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- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - State Animations v1.01
- # -- Last Updated: 2014.03.22
- # -- Level: Normal
- # -- Requires: n/a
- # -- Special Thanks:
- # SoulPour777 for the Bug Fix for V1.01
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-StateAnimations"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2014.03.22 - Some of the animations have been using the same reference count,
- # which results to cancelling the animation.
- # 2011.12.23 - Started Script and Finished.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # A missing feature from RPG Maker XP. Status effects had animations replaying
- # on them constantly to indicate that a user was affected by a state. Only the
- # state with the highest priority and possesses an animation will be played.
- #
- #==============================================================================
- # ▼ 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.
- #
- # -----------------------------------------------------------------------------
- # State Notetags - These notetags go in the states notebox in the database.
- # -----------------------------------------------------------------------------
- # <state ani: x>
- # Causes the status effect to play battle animation x repeatedly on the battler
- # if the battler is affected by this state and if this state is the highest
- # priority state with an animation.
- #
- #==============================================================================
- # ▼ 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 STATE_ANIMATION
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Adjust the state animation settings here. -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # These settings decide whether or not state animations will cause the
- # screen to flash, play sound effects, and what kinds of zoom levels will
- # be used on actors affected by states with animations.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- PLAY_SOUND = false # Play sounds for state animations?
- PLAY_FLASH = false # Use screen flash for state animations?
- PLAY_ACTOR = false # Play animations on the actor?
- ACTOR_ZOOM = 0.25 # Zoom level for animations on actors.
- end # STATE_ANIMATION
- 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 STATE
- STATEANI = /<(?:STATE_ANIMATION|state ani|animation|ani):[ ](\d+)>/i
- end # STATE
- end # REGEXP
- end # YEA
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_sani load_database; end
- def self.load_database
- load_database_sani
- load_notetags_sani
- end
- #--------------------------------------------------------------------------
- # new method: load_notetags_sani
- #--------------------------------------------------------------------------
- def self.load_notetags_sani
- for state in $data_states
- next if state.nil?
- state.load_notetags_sani
- end
- end
- end # DataManager
- #==============================================================================
- # ■ RPG::State
- #==============================================================================
- class RPG::State < RPG::BaseItem
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :state_animation
- #--------------------------------------------------------------------------
- # common cache: load_notetags_sani
- #--------------------------------------------------------------------------
- def load_notetags_sani
- @state_animation = 0
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::STATE::STATEANI
- @state_animation = $1.to_i
- end
- } # self.note.split
- #---
- end
- end # RPG::State
- #==============================================================================
- # ■ Sprite_Battler
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # class variables
- #--------------------------------------------------------------------------
- @@state_ani_checker = []
- @@state_ani_spr_checker = []
- @@_reference_count = {}
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias sprite_battler_initialize_sani initialize
- def initialize(viewport, battler = nil)
- sprite_battler_initialize_sani(viewport, battler)
- @state_ani_duration = 0
- end
- #--------------------------------------------------------------------------
- # alias method: dispose
- #--------------------------------------------------------------------------
- alias sprite_battler_dispose_sani dispose
- def dispose
- dispose_state_animation
- sprite_battler_dispose_sani
- end
- #--------------------------------------------------------------------------
- # alias method: setup_new_effect
- #--------------------------------------------------------------------------
- alias sprite_battler_setup_new_effect_sani setup_new_effect
- def setup_new_effect
- sprite_battler_setup_new_effect_sani
- setup_state_ani_effect
- end
- #--------------------------------------------------------------------------
- # new method: setup_state_ani_effect
- #--------------------------------------------------------------------------
- def setup_state_ani_effect
- return if @battler.state_animation_id.nil?
- if @battler.state_animation_id == 0
- dispose_state_animation
- else
- animation = $data_animations[@battler.state_animation_id]
- start_state_animation(animation)
- end
- end
- #--------------------------------------------------------------------------
- # alias method: update
- #--------------------------------------------------------------------------
- alias sprite_battler_update_sani update
- def update
- sprite_battler_update_sani
- update_state_animations
- end
- #--------------------------------------------------------------------------
- # new method: update_state_animations
- #--------------------------------------------------------------------------
- def update_state_animations
- update_state_animation
- @@state_ani_checker.clear
- @@state_ani_spr_checker.clear
- end
- #--------------------------------------------------------------------------
- # new method: state_animation?
- #--------------------------------------------------------------------------
- def state_animation?
- return !@state_animation.nil?
- end
- #--------------------------------------------------------------------------
- # new method: start_state_animation
- #--------------------------------------------------------------------------
- def start_state_animation(animation, mirror = false)
- return if !@state_animation.nil? && @state_animation.id == animation.id
- dispose_state_animation
- @state_animation = animation
- return if @state_animation.nil?
- @state_ani_mirror = mirror
- set_animation_rate
- @state_ani_duration = @state_animation.frame_max * @ani_rate + 1
- load_state_animation_bitmap
- make_state_animation_sprites
- set_state_animation_origin
- end
- #--------------------------------------------------------------------------
- # new method: load_state_animation_bitmap
- #--------------------------------------------------------------------------
- def load_state_animation_bitmap
- animation1_name = @state_animation.animation1_name
- animation1_hue = @state_animation.animation1_hue
- animation2_name = @state_animation.animation2_name
- animation2_hue = @state_animation.animation2_hue
- @state_ani_bitmap1 = Cache.animation(animation1_name, animation1_hue)
- @state_ani_bitmap2 = Cache.animation(animation2_name, animation2_hue)
- if @@_reference_count.include?(@state_ani_bitmap1)
- @@_reference_count[@state_ani_bitmap1] += 1
- else
- @@_reference_count[@state_ani_bitmap1] = 1
- end
- if @@_reference_count.include?(@ani_bitmap2)
- @@_reference_count[@state_ani_bitmap2] += 1
- else
- @@_reference_count[@state_ani_bitmap2] = 1
- end
- Graphics.frame_reset
- end
- #--------------------------------------------------------------------------
- # new method: make_state_animation_sprites
- #--------------------------------------------------------------------------
- def make_state_animation_sprites
- @state_ani_sprites = []
- if @use_sprite && !@@state_ani_spr_checker.include?(@state_animation)
- 16.times do
- sprite = ::Sprite.new(viewport)
- sprite.visible = false
- @state_ani_sprites.push(sprite)
- end
- if @state_animation.position == 3
- @@state_ani_spr_checker.push(@animation)
- end
- end
- @state_ani_duplicated = @@state_ani_checker.include?(@state_animation)
- if !@state_ani_duplicated && @state_animation.position == 3
- @@state_ani_checker.push(@state_animation)
- end
- end
- #--------------------------------------------------------------------------
- # new method: set_state_animation_origin
- #--------------------------------------------------------------------------
- def set_state_animation_origin
- if @state_animation.position == 3
- if viewport == nil
- @state_ani_ox = Graphics.width / 2
- @state_ani_oy = Graphics.height / 2
- else
- @state_ani_ox = viewport.rect.width / 2
- @state_ani_oy = viewport.rect.height / 2
- end
- else
- @state_ani_ox = x - ox + width / 2
- @state_ani_oy = y - oy + height / 2
- if @state_animation.position == 0
- @state_ani_oy -= height / 2
- elsif @state_animation.position == 2
- @state_ani_oy += height / 2
- end
- end
- end
- #--------------------------------------------------------------------------
- # new method: dispose_state_animation
- #--------------------------------------------------------------------------
- def dispose_state_animation
- if @state_ani_bitmap1
- @@_reference_count[@state_ani_bitmap1] -= 1
- if @@_reference_count[@state_ani_bitmap1] == 0
- @state_ani_bitmap1.dispose
- end
- end
- if @state_ani_bitmap2
- @@_reference_count[@state_ani_bitmap2] -= 1
- if @@_reference_count[@state_ani_bitmap2] == 0
- @state_ani_bitmap2.dispose
- end
- end
- if @state_ani_sprites
- @state_ani_sprites.each {|sprite| sprite.dispose }
- @state_ani_sprites = nil
- @state_animation = nil
- end
- @state_ani_bitmap1 = nil
- @state_ani_bitmap2 = nil
- end
- #--------------------------------------------------------------------------
- # new method: update_state_animation
- #--------------------------------------------------------------------------
- def update_state_animation
- return unless state_animation?
- @state_ani_duration -= 1
- if @state_ani_duration % @ani_rate == 0
- if @state_ani_duration > 0
- @state_frame_index = @state_animation.frame_max
- change = (@state_ani_duration + @ani_rate - 1) / @ani_rate
- @state_frame_index -= change
- @state_animation.timings.each do |timing|
- next unless timing.frame == @state_frame_index
- state_animation_process_timing(timing)
- end
- else
- @state_ani_duration = @state_animation.frame_max * @ani_rate + 1
- end
- end
- return if @state_frame_index.nil?
- state_animation_set_sprites(@state_animation.frames[@state_frame_index])
- set_state_animation_origin
- end
- #--------------------------------------------------------------------------
- # new method: end_state_animation
- #--------------------------------------------------------------------------
- def end_state_animation
- dispose_state_animation
- end
- #--------------------------------------------------------------------------
- # new method: state_animation_set_sprites
- #--------------------------------------------------------------------------
- def state_animation_set_sprites(frame)
- return if @state_animation.nil?
- return if frame.nil?
- cell_data = frame.cell_data
- @state_ani_sprites.each_with_index do |sprite, i|
- next unless sprite
- pattern = cell_data[i, 0]
- if !pattern || pattern < 0
- sprite.visible = false
- next
- end
- sprite.bitmap = pattern < 100 ? @state_ani_bitmap1 : @state_ani_bitmap2
- sprite.visible = true
- sprite.src_rect.set(pattern % 5 * 192,
- pattern % 100 / 5 * 192, 192, 192)
- if @state_ani_mirror
- sprite.x = @state_ani_ox - cell_data[i, 1]
- sprite.y = @state_ani_oy + cell_data[i, 2]
- sprite.angle = (360 - cell_data[i, 4])
- sprite.mirror = (cell_data[i, 5] == 0)
- else
- sprite.x = @state_ani_ox + cell_data[i, 1]
- sprite.y = @state_ani_oy + cell_data[i, 2]
- sprite.angle = cell_data[i, 4]
- sprite.mirror = (cell_data[i, 5] == 1)
- end
- sprite.z = self.z + 250 + i
- sprite.ox = 96
- sprite.oy = 96
- sprite.zoom_x = cell_data[i, 3] / 100.0
- sprite.zoom_y = cell_data[i, 3] / 100.0
- if @battler.actor?
- zoom = YEA::STATE_ANIMATION::ACTOR_ZOOM
- sprite.zoom_x *= zoom
- sprite.zoom_y *= zoom
- end
- sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
- sprite.blend_type = cell_data[i, 7]
- end
- end
- #--------------------------------------------------------------------------
- # new method: state_animation_process_timing
- #--------------------------------------------------------------------------
- def state_animation_process_timing(timing)
- timing.se.play if YEA::STATE_ANIMATION::PLAY_SOUND
- case timing.flash_scope
- when 1
- self.flash(timing.flash_color, timing.flash_duration * @ani_rate)
- when 2
- return unless YEA::STATE_ANIMATION::PLAY_FLASH
- if viewport && !@state_ani_duplicated
- flash_amount = timing.flash_duration * @ani_rate
- viewport.flash(timing.flash_color, flash_amount)
- end
- when 3
- self.flash(nil, timing.flash_duration * @ani_rate)
- end
- end
- end # Sprite_Battler
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :state_animation_id
- #--------------------------------------------------------------------------
- # alias method: refresh
- #--------------------------------------------------------------------------
- alias game_battlerbase_refresh_sani refresh
- def refresh
- game_battlerbase_refresh_sani
- reload_state_animation
- end
- #--------------------------------------------------------------------------
- # new method: reload_state_animation
- #--------------------------------------------------------------------------
- def reload_state_animation
- @state_animation_id = 0
- return if actor? && !YEA::STATE_ANIMATION::PLAY_ACTOR
- for state in states
- next unless state.state_animation > 0
- @state_animation_id = state.state_animation
- break
- end
- end
- end # Game_BattlerBase
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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