_actor_hp
return
end
if @rs_probability >= 50 and rand (150) < @rs_probability
r_actor_sp
return
end
judge_battle
end
#----------------------------------------------------------------------------
def r_actor_hp
if recover_hp_items != [] or recover_hp_skills != []
if rand (2) == 0
if recover_hp_items != []
r_hp_item
return
end
r_hp_skill
return
else
if recover_hp_skills != []
r_hp_skill
return
end
r_hp_item
return
end
end
if @rs_probability >= 50 and rand (150) < @rs_probability
r_actor_sp
return
end
judge_battle
end
#----------------------------------------------------------------------------
def r_actor_sp
if recover_sp_items != []
r_sp_item
return
end
judge_battle
end
#----------------------------------------------------------------------------
def r_hp_item
@active_battler.current_action.kind = 2
date = []
items = []
for actor in all_actors
if actor.hp * 100 < actor.maxhp * 90
date.push(actor)
end
end
for item in recover_hp_items
items.push(item) if item.scope == 4
end
if ! items.empty? and date.size >= 2
n = 10
n += (date.size - 1) * 20
if rand (100) < n
item = items[rand (items.size)]
@active_battler.current_action.item_id = item.id
@active_battler.auto_battle_targets = all_actors
return
end
end
now_items = recover_hp_items - items
if now_items.empty?
judge_battle
return
end
@active_battler.auto_battle_targets.push(targets_actor_hp)
target = @active_battler.auto_battle_targets[0]
set_use_item(now_items, target, 0)
end
#----------------------------------------------------------------------------
def r_sp_item
@active_battler.current_action.kind = 2
date = []
items = []
for actor in all_actors
if actor.sp * 100 < actor.maxsp * 60
date.push(actor)
end
end
for item in recover_sp_items
items.push(item) if item.scope == 4
end
if ! items.empty? and date.size >= 2
n = 10
n += (date.size - 1) * 20
if rand (100) < n
item = items[rand (items.size)]
@active_battler.current_action.item_id = item.id
@active_battler.auto_battle_targets = all_actors
return
end
end
now_items = recover_sp_items - items
if now_items.empty?
judge_battle
return
end
@active_battler.auto_battle_targets.push(targets_actor_sp)
target = @active_battler.auto_battle_targets[0]
set_use_item(now_items, target, 1)
end
#----------------------------------------------------------------------------
def r_hp_skill
date = []
skills = []
for actor in all_actors
if actor.hp * 100 < actor.maxhp * 90
date.push(actor)
end
end
for skill in recover_hp_skills
skills.push(skill) if skill.scope == 4
end
if ! skills.empty? and date.size >= 2
n = 20
n += (date.size - 1) * 20
if rand (100) < n
@active_battler.current_action.kind = 1
skill = skills[rand(skills.size)]
@active_battler.current_action.skill_id = skill.id
@active_battler.auto_battle_targets = all_actors
return
end
end
now_skills = recover_hp_skills - skills
if now_skills.empty?
judge_battle
return
end
@active_battler.current_action.kind = 1
@active_battler.auto_battle_targets.push(targets_actor_hp)
target = @active_battler.auto_battle_targets[0]
set_use_skill(now_skills, target)
end
#---------------------------------------------------------------------------
def judge_battle
if up_plus_skills != []
if rand (100) < 20
use_up_skill
return
end
end
battle
end
#---------------------------------------------------------------------------
def battle
n = 100 - @active_battler.hp * 100 / @active_battler.maxhp
if n > 80
if rand (150) < n
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
return
end
end
if @active_battler.int > @active_battler.str
n = 80
elsif @active_battler.int == @active_battler.str
n = 60
else
n = 40
end
if rand (100) < n
use_skill
else
base_atk
end
end
#---------------------------------------------------------------------------
def use_skill
if down_plus_skills != []
if rand (100) < 20
use_down_skill
return
end
end
if att_skills != []
use_att_skill
return
end
base_atk
end
#---------------------------------------------------------------------------
def use_up_skill
@active_battler.current_action.kind = 1
skill = up_plus_skills[rand (up_plus_skills.size)]
@active_battler.current_action.skill_id = skill.id
set_autobattler_targets
end
#--------------------------------------------------------------------------
def use_down_skill
@active_battler.current_action.kind = 1
skill = down_plus_skills[rand (down_plus_skills.size)]
@active_battler.current_action.skill_id = skill.id
set_autobattler_targets
end
#--------------------------------------------------------------------------
def use_att_skill
@active_battler.current_action.kind = 1
date = []
for skill in att_skills
date.push(skill) if skill.scope == 2
end
if all_enemys.size >= 2
n = 10
n += (all_enemys.size - 1) * 10
n = [n, 80].min
if rand (100) < n and ! date.empty?
skill = date[rand (date.size)]
@active_battler.current_action.skill_id = skill.id
@active_battler.auto_battle_targets = all_enemys
return
end
end
now_skills = att_skills - date
if now_skills.empty?
base_atk
return
end
@active_battler.auto_battle_targets.push(targets_enemy_hp)
target = @active_battler.auto_battle_targets[0]
if use_base_atk?(target)
base_atk
return
end
set_use_skill(now_skills, target)
end
#----------------------------------------------------------------------------
def base_atk
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
if @active_battler.auto_battle_targets.empty?
@active_battler.auto_battle_targets.push(targets_enemy_hp)
end
end
############################################################################
#----------------------------------------------------------------------------
def rand_actors
date = []
while date.size != $game_party.actors.size
actor = $game_party.actors[rand ($game_party.actors.size)]
date.push(actor) if not date.include?(actor)
end
return date
end
#----------------------------------------------------------------------------
def dead_actors
date = []
for actor in rand_actors
date.push(actor) if actor.dead?
end
return date
end
#----------------------------------------------------------------------------
def all_actors
date = []
for actor in rand_actors
date.push(actor) if actor.exist?
end
return date
end
#----------------------------------------------------------------------------
def targets_actor_hp
if pressing_actor_hp != []
target = pressing_actor_hp[rand (pressing_actor_hp.size)]
return target
end
date = []
for actor in all_actors
if actor.hp * 100 < actor.maxhp * 90
date.push(actor)
end
end
target = nil
if date != []
for actor in date
hn = 100 - actor.hp * 100 / actor.maxhp
if rand (100) < hn
target = actor
break
end
end
target = date[rand (date.size)] if target == nil
end
target = all_actors[rand (all_actors.size)] if target == nil
return target
end
#----------------------------------------------------------------------------
def targets_actor_sp
if pressing_actor_sp != []
target = pressing_actor_sp[rand (pressing_actor_sp.size)]
return target
end
date = []
for actor in all_actors
if actor.sp * 100 < actor.maxsp * 80
date.push(actor)
end
end
target = nil
if date != []
for actor in date
sn = 100 - actor.sp * 100 / actor.maxsp
if rand (100) < sn
target = actor
break
end
end
target = date[rand (date.size)] if target == nil
end
target = all_actors[rand (all_actors.size)] if target == nil
return target
end
#----------------------------------------------------------------------------
def pressing_actor_hp
date = []
for actor in all_actors
if actor.hp * 100 <= actor.maxhp * 30
date.push(actor)
end
end
return date
end
#----------------------------------------------------------------------------
def pressing_actor_sp
date = []
for actor in all_actors
if actor.sp * 100 <= actor.maxsp * 10
date.push(actor)
end
end
return date
end
#----------------------------------------------------------------------------
def recover_hp_items
date = []
for i in 1...$data_items.size
item = $data_items[i]
if $game_party.item_number(i) > 0 and [0, 1].include?(item.occasion)
if not [5, 6].include?(item.scope)
date.push(item) if item.recover_hp_rate > 0 or item.recover_hp > 0
end
end
end
return date
end
#----------------------------------------------------------------------------
def recover_sp_items
date = []
for i in 1...$data_items.size
item = $data_items[i]
if $game_party.item_number(i) > 0 and [0, 1].include?(item.occasion)
date.push(item) if item.recover_sp_rate > 0 or item.recover_sp > 0
end
end
return date
end
#----------------------------------------------------------------------------
def all_enemys
date = []
for enemy in $game_troop.enemies
date.push(enemy) if enemy.exist?
end
return date
end
#----------------------------------------------------------------------------
def targets_enemy_hp
date = []
for enemy in all_enemys
if enemy.hp < enemy.maxhp
date.push(enemy)
end
end
target = nil
if date != []
for enemy in date
hn = 100 - enemy.hp * 100 / enemy.maxhp
if rand (100) < hn
target = enemy
break
end
end
end
target = all_enemys[rand (all_enemys.size)] if target == nil
return target
end
#----------------------------------------------------------------------------
def recover_hp_skills
date = []
for id in @active_battler.skills
skill = $data_skills[id]
if @active_battler.skill_can_use?(id) and skill.power < 0
date.push(skill)
end
end
return date
end
#----------------------------------------------------------------------------
def att_skills
date = []
for id in @active_battler.skills
skill = $data_skills[id]
if @active_battler.skill_can_use?(id) and skill.power > 0
date.push(skill)
end
end
return date
end
#----------------------------------------------------------------------------
def up_plus_skills
date = []
for id in @active_battler.skills
skill = $data_skills[id]
if @active_battler.skill_can_use?(id) and UP_PLUS_SKILLS.include?(id)
date.push(skill)
end
end
return date
end
#----------------------------------------------------------------------------
def down_plus_skills
date = []
for id in @active_battler.skills
skill = $data_skills[id]
if @active_battler.skill_can_use?(id) and DOWN_PLUS_SKILLS.include?(id)
date.push(skill)
end
end
return date
end
#---------------------------------------------------------------------------
def set_use_item(items, target, toyp)
@item = nil
case toyp
when 0
date = []
for item in items
recover = item.recover_hp + item.recover_hp_rate * target.maxhp
n = (recover - (target.maxhp - target.hp)).abs
date.push(n)
end
date.sort!
for item in items
recover = item.recover_hp + item.recover_hp_rate * target.maxhp
n = (recover - (target.maxhp - target.hp)).abs
if n == date[0]
@item = item
break
end
end
when 1
date = []
for item in items
recover = item.recover_sp + item.recover_sp_rate * target.maxsp
n = (recover - (target.maxsp - target.sp)).abs
date.push(n)
end
date.sort!
for item in items
recover = item.recover_sp + item.recover_sp_rate * target.maxsp
n = (recover - (target.maxsp - target.sp)).abs
if n == date[0]
@item = item
break
end
end
end
@item = items[rand(items.size)] if @item == nil
@active_battler.current_action.item_id = @item.id
end
#---------------------------------------------------------------------------
def set_use_skill(skills, target)
r_skills = []
a_skills = []
skill = nil
for i in skills
damage = count_skill_damage(i, target)
if damage < 0
n = (target.maxhp - target.hp + damage).abs
r_skills.push(n)
else
n = (target.hp - damage).abs
a_skills.push(n)
end
end
r_skills.sort!
a_skills.sort!
for i in skills
damage = count_skill_damage(i, target)
if damage < 0
n = (target.maxhp - target.hp + damage).abs
skill = i if n == r_skills[0]
else
n = (target.hp - damage).abs
skill = i if n == a_skills[0]
end
end
skill = skills[rand (skills.sizs)] if skill == nil
@active_battler.current_action.skill_id = skill.id
end
#----------------------------------------------------------------------------
def count_skill_damage(skill, target)
power = skill.power + @active_battler.atk * skill.atk_f / 100
if power > 0
power -= target.pdef * skill.pdef_f / 200
power -= target.mdef * skill.mdef_f / 200
power = [power, 0].max
end
rate = 20
rate += (target.str * skill.str_f / 100)
rate += (target.dex * skill.dex_f / 100)
rate += (target.agi * skill.agi_f / 100)
rate += (target.int * skill.int_f / 100)
damage = power * rate / 20
if skill.element_set == []
rn = 100
else
rn = -100
for i in skill.element_set
rn = [rn, target.element_rate(i)].max
end
end
damage = damage * rn / 100
return damage
end
#----------------------------------------------------------------------------
def use_base_atk?(target)
atk = [@active_battler.atk - target.pdef / 2, 0].max
damage = atk * (20 + @active_battler.str) / 20
if @active_battler.element_set == []
rn = 100
else
rn = -100
for i in skill.element_set
rn = [rn, target.element_rate(i)].max
end
end
damage = damage * rn / 100
n = target.hp - damage
return true if n <= 0
return false
end
#--------------------------------------------------------------------------
def set_autobattler_targets
case @active_battler.current_action.kind
when 0
@active_battler.auto_battle_targets.push(targets_enemy_hp)
when 1
skill = $data_skills[@active_battler.current_action.skill_id]
if [5, 6].include?(skill.scope) and dead_actors != []
if skill.scope == 5
target = dead_actors[rand (dead_actors.size)]
@active_battler.auto_battle_targets.push(target)
else
@active_battler.auto_battle_targets = dead_actors
end
return
end
if UP_PLUS_SKILLS.include?(skill.id)
if skill.scope == 3
target = all_actors[rand (all_actors.size)]
@active_battler.auto_battle_targets.push(target)
elsif skill.scope == 4
@active_battler.auto_battle_targets = all_actors
elsif skill.scope == 7
@active_battler.auto_battle_targets.push(@active_battler)
end
return
end
if DOWN_PLUS_SKILLS.include?(skill.id)
if skill.scope == 1
target = all_enemys[rand (all_enemys.size)]
@active_battler.auto_battle_targets.push(target)
elsif skill.scope == 2
@active_battler.auto_battle_targets = all_enemys
end
return
end
if skill.power > 0
if skill.scope == 1
@active_battler.auto_battle_targets.push(targets_enemy_hp)
elsif skill.scope == 2
@active_battler.auto_battle_targets = all_enemys
end
elsif skill.power < 0
if skill.scope == 3
@active_battler.auto_battle_targets.push(targets_actor_hp)
elsif skill.scope == 4
@active_battler.auto_battle_targets = all_actors
end
end
when 2
item = $data_items[@active_battler.current_action.item_id]
case item.scope
when 1
@active_battler.auto_battle_targets.push(targets_enemy_hp)
when 2
@active_battler.auto_battle_targets = all_enemys
when 3
if (item.recover_sp_rate > 0 or item.recover_sp > 0) and
(item.recover_hp_rate > 0 or item.recover_hp > 0)
if rand (100) < 50
@active_battler.auto_battle_targets.push(targets_actor_sp)
else
@active_battler.auto_battle_targets.push(targets_actor_hp)
end
return
end
if item.recover_hp_rate > 0 or item.recover_hp > 0
@active_battler.auto_battle_targets.push(targets_actor_hp)
return
end
if item.recover_sp_rate > 0 or item.recover_sp > 0
@active_battler.auto_battle_targets.push(targets_actor_sp)
return
end
when 4
@active_battler.auto_battle_targets = all_actors
when 5
target = dead_actors[rand (dead_actors.size)]
@active_battler.auto_battle_targets.push(target)
when 6
@active_battler.auto_battle_targets = dead_actors
when 7
@active_battler.auto_battle_targets.push(@active_battler)
end
end
end
end
#==============================================================================
###############################################################################
#==============================================================================