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Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Veteran sucht ein paar Scripts
Ich bin jetzt schon - wortwörtlich - jahrelang nicht mehr hier gewesen und bin erstaunt, dass dieses Forum noch wie damals existiert.
Wie auch immer... Ich bin seit einigen tagen wieder aktiver geworden mit dem VX Ace und habe da auch gleich mal mehrere Script-Anfragen... ^^
1.
Ich möchte, dass man mit dem Schiff nicht überall anlegen kann, sondern nur an bestimmten "Blöcken". Normal kann man ja überall anlegen, was begehbar ist, aber das würde mir mein ganzes Konzept zerschießen. Das Anlegen soll nur an den Pieren vom Tileset 1 (Database-Position) sein - Bild im Anhang.
2.
Ich möchte, dass das Sprinten nicht unendlich ist, sondern zeitlich begrenzt. Super wäre es, wenn einem dabei sogar eine kleine Grafik á la Zelda angezeigt wird, wie lang man sprinten kann und wie lang der Cooldown ist.
Noch superer wäre es (ist aber wirklich optional), wenn die Sprintdauer sogar abhängig davon wäre, welcher Actor an erster stelle steht. So wäre z. B. Actor 4 bei mir der schnellste und würde die Sprintdauer verdoppeln, wenn er nach vorn gewechselt wird. Das ist aber wie gesagt nicht so wichtig.
3.
Ich würde gern die Schriftart ändern

4.
Für den VX gab es damals ein einfaches Licht-Script, welches Grafiken mitgeliefert hat. Mit einem Command konnte man dann ein Event auf der Map als Licht definieren, bei dem diese Grafiken drübergelegt wurden und etwas flackerten. Gibt es den auch für den VX Ace?
Und 5 (aber auch nicht ganz so wichtig).
Ein Optionsmenü, in dem man Soundeinstellungen vornehmen kann. Ich finde es ein bisschen schade, dass man das nur über F1 kann und hätte es auch gern, dass man BGM, BGS und SE getrennt ein und ausschalten kann.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 |
#============================================================================== # ** Landezonen #------------------------------------------------------------------------------ # Schiffe und Boote können jetzt nichtmehr überall anlegen, sondern nurnoch # in bestimmten Zonen (definiert durch Regionen) auf der Karte. # In welchen Regionen das Schiff anlegen kann, könnt ihr in Zeile 25 und in # welchen Regionen das Boot anlegen kann, könnt ihr in Zeile 31 festlegen. # Ihr könnt die selben RegionIDs für beide Fahrzeuge verwenden, wenn ihr # nicht trennen wollt, oder auch nur eine einzelne RegionID zurückliefern. #------------------------------------------------------------------------------ # Autor: Playm # Datum: Juni 2015 # Maker: RPG Maker VX Ace # Einfache Nutzung in nicht-kommerziellen VX Ace Projekten ist gestattet. # Keine kommerzielle Nutzung gestattet. Für Lizenzen an den Autor wenden. # Keine Weiterverbreitung in originaler oder abgeänderter Form gestattet. #============================================================================== # ** Game_Vehicle #============================================================================== class Game_Vehicle #-------------------------------------------------------------------------- # * Gibt ein Array zurück, in welchen Regionen das Schiff anlegen kann #-------------------------------------------------------------------------- def ship_landing_regions return [1] end #-------------------------------------------------------------------------- # * Gibt als Array zurück, in welchen Regionen das Boot anlegen kann #-------------------------------------------------------------------------- def boat_landing_regions return [1,2,3,4] # Region IDs durch Komma getrennt end #-------------------------------------------------------------------------- # * Alias #-------------------------------------------------------------------------- alias_method( :org_land_ok_wo_landingregion, :land_ok? ) unless $! #-------------------------------------------------------------------------- # * Entscheidet, ob Anlegen/Abladen möglich ist # d: Blickrichtung (2,4,6,8) #-------------------------------------------------------------------------- def land_ok?(x, y, d) return false unless org_land_ok_wo_landingregion(x, y, d) if @type == :boat or @type == :ship x2 = $game_map.round_x_with_direction(x, d) y2 = $game_map.round_y_with_direction(y, d) rid = $game_map.region_id(x2, y2) return false if @type == :boat and not boat_landing_regions.include?(rid) return false if @type == :ship and not ship_landing_regions.include?(rid) end return true end end |
Zu 2. einfach mal eine Internetsuchmaschine bemühen. Gibt einige Skripte dafür.

Zitat
3.
Ich würde gern die Schriftart ändern![]()
Ins Main Skript vor rgss_main { SceneManager.run } einfach folgendes:
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Font.default_name = ['Times New Roman', 'Arial'] |
Du kannst an der Stelle auch alle anderen Standardwerte ändern, schau mal hier: Dokumentation der Font Klasse auf Scientia
Zu 4. ebenfalls eine Internetsuchmaschine bemühen, da gibt es auch sehr viele Skripte bereits.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.2.
Ich möchte, dass das Sprinten nicht unendlich ist, sondern zeitlich begrenzt. Super wäre es, wenn einem dabei sogar eine kleine Grafik á la Zelda angezeigt wird, wie lang man sprinten kann und wie lang der Cooldown ist.
Noch superer wäre es (ist aber wirklich optional), wenn die Sprintdauer sogar abhängig davon wäre, welcher Actor an erster stelle steht. So wäre z. B. Actor 4 bei mir der schnellste und würde die Sprintdauer verdoppeln, wenn er nach vorn gewechselt wird. Das ist aber wie gesagt nicht so wichtig.
3.
Ich würde gern die Schriftart ändern
4.
Für den VX gab es damals ein einfaches Licht-Script, welches Grafiken mitgeliefert hat. Mit einem Command konnte man dann ein Event auf der Map als Licht definieren, bei dem diese Grafiken drübergelegt wurden und etwas flackerten. Gibt es den auch für den VX Ace?
Und 5 (aber auch nicht ganz so wichtig).
Ein Optionsmenü, in dem man Soundeinstellungen vornehmen kann. Ich finde es ein bisschen schade, dass man das nur über F1 kann und hätte es auch gern, dass man BGM, BGS und SE getrennt ein und ausschalten kann.
2. XS - Stamina System
3. Einfach unter Materials das einfügen:
4. Kha's Awesome Light Effects
5. Yanfly's System Option/Menu
Hoffe ich konnte Dir weiter helfen
Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Alle Scripts funktionieren perfekt! Danke!
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Bevorzugter Maker:
Ebenfalls im Besitzt:

Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Und zwar würde ich gern ein viertes Fahrzeug einsetzen, nämlich ein Minecart.
Es soll sich vom Ding her ähnlich verhalten, die das Boot und das Schiff, nur dass man damit eben nur auf Schienen fahren kann und an begehbaren Land aussteigen kann.
Super wärs ja, wenn man die Schienen wieder mit den Region-Tags markieren kann, damit das Minecart erkennt, was Schiene ist und was nicht. So wie mit dem Schiff-Script.
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Ansonsten noch ein paar mehr Infos: Minecarts fahren nur auf Terrain C (zum Beispiel) - beachten sie dabei Passierbarkeitseinstellungen der Map oder sind sie auf dem Terrain frei? Wie schnell fahren sie? Kann der Spieler die Blickrichtung des Minecarts entgegen dem Schienenverlauf setzen?

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Von der Geschwindigkeit her sollte es ungefähr so schnell sein wie das Schiff, weshalb ich auch schon überlegt habe, einfach die Grafik zu ändern und dem Tileset Schienen statt Wasser zu geben. Das Problem dabei ist nur, dass die Schienen auch mal über Schluchten und Wasser- oder Lavaseen führen sollen. Und würde man die Schienen z. B. bei TileC einfügen, könnte man beides, also Schlucht + Schiene, nicht "übereinander" platzieren. Ich hoffe, man versteht, was ich da meine...
Außerdem gibt es mehrere Streckenteile, also Prellböcke, beschädigte Streckenteile... Die kann man ja auch schlecht in ein AutoTile einabauen.
Dass man keine 180° Wendung vollziehen darf, muss nicht unbedingt sein. Was aber natürlich ein bisschen... Merkwürdig aussehen würde, wäre, wenn man z. B. mitten auf einer geraden, waagerechten Strecke nach "oben" schaut und das Cart dann sozusagen quer auf der Schiene steht. Das ließe sich mit dem Schiff oder dem Boot leider auch nicht lösen.
EDIT:
Ich weiß nicht, ob es möglich oder hilfreich wäre, aber ich verwende das Luftschiff nicht in meinem Spiel. Vielleicht könnte man davon einfach das Verhalten ändern? Ich kenn mich mit der Programmierung nicht gut genug aus, um zu sagen, was am einfachsten wäre...
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Wie verlässt man das Minecart dann? Normalerweise in Blickrichtung, aber das lässt Du bei dem Setting ja nicht zu. Einfach in Fahrtrichtung rechts aussteigen? So kann man festlegen auf welcher Seite der Gleise man rauskommt, oder hast Du eine bessere Idee?Also, die Schienen sollten für den Helden selbst nicht begehbar sein, denn sonst könnte man ja auch zu Fuß darüber laufen und das Cart wäre dann überflüssig. [...] Was aber natürlich ein bisschen... Merkwürdig aussehen würde, wäre, wenn man z. B. mitten auf einer geraden, waagerechten Strecke nach "oben" schaut und das Cart dann sozusagen quer auf der Schiene steht.
Das wäre eine Idee, aber erspart kaum Code und dann kann man auch einfach ein ganz neues Fahrzeug einrichten, falls Du doch mal das Luftschiff benutzen möchtest.Ich weiß nicht, ob es möglich oder hilfreich wäre, aber ich verwende das Luftschiff nicht in meinem Spiel. Vielleicht könnte man davon einfach das Verhalten ändern?
Wie sieht es mit damage floor aus? Wenn man im Minecart ist - verursacht der dann Schaden?

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Wieso lasse ich das bei dem Setting nicht zu, das verstehe ich nicht ganz...Normalerweise in Blickrichtung, aber das lässt Du bei dem Setting ja nicht zu.
Wenn man mit dem Cart ans Ende einer Strecke fährt, also zum Prellbock meinetwegen, dann hätte man ja nur die Möglichkeit, dass man den Block direkt vor sich ansprechen kann (hab da mal ein Bild im Anhang, wie ich mir das grad vorstelle)
Man soll sich in der Situation ja möglichst nicht nach oben oder unten drehen können, wenn man noch im Cart sitzt, sondern höchstens in die Gegenrichtung fahren. Also würde man ja nur direkt nach vorn hin aussteigen können.
Und überhaupt... Wie ist das mit den Kurven und Weichen? Da müsste man ja 90° Wendungen zulassen... Falls das Ganze zu viel Aufwand mit dem Nicht-drehen-können-dürfen ist, dann kann man das auch notfalls weglassen...
Und nein, man sollte keinen Schaden durch Damage Floor bekommen.
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Ebenfalls im Besitzt:

Weil Du geschrieben hast:
Zitat
Wieso lasse ich das bei dem Setting nicht zu, das verstehe ich nicht ganz...
Ich nahm an, man soll auch auf der Strecke und nicht nur am Gleisende aussteigen können. Aber wenn deine Gleise nur so gebaut sind, wie auf dem Screen, dann muss man da nichtsmehr extra Berücksichtigen.
Zitat
Also, die Schienen sollten für den Helden selbst nicht begehbar sein
Ist kein Aufwand. Der Held ändert seine Blickrichtung einfach nur dann, wenn er sich auch in diese Richtung bewegen kann.
Zitat
Und überhaupt... Wie ist das mit den Kurven und Weichen? Da müsste man ja 90° Wendungen zulassen... Falls das Ganze zu viel Aufwand mit dem Nicht-drehen-können-dürfen ist, dann kann man das auch notfalls weglassen...
Ich mach das Skript gleich fertig, landet dann für alle im Skriptbereich.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Find ich cool ^^Darf ich bei der Gelegenheit gleich mal nach den nächsten Script fragen? (sorry, wenn ich so viel nachfrage, aber ich stecke da grad wieder voll drin ^^)
Ich bin mir auch nicht zu 100% sicher, ob dafür ein extra Script notwendig ist...
Ich habe zwei Helden im Team, die nur Skills erlernen, die TP und keine MP benötigen.
Kann man das Menü irgendwie verändern, dass bei den beiden dann auch, neben den KP, nur die TP und nicht die MP angezeigt werden?
Beide haben das Attribut, dass sie ihre TP nach einem Kampf behalten und nicht auf 0 zurückgehen, denn sonst würds ja wenig Sinn machen.
EDIT:
Und ich hab eine Frage zu dem Minecart-Script:
Kann ich irgendwo angeben, dass ein extra Lied abgespielt werden soll, während man darin fährt? Also so wie beim Boot, Schiff und Luftschiff?
Ich hab keine Zeile dafür finden können.
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Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Flex« (23. Juni 2015, 20:05)

In Zeile 32 kann eine BGM festgelegt werden:
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vehicle.bgm = RPG::BGM.new('Theme1',100,100) #(Name,Volume,Pitch) |
Zu deiner anderen Frage, solltest Du mal überlegen neue Threads aufzumachen. Das ist sehr unübersichtlich und wenn jemand mal was ähnliches Sucht findet er es wohl nicht so schnell.
Markier mal auf einem Screenshot, was Du meinst.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Und ich werde für alles Kommende neue Threads schreiben.
Ich warne aber vor, dass da noch einiges kommen kann 
Letztes mal noch in diesem Thread hier:
Ich habe im Anhang mal zwei Bilder. An den Stellen würde ich gern die TP statt MP anzeigen lassen. Diese Beiden Actors sind auf Platz 2 und 4 in der Database.
Ich benutze dazu den Battle-Engine Script von Yanfly. Durch den wird im Kampf bereits automatisch die TP statt MP angezeigt, sobald die erste Skill dafür erlernt wurde.
Ich poste hier mal den Script, da die TP-Leitse im Menü nach Möglichkeit ja dieselbe Farbe haben sollte, wie im Kampf.
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#============================================================================== # # Бе Yanfly Engine Ace - Ace Battle Engine v1.22 # -- Last Updated: 2012.03.04 # -- Level: Normal, Hard # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-BattleEngine"] = true #============================================================================== # Бе Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.03.04 - Bug fixed: Input crash bug. # 2012.02.13 - Bug fixed: Odd Victory game crash fixed. # 2012.02.12 - Bug fixed: Displayed damage in combat log is correct now. # 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill. # 2012.01.24 - Compatibility Update: Enemy Levels # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items. # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an # animation only once. # - Reduced lag from battle system constantly recreating bitmaps. # 2012.01.10 - Compatibility Update: Battle System FTB # 2012.01.09 - Anticrash methods implemented. # - Damage Popups are now separate for damage formulas and recovery. # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items. # 2012.01.02 - Compatibility Update: Target Manager # - Added Option: AUTO_FAST # - Random hits now show animations individually. # 2011.12.30 - Compatibility Update: Enemy Levels # - Added Option to center the actors in the HUD. # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game. # - Default battle system bug fixes are now included from YEA's Ace # Core Engine. # - Groundwork is also made to support future battle system types. # - Multi-hit actions no longer linger when a target dies during the # middle of one of the hits. # - Compatibility Update: Lunatic Objects v1.02 # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead. # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show. # 2011.12.20 - Bug fixed: Death state popups against immortal states. # - Bug fixed: During State popup fix. # - Added HIDE_POPUP_SWITCH. # 2011.12.17 - Compatibiilty Update: Cast Animations # 2011.12.15 - Compatibility Update: Battle Command List # 2011.12.14 - Compatibility Update: Lunatic Objects # 2011.12.13 - Compatibility Update: Command Party # 2011.12.12 - Bug fixed: Turn stalling if no inputable members. # 2011.12.10 - Compatibility update for Automatic Party HUD. # - Popup graphical bug fixed. # - Bug fixed: Didn't wait for boss dead animations. # - Bug fixed: Surprise attacks that froze the game. # - Bug fixed: Popups didn't show for straight recovery effects. # 2011.12.08 - Finished Script. # 2011.12.04 - Started Script. # #============================================================================== # Бе Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Ace Battle Engine works as a foundation for future battle engine add-ons. It # allows for easier management of the battle engine without adding too many # features, allowing users to customize what they want as they see fit. While # the Ace Battle Engine isn't an entirely new engine, it gives users control # that RPG Maker VX Ace didn't originally give them. # # Furthermore, this script provides some new features. They are as follows: # # ----------------------------------------------------------------------------- # Animation Fixes # ----------------------------------------------------------------------------- # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes, # these fixes are included in this script as well to ensure it's working for # the battle script in the event someone chooses not to work with the Ace Core # Engine script. The animation fixes prevent excessive animation overlaying # (and making the screen look really ugly) and prevents animation clashing # between two dual wielding normal attack animations. # # ----------------------------------------------------------------------------- # Enemy Animations # ----------------------------------------------------------------------------- # Enemies now show battle animations when they deliver attacks and skills # against the player's party. Before in RPG Maker VX Ace, it was nothing more # than just sound effects and the screen shaking. Now, animations play where # the status window is and relative to the position of each party member. # # ----------------------------------------------------------------------------- # Left/Right Command Selection # ----------------------------------------------------------------------------- # While choosing actions, the player can press Left or Right to move freely # between (alive) actors to change their skills. Players no longer have to # cancel all the way back to change one person's skill and reselect everything. # On that note, there is now the option that when a battle starts or at the # end of a turn, players will start immediately at command selection rather # than needing to select "Fight" in the Party Command Window. # # ----------------------------------------------------------------------------- # Popups # ----------------------------------------------------------------------------- # Dealing damage, inflicting states, adding buffs, landing critical hits, # striking weaknesses, missing attacks, you name it, there's probably a popup # for it. Popups deliver information to the player in a quick or orderly # fashion without requiring the player to read lines of text. # # ----------------------------------------------------------------------------- # Targeting Window # ----------------------------------------------------------------------------- # When targeting enemies, the window is no longer displayed. Instead, the # targeted enemies are highlighted and their names are shown at the top of the # screen in a help window. Another thing that's changed is when skills that # target multiple targets are selected, there is a confirmation step that the # player must take before continuing. In this confirmation step, all of the # multiple targets are selected and in the help window would display the scope # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped # this step by default. # # ----------------------------------------------------------------------------- # Toggling On and Off Special Effects and Text # ----------------------------------------------------------------------------- # Not everybody likes having the screen shake or the enemies blink when they # take damage. These effects can now be toggled on and off. Certain text can # also be toggled on and off from appearing. A lot of the displayed text has # been rendered redundant through the use of popups. # # ----------------------------------------------------------------------------- # Visual Battle Status Window # ----------------------------------------------------------------------------- # Rather than just having rows of names with HP and MP bars next to them, the # Battle Status Window now displays actors' faces and their gauges aligned at # the bottom. More status effects can be shown in addition to showing more # members on screen at once. The Battle Status Window is also optimized to # refresh less (thus, removing potential lag from the system). # # ----------------------------------------------------------------------------- # Window Position Changes # ----------------------------------------------------------------------------- # Windows such as the Skill Window and Item Window have been rearranged to # always provide the player a clear view of the battlefield rather than opening # up and covering everything. As such, the window positions are placed at the # bottom of the screen and are repositioned. # #============================================================================== # Бе Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below Бе Materials/СfН▐ but above Бе Main. Remember to save. # # ----------------------------------------------------------------------------- # Skill Notetags - These notetags go in the skills notebox in the database. # ----------------------------------------------------------------------------- # <one animation> # Causes the action to display the action animation only once, even if it's a # multi-hit action. This is used primarily for non-all scope targeting. # # ----------------------------------------------------------------------------- # Item Notetags - These notetags go in the items notebox in the database. # ----------------------------------------------------------------------------- # <one animation> # Causes the action to display the action animation only once, even if it's a # multi-hit action. This is used primarily for non-all scope targeting. # # ----------------------------------------------------------------------------- # Enemy Notetags - These notetags go in the enemy notebox in the database. # ----------------------------------------------------------------------------- # <atk ani 1: x> # <atk ani 2: x> # Changes the normal attack animation of the particular enemy to animation x. # Attack animation 1 is the first one that plays. If there's a second animation # then the second one will play after in mirrored form. # # ----------------------------------------------------------------------------- # State Notetags - These notetags go in the state notebox in the database. # ----------------------------------------------------------------------------- # <popup add: string> # <popup rem: string> # <popup dur: string> # Status effects now create popups whenever they're inflicted. However, if you # don't like that a certain status effect uses a particular colour setting, # change "string" to one of the rulesets below to cause that popup to use a # different ruleset. # # <popup hide add> # <popup hide rem> # <popup hide dur> # Not everybody wants status effects to show popups when inflicted. When this # is the case, insert the respective tag to hide popups from appearing when the # state is added, removed, or during the stand-by phases. # # ----------------------------------------------------------------------------- # Debug Tools - These tools only work during Test Play. # ----------------------------------------------------------------------------- # - F5 Key - # Recovers all actors. Restores their HP and MP to max. Does not affect TP. # All states and buffs are removed whether they are positive or negative. # # - F6 Key - # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected. # # - F7 Key - # Sets all actors to have max TP. Everything else is unaffected. # # - F8 Key - # Kills all enemies in battle. Ends the battle quickly. # #============================================================================== # Бе Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YEA module BATTLE #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Battle Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings are adjusted for the overall battle system. These are # various miscellaneous options to adjust. Each of the settings below will # explain what they do. Change default enemy battle animations here, too. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BLINK_EFFECTS = false # Blink sprite when damaged? FLASH_WHITE_EFFECT = true # Flash enemy white when it starts an attack. SCREEN_SHAKE = false # Shake screen in battle? SKIP_PARTY_COMMAND = false # Skips the Fight/Escape menu. AUTO_FAST = true # Causes message windows to not wait. ENEMY_ATK_ANI = 1 # Sets default attack animation for enemies. # If this switch is ON, popups will be hidden. If OFF, the popups will be # shown. If you do not wish to use this switch, set it to 0. HIDE_POPUP_SWITCH = 0 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Battle Status Window - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This sets the default battle system your game will use. If your game # doesn't have any other battle systems installed, it will use :dtb. # # Battle System Requirement # :dtb - Default Turn Battle. Default system. # :ftb - YEA Battle System Add-On: Free Turn Battle #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DEFAULT_BATTLE_SYSTEM = :dtb # Default battle system set. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Battle Status Window - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Here, you can adjust the settings for the battle status window. The # battle status window, by default, will show the actor's face, HP, MP, TP # (if viable), and any inflicted status effects. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BATTLESTATUS_NAME_FONT_SIZE = 20 # Font size used for name. BATTLESTATUS_TEXT_FONT_SIZE = 16 # Font size used for HP, MP, TP. BATTLESTATUS_NO_ACTION_ICON = 185 # No action icon. BATTLESTATUS_HPGAUGE_Y_PLUS = 11 # Y Location buffer used for HP gauge. BATTLESTATUS_CENTER_FACES = false # Center faces for the Battle Status. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Help Window Text - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # When selecting a target to attack, this is the text that will be shown # in place of a target's name for special cases. These special cases are # for selections that were originally non-targetable battle scopes. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_TEXT_ALL_FOES = "Alle Gegner" HELP_TEXT_ONE_RANDOM_FOE = "Zufälliger Gegner" HELP_TEXT_MANY_RANDOM_FOE = "%d zufällige Gegner" HELP_TEXT_ALL_ALLIES = "Alle Mitglieder" HELP_TEXT_ALL_DEAD_ALLIES = "Alle besiegten Mitglieder" HELP_TEXT_ONE_RANDOM_ALLY = "Zufälliges Mitglied" HELP_TEXT_RANDOM_ALLIES = "%d zufällige Mitglieder" #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Popup Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings will adjust the popups that appear in battle. Popups # deliver information to your player as battlers deal damage, inflict # status effects, and more. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENABLE_POPUPS = true # Set this to false if you wish to disable them. FLASH_CRITICAL = true # Sets critical hits to flash. # This hash adjusts the popup settings that will govern how popups appear. # Adjust them accordingly. POPUP_SETTINGS ={ :offset => -24, # Height offset of a popup. :fade => 12, # Fade rate for each popup. :full => 60, # Frames before a popup fades. :hp_dmg => "-%s ", # SprintF for HP damage. :hp_heal => "+%s ", # SprintF for HP healing. :mp_dmg => "-%s MP", # SprintF for MP damage. :mp_heal => "+%s MP", # SprintF for MP healing. :tp_dmg => "-%s TP", # SprintF for MP damage. :tp_heal => "+%s TP", # SprintF for MP healing. :drained => "ABGESOGEN", # Text display for draining HP/MP. :critical => "VOLLTREFFER!", # Text display for critical hit. :missed => "DANEBEN", # Text display for missed attack. :evaded => "AUSGEWICHEN!", # Text display for evaded attack. :nulled => "KEINE WIRKUNG", # Text display for nulled attack. :failed => "DANEBEN", # Text display for a failed attack. :add_state => "+%s", # SprintF for added states. :rem_state => "-%s", # SprintF for removed states. :dur_state => "%s", # SprintF for during states. :ele_rates => true, # This will display elemental affinities. :ele_wait => 20, # This is how many frames will wait. :weakpoint => "SCHWACHPUNKT", # Appears if foe is weak to element. :resistant => "RESISTENT", # Appears if foe is resistant to element. :immune => "IMMUN", # Appears if foe is immune to element. :absorbed => "ABSORBIERT", # Appears if foe can absorb the element. :add_buff => "%s", # Appears when a positive buff is applied. :add_debuff => "%s", # Appears when a negative buff is applied. } # Do not remove this. # This is the default font used for the popups. Adjust them accordingly # or even add new ones. DEFAULT = ["Calibri", "VL Gothic", "Arial", "Courier"] # The following are the various rules that govern the individual popup # types that will appear. Adjust them accordingly. Here is a list of what # each category does. # Zoom1 The zoom the popup starts at. Values over 2.0 may cause lag. # Zoom2 The zoom the popup goes to. Values over 2.0 may cause lag. # Sz The font size used for the popup text. # Bold Applying bold for the popup text. # Italic Applying italic for the popup text. # Red The red value of the popup text. # Grn The green value of the popup text. # Blu The blue value of the popup text. # Font The font used for the popup text. POPUP_RULES ={ # Type => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font] "DEFAULT" => [ 2.0, 1.0, 24, true, false, 255, 255, 255, DEFAULT], "CRITICAL" => [ 2.0, 1.0, 24, true, false, 255, 80, 80, DEFAULT], "HP_DMG" => [ 2.0, 1.0, 36, true, false, 255, 255, 255, DEFAULT], "HP_HEAL" => [ 2.0, 1.0, 36, true, false, 130, 250, 130, DEFAULT], "MP_DMG" => [ 2.0, 1.0, 36, true, false, 220, 180, 255, DEFAULT], "MP_HEAL" => [ 2.0, 1.0, 36, true, false, 160, 230, 255, DEFAULT], "TP_DMG" => [ 2.0, 1.0, 36, true, false, 242, 108, 78, DEFAULT], "TP_HEAL" => [ 2.0, 1.0, 36, true, false, 251, 175, 92, DEFAULT], "ADDSTATE" => [ 2.0, 1.0, 24, true, false, 240, 100, 100, DEFAULT], "REMSTATE" => [ 2.0, 1.0, 24, true, false, 125, 170, 225, DEFAULT], "DURSTATE" => [ 2.0, 1.0, 24, true, false, 255, 240, 150, DEFAULT], "DRAIN" => [ 2.0, 1.0, 36, true, false, 250, 190, 255, DEFAULT], "POSITIVE" => [ 2.0, 1.0, 24, true, false, 110, 210, 245, DEFAULT], "NEGATIVE" => [ 2.0, 1.0, 24, true, false, 245, 155, 195, DEFAULT], "WEAK_ELE" => [ 0.5, 1.0, 24, true, false, 240, 110, 80, DEFAULT], "IMMU_ELE" => [ 0.5, 1.0, 24, true, false, 185, 235, 255, DEFAULT], "REST_ELE" => [ 0.5, 1.0, 24, true, false, 145, 230, 180, DEFAULT], "ABSB_ELE" => [ 0.5, 1.0, 24, true, false, 250, 190, 255, DEFAULT], "BUFF" => [ 2.0, 1.0, 24, true, false, 255, 240, 100, DEFAULT], "DEBUFF" => [ 2.0, 1.0, 24, true, false, 160, 130, 200, DEFAULT], } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Streamlined Messages - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Want to remove some of those annoying messages that appear all the time? # Now you can! Select which messages you want to enable or disable. Some of # these messages will be rendered useless due to popups. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MSG_ENEMY_APPEARS = false # Message when enemy appears start of battle. MSG_CURRENT_STATE = true # Show which states has affected battler. MSG_CURRENT_ACTION = true # Show the current action of the battler. MSG_COUNTERATTACK = true # Show the message for a counterattack. MSG_REFLECT_MAGIC = true # Show message for reflecting magic attacks. MSG_SUBSTITUTE_HIT = true # Show message for ally taking another's hit. MSG_FAILURE_HIT = false # Show effect failed against target. MSG_CRITICAL_HIT = false # Show attack was a critical hit. MSG_HIT_MISSED = true # Show attack missed the target. MSG_EVASION = false # Show attack was evaded by the target. MSG_HP_DAMAGE = false # Show HP damage to target. MSG_MP_DAMAGE = false # Show MP damage to target. MSG_TP_DAMAGE = false # Show TP damage to target. MSG_ADDED_STATES = true # Show target's added states. MSG_REMOVED_STATES = false # Show target's removed states. MSG_CHANGED_BUFFS = true # Show target's changed buffs. end # BATTLE end # YEA #============================================================================== # Бе Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== module YEA module REGEXP module ENEMY ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i end # ENEMY module USABLEITEM ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i end # USABLEITEM module STATE POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i HIDE_ADD = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i HIDE_REM = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i HIDE_DUR = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i end # STATE end # REGEXP end # YEA #============================================================================== # Бб Switch #============================================================================== module Switch #-------------------------------------------------------------------------- # self.hide_popups #-------------------------------------------------------------------------- def self.hide_popups return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0 return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH] end end # Switch #============================================================================== # Бб Colour #============================================================================== module Colour #-------------------------------------------------------------------------- # self.text_colour #-------------------------------------------------------------------------- def self.text_colour(index) windowskin = Cache.system("Window") x = 64 + (index % 8) * 8 y = 96 + (index / 8) * 8 return windowskin.get_pixel(x, y) end end # Colour #============================================================================== # Бб Icon #============================================================================== module Icon #-------------------------------------------------------------------------- # self.no_action #-------------------------------------------------------------------------- def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end end # Icon #============================================================================== # Бб Numeric #============================================================================== class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric #============================================================================== # Бб DataManager #============================================================================== module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_abe load_database; end def self.load_database load_database_abe load_notetags_abe end #-------------------------------------------------------------------------- # new method: load_notetags_abe #-------------------------------------------------------------------------- def self.load_notetags_abe groups = [$data_enemies, $data_states, $data_skills, $data_items] for group in groups for obj in group next if obj.nil? obj.load_notetags_abe end end end end # DataManager #============================================================================== # Бб RPG::UsableItem #============================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :one_animation #-------------------------------------------------------------------------- # common cache: load_notetags_abe #-------------------------------------------------------------------------- def load_notetags_abe @one_animation = false #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::USABLEITEM::ONE_ANIMATION @one_animation = true end } # self.note.split #--- end end # RPG::UsableItem #============================================================================== # Бб RPG::Enemy #============================================================================== class RPG::Enemy < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :atk_animation_id1 attr_accessor :atk_animation_id2 #-------------------------------------------------------------------------- # common cache: load_notetags_abe #-------------------------------------------------------------------------- def load_notetags_abe @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI @atk_animation_id2 = 0 #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::ENEMY::ATK_ANI1 @atk_animation_id1 = $1.to_i when YEA::REGEXP::ENEMY::ATK_ANI2 @atk_animation_id2 = $1.to_i end } # self.note.split #--- end end # RPG::Enemy #============================================================================== # Бб RPG::Enemy #============================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :popup_rules #-------------------------------------------------------------------------- # common cache: load_notetags_abe #-------------------------------------------------------------------------- def load_notetags_abe @popup_rules = { :add_state => "ADDSTATE", :rem_state => "REMSTATE", :dur_state => nil } # Do not remove this. #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::STATE::POPUP_ADD @popup_rules[:add_state] = $1.upcase.to_s when YEA::REGEXP::STATE::POPUP_REM @popup_rules[:rem_state] = $1.upcase.to_s when YEA::REGEXP::STATE::POPUP_DUR @popup_rules[:dur_state] = $1.upcase.to_s when YEA::REGEXP::STATE::HIDE_ADD @popup_rules[:add_state] = nil when YEA::REGEXP::STATE::HIDE_REM @popup_rules[:rem_state] = nil when YEA::REGEXP::STATE::HIDE_DUR @popup_rules[:dur_state] = nil end } # self.note.split #--- end end # RPG::State #============================================================================== # Бб BattleManager #============================================================================== module BattleManager #-------------------------------------------------------------------------- # overwrite method: self.battle_start #-------------------------------------------------------------------------- def self.battle_start $game_system.battle_count += 1 $game_party.on_battle_start $game_troop.on_battle_start return unless YEA::BATTLE::MSG_ENEMY_APPEARS $game_troop.enemy_names.each do |name| $game_message.add(sprintf(Vocab::Emerge, name)) end if @preemptive $game_message.add(sprintf(Vocab::Preemptive, $game_party.name)) elsif @surprise $game_message.add(sprintf(Vocab::Surprise, $game_party.name)) end wait_for_message end #-------------------------------------------------------------------------- # overwrite method: make_action_orders #-------------------------------------------------------------------------- def self.make_action_orders make_dtb_action_orders if btype?(:dtb) end #-------------------------------------------------------------------------- # new method: make_dtb_action_orders #-------------------------------------------------------------------------- def self.make_dtb_action_orders @action_battlers = [] @action_battlers += $game_party.members unless @surprise @action_battlers += $game_troop.members unless @preemptive @action_battlers.each {|battler| battler.make_speed } @action_battlers.sort! {|a,b| b.speed - a.speed } end #-------------------------------------------------------------------------- # overwrite method: turn_start #-------------------------------------------------------------------------- def self.turn_start @phase = :turn clear_actor $game_troop.increase_turn @performed_battlers = [] make_action_orders end #-------------------------------------------------------------------------- # overwrite method: next_subject #-------------------------------------------------------------------------- def self.next_subject @performed_battlers = [] if @performed_battlers.nil? loop do @action_battlers -= @performed_battlers battler = @action_battlers.shift return nil unless battler next unless battler.index && battler.alive? @performed_battlers.push(battler) return battler end end #-------------------------------------------------------------------------- # overwrite method: force_action #-------------------------------------------------------------------------- def self.force_action(battler) @action_forced = [] if @action_forced == nil @action_forced.push(battler) return unless Switch.forced_action_remove @action_battlers.delete(battler) end #-------------------------------------------------------------------------- # overwrite method: action_forced? #-------------------------------------------------------------------------- def self.action_forced? @action_forced != nil end #-------------------------------------------------------------------------- # overwrite method: action_forced_battler #-------------------------------------------------------------------------- def self.action_forced_battler @action_forced.shift end #-------------------------------------------------------------------------- # overwrite method: clear_action_force #-------------------------------------------------------------------------- def self.clear_action_force return if @action_forced.nil? @action_forced = nil if @action_forced.empty? end #-------------------------------------------------------------------------- # new method: self.init_battle_type #-------------------------------------------------------------------------- def self.init_battle_type set_btype($game_system.battle_system) end #-------------------------------------------------------------------------- # new method: self.set_btype #-------------------------------------------------------------------------- def self.set_btype(btype = :dtb) @battle_type = btype end #-------------------------------------------------------------------------- # new method: self.btype? #-------------------------------------------------------------------------- def self.btype?(btype) return @battle_type == btype end end # BattleManager #============================================================================== # Бб Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # new method: battle_system #-------------------------------------------------------------------------- def battle_system if @battle_system.nil? return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM) else return battle_system_corrected(@battle_system) end end #-------------------------------------------------------------------------- # new method: set_battle_system #-------------------------------------------------------------------------- def set_battle_system(type) case type when :dtb; @battle_system = :dtb when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb else; @battle_system = :dtb end end #-------------------------------------------------------------------------- # new method: battle_system_corrected #-------------------------------------------------------------------------- def battle_system_corrected(type) case type when :dtb; return :dtb when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb else; return :dtb end end end # Game_System #============================================================================== # Бб Sprite_Base #============================================================================== class Sprite_Base < Sprite #-------------------------------------------------------------------------- # new method: start_pseudo_animation #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def start_pseudo_animation(animation, mirror = false) dispose_animation @animation = animation return if @animation.nil? @ani_mirror = mirror set_animation_rate @ani_duration = @animation.frame_max * @ani_rate + 1 @ani_sprites = [] end end # $imported["YEA-CoreEngine"] end # Sprite_Base #============================================================================== # Бб Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :effect_type attr_accessor :battler_visible attr_accessor :popups #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias sprite_battler_initialize_abe initialize def initialize(viewport, battler = nil) sprite_battler_initialize_abe(viewport, battler) @popups = [] @popup_flags = [] end #-------------------------------------------------------------------------- # alias method: update_bitmap #-------------------------------------------------------------------------- alias sprite_battler_update_bitmap_abe update_bitmap def update_bitmap return if @battler.actor? && @battler.battler_name == "" sprite_battler_update_bitmap_abe end #-------------------------------------------------------------------------- # alias method: setup_new_animation #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] alias sprite_battler_setup_new_animation_abe setup_new_animation def setup_new_animation sprite_battler_setup_new_animation_abe return if @battler.pseudo_ani_id <= 0 animation = $data_animations[@battler.pseudo_ani_id] mirror = @battler.animation_mirror start_pseudo_animation(animation, mirror) @battler.pseudo_ani_id = 0 end end # $imported["YEA-CoreEngine"] #-------------------------------------------------------------------------- # alias method: setup_new_effect #-------------------------------------------------------------------------- alias sprite_battler_setup_new_effect_abe setup_new_effect def setup_new_effect sprite_battler_setup_new_effect_abe setup_popups end #-------------------------------------------------------------------------- # new method: setup_popups #-------------------------------------------------------------------------- def setup_popups return unless @battler.use_sprite? @battler.popups = [] if @battler.popups.nil? return if @battler.popups == [] array = @battler.popups.shift create_new_popup(array[0], array[1], array[2]) end #-------------------------------------------------------------------------- # new method: create_new_popup #-------------------------------------------------------------------------- def create_new_popup(value, rules, flags) return if @battler == nil return if flags & @popup_flags != [] array = YEA::BATTLE::POPUP_RULES[rules] for popup in @popups popup.y -= 24 end return unless SceneManager.scene.is_a?(Scene_Battle) return if SceneManager.scene.spriteset.nil? view = SceneManager.scene.spriteset.viewportPopups new_popup = Sprite_Popup.new(view, @battler, value, rules, flags) @popups.push(new_popup) @popup_flags.push("weakness") if flags.include?("weakness") @popup_flags.push("resistant") if flags.include?("resistant") @popup_flags.push("immune") if flags.include?("immune") @popup_flags.push("absorbed") if flags.include?("absorbed") end #-------------------------------------------------------------------------- # alias method: update_effect #-------------------------------------------------------------------------- alias sprite_battler_update_effect_abe update_effect def update_effect sprite_battler_update_effect_abe update_popups end #-------------------------------------------------------------------------- # new method: update_popups #-------------------------------------------------------------------------- def update_popups for popup in @popups popup.update next unless popup.opacity <= 0 popup.bitmap.dispose popup.dispose @popups.delete(popup) popup = nil end @popup_flags = [] if @popups == [] && @popup_flags != [] return unless SceneManager.scene_is?(Scene_Battle) if @current_active_battler != SceneManager.scene.subject @current_active_battler = SceneManager.scene.subject @popup_flags = [] end end end # Sprite_Battler #============================================================================== # Бб Sprite_Popup #============================================================================== class Sprite_Popup < Sprite_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :flags #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(viewport, battler, value, rules, flags) super(viewport) @value = value @rules = rules @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules) @fade = YEA::BATTLE::POPUP_SETTINGS[:fade] @full = YEA::BATTLE::POPUP_SETTINGS[:full] @flags = flags @battler = battler create_popup_bitmap end #-------------------------------------------------------------------------- # create_popup_bitmap #-------------------------------------------------------------------------- def create_popup_bitmap rules_array = YEA::BATTLE::POPUP_RULES[@rules] bw = Graphics.width bw += 48 if @flags.include?("state") bh = Font.default_size * 3 bitmap = Bitmap.new(bw, bh) bitmap.font.name = rules_array[8] size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2] bitmap.font.size = size bitmap.font.bold = rules_array[3] bitmap.font.italic = rules_array[4] if flags.include?("critical") crit = YEA::BATTLE::POPUP_RULES["CRITICAL"] bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255) else bitmap.font.out_color.set(0, 0, 0, 255) end dx = 0; dy = 0; dw = 0 dx += 24 if @flags.include?("state") dw += 24 if @flags.include?("state") if @flags.include?("state") || @flags.include?("buff") c_width = bitmap.text_size(@value).width icon_bitmap = $game_temp.iconset icon_index = flag_state_icon rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255) end bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7]) bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1) self.bitmap = bitmap self.x = @battler.screen_x self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1 self.x -= SceneManager.scene.spriteset.viewport1.ox self.y = @battler.screen_y - @battler.sprite.oy/2 self.y -= @battler.sprite.oy/2 if @battler.actor? self.y -= SceneManager.scene.spriteset.viewport1.oy self.ox = bw/2; self.oy = bh/2 self.zoom_x = self.zoom_y = rules_array[0] if @flags.include?("no zoom") self.zoom_x = self.zoom_y = rules_array[1] end @target_zoom = rules_array[1] @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up" self.z = 500 end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super #--- if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0 @hue_duration -= 1 self.bitmap.hue_change(15) if @hue_duration <= 0 end #--- if @zoom_direction == "up" self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min else self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max end #--- @full -= 1 return if @full > 0 self.y -= 1 self.opacity -= @fade end #-------------------------------------------------------------------------- # flag_state_icon #-------------------------------------------------------------------------- def flag_state_icon for item in @flags; return item if item.is_a?(Integer); end return 0 end end # Sprite_Popup #============================================================================== # Бб Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :actor_sprites attr_accessor :enemy_sprites attr_accessor :viewport1 attr_accessor :viewportPopups #-------------------------------------------------------------------------- # alias method: create_viewports #-------------------------------------------------------------------------- alias spriteset_battle_create_viewports_abe create_viewports def create_viewports spriteset_battle_create_viewports_abe @viewportPopups = Viewport.new @viewportPopups.z = 200 end #-------------------------------------------------------------------------- # alias method: dispose_viewports #-------------------------------------------------------------------------- alias spriteset_battle_dispose_viewports_abe dispose_viewports def dispose_viewports spriteset_battle_dispose_viewports_abe @viewportPopups.dispose end #-------------------------------------------------------------------------- # alias method: update_viewports #-------------------------------------------------------------------------- alias spriteset_battle_update_viewports_abe update_viewports def update_viewports spriteset_battle_update_viewports_abe @viewportPopups.update end end # Spriteset_Battle #============================================================================== # Бб Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :battle_aid attr_accessor :evaluating attr_accessor :iconset #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias game_temp_initialize_abe initialize def initialize game_temp_initialize_abe @iconset = Cache.system("Iconset") end end # Game_Temp #============================================================================== # Бб Game_Action #============================================================================== class Game_Action #-------------------------------------------------------------------------- # overwrite method: speed #-------------------------------------------------------------------------- def speed speed = subject.agi speed += item.speed if item speed += subject.atk_speed if attack? return speed end #-------------------------------------------------------------------------- # alias method: evaluate_item_with_target #-------------------------------------------------------------------------- alias evaluate_item_with_target_abe evaluate_item_with_target def evaluate_item_with_target(target) $game_temp.evaluating = true result = evaluate_item_with_target_abe(target) $game_temp.evaluating = false return result end end # Game_Action #============================================================================== # Бб Game_ActionResult #============================================================================== class Game_ActionResult #-------------------------------------------------------------------------- # alias method: clear #-------------------------------------------------------------------------- alias game_actionresult_clear_abe clear def clear game_actionresult_clear_abe clear_stored_damage end #-------------------------------------------------------------------------- # new method: clear_stored_damage #-------------------------------------------------------------------------- def clear_stored_damage @stored_hp_damage = 0 @stored_mp_damage = 0 @stored_tp_damage = 0 @stored_hp_drain = 0 @stored_mp_drain = 0 end #-------------------------------------------------------------------------- # new method: store_damage #-------------------------------------------------------------------------- def store_damage @stored_hp_damage += @hp_damage @stored_mp_damage += @mp_damage @stored_tp_damage += @tp_damage @stored_hp_drain += @hp_drain @stored_mp_drain += @mp_drain end #-------------------------------------------------------------------------- # new method: restore_damage #-------------------------------------------------------------------------- def restore_damage @hp_damage = @stored_hp_damage @mp_damage = @stored_mp_damage @tp_damage = @stored_tp_damage @hp_drain = @stored_hp_drain @mp_drain = @stored_mp_drain clear_stored_damage end end # Game_ActionResult #============================================================================== # Бб Game_BattlerBase #============================================================================== class Game_BattlerBase #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :popups #-------------------------------------------------------------------------- # new method: create_popup #-------------------------------------------------------------------------- def create_popup(value, rules = "DEFAULT", flags = []) return unless SceneManager.scene_is?(Scene_Battle) return unless YEA::BATTLE::ENABLE_POPUPS return if Switch.hide_popups @popups = [] if @popups.nil? @popups.push([value, rules, flags]) end #-------------------------------------------------------------------------- # new method: make_damage_popups #-------------------------------------------------------------------------- def make_damage_popups(user) if @result.hp_drain != 0 text = YEA::BATTLE::POPUP_SETTINGS[:drained] rules = "DRAIN" user.create_popup(text, rules) setting = :hp_dmg if @result.hp_drain < 0 setting = :hp_heal if @result.hp_drain > 0 rules = "HP_DMG" if @result.hp_drain < 0 rules = "HP_HEAL" if @result.hp_drain > 0 value = @result.hp_drain.abs text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) user.create_popup(text, rules) end if @result.mp_drain != 0 text = YEA::BATTLE::POPUP_SETTINGS[:drained] rules = "DRAIN" user.create_popup(text, rules) setting = :mp_dmg if @result.mp_drain < 0 setting = :mp_heal if @result.mp_drain > 0 rules = "HP_DMG" if @result.mp_drain < 0 rules = "HP_HEAL" if @result.mp_drain > 0 value = @result.mp_drain.abs text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) user.create_popup(text, rules) end #--- flags = [] flags.push("critical") if @result.critical if @result.hp_damage != 0 setting = :hp_dmg if @result.hp_damage > 0 setting = :hp_heal if @result.hp_damage < 0 rules = "HP_DMG" if @result.hp_damage > 0 rules = "HP_HEAL" if @result.hp_damage < 0 value = @result.hp_damage.abs text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) create_popup(text, rules, flags) end if @result.mp_damage != 0 setting = :mp_dmg if @result.mp_damage > 0 setting = :mp_heal if @result.mp_damage < 0 rules = "MP_DMG" if @result.mp_damage > 0 rules = "MP_HEAL" if @result.mp_damage < 0 value = @result.mp_damage.abs text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) create_popup(text, rules, flags) end if @result.tp_damage != 0 setting = :tp_dmg if @result.tp_damage > 0 setting = :tp_heal if @result.tp_damage < 0 rules = "TP_DMG" if @result.tp_damage > 0 rules = "TP_HEAL" if @result.tp_damage < 0 value = @result.tp_damage.abs text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) create_popup(text, rules) end @result.store_damage @result.clear_damage_values end #-------------------------------------------------------------------------- # alias method: erase_state #-------------------------------------------------------------------------- alias game_battlerbase_erase_state_abe erase_state def erase_state(state_id) make_state_popup(state_id, :rem_state) if @states.include?(state_id) game_battlerbase_erase_state_abe(state_id) end #-------------------------------------------------------------------------- # new method: make_during_state_popup #-------------------------------------------------------------------------- def make_during_state_popup state_id = most_important_state_id return if state_id == 0 make_state_popup(state_id, :dur_state) end #-------------------------------------------------------------------------- # new method: most_important_state_id #-------------------------------------------------------------------------- def most_important_state_id states.each {|state| return state.id unless state.message3.empty? } return 0 end #-------------------------------------------------------------------------- # new method: make_state_popup #-------------------------------------------------------------------------- def make_state_popup(state_id, type) state = $data_states[state_id] return if state.icon_index == 0 rules = state.popup_rules[type] return if rules.nil? text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name) flags = ["state", state.icon_index] create_popup(text, rules, flags) end #-------------------------------------------------------------------------- # new method: make_miss_popups #-------------------------------------------------------------------------- def make_miss_popups(user, item) return if dead? if @result.missed text = YEA::BATTLE::POPUP_SETTINGS[:missed] rules = "DEFAULT" create_popup(text, rules) end if @result.evaded text = YEA::BATTLE::POPUP_SETTINGS[:evaded] rules = "DEFAULT" create_popup(text, rules) end if @result.hit? && !@result.success text = YEA::BATTLE::POPUP_SETTINGS[:failed] rules = "DEFAULT" create_popup(text, rules) end if @result.hit? && item.damage.to_hp? if @result.hp_damage == 0 && @result.hp_damage == 0 text = YEA::BATTLE::POPUP_SETTINGS[:nulled] rules = "DEFAULT" create_popup(text, rules) end end end #-------------------------------------------------------------------------- # new method: make_rate_popup #-------------------------------------------------------------------------- def make_rate_popup(rate) return if rate == 1.0 flags = [] if rate > 1.0 text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint] rules = "WEAK_ELE" flags.push("weakness") elsif rate == 0.0 text = YEA::BATTLE::POPUP_SETTINGS[:immune] rules = "IMMU_ELE" flags.push("immune") elsif rate < 0.0 text = YEA::BATTLE::POPUP_SETTINGS[:absorbed] rules = "ABSB_ELE" flags.push("absorbed") else text = YEA::BATTLE::POPUP_SETTINGS[:resistant] rules = "REST_ELE" flags.push("resistant") end create_popup(text, rules, flags) end #-------------------------------------------------------------------------- # new method: make_buff_popup #-------------------------------------------------------------------------- def make_buff_popup(param_id, positive = true) return unless SceneManager.scene_is?(Scene_Battle) return unless alive? name = Vocab::param(param_id) if positive text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name) rules = "BUFF" buff_level = 1 else text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name) rules = "DEBUFF" buff_level = -1 end icon = buff_icon_index(buff_level, param_id) flags = ["buff", icon] return if @popups.include?([text, rules, flags]) create_popup(text, rules, flags) end end # Game_BattlerBase #============================================================================== # Бб Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :pseudo_ani_id #-------------------------------------------------------------------------- # alias method: on_battle_end #-------------------------------------------------------------------------- alias game_battler_on_battle_end_abe on_battle_end def on_battle_end game_battler_on_battle_end_abe @popups = [] end #-------------------------------------------------------------------------- # alias method: clear_sprite_effects #-------------------------------------------------------------------------- alias game_battler_clear_sprite_effects_abe clear_sprite_effects def clear_sprite_effects game_battler_clear_sprite_effects_abe @pseudo_ani_id = 0 end #-------------------------------------------------------------------------- # alias method: item_apply #-------------------------------------------------------------------------- alias game_battler_item_apply_abe item_apply def item_apply(user, item) game_battler_item_apply_abe(user, item) make_miss_popups(user, item) end #-------------------------------------------------------------------------- # alias method: make_damage_value #-------------------------------------------------------------------------- alias game_battler_make_damage_value_abe make_damage_value def make_damage_value(user, item) game_battler_make_damage_value_abe(user, item) rate = item_element_rate(user, item) make_rate_popup(rate) unless $game_temp.evaluating end #-------------------------------------------------------------------------- # alias method: execute_damage #-------------------------------------------------------------------------- alias game_battler_execute_damage_abe execute_damage def execute_damage(user) game_battler_execute_damage_abe(user) make_damage_popups(user) end #-------------------------------------------------------------------------- # alias method: item_effect_recover_hp #-------------------------------------------------------------------------- alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp def item_effect_recover_hp(user, item, effect) game_battler_item_effect_recover_hp_abe(user, item, effect) make_damage_popups(user) end #-------------------------------------------------------------------------- # alias method: item_effect_recover_mp #-------------------------------------------------------------------------- alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp def item_effect_recover_mp(user, item, effect) game_battler_item_effect_recover_mp_abe(user, item, effect) make_damage_popups(user) end #-------------------------------------------------------------------------- # alias method: item_effect_gain_tp #-------------------------------------------------------------------------- alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp def item_effect_gain_tp(user, item, effect) game_battler_item_effect_gain_tp_abe(user, item, effect) make_damage_popups(user) end #-------------------------------------------------------------------------- # alias method: item_user_effect #-------------------------------------------------------------------------- alias game_battler_item_user_effect_abe item_user_effect def item_user_effect(user, item) game_battler_item_user_effect_abe(user, item) @result.restore_damage end #-------------------------------------------------------------------------- # alias method: add_new_state #-------------------------------------------------------------------------- alias game_battler_add_new_state_abe add_new_state def add_new_state(state_id) game_battler_add_new_state_abe(state_id) make_state_popup(state_id, :add_state) if @states.include?(state_id) end #-------------------------------------------------------------------------- # alias method: add_buff #-------------------------------------------------------------------------- alias game_battler_add_buff_abe add_buff def add_buff(param_id, turns) make_buff_popup(param_id, true) game_battler_add_buff_abe(param_id, turns) end #-------------------------------------------------------------------------- # alias method: add_debuff #-------------------------------------------------------------------------- alias game_battler_add_debuff_abe add_debuff def add_debuff(param_id, turns) make_buff_popup(param_id, false) game_battler_add_debuff_abe(param_id, turns) end #-------------------------------------------------------------------------- # alias method: regenerate_all #-------------------------------------------------------------------------- alias game_battler_regenerate_all_abe regenerate_all def regenerate_all game_battler_regenerate_all_abe return unless alive? make_damage_popups(self) end #-------------------------------------------------------------------------- # new method: can_collapse? #-------------------------------------------------------------------------- def can_collapse? return false unless dead? unless actor? return false unless sprite.battler_visible array = [:collapse, :boss_collapse, :instant_collapse] return false if array.include?(sprite.effect_type) end return true end #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp?; return true; end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return $data_system.opt_display_tp end end # Game_Battler #============================================================================== # Бб Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # overwrite method: perform_damage_effect #-------------------------------------------------------------------------- def perform_damage_effect $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS Sound.play_actor_damage end #-------------------------------------------------------------------------- # overwrite method: use_sprite? #-------------------------------------------------------------------------- def use_sprite?; return true; end #-------------------------------------------------------------------------- # new method: screen_x #-------------------------------------------------------------------------- def screen_x return 0 unless SceneManager.scene_is?(Scene_Battle) status_window = SceneManager.scene.status_window return 0 if status_window.nil? item_rect_width = (status_window.width-24) / $game_party.max_battle_members ext = SceneManager.scene.info_viewport.ox rect = SceneManager.scene.status_window.item_rect(self.index) constant = 128 + 12 return constant + rect.x + item_rect_width / 2 - ext end #-------------------------------------------------------------------------- # new method: screen_y #-------------------------------------------------------------------------- def screen_y return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle) return Graphics.height - 120 if SceneManager.scene.status_window.nil? return Graphics.height - (SceneManager.scene.status_window.height * 7/8) end #-------------------------------------------------------------------------- # new method: screen_z #-------------------------------------------------------------------------- def screen_z; return 100; end #-------------------------------------------------------------------------- # new method: sprite #-------------------------------------------------------------------------- def sprite index = $game_party.battle_members.index(self) return SceneManager.scene.spriteset.actor_sprites[index] end #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp? return true unless draw_tp? for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.mp_cost > 0 end return false end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return false unless $data_system.opt_display_tp for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.tp_cost > 0 end return false end #-------------------------------------------------------------------------- # alias method: input #-------------------------------------------------------------------------- alias game_actor_input_abe input def input if @actions.nil? make_actions @action_input_index = 0 end if @actions[@action_input_index].nil? @actions[@action_input_index] = Game_Action.new(self) end return game_actor_input_abe end end # Game_Actor #============================================================================== # Бб Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # overwrite method: perform_damage_effect #-------------------------------------------------------------------------- def perform_damage_effect @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS Sound.play_enemy_damage end #-------------------------------------------------------------------------- # new methods: attack_animation_id #-------------------------------------------------------------------------- def atk_animation_id1; return enemy.atk_animation_id1; end def atk_animation_id2; return enemy.atk_animation_id2; end #-------------------------------------------------------------------------- # new method: sprite #-------------------------------------------------------------------------- def sprite return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index] end end # Game_Enemy #============================================================================== # Бб Game_Unit #============================================================================== class Game_Unit #-------------------------------------------------------------------------- # alias method: make_actions #-------------------------------------------------------------------------- alias game_unit_make_actions_abe make_actions def make_actions game_unit_make_actions_abe refresh_autobattler_status_window end #-------------------------------------------------------------------------- # new method: refresh_autobattler_status_window #-------------------------------------------------------------------------- def refresh_autobattler_status_window return unless SceneManager.scene_is?(Scene_Battle) return unless self.is_a?(Game_Party) SceneManager.scene.refresh_autobattler_status_window end end # Game_Unit #============================================================================== # Бб Window_PartyCommand #============================================================================== class Window_PartyCommand < Window_Command #-------------------------------------------------------------------------- # overwrite method: process_handling #-------------------------------------------------------------------------- def process_handling return unless open? && active return process_dir6 if Input.repeat?(:RIGHT) return super end #-------------------------------------------------------------------------- # new method: process_dir6 #-------------------------------------------------------------------------- def process_dir6 Sound.play_cursor Input.update deactivate call_handler(:dir6) end end # Window_PartyCommand #============================================================================== # Бб Window_ActorCommand #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # overwrite method: process_handling #-------------------------------------------------------------------------- def process_handling return unless open? && active return process_dir4 if Input.repeat?(:LEFT) return process_dir6 if Input.repeat?(:RIGHT) return super end #-------------------------------------------------------------------------- # new method: process_dir4 #-------------------------------------------------------------------------- def process_dir4 Sound.play_cursor Input.update deactivate call_handler(:cancel) end #-------------------------------------------------------------------------- # new method: process_dir6 #-------------------------------------------------------------------------- def process_dir6 Sound.play_cursor Input.update deactivate call_handler(:dir6) end end # Window_ActorCommand #============================================================================== # Бб Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize super(0, 0, window_width, window_height) self.openness = 0 @party = $game_party.battle_members.clone end #-------------------------------------------------------------------------- # overwrite method: col_max #-------------------------------------------------------------------------- def col_max; return $game_party.max_battle_members; end #-------------------------------------------------------------------------- # new method: battle_members #-------------------------------------------------------------------------- def battle_members; return $game_party.battle_members; end #-------------------------------------------------------------------------- # new method: actor #-------------------------------------------------------------------------- def actor; return battle_members[@index]; end #-------------------------------------------------------------------------- # overwrite method: update #-------------------------------------------------------------------------- def update super return if @party == $game_party.battle_members @party = $game_party.battle_members.clone refresh end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) return if index.nil? clear_item(index) actor = battle_members[index] rect = item_rect(index) return if actor.nil? draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?) draw_actor_name(actor, rect.x, rect.y, rect.width-8) draw_actor_action(actor, rect.x, rect.y) draw_actor_icons(actor, rect.x, line_height*1, rect.width) gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4) if draw_tp?(actor) && draw_mp?(actor) dw = rect.width/2-2 dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE draw_actor_tp(actor, rect.x+2, line_height*3, dw) dw = rect.width - rect.width/2 - 2 draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw) elsif draw_tp?(actor) && !draw_mp?(actor) draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4) else draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4) end end #-------------------------------------------------------------------------- # overwrite method: item_rect #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = contents.width / $game_party.max_battle_members rect.height = contents.height rect.x = index * rect.width if YEA::BATTLE::BATTLESTATUS_CENTER_FACES rect.x += (contents.width - $game_party.members.size * rect.width) / 2 end rect.y = 0 return rect end #-------------------------------------------------------------------------- # overwrite method: draw_face #-------------------------------------------------------------------------- def draw_face(face_name, face_index, dx, dy, enabled = true) bitmap = Cache.face(face_name) fx = [(96 - item_rect(0).width + 1) / 2, 0].max fy = face_index / 4 * 96 + 2 fw = [item_rect(0).width - 4, 92].min rect = Rect.new(fx, fy, fw, 92) rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92) contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end #-------------------------------------------------------------------------- # overwrite method: draw_actor_name #-------------------------------------------------------------------------- def draw_actor_name(actor, dx, dy, dw = 112) reset_font_settings contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE change_color(hp_color(actor)) draw_text(dx+24, dy, dw-24, line_height, actor.name) end #-------------------------------------------------------------------------- # new method: draw_actor_action #-------------------------------------------------------------------------- def draw_actor_action(actor, dx, dy) draw_icon(action_icon(actor), dx, dy) end #-------------------------------------------------------------------------- # new method: action_icon #-------------------------------------------------------------------------- def action_icon(actor) return Icon.no_action if actor.current_action.nil? return Icon.no_action if actor.current_action.item.nil? return actor.current_action.item.icon_index end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp?(actor) return actor.draw_tp? end #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp?(actor) return actor.draw_mp? end #-------------------------------------------------------------------------- # overwrite method: draw_current_and_max_values #-------------------------------------------------------------------------- def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2) change_color(color1) draw_text(dx, dy, dw, line_height, current.group, 2) end #-------------------------------------------------------------------------- # overwrite method: draw_actor_hp #-------------------------------------------------------------------------- def draw_actor_hp(actor, dx, dy, width = 124) draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) change_color(system_color) cy = (Font.default_size - contents.font.size) / 2 + 1 draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a) draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # overwrite method: draw_actor_mp #-------------------------------------------------------------------------- def draw_actor_mp(actor, dx, dy, width = 124) draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) change_color(system_color) cy = (Font.default_size - contents.font.size) / 2 + 1 draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a) draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end #-------------------------------------------------------------------------- # overwrite method: draw_actor_tp #-------------------------------------------------------------------------- def draw_actor_tp(actor, dx, dy, width = 124) draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2) change_color(system_color) cy = (Font.default_size - contents.font.size) / 2 + 1 draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2) end end # Window_BattleStatus #============================================================================== # Бб Window_BattleActor #============================================================================== class Window_BattleActor < Window_BattleStatus #-------------------------------------------------------------------------- # overwrite method: show #-------------------------------------------------------------------------- def show create_flags super end #-------------------------------------------------------------------------- # new method: create_flags #-------------------------------------------------------------------------- def create_flags set_select_flag(:any) select(0) return if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? select(0) set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend? elsif $game_temp.battle_aid.for_user? battler = BattleManager.actor id = battler.nil? ? 0 : $game_party.battle_members.index(battler) select(id) set_select_flag(:user) elsif $game_temp.battle_aid.for_all? select(0) set_select_flag(:all) set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend? elsif $game_temp.battle_aid.for_random? select(0) set_select_flag(:random) if $game_temp.battle_aid.for_random? end end #-------------------------------------------------------------------------- # new method: set_flag #-------------------------------------------------------------------------- def set_select_flag(flag) @select_flag = flag case @select_flag when :all, :all_dead, :random @cursor_all = true else @cursor_all = false end end #-------------------------------------------------------------------------- # overwrite method: update_cursor #-------------------------------------------------------------------------- def update_cursor if @cursor_all cursor_rect.set(0, 0, contents.width, contents.height) self.top_row = 0 elsif @index < 0 cursor_rect.empty else ensure_cursor_visible cursor_rect.set(item_rect(@index)) end end #-------------------------------------------------------------------------- # overwrite method: cursor_movable? #-------------------------------------------------------------------------- def cursor_movable? return false if @select_flag == :user return super end #-------------------------------------------------------------------------- # overwrite method: current_item_enabled? #-------------------------------------------------------------------------- def current_item_enabled? return true if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? member = $game_party.battle_members[@index] return member.dead? if $game_temp.battle_aid.for_dead_friend? elsif $game_temp.battle_aid.for_dead_friend? for member in $game_party.battle_members return true if member.dead? end return false end return true end end # Window_BattleActor #============================================================================== # Бб Window_BattleStatusAid #============================================================================== class Window_BattleStatusAid < Window_BattleStatus #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :status_window #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize super self.visible = false self.openness = 255 end #-------------------------------------------------------------------------- # overwrite method: window_width #-------------------------------------------------------------------------- def window_width; return 128; end #-------------------------------------------------------------------------- # overwrite method: show #-------------------------------------------------------------------------- def show super refresh end #-------------------------------------------------------------------------- # overwrite method: refresh #-------------------------------------------------------------------------- def refresh contents.clear return if @status_window.nil? draw_item(@status_window.index) end #-------------------------------------------------------------------------- # overwrite method: item_rect #-------------------------------------------------------------------------- def item_rect(index) return Rect.new(0, 0, contents.width, contents.height) end end # Window_BattleStatusAid #============================================================================== # Бб Window_BattleEnemy #============================================================================== class Window_BattleEnemy < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize(info_viewport) super(0, Graphics.height, window_width, fitting_height(1)) refresh self.visible = false @info_viewport = info_viewport end #-------------------------------------------------------------------------- # overwrite method: col_max #-------------------------------------------------------------------------- def col_max; return item_max; end #-------------------------------------------------------------------------- # overwrite method: show #-------------------------------------------------------------------------- def show create_flags super end #-------------------------------------------------------------------------- # new method: create_flags #-------------------------------------------------------------------------- def create_flags set_select_flag(:any) select(0) return if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? select(0) elsif $game_temp.battle_aid.for_all? select(0) set_select_flag(:all) elsif $game_temp.battle_aid.for_random? select(0) set_select_flag(:random) end end #-------------------------------------------------------------------------- # new method: set_flag #-------------------------------------------------------------------------- def set_select_flag(flag) @select_flag = flag case @select_flag when :all, :random @cursor_all = true else @cursor_all = false end end #-------------------------------------------------------------------------- # new method: select_all? #-------------------------------------------------------------------------- def select_all? return true if @select_flag == :all return true if @select_flag == :random return false end #-------------------------------------------------------------------------- # overwrite method: update_cursor #-------------------------------------------------------------------------- def update_cursor if @cursor_all cursor_rect.set(0, 0, contents.width, contents.height) self.top_row = 0 elsif @index < 0 cursor_rect.empty else ensure_cursor_visible cursor_rect.set(item_rect(@index)) end end #-------------------------------------------------------------------------- # overwrite method: cursor_movable? #-------------------------------------------------------------------------- def cursor_movable? return false if @select_flag == :user return super end #-------------------------------------------------------------------------- # overwrite method: current_item_enabled? #-------------------------------------------------------------------------- def current_item_enabled? return true if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? member = $game_party.battle_members[@index] return member.dead? if $game_temp.battle_aid.for_dead_friend? elsif $game_temp.battle_aid.for_dead_friend? for member in $game_party.battle_members return true if member.dead? end return false end return true end #-------------------------------------------------------------------------- # overwrite method: enemy #-------------------------------------------------------------------------- def enemy; @data[index]; end #-------------------------------------------------------------------------- # overwrite method: refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items end #-------------------------------------------------------------------------- # overwrite method: make_item_list #-------------------------------------------------------------------------- def make_item_list @data = $game_troop.alive_members @data.sort! { |a,b| a.screen_x <=> b.screen_x } end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index); return; end #-------------------------------------------------------------------------- # overwrite method: update #-------------------------------------------------------------------------- def update super return unless active enemy.sprite_effect_type = :whiten return unless select_all? for enemy in $game_troop.alive_members enemy.sprite_effect_type = :whiten end end end # Window_BattleEnemy #============================================================================== # Бб Window_BattleHelp #============================================================================== class Window_BattleHelp < Window_Help #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :actor_window attr_accessor :enemy_window #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super if !self.visible and @text != "" @text = "" return refresh end update_battler_name end #-------------------------------------------------------------------------- # update_battler_name #-------------------------------------------------------------------------- def update_battler_name return unless @actor_window.active || @enemy_window.active if @actor_window.active battler = $game_party.battle_members[@actor_window.index] elsif @enemy_window.active battler = @enemy_window.enemy end if special_display? refresh_special_case(battler) else refresh_battler_name(battler) if battler_name(battler) != @text end end #-------------------------------------------------------------------------- # battler_name #-------------------------------------------------------------------------- def battler_name(battler) text = battler.name.clone return text end #-------------------------------------------------------------------------- # refresh_battler_name #-------------------------------------------------------------------------- def refresh_battler_name(battler) contents.clear reset_font_settings change_color(normal_color) @text = battler_name(battler) icons = battler.state_icons + battler.buff_icons dy = icons.size <= 0 ? line_height / 2 : 0 draw_text(0, dy, contents.width, line_height, @text, 1) dx = (contents.width - (icons.size * 24)) / 2 draw_actor_icons(battler, dx, line_height, contents.width) end #-------------------------------------------------------------------------- # special_display? #-------------------------------------------------------------------------- def special_display? return false if $game_temp.battle_aid.nil? return false if $game_temp.battle_aid.for_user? return !$game_temp.battle_aid.need_selection? end #-------------------------------------------------------------------------- # refresh_special_case #-------------------------------------------------------------------------- def refresh_special_case(battler) if $game_temp.battle_aid.for_opponent? if $game_temp.battle_aid.for_all? text = YEA::BATTLE::HELP_TEXT_ALL_FOES else case $game_temp.battle_aid.number_of_targets when 1 text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE else number = $game_temp.battle_aid.number_of_targets text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number) end end else # $game_temp.battle_aid.for_friend? if $game_temp.battle_aid.for_dead_friend? text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES elsif $game_temp.battle_aid.for_random? case $game_temp.battle_aid.number_of_targets when 1 text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY else number = $game_temp.battle_aid.number_of_targets text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number) end else text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES end end return if text == @text @text = text contents.clear reset_font_settings draw_text(0, 0, contents.width, line_height*2, @text, 1) end end # Window_BattleHelp #============================================================================== # Бб Window_BattleLog #============================================================================== class Window_BattleLog < Window_Selectable #-------------------------------------------------------------------------- # alias method: display_current_state #-------------------------------------------------------------------------- alias window_battlelog_display_current_state_abe display_current_state def display_current_state(subject) subject.make_during_state_popup return unless YEA::BATTLE::MSG_CURRENT_STATE window_battlelog_display_current_state_abe(subject) end #-------------------------------------------------------------------------- # alias method: display_use_item #-------------------------------------------------------------------------- alias window_battlelog_display_use_item_abe display_use_item def display_use_item(subject, item) return unless YEA::BATTLE::MSG_CURRENT_ACTION window_battlelog_display_use_item_abe(subject, item) end #-------------------------------------------------------------------------- # alias method: display_counter #-------------------------------------------------------------------------- alias window_battlelog_display_counter_abe display_counter def display_counter(target, item) if YEA::BATTLE::MSG_COUNTERATTACK window_battlelog_display_counter_abe(target, item) else Sound.play_evasion end end #-------------------------------------------------------------------------- # alias method: display_reflection #-------------------------------------------------------------------------- alias window_battlelog_display_reflection_abe display_reflection def display_reflection(target, item) if YEA::BATTLE::MSG_REFLECT_MAGIC window_battlelog_display_reflection_abe(target, item) else Sound.play_reflection end end #-------------------------------------------------------------------------- # alias method: display_substitute #-------------------------------------------------------------------------- alias window_battlelog_display_substitute_abe display_substitute def display_substitute(substitute, target) return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT window_battlelog_display_substitute_abe(substitute, target) end #-------------------------------------------------------------------------- # alias method: display_failure #-------------------------------------------------------------------------- alias window_battlelog_display_failure_abe display_failure def display_failure(target, item) return unless YEA::BATTLE::MSG_FAILURE_HIT window_battlelog_display_failure_abe(target, item) end #-------------------------------------------------------------------------- # alias method: display_critical #-------------------------------------------------------------------------- alias window_battlelog_display_critical_abe display_critical def display_critical(target, item) return unless YEA::BATTLE::MSG_CRITICAL_HIT window_battlelog_display_critical_abe(target, item) end #-------------------------------------------------------------------------- # alias method: display_miss #-------------------------------------------------------------------------- alias window_battlelog_display_miss_abe display_miss def display_miss(target, item) return unless YEA::BATTLE::MSG_HIT_MISSED window_battlelog_display_miss_abe(target, item) end #-------------------------------------------------------------------------- # alias method: display_evasion #-------------------------------------------------------------------------- alias window_battlelog_display_evasion_abe display_evasion def display_evasion(target, item) if YEA::BATTLE::MSG_EVASION window_battlelog_display_evasion_abe(target, item) else if !item || item.physical? Sound.play_evasion else Sound.play_magic_evasion end end end #-------------------------------------------------------------------------- # overwrite method: display_hp_damage #-------------------------------------------------------------------------- def display_hp_damage(target, item) return if target.result.hp_damage == 0 && item && !item.damage.to_hp? if target.result.hp_damage > 0 && target.result.hp_drain == 0 target.perform_damage_effect end Sound.play_recovery if target.result.hp_damage < 0 return unless YEA::BATTLE::MSG_HP_DAMAGE add_text(target.result.hp_damage_text) wait end #-------------------------------------------------------------------------- # overwrite method: display_mp_damage #-------------------------------------------------------------------------- def display_mp_damage(target, item) return if target.dead? || target.result.mp_damage == 0 Sound.play_recovery if target.result.mp_damage < 0 return unless YEA::BATTLE::MSG_MP_DAMAGE add_text(target.result.mp_damage_text) wait end #-------------------------------------------------------------------------- # overwrite method: display_tp_damage #-------------------------------------------------------------------------- def display_tp_damage(target, item) return if target.dead? || target.result.tp_damage == 0 Sound.play_recovery if target.result.tp_damage < 0 return unless YEA::BATTLE::MSG_TP_DAMAGE add_text(target.result.tp_damage_text) wait end #-------------------------------------------------------------------------- # alias method: display_added_states #-------------------------------------------------------------------------- alias window_battlelog_display_added_states_abe display_added_states def display_added_states(target) return unless YEA::BATTLE::MSG_ADDED_STATES window_battlelog_display_added_states_abe(target) end #-------------------------------------------------------------------------- # alias method: display_removed_states #-------------------------------------------------------------------------- alias window_battlelog_display_removed_states_abe display_removed_states def display_removed_states(target) return unless YEA::BATTLE::MSG_REMOVED_STATES window_battlelog_display_removed_states_abe(target) end #-------------------------------------------------------------------------- # alias method: display_changed_buffs #-------------------------------------------------------------------------- alias window_battlelog_display_changed_buffs_abe display_changed_buffs def display_changed_buffs(target) return unless YEA::BATTLE::MSG_CHANGED_BUFFS window_battlelog_display_changed_buffs_abe(target) end end # Window_BattleLog #============================================================================== # Бб Window_SkillList #============================================================================== class Window_SkillList < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: spacing #-------------------------------------------------------------------------- def spacing return 8 if $game_party.in_battle return super end end # Window_SkillList #============================================================================== # Бб Window_ItemList #============================================================================== class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: spacing #-------------------------------------------------------------------------- def spacing return 8 if $game_party.in_battle return super end end # Window_ItemList #============================================================================== # Бб Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :enemy_window attr_accessor :info_viewport attr_accessor :spriteset attr_accessor :status_window attr_accessor :status_aid_window attr_accessor :subject #-------------------------------------------------------------------------- # alias method: create_spriteset #-------------------------------------------------------------------------- alias scene_battle_create_spriteset_abe create_spriteset def create_spriteset BattleManager.init_battle_type scene_battle_create_spriteset_abe end #-------------------------------------------------------------------------- # alias method: update_basic #-------------------------------------------------------------------------- alias scene_battle_update_basic_abe update_basic def update_basic scene_battle_update_basic_abe update_debug end #-------------------------------------------------------------------------- # new method: update_debug #-------------------------------------------------------------------------- def update_debug return unless $TEST || $BTEST debug_heal_party if Input.trigger?(:F5) debug_damage_party if Input.trigger?(:F6) debug_fill_tp if Input.trigger?(:F7) debug_kill_all if Input.trigger?(:F8) end #-------------------------------------------------------------------------- # new method: debug_heal_party #-------------------------------------------------------------------------- def debug_heal_party Sound.play_recovery for member in $game_party.battle_members member.recover_all end @status_window.refresh end #-------------------------------------------------------------------------- # new method: debug_damage_party #-------------------------------------------------------------------------- def debug_damage_party Sound.play_actor_damage for member in $game_party.alive_members member.hp = 1 member.mp = 0 member.tp = 0 end @status_window.refresh end #-------------------------------------------------------------------------- # new method: debug_fill_tp #-------------------------------------------------------------------------- def debug_fill_tp Sound.play_recovery for member in $game_party.alive_members member.tp = member.max_tp end @status_window.refresh end #-------------------------------------------------------------------------- # new method: debug_kill_all #-------------------------------------------------------------------------- def debug_kill_all for enemy in $game_troop.alive_members enemy.hp = 0 enemy.perform_collapse_effect end BattleManager.judge_win_loss @log_window.wait @log_window.wait_for_effect end #-------------------------------------------------------------------------- # alias method: create_all_windows #-------------------------------------------------------------------------- alias scene_battle_create_all_windows_abe create_all_windows def create_all_windows scene_battle_create_all_windows_abe create_battle_status_aid_window set_help_window end #-------------------------------------------------------------------------- # alias method: create_info_viewport #-------------------------------------------------------------------------- alias scene_battle_create_info_viewport_abe create_info_viewport def create_info_viewport scene_battle_create_info_viewport_abe @status_window.refresh end #-------------------------------------------------------------------------- # new method: create_battle_status_aid_window #-------------------------------------------------------------------------- def create_battle_status_aid_window @status_aid_window = Window_BattleStatusAid.new @status_aid_window.status_window = @status_window @status_aid_window.x = Graphics.width - @status_aid_window.width @status_aid_window.y = Graphics.height - @status_aid_window.height end #-------------------------------------------------------------------------- # overwrite method: create_help_window #-------------------------------------------------------------------------- def create_help_window @help_window = Window_BattleHelp.new @help_window.hide end #-------------------------------------------------------------------------- # new method: set_help_window #-------------------------------------------------------------------------- def set_help_window @help_window.actor_window = @actor_window @help_window.enemy_window = @enemy_window end #-------------------------------------------------------------------------- # alias method: create_party_command_window #-------------------------------------------------------------------------- alias scene_battle_create_party_command_window_abe create_party_command_window def create_party_command_window scene_battle_create_party_command_window_abe @party_command_window.set_handler(:dir6, method(:command_fight)) end #-------------------------------------------------------------------------- # alias method: create_actor_command_window #-------------------------------------------------------------------------- alias scene_battle_create_actor_command_window_abe create_actor_command_window def create_actor_command_window scene_battle_create_actor_command_window_abe @actor_command_window.set_handler(:dir4, method(:prior_command)) @actor_command_window.set_handler(:dir6, method(:next_command)) end #-------------------------------------------------------------------------- # alias method: create_skill_window #-------------------------------------------------------------------------- alias scene_battle_create_skill_window_abe create_skill_window def create_skill_window scene_battle_create_skill_window_abe @skill_window.height = @info_viewport.rect.height @skill_window.width = Graphics.width - @actor_command_window.width @skill_window.y = Graphics.height - @skill_window.height end #-------------------------------------------------------------------------- # alias method: create_item_window #-------------------------------------------------------------------------- alias scene_battle_create_item_window_abe create_item_window def create_item_window scene_battle_create_item_window_abe @item_window.height = @skill_window.height @item_window.width = @skill_window.width @item_window.y = Graphics.height - @item_window.height end #-------------------------------------------------------------------------- # alias method: show_fast? #-------------------------------------------------------------------------- alias scene_battle_show_fast_abe show_fast? def show_fast? return true if YEA::BATTLE::AUTO_FAST return scene_battle_show_fast_abe end #-------------------------------------------------------------------------- # alias method: next_command #-------------------------------------------------------------------------- alias scene_battle_next_command_abe next_command def next_command @status_window.show redraw_current_status @actor_command_window.show @status_aid_window.hide scene_battle_next_command_abe end #-------------------------------------------------------------------------- # alias method: prior_command #-------------------------------------------------------------------------- alias scene_battle_prior_command_abe prior_command def prior_command redraw_current_status scene_battle_prior_command_abe end #-------------------------------------------------------------------------- # new method: redraw_current_status #-------------------------------------------------------------------------- def redraw_current_status return if @status_window.index < 0 @status_window.draw_item(@status_window.index) end #-------------------------------------------------------------------------- # alias method: command_attack #-------------------------------------------------------------------------- alias scene_battle_command_attack_abe command_attack def command_attack $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id] scene_battle_command_attack_abe end #-------------------------------------------------------------------------- # alias method: command_skill #-------------------------------------------------------------------------- alias scene_battle_command_skill_abe command_skill def command_skill scene_battle_command_skill_abe @status_window.hide @actor_command_window.hide @status_aid_window.show end #-------------------------------------------------------------------------- # alias method: command_item #-------------------------------------------------------------------------- alias scene_battle_command_item_abe command_item def command_item scene_battle_command_item_abe @status_window.hide @actor_command_window.hide @status_aid_window.show end #-------------------------------------------------------------------------- # overwrite method: on_skill_ok #-------------------------------------------------------------------------- def on_skill_ok @skill = @skill_window.item $game_temp.battle_aid = @skill BattleManager.actor.input.set_skill(@skill.id) BattleManager.actor.last_skill.object = @skill if @skill.for_opponent? select_enemy_selection elsif @skill.for_friend? select_actor_selection else @skill_window.hide next_command $game_temp.battle_aid = nil end end #-------------------------------------------------------------------------- # alias method: on_skill_cancel #-------------------------------------------------------------------------- alias scene_battle_on_skill_cancel_abe on_skill_cancel def on_skill_cancel scene_battle_on_skill_cancel_abe @status_window.show @actor_command_window.show @status_aid_window.hide end #-------------------------------------------------------------------------- # overwrite method: on_item_ok #-------------------------------------------------------------------------- def on_item_ok @item = @item_window.item $game_temp.battle_aid = @item BattleManager.actor.input.set_item(@item.id) if @item.for_opponent? select_enemy_selection elsif @item.for_friend? select_actor_selection else @item_window.hide next_command $game_temp.battle_aid = nil end $game_party.last_item.object = @item end #-------------------------------------------------------------------------- # alias method: on_item_cancel #-------------------------------------------------------------------------- alias scene_battle_on_item_cancel_abe on_item_cancel def on_item_cancel scene_battle_on_item_cancel_abe @status_window.show @actor_command_window.show @status_aid_window.hide end #-------------------------------------------------------------------------- # alias method: select_actor_selection #-------------------------------------------------------------------------- alias scene_battle_select_actor_selection_abe select_actor_selection def select_actor_selection @status_aid_window.refresh scene_battle_select_actor_selection_abe @status_window.hide @skill_window.hide @item_window.hide @help_window.show end #-------------------------------------------------------------------------- # alias method: on_actor_ok #-------------------------------------------------------------------------- alias scene_battle_on_actor_ok_abe on_actor_ok def on_actor_ok $game_temp.battle_aid = nil scene_battle_on_actor_ok_abe @status_window.show if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil? @actor_command_window.visible = !@confirm_command_window.visible else @actor_command_window.show end @status_aid_window.hide end #-------------------------------------------------------------------------- # alias method: on_actor_cancel #-------------------------------------------------------------------------- alias scene_battle_on_actor_cancel_abe on_actor_cancel def on_actor_cancel BattleManager.actor.input.clear @status_aid_window.refresh $game_temp.battle_aid = nil scene_battle_on_actor_cancel_abe case @actor_command_window.current_symbol when :skill @skill_window.show when :item @item_window.show end end #-------------------------------------------------------------------------- # alias method: select_enemy_selection #-------------------------------------------------------------------------- alias scene_battle_select_enemy_selection_abe select_enemy_selection def select_enemy_selection @status_aid_window.refresh scene_battle_select_enemy_selection_abe @help_window.show end #-------------------------------------------------------------------------- # alias method: on_enemy_ok #-------------------------------------------------------------------------- alias scene_battle_on_enemy_ok_abe on_enemy_ok def on_enemy_ok $game_temp.battle_aid = nil scene_battle_on_enemy_ok_abe end #-------------------------------------------------------------------------- # alias method: on_enemy_cancel #-------------------------------------------------------------------------- alias scene_battle_on_enemy_cancel_abe on_enemy_cancel def on_enemy_cancel BattleManager.actor.input.clear @status_aid_window.refresh $game_temp.battle_aid = nil scene_battle_on_enemy_cancel_abe if @skill_window.visible || @item_window.visible @help_window.show else @help_window.hide end end #-------------------------------------------------------------------------- # alias method: battle_start #-------------------------------------------------------------------------- alias scene_battle_battle_start_abe battle_start def battle_start scene_battle_battle_start_abe return unless YEA::BATTLE::SKIP_PARTY_COMMAND @party_command_window.deactivate if BattleManager.input_start command_fight else turn_start end end #-------------------------------------------------------------------------- # overwrite method: turn_end #-------------------------------------------------------------------------- def turn_end all_battle_members.each do |battler| battler.on_turn_end status_redraw_target(battler) @log_window.display_auto_affected_status(battler) @log_window.wait_and_clear end update_party_cooldowns if $imported["YEA-CommandParty"] BattleManager.turn_end process_event start_party_command_selection return if end_battle_conditions? return unless YEA::BATTLE::SKIP_PARTY_COMMAND if BattleManager.input_start @party_command_window.deactivate command_fight else @party_command_window.deactivate turn_start end end #-------------------------------------------------------------------------- # new method: end_battle_conditions? #-------------------------------------------------------------------------- def end_battle_conditions? return true if $game_party.members.empty? return true if $game_party.all_dead? return true if $game_troop.all_dead? return true if BattleManager.aborting? return false end #-------------------------------------------------------------------------- # overwrite method: execute_action #-------------------------------------------------------------------------- def execute_action @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT use_item @log_window.wait_and_clear end #-------------------------------------------------------------------------- # overwrite method: apply_item_effects #-------------------------------------------------------------------------- def apply_item_effects(target, item) if $imported["YEA-LunaticObjects"] lunatic_object_effect(:prepare, item, @subject, target) end target.item_apply(@subject, item) status_redraw_target(@subject) status_redraw_target(target) unless target == @subject @log_window.display_action_results(target, item) if $imported["YEA-LunaticObjects"] lunatic_object_effect(:during, item, @subject, target) end perform_collapse_check(target) end #-------------------------------------------------------------------------- # overwite method: invoke_counter_attack #-------------------------------------------------------------------------- def invoke_counter_attack(target, item) @log_window.display_counter(target, item) attack_skill = $data_skills[target.attack_skill_id] @subject.item_apply(target, attack_skill) status_redraw_target(@subject) status_redraw_target(target) unless target == @subject @log_window.display_action_results(@subject, attack_skill) perform_collapse_check(target) perform_collapse_check(@subject) end #-------------------------------------------------------------------------- # new method: perform_collapse_check #-------------------------------------------------------------------------- def perform_collapse_check(target) return if YEA::BATTLE::MSG_ADDED_STATES target.perform_collapse_effect if target.can_collapse? @log_window.wait @log_window.wait_for_effect end #-------------------------------------------------------------------------- # overwrite method: show_attack_animation #-------------------------------------------------------------------------- def show_attack_animation(targets) show_normal_animation(targets, @subject.atk_animation_id1, false) wait_for_animation show_normal_animation(targets, @subject.atk_animation_id2, true) end #-------------------------------------------------------------------------- # overwrite method: show_normal_animation #-------------------------------------------------------------------------- def show_normal_animation(targets, animation_id, mirror = false) animation = $data_animations[animation_id] return if animation.nil? ani_check = false targets.each do |target| if ani_check && target.animation_id <= 0 target.pseudo_ani_id = animation_id else target.animation_id = animation_id end target.animation_mirror = mirror ani_check = true if animation.to_screen? end end #-------------------------------------------------------------------------- # overwrite method: process_action_end #-------------------------------------------------------------------------- def process_action_end @subject.on_action_end status_redraw_target(@subject) @log_window.display_auto_affected_status(@subject) @log_window.wait_and_clear @log_window.display_current_state(@subject) @log_window.wait_and_clear BattleManager.judge_win_loss end #-------------------------------------------------------------------------- # overwrite method: use_item #-------------------------------------------------------------------------- def use_item item = @subject.current_action.item @log_window.display_use_item(@subject, item) @subject.use_item(item) status_redraw_target(@subject) if $imported["YEA-LunaticObjects"] lunatic_object_effect(:before, item, @subject, @subject) end process_casting_animation if $imported["YEA-CastAnimations"] targets = @subject.current_action.make_targets.compact rescue [] show_animation(targets, item.animation_id) if show_all_animation?(item) targets.each {|target| if $imported["YEA-TargetManager"] target = alive_random_target(target, item) if item.for_random? end item.repeats.times { invoke_item(target, item) } } if $imported["YEA-LunaticObjects"] lunatic_object_effect(:after, item, @subject, @subject) end end #-------------------------------------------------------------------------- # alias method: invoke_item #-------------------------------------------------------------------------- alias scene_battle_invoke_item_abe invoke_item def invoke_item(target, item) show_animation([target], item.animation_id) if separate_ani?(target, item) if target.dead? != item.for_dead_friend? @subject.last_target_index = target.index return end scene_battle_invoke_item_abe(target, item) end #-------------------------------------------------------------------------- # new method: show_all_animation? #-------------------------------------------------------------------------- def show_all_animation?(item) return true if item.one_animation return false if $data_animations[item.animation_id].nil? return false unless $data_animations[item.animation_id].to_screen? return true end #-------------------------------------------------------------------------- # new method: separate_ani? #-------------------------------------------------------------------------- def separate_ani?(target, item) return false if item.one_animation return false if $data_animations[item.animation_id].nil? return false if $data_animations[item.animation_id].to_screen? return target.dead? == item.for_dead_friend? end #-------------------------------------------------------------------------- # new method: status_redraw_target #-------------------------------------------------------------------------- def status_redraw_target(target) return unless target.actor? @status_window.draw_item($game_party.battle_members.index(target)) end #-------------------------------------------------------------------------- # alias method: start_party_command_selection #-------------------------------------------------------------------------- alias start_party_command_selection_abe start_party_command_selection def start_party_command_selection @status_window.refresh unless scene_changing? start_party_command_selection_abe end #-------------------------------------------------------------------------- # overwrite method: refresh_status #-------------------------------------------------------------------------- def refresh_status; return; end #-------------------------------------------------------------------------- # new method: refresh_autobattler_status_window #-------------------------------------------------------------------------- def refresh_autobattler_status_window for member in $game_party.battle_members next unless member.auto_battle? @status_window.draw_item(member.index) end end #-------------------------------------------------------------------------- # new method: hide_extra_gauges #-------------------------------------------------------------------------- def hide_extra_gauges # Made for compatibility end #-------------------------------------------------------------------------- # new method: show_extra_gauges #-------------------------------------------------------------------------- def show_extra_gauges # Made for compatibility end end # Scene_Battle #============================================================================== # # Бе End of File # #============================================================================== |
--------------------------------------------------------------------------
Mapping: 




Scripting: 




Event: 




Story: 




Zeichnen: 




Pixeln: 




Musik & Sounds: 




--------------------------------------------------------------------------
Bevorzugter Maker:
Ebenfalls im Besitzt:

|
|
Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 |
#============================================================================== # ** Draw_TP Edit for Flex by Playm #------------------------------------------------------------------------------ # Benötigt Game_Actor#draw_tp?, wie Yanfly die Methode definiert. # Zeigt im Status statt den MP die TP an. #============================================================================== # ** Window_Status #============================================================================== class Window_Status #-------------------------------------------------------------------------- # * Draw Basic Information #-------------------------------------------------------------------------- def draw_basic_info(x, y) draw_actor_level(@actor, x, y + line_height * 0) draw_actor_icons(@actor, x, y + line_height * 1) draw_actor_hp(@actor, x, y + line_height * 2) if @actor.draw_tp? draw_actor_tp(@actor, x, y + line_height * 3) else draw_actor_mp(@actor, x, y + line_height * 3) end end end #============================================================================== # ** Window_Base #============================================================================== class Window_Base #-------------------------------------------------------------------------- # * Draw Simple Status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height * 1) draw_actor_icons(actor, x, y + line_height * 2) draw_actor_class(actor, x + 120, y) draw_actor_hp(actor, x + 120, y + line_height * 1) if actor.draw_tp? draw_actor_tp(actor, x + 120, y + line_height * 2) else draw_actor_mp(actor, x + 120, y + line_height * 2) end end end |

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.
Vielen Dank!
--------------------------------------------------------------------------
Mapping: 




Scripting: 




Event: 




Story: 




Zeichnen: 




Pixeln: 




Musik & Sounds: 




--------------------------------------------------------------------------
Bevorzugter Maker:
Ebenfalls im Besitzt:

Übrigens lieber Forenstöberer: Dieses Skript muss nicht in die Liste.
Das ist zu speziell auf Flex zugeschnitten. 
Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: "Was du nicht willst, das man dir tu', füge keinem And'ren zu!"
Danke für die Meldung!
-
Joseys Wuselei
-
Meine Story - Pausiert
Lust auf Abenteuer?
So richtig mit Selbstbestimmung?
Und mit was Spannendem? Zum Spielen? Ohne Schokolade?
"Eines, das mit dem leistungsstärksten Grafikchip der Welt läuft? Deiner Vorstellungskraft?"
Hier die Antwort:


Hier könnt ihr euren Lieblingschar wählen ;D
Und hier findet ihr das Minigame, das ab und an den Würfel ersetzt. -
Meine Arbeiten
-
Meine Fähigkeiten
Maker:
XP
Pixeln:
Mappen:
Eventen:
Scripten:
Komponieren:

-
(Mein) Autismus
Ich bin im autistischen Sprektrum-
sollte ich mich komisch verhalten, oder unhöflich wirken
(oder mich zu oft entschuldigen, unaufmerksam sein, unsicher wirken, zum zehnten Mal nachfragen, blablabla),
ist das nicht beabsichtigt.
Josey. Epicgarantie.
Nehmt das bloß nicht ernst! D: -
Meine Welt
Mein Ehemann Kain!
:*
Freund und Helfer in der Not, immer da, steht er mir mit Rat und Tat zur Seite. Meine andere Hälfte! : D
Er verdient einfach einen Platz (
) in meiner Signatur! XD

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Mein Support
Der In-Game-Charset-Generator!
Erstelle Random-NPCs mit Charsetteilen!
Diese Spiele finde ich toll und brauchen viel mehr Aufmerksamkeit!
Bastelt mal Banner! : D
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Meine beendeten Contests
[Pixelcontest] Rund um den Kürbis

Abstimmung
Siegerehrung
Das Wunder der Berge

Abstimmung
Siegerehrung -
Meine Contests
Ein Schreibcontest in Arbeit! : D 
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Joseys Spiele
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Endless Ending
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Scripted Desaster
Scripted Desaster
("nicht ganz so ernstes Projekt")
Ein verfressener Idiot und ein sarkastischer Workaholic treffen in einem dunklen Wald auf einen weißes Kaninchen...
Ein Auftragskiller jagt einem Meisterdieb hinterher, wobei nicht ersichtlich ist, wer eigentlich wen jagt...
Und eine "Kristallhöhle", sowie einen "Wald ohne Wiederkehr" gibts auch.
Das bedeutet doch Spaß... -
Pokémon EV
Pokemon EV
("Zeitvertreib nebenbei - Kreatief-Helfer")
Ist nur ein Pokemonspiel mit üblicher Story und nicht so üblicher Story.
Ist inzwischen alles schonmal dagewesen. XD -
Lost Island
Harvest Moon - Lost Island
(Arbeitstitel, "Eventtechnik-Projekt")
Ist momentan mein Hauptprojekt, weil bei EE die Scripts einfach fehlen :<
Das Spiel ist ein Harvest Moon Abklatsch. XD
Felder funktionieren, Tiere auch, Grafiken sehen schon gut aus, Maps sind fast fertig. Man kann in die Miene, man kann einkaufen. Auf dem Papier ist alles schon durchgeplant, einiges muss noch umgesetzt werden.
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Joseys Fortschritt
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Endless Ending
Story: 60%
Charas: 20%
Maps: 01%
Zeichnungen: 05%
Grafiken: 30%
Scripte: 70%
Musik: 00%
...ist nicht viel, huh? ^^° -
Scripted Desaster
Story: 10%
Charas: 60%
Maps: 30%
Zeichnungen: 01%
Grafiken: 60%
Scripte: 70%
Musik: 00%
Gut Ding... -
Pokemon EV
Story: 60%
Charas: 10%
Maps: 00%
Zeichnungen: 00%
Grafiken: 80%
Scripte: 90%
Musik: 70%
Nicht ernstnehmen XD Das mache ich nur, wenn woanders nix mehr geht... -
Lost Island
Story: 100%
Charas: 10%
Maps: 90%
Zeichnungen: 00%
Grafiken: 60%
Scripte: 90%
Musik: 00%
Das macht richtig Spaß XD
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Huiii
Bitte klicken Sie weiter. Hier gibt es nichts zu sehen. Nichts. Hören Sie? Nichts.
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