im using the a side view battle script, i dont understand ruby very well so could someone modyfy this code to were it works exactly like the original but the health bar does slowely slide when you get hit it just instantly appears on the new value, just like take the animation off the healthbar, the reason i ask is cuz it lags bad at that time, heres the code:
class Bitmap
if not method_defined?('original_draw_text')
alias original_draw_text draw_text
def draw_text(*arg)
original_color = self.font.color.dup
self.font.color = Color.new(0, 0, 0, 128)
if arg[0].is_a?(Rect)
arg[0].x += 2
arg[0].y += 2
self.original_draw_text(*arg)
arg[0].x -= 2
arg[0].y -= 2
else
arg[0] += 2
arg[1] += 2
self.original_draw_text(*arg)
arg[0] -= 2
arg[1] -= 2
end
self.font.color = original_color
self.original_draw_text(*arg)
end
end
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end
class Game_Actor < Game_Battler
def screen_x
if self.index != nil
n_split = [($game_party.actors.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_party.actors.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_party.actors.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_party.actors.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_party.actors.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 1
end
end
when 4
n_index = self.index
if $game_party.actors.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
n_split = [($game_party.actors.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_party.actors.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_party.actors.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_party.actors.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_party.actors.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 1
end
end
when 4
n_index = self.index
if $game_party.actors.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
# ??????????? Z ?????????
if self.index != nil
return self.index
else
return 0
end
end
end
class Game_Enemy < Game_Battler
def screen_x
n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_troop.enemies.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_troop.enemies.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_troop.enemies.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_troop.enemies.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 2
end
end
when 4
n_index = self.index
if $game_troop.enemies.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
case n_split
when 1
n_index = self.index * 2
when 2
if self.index < ($game_troop.enemies.length - 2)
n_index = 0.5 + (2 * self.index)
else
if $game_troop.enemies.length == 3 then
n_index = (self.index * 2) + 2
elsif $game_troop.enemies.length == 4 then
n_index = self.index * 2
end
end
when 3
n_index = self.index + (0.25 * (self.index + 1))
if $game_troop.enemies.length == 5
if self.index < 2
n_index = self.index + (0.25 * (self.index + 1))
else
n_index = self.index + (0.25 * (self.index + 2)) + 1
end
end
when 4
n_index = self.index
if $game_troop.enemies.length == 7
if self.index < 3
n_index = self.index
else
n_index = self.index + 1
end
end
end
return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
return @member_index + 1
end
end
#==============================================================================
# ¦ Sprite_Battler
#------------------------------------------------------------------------------
# ????????????????Game_Battler ???????????????
# ????????????????????
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :battler # ????
attr_accessor :moving # Is the sprite moving?
attr_reader :index
attr_accessor :target_index
attr_accessor :direction
attr_accessor :pattern
#--------------------------------------------------------------------------
# ? ?????????
# viewport : ??????
# battler : ???? (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
change
@old = Graphics.frame_count # For the delay method
@goingup = true # Increasing animation? (if @rm2k_mode is true)
@once = false # Is the animation only played once?
@animated = true # Used to stop animation when @once is true
self.opacity = 0
@index = 0
@pattern_b = 0
@counter_b = 0
@trans_sprite = Sprite.new
@trans_sprite.opacity = 0
@bar_hp_sprite = Sprite.new
@bar_hp_sprite.bitmap = Bitmap.new(64, 10)
@bar_sp_sprite = Sprite.new
@bar_sp_sprite.bitmap = Bitmap.new(64, 10)
@color1 = Color.new(0, 0, 0, 192)
@color2 = Color.new(255, 255, 192, 192)
@color3 = Color.new(0, 0, 0, 192)
@color4 = Color.new(64, 0, 0, 192)
@old_hp = -1
@old_sp = -1
@battler = battler
@battler_visible = false
@first = true
@pattern = 0
if $target_index == nil
$target_index = 0
end
@battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
if @trans_sprite.bitmap != nil
@trans_sprite.bitmap.dispose
end
@trans_sprite.dispose
@bar_hp_sprite.bitmap.dispose
@bar_hp_sprite.dispose
@bar_sp_sprite.bitmap.dispose
@bar_sp_sprite.dispose
super
end
def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)
@frames = frames
@delay = delay
@offset_x, @offset_y = offx, offy
@current_frame = startf
@once = once
@goingup = true
@animated = true
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
bar_check = true if @_damage_duration == 1
super
@trans_sprite.blend_type = self.blend_type
@trans_sprite.color = self.color
if @_collapse_duration > 0
@trans_sprite.opacity = self.opacity
else
@trans_sprite.opacity = [self.opacity, 160].min
end
if (@_damage_duration == 0 and bar_check == true) or @first == true
@first = false if @first == true
bar_check = false
@bar_must_change = true
end
@bar_hp_sprite.opacity = self.opacity
@bar_sp_sprite.opacity = self.opacity
# ????? nil ???
if @battler == nil
self.bitmap = nil
@trans_sprite.bitmap = nil
loop_animation(nil)
return
end
# ????????????????????
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# ????????????
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
if @battler.is_a?(Game_Actor)
@battler_name = @battler.character_name
@battler_hue = @battler.character_hue
@direction = 4
else
@direction = 6
end
self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
@width = bitmap.width / 4
@height = bitmap.height / 4
@frame_width = @width
@frame_height = @height
self.ox = @width / 2
self.oy = @height
@pattern = @current_frame
@direction = @offset_y
sx = @pattern * @width
sy = (@direction - 2) / 2 * @height
self.src_rect.set(sx, sy, @width, @height)
@current_frame = (@current_frame + 1) unless @frames == 0
@animated = false if @current_frame == @frames and @once
@current_frame %= @frames
@trans_sprite.bitmap = self.bitmap
@trans_sprite.ox = self.ox
@trans_sprite.oy = self.oy
@trans_sprite.src_rect.set(sx, sy, @width, @height)
# ?????????????????? 0 ???
if @battler.dead? or @battler.hidden
self.opacity = 0
@trans_sprite.opacity = 0
@bar_hp_sprite.opacity = 0
@bar_sp_sprite.opacity = 0
end
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
change_sp_bar if @old_sp != @battler.sp
if delay(@delay) and @animated
@pattern = @current_frame
@direction = @offset_y
sx = @pattern * @width
sy = (@direction - 2) / 2 * @height
self.src_rect.set(sx, sy, @width, @height)
@current_frame = (@current_frame + 1) unless @frames == 0
@animated = false if @current_frame == @frames and @once
@current_frame %= @frames
@trans_sprite.ox = self.ox
@trans_sprite.oy = self.oy
@trans_sprite.src_rect.set(sx, sy, @width, @height)
end
# ??????? ID ????????????
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# ??????????????
#if @battler.is_a?(Game_Actor) and @battler_visible
# ???????????????????????
#if $game_temp.battle_main_phase
#self.opacity += 3 if self.opacity < 255
#else
#self.opacity -= 3 if self.opacity > 207
#end
#end
# ??
if @battler.blink
blink_on
else
blink_off
end
# ??????
unless @battler_visible
# ??
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
end
# ?????
if @battler_visible
# ??
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@trans_sprite.opacity = 0
@battler_visible = false
end
# ??????
if @battler.white_flash
whiten
@battler.white_flash = false
end
# ???????
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
# ????
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
if @bar_must_change == true
@bar_must_change = false
if @old_hp != @battler.hp
change_hp_bar
end
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
end
# ???????????
@trans_sprite.x = self.x
@trans_sprite.y = self.y
@trans_sprite.z = self.z
@bar_hp_sprite.x = @battler.screen_x - 32
@bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil
@bar_hp_sprite.z = 100
@bar_sp_sprite.x = @battler.screen_x - 32
@bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil
@bar_sp_sprite.z = 100
end
#--------------------------------------------------------------------------
# - Move the sprite
# x : X coordinate of the destination point
# y : Y coordinate of the destination point
# speed : Speed of movement (0 = delayed, 1+ = faster)
# delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(x, y, speed = 1, delay = 0)
@destx = x
@desty = y
@move_speed = speed
@move_delay = delay
@move_old = Graphics.frame_count
@moving = true
end
#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
return unless @moving
movinc = @move_speed == 0 ? 1 : @move_speed
if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
self.x += movinc if self.x < @destx
self.x -= movinc if self.x > @destx
self.y += movinc if self.y < @desty
self.y -= movinc if self.y > @desty
@move_old = Graphics.frame_count
end
if @move_speed > 1 # Check if sprite can't reach that point
self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
(@destx - self.x).abs <= @move_speed
self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
(@desty - self.y).abs <= @move_speed
end
if self.x == @destx and self.y == @desty
@moving = false
end
end
#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
# frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
update_move
if (Graphics.frame_count - @old >= frames)
@old = Graphics.frame_count
return true
end
return false
end
def change_hp_bar
j = false
@old_hp = @battler.hp if @old_hp == -1
i = @old_hp
loop do
i -= 10
if i < @battler.hp
i = @battler.hp
j = true
end
rate = i.to_f / @battler.maxhp
@color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
@color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
@bar_hp_sprite.bitmap.clear
@bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
@bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
@bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
@bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 2)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
@bar_hp_sprite.opacity = self.opacity
Graphics.update
if j == true
j = false
break
end
end
@old_hp = @battler.hp
end
def change_sp_bar
j = false
@old_sp = @battler.sp if @old_sp == -1
i = @old_sp
loop do
i -= 10
if i < @battler.sp
i = @battler.sp
j = true
end
rate = i.to_f / @battler.maxsp
@color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
@color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
@bar_sp_sprite.bitmap.clear
@bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
@bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
@bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
@bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
@bar_sp_sprite.opacity = self.opacity
Graphics.update
if j == true
j = false
break
end
end
@old_sp = @battler.sp
end
def enemy #
$target_index += $game_troop.enemies.size
$target_index %= $game_troop.enemies.size
return $game_troop.enemies[$target_index] #
end #
def actor #
$target_index += $game_party.actors.size
$target_index %= $game_party.actors.size
return $game_party.actors[$target_index] #
end
def index=(index)
@index = index
update
end
def pose(number, frames = 4)
case number
when 0
change(frames, 4, 0, 4, 0)
when 1
change(frames, 4, 0, 4)
when 2
change(frames, 4, 0, 6)
else
change(frames, 4, 0, 0, 0)
end
end
def enemy_pose(number ,enemy_frames = 4)
case number
when 0
change(enemy_frames, 4, 0, 6, 0)
when 1
change(enemy_frames, 4, 0, 4)
when 2
change(enemy_frames, 4, 0, 6)
else
change(enemy_frames, 4, 0, 0, 0)
end
end
def default_pose
pose(0, 1)
end
end
#==============================================================================
# ¦ Spriteset_Battle
#------------------------------------------------------------------------------
# ???????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :viewport1 # ????????????
attr_reader :viewport2 # ????????????
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
# ?????????
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
if $game_temp.battleback_name == ""
@battleback_sprite = nil
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
else
# ??????????????
@tilemap = nil
@battleback_sprite = Sprite.new(@viewport1)
end
# ????????????
@enemy_sprites = []
for enemy in $game_troop.enemies#.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# ????????????
@actor_sprites = []
for j in 0..7
# ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð’ljÁ
@actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))
end
# ?????
@weather = RPG::Weather.new(@viewport1)
# ????????????
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
# ????????????
@timer_sprite = Sprite_Timer.new
# ??????
update
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
if @tilemap != nil
# ?????????
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
end
# ??????????????
if @battleback_sprite != nil
# ??????????????????????
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.dispose
end
# ??????????????????????
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
# ?????
@weather.dispose
# ????????????
for sprite in @picture_sprites
sprite.dispose
end
# ????????????
@timer_sprite.dispose
# ?????????
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def effect?
# ??????????????? true ???
for sprite in @enemy_sprites + @actor_sprites
return true if sprite.effect?
end
return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ???????????????????????
if @battleback_sprite != nil
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
bg_bitmap = RPG::Cache.battleback(@battleback_name)
bg_bitmap_stretch = Bitmap.new(640, 480)
bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)
@battleback_sprite.bitmap = bg_bitmap_stretch
end
end
if @tilemap != nil
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
end
# ????????????
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
# ???????????
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# ????????????
for sprite in @picture_sprites
sprite.update
end
# ????????????
@timer_sprite.update
# ???????????????
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# ????????????
@viewport4.color = $game_screen.flash_color
# ?????????
@viewport1.update
@viewport2.update
@viewport4.update
end
end
#==============================================================================
# ¦ Window_Command
#------------------------------------------------------------------------------
# ?????????????????????
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
# width : ???????
# commands : ??????????
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
# ????????????????????
super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
@inf_scroll = inf_scroll
@item_max = commands.size
@commands = commands
@column_max = column_max
@style = style
self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# ? ?????
# index : ????
# color : ???
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# ? ??????
# index : ????
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
def update_help
@help_window.set_actor($game_party.actors[$scene.actor_index])
end
end
#==============================================================================
# ¦ Arrow_Enemy
#------------------------------------------------------------------------------
# ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def enemy
return $game_troop.enemies[@index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
# ???????????????????
$game_troop.enemies.size.times do
break if self.enemy.exist?
@index += 1
@index %= $game_troop.enemies.size
end
# ?????
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# ?????
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += ((($game_troop.enemies.length) * 0.5).ceil)
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# ???????????
if self.enemy != nil
self.x = self.enemy.screen_x + 4
self.y = self.enemy.screen_y + 36
self.z = self.enemy.screen_z + 1
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
# ????????????????????????
@help_window.set_enemy(self.enemy)
end
end
#==============================================================================
# ¦ Arrow_Actor
#------------------------------------------------------------------------------
# ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def actor
return $game_party.actors[@index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
# ?????
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# ?????
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@index += ($game_party.actors.length * 0.5).ceil
@index %= $game_party.actors.size
end
# ?????
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil)
@index %= $game_party.actors.size
end
# ???????????
if self.actor != nil
self.x = self.actor.screen_x
self.y = self.actor.screen_y + 36
self.z = self.actor.screen_z + 1
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
# ??????????????????????
@help_window.set_actor(self.actor)
end
end
class Scene_Battle
attr_accessor :actor_index
def main
# ???????????????
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# ??????????????????
$game_system.battle_interpreter.setup(nil, 0)
# ???????
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# ????????????????
s1 = $data_system.words.attack
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(640, [s1, s2, s3, s4], 4)
@actor_command_window.y = 64
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# ????????????
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
#@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# ???????????
@spriteset = Spriteset_Battle.new
# ????????????
@wait_count = 0
# ?????????
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# ???????????
start_phase1
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ??????????
$game_map.refresh
# ?????????
Graphics.freeze
# ????????
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
#@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# ???????????
@spriteset.dispose
# ???????????????
if $scene.is_a?(Scene_Title)
# ??????????
Graphics.transition
Graphics.freeze
end
# ???????????????????????????
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
def update
# ?????????????
if $game_system.battle_interpreter.running?
# ?????????
$game_system.battle_interpreter.update
# ?????????????????????????
if $game_temp.forcing_battler == nil
# ?????????????????
unless $game_system.battle_interpreter.running?
# ??????????????????????????
unless judge
setup_battle_event
end
end
# ????????????????
if @phase != 5
# ?????????????????
#@status_window.refresh
end
end
end
# ???? (????)??????
$game_system.update
$game_screen.update
# ????? 0 ??????
if $game_system.timer_working and $game_system.timer == 0
# ?????
$game_temp.battle_abort = true
end
# ????????
@help_window.update
@party_command_window.update
@actor_command_window.update
#@status_window.update
@message_window.update
# ???????????
@spriteset.update
# ?????????????
if $game_temp.transition_processing
# ?????????????????
$game_temp.transition_processing = false
# ?????????
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# ????????????????
if $game_temp.message_window_showing
return
end
# ???????????
if @spriteset.effect?
return
end
# ??????????
if $game_temp.gameover
# ??????????????
$scene = Scene_Gameover.new
return
end
# ???????????
if $game_temp.to_title
# ???????????
$scene = Scene_Title.new
return
end
# ????????
if $game_temp.battle_abort
# ??????? BGM ???
$game_system.bgm_play($game_temp.map_bgm)
# ?????
battle_end(1)
return
end
# ????????
if @wait_count > 0
# ????????????
@wait_count -= 1
return
end
# this one holds the battle while the player moves
for actor in @spriteset.actor_sprites
if actor.moving
return
end
end
# and this one is for the enemy...
for enemy in @spriteset.enemy_sprites
if enemy.moving# and $game_system.animated_enemy
return
end
end
# ???????????????????????
# ????????????????
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# ??????????
case @phase
when 1 # ?????????
update_phase1
when 2 # ????????????
update_phase2
when 3 # ????????????
update_phase3
when 4 # ???????
update_phase4
when 5 # ???????????
update_phase5
end
end
def start_phase2
# ???? 2 ???
@phase = 2
# ?????????????
@actor_index = -1
@active_battler = nil
# ?????????????????
@party_command_window.active = true
@party_command_window.visible = true
# ?????????????????
@actor_command_window.active = false
@actor_command_window.visible = false
@help_window.visible = false
# ??????????????
$game_temp.battle_main_phase = false
# ????????????????
$game_party.clear_actions
# ????????????
unless $game_party.inputable?
# ?????????
start_phase4
end
end
def update_phase2_escape
# ??????????????
enemies_agi = 0
enemies_number = 0
for enemy in $game_troop.enemies
if enemy.exist?
enemies_agi += enemy.agi
enemies_number += 1
end
end
if enemies_number > 0
enemies_agi /= enemies_number
end
# ??????????????
actors_agi = 0
actors_number = 0
for actor in $game_party.actors
if actor.exist?
actors_agi += actor.agi
actors_number += 1
end
end
if actors_number > 0
actors_agi /= actors_number
end
# ??????
success = rand(100) < 50 * actors_agi / enemies_agi
# ???????
if success
# ?? SE ???
$game_system.se_play($data_system.escape_se)
for actor in $game_party.actors
@spriteset.actor_sprites[actor.index].pose(2)
@spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10)
end
check = escape_move
until check == false
@spriteset.update
Graphics.update
check = escape_move
end
# ??????? BGM ???
$game_system.bgm_play($game_temp.map_bgm)
# ?????
battle_end(1)
# ???????
else
# ????????????????
$game_party.clear_actions
# ?????????
start_phase4
end
end
def escape_move
for actor in @spriteset.actor_sprites
if actor.moving
return true
end
end
return false
end
def start_phase5
# ???? 5 ???
@phase = 5
# ????? ME ???
$game_system.me_play($game_system.battle_end_me)
# ??????? BGM ???
$game_system.bgm_play($game_temp.map_bgm)
# EXP???????????????
exp = 0
gold = 0
treasures = []
# ???
for enemy in $game_troop.enemies
# ??????????????
unless enemy.hidden
# ?? EXP????????
exp += enemy.exp
gold += enemy.gold
# ?????????
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# ???????? 6 ??????
treasures = treasures[0..5]
# EXP ??
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
#@status_window.level_up(i)
end
end
end
# ??????
$game_party.gain_gold(gold)
# ???????
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# ???????????????
@result_window = Window_BattleResult.new(exp, gold, treasures)
# ???????????
@phase5_wait_count = 100
end
#--------------------------------------------------------------------------
# ? ?????? (???????????)
#--------------------------------------------------------------------------
def update_phase5
# ????????? 0 ???????
if @phase5_wait_count > 0
# ????????????
@phase5_wait_count -= 1
# ????????? 0 ??????
if @phase5_wait_count == 0
# ????????????
@result_window.visible = true
# ??????????????
$game_temp.battle_main_phase = false
# ?????????????????
#@status_window.refresh
end
return
end
# C ??????????
if Input.trigger?(Input::C)
# ?????
battle_end(0)
end
end
def phase3_setup_command_window
# ?????????????????
@party_command_window.active = false
@party_command_window.visible = false
# ?????????????????
@actor_command_window.active = true
@actor_command_window.visible = true
@help_window.visible = true
# ???????????????????
if @actor_command_window.help_window == nil
@actor_command_window.help_window = @help_window
end
@actor_command_window.update_help
#@actor_command_window.x = @actor_index * 160
# ??????? 0 ???
@actor_command_window.index = 0
end
def start_enemy_select
# ??????????
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
# ?????????????
@enemy_arrow.help_window = @help_window
# ?????????????????
@actor_command_window.active = false
@actor_command_window.visible = false
end
def update_phase4
case @phase4_step
when 1
update_phase4_step1
when 2
update_phase4_step2
when 3
update_phase4_step3
when 4
update_phase4_step4
when 5
update_phase4_step5
when 6
update_phase4_step6
when 7
update_phase4_step7
end
end
def update_phase4_step1
# Change actor poses to default
#if @active_battler.is_a?(Game_Actor)
# @spriteset.actor_sprites[@active_battler.index].default_pose
#end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@spriteset.actor_sprites[i].default_pose
end
@help_window.visible = false
if judge
return
end
if $game_temp.forcing_battler == nil
setup_battle_event
if $game_system.battle_interpreter.running?
return
end
end
if $game_temp.forcing_battler != nil
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
if @action_battlers.size == 0
start_phase2
return
end
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
@active_battler = @action_battlers.shift
if @active_battler.index == nil
return
end
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@active_battler.remove_states_auto
#@status_window.refresh
@phase4_step = 2
end
def make_basic_action_result
if @active_battler.is_a?(Game_Actor)
$actor_on_top = true
elsif @active_battler.is_a?(Game_Enemy)
$actor_on_top = false
end
if @active_battler.current_action.basic == 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
#======== here is the setting for the movement & animation...
x = target.screen_x - 32
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
@spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
end
if @active_battler.is_a?(Game_Actor)
weapon = $data_weapons[@active_battler.weapon_id]
range = false
if weapon != nil
for id in weapon.element_set
if $data_system.elements[23] == "Range"
range = true
break
end
end
end
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
#======= the same thing for the player... ^-^
x = target.screen_x + 32
@spriteset.actor_sprites[@active_battler.index].pose(1)
@spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10)
range = false
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defence
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defence
end
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
@help_window.set_text("Escape", 1)
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
if @active_battler.current_action.basic == 4
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
end
def make_skill_action_result
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
@active_battler.sp -= @skill.sp_cost
#@status_window.refresh
@help_window.set_text(@skill.name, 1)
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
if @active_battler.is_a?(Game_Enemy)
#@spriteset.enemy_sprites[@active_battler.index].change_sp_bar
x = @active_battler.screen_x + 48
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
@spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
end
if @active_battler.is_a?(Game_Actor)
#@spriteset.actor_sprites[@active_battler.index].change_sp_bar
x = @active_battler.screen_x - 48
@spriteset.actor_sprites[@active_battler.index].pose(1)
@spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)
@spriteset.actor_sprites[@active_battler.index].pose(0, 1)
end
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
def make_item_action_result
# sorry i didnt work on this...
# couse i dont have a sprite that uses items....
# so i just added the standby sprite here...
# when i get more time for this i'll try what i can do for this one... ^-^
# its the same as the ones above...
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(0, 1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
end
@item = $data_items[@active_battler.current_action.item_id]
unless $game_party.item_can_use?(@item.id)
@phase4_step = 1
return
end
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@help_window.set_text(@item.name, 1)
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
@common_event_id = @item.common_event_id
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
set_target_battlers(@item.scope)
for target in @target_battlers
target.item_effect(@item)
end
end
def update_phase4_step3
if @active_battler.current_action.kind == 0 and
@active_battler.current_action.basic == 0
# in this one... we have our weapon animations... for player and monster
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(0,1)
elsif @active_battler.is_a?(Game_Enemy)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1)
end
end
if @animation1_id == 1
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
@phase4_step = 4
end
def update_phase4_step4
# this here is for the hit animation...
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end
def update_phase4_step5
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
# ???????????
@help_window.visible = false
# ?????????????????
#@status_window.refresh
# ??????
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(0, 1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(0, 1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
end
end
end
# ???? 6 ???
@phase4_step = 6
end
def update_phase4_step6
# here we are asking if the player is dead and is a player or an enemy...
# these lines are for the running back and standby animation....
if @active_battler.is_a?(Game_Actor)
if @active_battler.current_action.basic == 1
@spriteset.actor_sprites[@active_battler.index].pose(0, 1)
else
@spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.actor_sprites[@active_battler.index].pose(2)
end
else
if @active_battler.current_action.basic == 1
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
else
@spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
end
for target in @target_battlers
if target.is_a?(Game_Actor)
@spriteset.actor_sprites[target.index].pose(0, 1)
else
@spriteset.enemy_sprites[target.index].enemy_pose(0, 1)
end
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 7
end
def update_phase4_step7
# here we are asking if the player is dead and is a player or an enemy...
# these lines are for the running back and standby animation....
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(0, 1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 1
end
end