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- #==============================================================================
- #
- # ▼ 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
- #==============================================================================
- # ▼ 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.
- #
- #==============================================================================
- # ▼ 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.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ 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.
- #
- #==============================================================================
- # ▼ 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 = true # Skips the Fight/Escape menu.
- AUTO_FAST = true # Causes message windows to not wait.
- ENEMY_ATK_ANI = 36 # 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 = "All Foes"
- HELP_TEXT_ONE_RANDOM_FOE = "One Random Foe"
- HELP_TEXT_MANY_RANDOM_FOE = "%d Random Foes"
- HELP_TEXT_ALL_ALLIES = "All Allies"
- HELP_TEXT_ALL_DEAD_ALLIES = "All Dead Allies"
- HELP_TEXT_ONE_RANDOM_ALLY = "One Random Ally"
- HELP_TEXT_RANDOM_ALLIES = "%d Random Allies"
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - 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 => "DRAIN", # Text display for draining HP/MP.
- :critical => "CRITICAL!", # Text display for critical hit.
- :missed => "MISS", # Text display for missed attack.
- :evaded => "EVADE!", # Text display for evaded attack.
- :nulled => "NULL", # Text display for nulled attack.
- :failed => "FAILED", # 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 => "WEAKPOINT", # Appears if foe is weak to element.
- :resistant => "RESIST", # Appears if foe is resistant to element.
- :immune => "IMMUNE", # Appears if foe is immune to element.
- :absorbed => "ABSORB", # 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 = ["VL Gothic", "Verdana", "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 = false # 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 = false # 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 = false # Show target's added states.
- MSG_REMOVED_STATES = false # Show target's removed states.
- MSG_CHANGED_BUFFS = false # Show target's changed buffs.
- end # BATTLE
- end # YEA
- #==============================================================================
- # ▼ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ Icon
- #==============================================================================
- module Icon
- #--------------------------------------------------------------------------
- # self.no_action
- #--------------------------------------------------------------------------
- def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
- end # Icon
- #==============================================================================
- # ■ Numeric
- #==============================================================================
- class Numeric
- #--------------------------------------------------------------------------
- # new method: group_digits
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def group; return self.to_s; end
- end # $imported["YEA-CoreEngine"]
- end # Numeric
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_abe load_database; end
- def self.load_database
- load_database_abe
- load_notetags_abe
- end
- #--------------------------------------------------------------------------
- # new method: load_notetags_abe
- #--------------------------------------------------------------------------
- def self.load_notetags_abe
- groups = [$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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- # ■ 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
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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