I think it's made by Cogwheel. Just Plug 'bove main and let 'er rip!
# Real time active battle (RTAB) Ver 1.15
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/
class Scene_Battle
#--------------------------------------------------------------------------
# * Open instance variable
#--------------------------------------------------------------------------
attr_reader :status_window # Status Window
attr_reader :spriteset # Battle sprite
attr_reader :scroll_time # Screen portable basic time
attr_reader :zoom_rate # Enemy battler basic position
attr_reader :drive # Camera drive
attr_accessor :force # Degree of action forcing
attr_accessor :camera # Present camera possession person
#--------------------------------------------------------------------------
# * ATB fundamental setup
#--------------------------------------------------------------------------
def atb_setup
# ATB initialization
#
# speed : Battle speed decision. The lower the value, the faster the system
#
# @active : Degree of active setting
# 3 : Always active state
# 2 : ATB pauses when selecting skill/item
# 1 : Same as 2, but pauses during target selection
# 0 : Same as 1, but pauses during command window selection.
#
# @action : Others while acting is the fact that by their causes conduct permitted?
# 3 : If by his is not incapacitation, limited to you permit
# 2 : If by his has not received the damage, you permit
# 1 : In addition to the state of 2, if the target has not acted, you permit
# 0 : Conduct is not permitted. Until it finishes to act in order, it waits
#
# @anime_wait : When it makes true, during battle animation damage indicating wait catches
# @damage_wait : Damage indicatory waiting (as for unit frame)
#
# @after_wait : At the time of ally enemy total loss, until moves to next processing, waiting
# [a, b] a) At the time of party total loss, b) At time of enemy total loss (unit frame)
#
# @enemy_speed : Thought speed of enemy. If 1 immediately conduct.
# In every frame, conduct is caused with the probability of 1/@enemy_speed
#
# @force : With forced action forced condition at time of skill use
# 2: As for skill everything not to reside permanently, by all means immediately execution
# 1: As for independent skill to reside permanently, only cooperation skill immediately execution
# 0: All the skill permanent residence just are done
#
# ($scene.force = Usually by making x, from the script of the event modification possibility)
#
# CAMERA DRIVE SYSTEM: This system moves the Camera POV to the currently moving battler
# @drive : Camera drive system ON/OFF. When true, drive ON, when false drive OFF
# @scroll_time : Time it takes to scroll/move the camera POV during battle
#
# @zoom_rate = [i, j] : Zoom ratio of enemy
# i) When arranging in the picture first section, enlargement ratio
# j) When arranging in the picture lowest section, enlargement ratio
# 1 When liking to make time, 1.0 be sure to set with decimal
speed = 150 # IN FRAMES / FOR ATB SYSTEM
@active = 2 # Active Setting (Range of 0 - 3)
@action = 2 # Action Setting (Range of 0 - 3)
@anime_wait = false #
@damage_wait = 10 #
@after_wait = [80, 0] #
@enemy_speed = 40 #
@force = 2 #
@drive = true # Turns camera system on/off
@scroll_time = 15 # Speed of camera system
@zoom_rate = [0.2, 1.0] # Controls perspective of battlers on screen
@help_time = 40 #
@escape == false #
@camera = nil # Used by system: Determines camera
@max = 0 #
@turn_cnt = 0 # Turns
@help_wait = 0 #
@action_battlers = [] # Used by system to hold battlers
@synthe = [] # Used by system: For Cooperative Skills & such
@spell_p = {} #
@spell_e = {} #
@command_a = false #
@command = [] #
@party = false #
for battler in $game_party.actors + $game_troop.enemies
spell_reset(battler)
battler.at = battler.agi * rand(speed / 2)
battler.damage_pop = {}
battler.damage = {}
battler.damage_sp = {}
battler.critical = {}
battler.recover_hp = {}
battler.recover_sp = {}
battler.state_p = {}
battler.state_m = {}
battler.animation = []
if battler.is_a?(Game_Actor)
@max += battler.agi
end
end
@max *= speed
@max /= $game_party.actors.size
for battler in $game_party.actors + $game_troop.enemies
battler.atp = 100 * battler.at / @max
end
end
#--------------------------------------------------------------------------
# * Full AT Gauge SE
#--------------------------------------------------------------------------
def fullat_se
Audio.se_play("Audio/SE/033-switch02", 80, 100)
end
#--------------------------------------------------------------------------
# * Leveling Up SE
#--------------------------------------------------------------------------
def levelup_se
Audio.se_play("Audio/SE/056-Right02", 80, 100)
end
#--------------------------------------------------------------------------
# * Skill Acquisition SE
#--------------------------------------------------------------------------
def skill_se
Audio.se_play("Audio/SE/056-Right02", 80, 150)
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Actor ATG
# actor : Actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_atg(actor, x, y, width = 144)
if @at_gauge == nil
# plus_x: revised x-coordinate
# rate_x: revised X-coordinate as (%)
# plus_y: revised y-coordinate
# plus_width: revised width
# rate_width: revised width as (%)
# height: Vertical width
# align1: Type 1 ( 0: left justify 1: center justify 2: right justify )
# align2: Type 2 ( 0: Upper stuffing 1: Central arranging 2:Lower stuffing )
# align3: Gauge type 0:Left justify 1: Right justify
@plus_x = 0
@rate_x = 0
@plus_y = 16
@plus_width = 0
@rate_width = 100
@width = @plus_width + width * @rate_width / 100
@height = 16
@align1 = 0
@align2 = 1
@align3 = 0
# Gradation settings: grade1: Empty gauge grade2:Actual gauge
# (0:On side gradation 1:Vertically gradation 2: Slantedly gradation)
grade1 = 1
grade2 = 0
# Color setting. color1: Outermost framework, color2: Medium framework
# color3: Empty framework dark color, color4: Empty framework light/write color
color1 = Color.new(0, 0, 0)
color2 = Color.new(255, 255, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 0, 64, 192)
# Color setting of gauge
# Usually color setting of the time
color5 = Color.new(0, 64, 80)
color6 = Color.new(0, 128, 160)
# When gauge is MAX, color setting
color7 = Color.new(80, 0, 0)
color8 = Color.new(240, 0, 0)
# Color setting at time of cooperation skill use
color9 = Color.new(80, 64, 32)
color10 = Color.new(240, 192, 96)
# Color setting at time of skill permanent residence
color11 = Color.new(80, 0, 64)
color12 = Color.new(240, 0, 192)
# Drawing of gauge
gauge_rect_at(@width, @height, @align3, color1, color2,
color3, color4, color5, color6, color7, color8,
color9, color10, color11, color12, grade1, grade2)
end
# Variable at substituting the width of the gauge which is drawn
if actor.rtp == 0
at = (width + @plus_width) * actor.atp * @rate_width / 10000
else
at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
end
if at > width
at = width
end
# Revision such as the left stuffing central posture of gauge
case @align1
when 1
x += (@rect_width - width) / 2
when 2
x += @rect_width - width
end
case @align2
when 1
y -= @height / 2
when 2
y -= @height
end
self.contents.blt(x + @plus_x + width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(0, 0, @width, @height))
if @align3 == 0
rect_x = 0
else
x += @width - at - 1
rect_x = @width - at - 1
end
# Color setting of gauge
if at == width
# Gauge drawing at the time of MAX
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height * 2, at, @height))
else
if actor.rtp == 0
# Usually gauge drawing of the time
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height, at, @height))
else
if actor.spell == true
#Gauge drawing at time of cooperation skill use
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height * 3, at, @height))
else
# Gauge drawing at time of skill permanent residence
self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
@at_gauge, Rect.new(rect_x, @height * 4, at, @height))
end
end
end
end
end
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Initialize each kind of temporary battle data
$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
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
atb_setup
# Make actor command window
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(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@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
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@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
# Dispose of spriteset
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
# If all dead determinant is true, or number of members in party is 0
if $game_party.all_dead? or $game_party.actors.size == 0
# If possible to lose
if $game_temp.battle_can_lose
# Return to BGM before battle starts
$game_system.bgm_play($game_temp.map_bgm)
# Battle end
battle_end(2)
# Return true
return true
end
# Setting the game over flag
$game_temp.gameover = true
# Return true
return true
end
# Return false if even 1 enemy exists
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# Start after battle phase (win)
start_phase5
# Return true
return true
end
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
if @command.size > 0
@command_a = false
@command = []
command_delete
end
@status_window.at_refresh
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Refresh status window
@status_window.refresh
setup_battle_event
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If help window is waiting
if @help_wait > 0
@help_wait -= 1
if @help_wait == 0
# Hide help window
@help_window.visible = false
end
end
# When the battler forced into action doesn't exist
# while the battle event is in the midst of executing
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 0 # AT gauge renewal phase
if anime_wait_return
update_phase0
end
when 1 # pre-battle phase
update_phase1
return
when 2 # party command phase
update_phase2
return
when 5 # after battle phase
update_phase5
return
end
if $scene != self
return
end
if @phase == 0
if @command.size != 0 # Actor command phase
if @command_a == false
start_phase3
end
update_phase3
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
update_phase4
end
end
#==============================================================================
# ** Scene_Battle (part 2)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
#--------------------------------------------------------------------------
# * Frame renewal (AT gauge renewal phase)
#--------------------------------------------------------------------------
def update_phase0
if $game_temp.battle_turn == 0
$game_temp.battle_turn = 1
end
# If B button was pressed
if @command_a == false and @party == false
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
@party = true
end
end
if @party == true and
((@action > 0 and @action_battlers.empty?) or (@action == 0 and
(@action_battlers.empty? or @action_battlers[0].phase == 1)))
# Start party command phase
start_phase2
return
end
# AT gauge increase processing
cnt = 0
for battler in $game_party.actors + $game_troop.enemies
active?(battler)
if battler.rtp == 0
if battler.at >= @max
if battler.is_a?(Game_Actor)
if battler.inputable?
unless @action_battlers.include?(battler) or
@command.include?(battler) or @escape == true
if battler.current_action.forcing
fullat_se
force_action(battler)
action_start(battler)
else
fullat_se
@command.push(battler)
end
end
else
unless @action_battlers.include?(battler) or
battler == @command[0]
battler.current_action.clear
if @command.include?(battler)
@command.delete(battler)
else
if battler.movable?
fullat_se
end
end
action_start(battler)
end
end
else
unless @action_battlers.include?(battler)
if battler.current_action.forcing
force_action(battler)
action_start(battler)
else
if @enemy_speed != 0
if rand(@enemy_speed) == 0
number = cnt - $game_party.actors.size
enemy_action(number)
end
else
number = cnt - $game_party.actors.size
enemy_action(number)
end
end
end
end
else
battler.at += battler.agi
if battler.guarding?
battler.at += battler.agi
end
if battler.movable?
battler.atp = 100 * battler.at / @max
end
end
else
if battler.rt >= battler.rtp
speller = synthe?(battler)
if speller != nil
battler = speller[0]
end
unless @action_battlers.include?(battler)
if battler.is_a?(Game_Actor)
fullat_se
end
battler.rt = battler.rtp
action_start(battler)
end
else
battler.rt += battler.agi
speller = synthe?(battler)
if speller != nil
for spell in speller
if spell != battler
spell.rt += battler.agi
end
end
end
end
end
cnt += 1
end
# Refresh AT gauge
@status_window.at_refresh
# Escape processing
if @escape == true and
((@action > 0 and @action_battlers.empty?) or (@action == 0 and
(@action_battlers.empty? or @action_battlers[0].phase == 1)))
temp = false
for battler in $game_party.actors
if battler.inputable?
temp = true
end
end
if temp == true
for battler in $game_party.actors
if battler.at < @max and battler.inputable?
temp = false
break
end
end
if temp == true
@escape = false
for battler in $game_party.actors
battler.at %= @max
end
$game_temp.battle_main_phase = false
update_phase2_escape
end
end
end
end
#--------------------------------------------------------------------------
# * Start Party Command Phase
#--------------------------------------------------------------------------
def start_phase2
# Shift to phase 2
@phase = 2
@party = false
# Enable party command window
@party_command_window.active = true
@party_command_window.visible = true
# Set actor to non-selecting
@actor_index = -1
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
if @command.size != 0
# Actor blink effect OFF
if @active_actor != nil
@active_actor.blink = false
end
end
# Camera set
@camera == "party"
@spriteset.screen_target(0, 0, 1)
# Clear main phase flag
$game_temp.battle_main_phase = false
end
#--------------------------------------------------------------------------
# * Frame renewal (party command phase)
#--------------------------------------------------------------------------
def update_phase2
# When C button is pushed
if Input.trigger?(Input::C)
# It diverges at cursor position of the party command window
case @party_command_window.index
when 0 # It fights
# Nullifying the party command window
@party_command_window.active = false
@party_command_window.visible = false
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@escape = false
@phase = 0
if $game_temp.battle_turn == 0
$game_temp.battle_turn = 1
end
if @command_a == true
# Actor command phase start
start_phase3
else
$game_temp.battle_main_phase = true
end
when 1 # It escapes
# When it is not flight possible,
if $game_temp.battle_can_escape == false
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@phase = 0
# Nullifying the party command window
@party_command_window.active = false
@party_command_window.visible = false
$game_temp.battle_main_phase = true
if $game_temp.battle_turn == 0
update_phase2_escape
$game_temp.battle_turn = 1
for battler in $game_party.actors
battler.at -= @max / 2
end
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
@escape = true
for battler in $game_party.actors
@command_a = false
@command.delete(battler)
@action_battlers.delete(battler)
skill_reset(battler)
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame renewal (party command phase: It escapes)
#--------------------------------------------------------------------------
def update_phase2_escape
# The enemy it is fast, calculating mean value
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
# The actor it is fast, calculating mean value
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
# Flight success decision
success = rand(100) < 50 * actors_agi / enemies_agi
# In case of flight success
if success
# Performing flight SE
$game_system.se_play($data_system.escape_se)
# You reset to BGM before the battle starting
$game_system.bgm_play($game_temp.map_bgm)
# Battle end
battle_end(1)
# In case of failure of flight
else
@help_window.set_text("Cannot escape", 1)
@help_wait = @help_time
# Clearing the action of party everyone
$game_party.clear_actions
# Main phase start
start_phase4
end
end
#--------------------------------------------------------------------------
# * After battle phase start
#--------------------------------------------------------------------------
def start_phase5
# It moves to phase 5
@phase = 5
# Performing battle end ME
$game_system.me_play($game_system.battle_end_me)
# You reset to BGM before the battle starting
$game_system.bgm_play($game_temp.map_bgm)
# Initializing EXP, the gold and the treasure
exp = 0
gold = 0
treasures = []
if @active_actor != nil
@active_actor.blink = false
end
# Setting the main phase flag
$game_temp.battle_main_phase = true
# Nullifying the party command window
@party_command_window.active = false
@party_command_window.visible = false
# Nullifying the actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
if @skill_window != nil
# Releasing the skill window
@skill_window.dispose
@skill_window = nil
end
if @item_window != nil
# Releasing the item window
@item_window.dispose
@item_window = nil
end
# The help window is hidden
@help_window.visible = false
# Loop
for enemy in $game_troop.enemies
# When the enemy hides and it is not state,
unless enemy.hidden
# Adding acquisition EXP and the gold
exp += enemy.exp
gold += enemy.gold
# Treasure appearance decision
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($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
# It limits the number of treasures up to 6
treasures = treasures[0..5]
# EXP acquisition
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
actor.damage[[actor, -1]] = "Level up!"
actor.up_level = actor.level - last_level
end
end
end
# Gold acquisition
$game_party.gain_gold(gold)
# Treasure acquisition
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
# Drawing up the battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Setting wait count
@phase5_wait_count = 100
end
#--------------------------------------------------------------------------
# * Frame renewal (after battle phase)
#--------------------------------------------------------------------------
def update_phase5
# When wait count is larger than 0,
if @phase5_wait_count > 0
# Wait count is decreased
@phase5_wait_count -= 1
# When wait count becomes 0,
if @phase5_wait_count == 0
# Indicating the result window
@result_window.visible = true
# Clearing the main phase flag
$game_temp.battle_main_phase = false
# Refreshing the status window
@status_window.refresh
for actor in $game_party.actors
if actor.damage.include?([actor, 0])
@phase5_wait_count = 20
actor.damage_pop[[actor, 0]] = true
end
if actor.damage.include?([actor, -1])
@phase5_wait_count = 20
actor.damage_pop[[actor, -1]] = true
for level in actor.level - actor.up_level + 1..actor.level
for skill in $data_classes[actor.class_id].learnings
if level == skill.level and not actor.skill_learn?(skill.id)
actor.damage[[actor, 0]] = "New Skill!"
break
end
end
end
end
end
end
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Battle end
battle_end(0)
end
end
#==============================================================================
# ** Scene_Battle (Part 3)
#------------------------------------------------------------------------------
# It is the class which processes the battle picture.
#==============================================================================
#--------------------------------------------------------------------------
# * Actor command phase start
#--------------------------------------------------------------------------
def start_phase3
if victory?
return
end
# Clearing the main phase flag
$game_temp.battle_main_phase = false
@command_a = true
@active_actor = @command[0]
cnt = 0
for actor in $game_party.actors
if actor == @active_actor
@actor_index = cnt
end
cnt += 1
end
@active_actor.blink = true
unless @active_actor.inputable?
@active_actor.current_action.clear
phase3_next_actor
return
end
phase3_setup_command_window
# Setting of camera
@camera = "command"
plus = ($game_party.actors.size - 1) / 2.0 - @actor_index
y = [(plus.abs - 1.5) * 10 , 0].min
@spriteset.screen_target(plus * 50, y, 1.0 + y * 0.002)
end
#--------------------------------------------------------------------------
# * Command input end of actor
#--------------------------------------------------------------------------
def phase3_next_actor
@command.shift
@command_a = false
# Setting the main phase flag
$game_temp.battle_main_phase = true
# Nullifying the actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
# Blinking effect OFF of actor
if @active_actor != nil
@active_actor.blink = false
end
action_start(@active_actor)
# You reset on the basis of the camera
if @camera == "command"
@spriteset.screen_target(0, 0, 1)
end
return
end
#--------------------------------------------------------------------------
# * Setup of actor command window
#--------------------------------------------------------------------------
def phase3_setup_command_window
# Nullifying the party command window
@party_command_window.active = false
@party_command_window.visible = false
# Enabling the actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Setting the position of the actor command window
@actor_command_window.x = @actor_index * 160 +
(4 - $game_party.actors.size) * 80
# Setting the index to 0
@actor_command_window.index = 0
end
#--------------------------------------------------------------------------
# * Enemy action compilation
#--------------------------------------------------------------------------
def enemy_action(number)
enemy = $game_troop.enemies[number]
unless enemy.current_action.forcing
enemy.make_action
end
action_start(enemy)
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
if victory? and @command_a
command_delete
@command.push(@active_actor)
return
end
# When the enemy arrow is effective,
if @enemy_arrow != nil
update_phase3_enemy_select
# When the actor arrow is effective,
elsif @actor_arrow != nil
update_phase3_actor_select
# When the skill window is effective,
elsif @skill_window != nil
update_phase3_skill_select
# When the item window is effective
elsif @item_window != nil
update_phase3_item_select
# When the actor command window is effective,
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase: Basic command)
#--------------------------------------------------------------------------
def update_phase3_basic_command
unless @active_actor.inputable?
@active_actor.current_action.clear
phase3_next_actor
return
end
# The B when button is pushed,
if Input.trigger?(Input::B) and @party == false
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
@party = true
end
if @party == true and
((@action > 0 and @action_battlers.empty?) or (@action == 0 and
(@action_battlers.empty? or @action_battlers[0].phase == 1)))
# To party command phase
start_phase2
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
@party = false
# It diverges at cursor position of the actor command window
case @actor_command_window.index
when 0 # Attack
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Starting the selection of the enemy
start_enemy_select
when 1 # Skill
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Starting the selection of skill
start_skill_select
when 2 # Defense
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.kind = 0
@active_actor.current_action.basic = 1
# To command input of the following actor
phase3_next_actor
when 3 # Item
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Starting the selection of the item
start_item_select
end
return
end
# Change Character
if @command.size > 1
# When the R when button is pushed,
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@party = false
# Blinking effect OFF of actor
if @active_actor != nil
@active_actor.blink = false
end
@command.push(@command[0])
@command.shift
@command_a = false
# Start-up of new command window
start_phase3
end
# When the L when button is pushed,
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@party = false
# Blinking effect OFF of actor
if @active_actor != nil
@active_actor.blink = false
end
@command.unshift(@command[@command.size - 1])
@command.delete_at(@command.size - 1)
@command_a = false
# Start-up of new command window
start_phase3
end
# When the right button is pushed,
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@party = false
# Blinking effect OFF of actor
if @active_actor != nil
@active_actor.blink = false
end
actor = $game_party.actors[@actor_index]
while actor == @command[0] or (not @command.include?(actor))
@actor_index += 1
@actor_index %= $game_party.actors.size
actor = $game_party.actors[@actor_index]
if actor == @command[0]
break
end
end
while actor != @command[0]
@command.push(@command.shift)
end
@command_a = false
# Start-up of new command window
start_phase3
end
# When the left button is pushed,
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@party = false
# Blinking effect OFF of actor
if @active_actor != nil
@active_actor.blink = false
end
actor = $game_party.actors[@actor_index]
while actor == @command[0] or (not @command.include?(actor))
@actor_index -= 1
@actor_index %= $game_party.actors.size
actor = $game_party.actors[@actor_index]
if actor == @command[0]
break
end
end
while actor != @command[0]
@command.push(@command.shift)
end
@command_a = false
# Start-up of new command window
start_phase3
end
end
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase: Skill selection)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# The skill window is put in visible state
@skill_window.visible = true
# Renewing the skill window
@skill_window.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# End selection of skill
end_skill_select
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the skill window
@skill = @skill_window.skill
# When you cannot use,
if @skill == nil or not @active_actor.skill_can_use?(@skill.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.skill_id = @skill.id
# The skill window is put in invisibility state
@skill_window.visible = false
# When the effective range is the enemy single unit,
if @skill.scope == 1
# Starting the selection of the enemy
start_enemy_select
# When the effective range is the friend single unit,
elsif @skill.scope == 3 or @skill.scope == 5
# Starting the selection of the actor
start_actor_select
# When the effective range is not the single unit,
else
# Setting action
@active_actor.current_action.kind = 1
# End selection of skill
end_skill_select
# To command input of the following actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase: Item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# The item window is put in visible state
@item_window.visible = true
# Renewing the item window
@item_window.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# End selection of item
end_item_select
return
end
#When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the item window
@item = @item_window.item
# When you cannot use,
unless $game_party.item_can_use?(@item.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.item_id = @item.id
# The item window is put in invisibility state
@item_window.visible = false
# When the effective range is the enemy single unit,
if @item.scope == 1
# Starting the selection of the enemy
start_enemy_select
# When the effective range is the friend single unit,
elsif @item.scope == 3 or @item.scope == 5
# Starting the selection of the actor
start_actor_select
# When the effective range is not the single unit,
else
# Setting action
@active_actor.current_action.kind = 2
# End selection of item
end_item_select
# To command input of the following actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase: Enemy selection)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
# You reset on the basis of the camera
if @camera == "select"
@spriteset.screen_target(0, 0, 1)
end
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# Renewing the enemy arrow
@enemy_arrow.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# You reset on the basis of the camera
if @camera == "select"
# Setting of camera
@camera = "command"
plus = ($game_party.actors.size - 1) / 2.0 - @actor_index
y = [(plus.abs - 1.5) * 10 , 0].min
@spriteset.screen_target(plus * 50, y, 1.0 + y * 0.002)
end
# End selection of enemy
end_enemy_select
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Performing decision SE
@active_actor.current_action.kind = 0
@active_actor.current_action.basic = 0
@active_actor.current_action.target_index = @enemy_arrow.index
# When it is in the midst of skill window indicating,
if @skill_window != nil
# Resetting action
@active_actor.current_action.kind = 1
# End selection of skill
end_skill_select
end
# When it is in the midst of item window indicating,
if @item_window != nil
# Resetting action
@active_actor.current_action.kind = 2
# End selection of item
end_item_select
end
# End selection of enemy
end_enemy_select
# To command input of the following actor
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase: Actor selection)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# Renewing the actor arrow
@actor_arrow.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# End selection of actor
end_actor_select
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.kind = 0
@active_actor.current_action.basic = 0
@active_actor.current_action.target_index = @actor_arrow.index
# End selection of actor
end_actor_select
# When it is in the midst of skill window indicating,
if @skill_window != nil
# Resetting action
@active_actor.current_action.kind = 1
# End selection of skill
end_skill_select
end
# When it is in the midst of item window indicating,
if @item_window != nil
# Resetting action
@active_actor.current_action.kind = 2
# End selection of item
end_item_select
end
# To command input of the following actor
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Start of enemy selection
#--------------------------------------------------------------------------
alias :start_enemy_select_rtab :start_enemy_select
def start_enemy_select
@camera = "select"
for enemy in $game_troop.enemies
if enemy.exist?
zoom = 1 / enemy.zoom
@spriteset.screen_target(enemy.attack_x(zoom) * 0.75,
enemy.attack_y(zoom) * 0.75, zoom)
break
end
end
# Original processing
start_enemy_select_rtab
end
#--------------------------------------------------------------------------
# * Enemy selection end
#--------------------------------------------------------------------------
alias :end_enemy_select_rtab :end_enemy_select
def end_enemy_select
# Original processing
end_enemy_select_rtab
if (@action == 0 and not @action_battlers.empty?) or
(@camera == "select" and (@active_actor.current_action.kind != 0 or
@active_actor.animation1_id != 0))
@spriteset.screen_target(0, 0, 1)
end
end
#--------------------------------------------------------------------------
# * Start of skill selection
#--------------------------------------------------------------------------
def start_skill_select
# Drawing up the skill window
@skill_window = Window_Skill.new(@active_actor)
# Help window association
@skill_window.help_window = @help_window
# Nullifying the actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#==============================================================================
# ** Scene_Battle (Part 4)
#------------------------------------------------------------------------------
# It is the class which processes the battle picture.
#==============================================================================
#--------------------------------------------------------------------------
# * Main phase start
#--------------------------------------------------------------------------
def start_phase4
$game_temp.battle_main_phase = true
end
#--------------------------------------------------------------------------
# * Frame renewal (main phase)
#--------------------------------------------------------------------------
def update_phase4
# When the battler who is forced action exists
if $game_temp.forcing_battler != nil
battler = $game_temp.forcing_battler
if battler.current_action.forcing == false
if @action_battlers.include?(battler)
if @action > 0 or @action_battlers[0].phase == 1
@action_battlers.delete(battler)
@action_battlers.push(battler)
end
if battler.phase == 1
battler.current_action.forcing = true
force_action(battler)
end
else
battler.current_action.forcing = true
force_action(battler)
action_start(battler)
@action_battlers.delete(battler)
@action_battlers.push(battler)
end
battler.at = @max
battler.atp = 100 * battler.at / @max
end
end
# When action is 1 or more, conduct is caused simultaneously
for battler in @action_battlers.reverse
# When it is in wait,
if battler.wait > 0
# Wait count is decreased
battler.wait -= 1
break if @action == 0
next
end
unless fin? and battler.phase < 3 and
not $game_system.battle_interpreter.running?
action_phase(battler)
end
break if @action == 0
end
# When the battler who is forced action does not exist
if $game_temp.forcing_battler == nil
# Setting up the battle event
setup_battle_event
# When it is in the midst of battle event executing,
if $game_system.battle_interpreter.running?
return
end
end
# The case where victory or defeat is decided processing
if fin?
# When being defeated, designated time wait
if $game_party.all_dead? and @after_wait[0] > 0
@after_wait[0] -= 1
return
end
# At the time of victory, designated time wait
if victory? and @after_wait[1] > 0
@after_wait[1] -= 1
return
end
# When battle ends, at the same time the actor is immediately before the acting, eliminating the conduct of the actor
for battler in @action_battlers.reverse
if battler.phase < 3 and not $game_system.battle_interpreter.running?
@action_battlers.delete(battler)
end
end
# Victory or defeat decision
if @action_battlers.empty? and
not $game_system.battle_interpreter.running?
judge
end
end
end
#--------------------------------------------------------------------------
# * Action renewal (main phase)
#--------------------------------------------------------------------------
def action_phase(battler)
# When action 1 is, verification whether or not the battler while acting
if @action == 1 and battler.phase <= 3
for target in battler.target
speller = synthe?(target)
if speller == nil
# When the target is in the midst of usual acting,
if @action_battlers.include?(target)
if target.phase > 2
return
end
end
else
# When the target is in the midst of cooperation skill moving,
for spell in speller
if @action_battlers.include?(spell)
if spell.phase > 2
return
end
end
end
end
end
end
case battler.phase
when 1
update_phase4_step1(battler)
when 2
update_phase4_step2(battler)
when 3
update_phase4_step3(battler)
when 4
update_phase4_step4(battler)
when 5
update_phase4_step5(battler)
when 6
update_phase4_step6(battler)
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 1 : アクション準備)
#--------------------------------------------------------------------------
def update_phase4_step1(battler)
# Already, when it is removed from battle
if battler.index == nil
@action_battlers.delete(battler)
anime_wait_return
return
end
speller = synthe?(battler)
if speller == nil
# When it is while the damage receiving
unless battler.damage.empty? or @action > 2
return
end
# Whether or not conduct possibility decision
unless battler.movable?
battler.phase = 6
return
end
else
# When it is while the damage receiving,
for spell in speller
unless spell.damage.empty? or @action > 2
return
end
# Whether or not conduct possibility decision
unless spell.movable?
battler.phase = 6
return
end
end
end
# At the time of skill use, permanent residence time setting
# When forced action and @force 2 being, skill immediately motion
if battler.current_action.kind == 1 and
(not battler.current_action.forcing or @force != 2)
if battler.rtp == 0
# If it is in the midst of skill residing permanently, cancellation
skill_reset(battler)
# Skill permanent residence time setting
recite_time(battler)
# Cooperation skill setting
synthe_spell(battler)
# When skill you reside permanently,
if battler.rtp > 0
# When forced action and @force 1 being, only cooperation skill immediately motion
speller = synthe?(battler)
if battler.current_action.forcing and @force > 0 and speller != nil
for spell in speller
spell.rt = spell.rtp
end
else
battler.blink = true
if battler.current_action.forcing
$game_temp.forcing_battler = nil
battler.current_action.forcing = false
end
@action_battlers.delete(battler)
return
end
end
end
end
# Blinking effect OFF of actor
if battler != nil
battler.blink = false
end
speller = synthe?(battler)
if speller == nil
@spell_p.delete(battler)
@spell_e.delete(battler)
else
for spell in speller
spell.blink = false
@spell_p.delete(spell)
@spell_e.delete(spell)
end
end
# It moves to step 2
battler.phase = 2
end
#--------------------------------------------------------------------------
# * Frame renewal (main phase step 2: Action start)
#--------------------------------------------------------------------------
def update_phase4_step2(battler)
# If it is not forced action
unless battler.current_action.forcing
# When restriction [ the enemy is attacked ] [ friend attacks ] usually usually
if battler.restriction == 2 or battler.restriction == 3
# Setting attack to action
battler.current_action.kind = 0
battler.current_action.basic = 0
end
end
# It diverges with classification of action
case battler.current_action.kind
when 0 # Basis
if fin?
battler.phase = 6
return
end
make_basic_action_result(battler)
when 1 # Skill
if fin? and $data_skills[battler.current_action.skill_id].scope == 1..2
battler.phase = 6
return
end
make_skill_action_result(battler)
when 2 # Item
if fin? and $data_items[battler.current_action.item_id].scope == 1..2
battler.phase = 6
return
end
make_item_action_result(battler)
end
if battler.phase == 2
# It moves to step 3
battler.phase = 3
end
end
#--------------------------------------------------------------------------
# * Basic action result compilation
#--------------------------------------------------------------------------
def make_basic_action_result(battler)
# In case of attack
if battler.current_action.basic == 0
# Setting animation ID
battler.anime1 = battler.animation1_id
battler.anime2 = battler.animation2_id
# When the conduct side battler is the enemy
if battler.is_a?(Game_Enemy)
if battler.restriction == 3
target = $game_troop.random_target_enemy
elsif battler.restriction == 2
target = $game_party.random_target_actor
else
index = battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
# When the conduct side battler is the actor
if battler.is_a?(Game_Actor)
if battler.restriction == 3
target = $game_party.random_target_actor
elsif battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
# Setting the arrangement of the object side battler
battler.target = [target]
# Applying the effect of normality attack
for target in battler.target
target.attack_effect(battler)
end
return
end
# In case of defense
if battler.current_action.basic == 1
return
end
# When escapes and is
if battler.is_a?(Game_Enemy) and battler.current_action.basic == 2
# It escapes
@help_window.set_text("Escape", 1)
@help_wait = @help_time
battler.escape
return
end
# When what is not and is
if battler.current_action.basic == 3
# It moves to step 6
battler.phase = 6
return
end
end
#--------------------------------------------------------------------------
# * Object side battler setting of skill or item
# scope : Effective range of skill or item
#--------------------------------------------------------------------------
def set_target_battlers(scope, battler)
# When the conduct side battler is the enemy,
if battler.is_a?(Game_Enemy)
# It diverges in the effective range
case scope
when 1 # Enemy single unit
index =battler.current_action.target_index
battler.target.push($game_party.smooth_target_actor(index))
when 2 # Whole enemy
for actor in $game_party.actors
if actor.exist?
battler.target.push(actor)
end
end
when 3 # Friend single unit
index = battler.current_action.target_index
battler.target.push($game_troop.smooth_target_enemy(index))
when 4 # Whole friend
for enemy in $game_troop.enemies
if enemy.exist?
battler.target.push(enemy)
end
end
when 5 # Friend single unit (HP 0)
index = battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
battler.target.push(enemy)
end
when 6 # Whole friend (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
battler.target.push(enemy)
end
end
when 7 # User
battler.target.push(battler)
end
end
# When the conduct side battler is the actor,
if battler.is_a?(Game_Actor)
# It diverges in the effective range
case scope
when 1 # Enemy single unit
index = battler.current_action.target_index
battler.target.push($game_troop.smooth_target_enemy(index))
when 2 # Whole enemy
for enemy in $game_troop.enemies
if enemy.exist?
battler.target.push(enemy)
end
end
when 3 # Friend single unit
index = battler.current_action.target_index
battler.target.push($game_party.smooth_target_actor(index))
when 4 # Whole friend
for actor in $game_party.actors
if actor.exist?
battler.target.push(actor)
end
end
when 5 # Friend single unit (HP 0)
index = battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
battler.target.push(actor)
end
when 6 # Whole friend (HP 0)
for actor in $game_party.actors
if actor != nil and actor.hp0?
battler.target.push(actor)
end
end
when 7 # User
battler.target.push(battler)
end
end
end
#--------------------------------------------------------------------------
# * Skill action result compilation
#--------------------------------------------------------------------------
def make_skill_action_result(battler)
# Acquiring skill
@skill = $data_skills[battler.current_action.skill_id]
# Verification whether or not it is cooperation skill,
speller = synthe?(battler)
# If it is not forced action
unless battler.current_action.forcing
# When with SP and so on is cut off and it becomes not be able to use
if speller == nil
unless battler.skill_can_use?(@skill.id)
# It moves to step 6
battler.phase = 6
return
end
end
end
# SP consumption
temp = false
if speller != nil
for spell in speller
if spell.current_action.spell_id == 0
spell.sp -= @skill.sp_cost
else
spell.sp -= $data_skills[spell.current_action.spell_id].sp_cost
end
# Refreshing the status window
status_refresh(spell)
end
else
battler.sp -= @skill.sp_cost
# Refreshing the status window
status_refresh(battler)
end
# Setting animation ID
battler.anime1 = @skill.animation1_id
battler.anime2 = @skill.animation2_id
# Setting common event ID
battler.event = @skill.common_event_id
# Setting the object side battler
set_target_battlers(@skill.scope, battler)
# Applying the effect of skill
for target in battler.target
if speller != nil
damage = 0
d_result = false
effective = false
state_p = []
state_m = []
for spell in speller
if spell.current_action.spell_id != 0
@skill = $data_skills[spell.current_action.spell_id]
end
effective |= target.skill_effect(spell, @skill)
if target.damage[spell].class != String
d_result = true
damage += target.damage[spell]
elsif effective
effect = target.damage[spell]
end
state_p += target.state_p[spell]
state_m += target.state_m[spell]
target.damage.delete(spell)
target.state_p.delete(spell)
target.state_m.delete(spell)
end
if d_result
target.damage[battler] = damage
elsif effective
target.damage[battler] = effect
else
target.damage[battler] = 0
end
target.state_p[battler] = state_p
target.state_m[battler] = state_m
else
target.skill_effect(battler, @skill)
end
end
end
#--------------------------------------------------------------------------
# * Item action result compilation
#--------------------------------------------------------------------------
def make_item_action_result(battler)
# Acquiring the item
@item = $data_items[battler.current_action.item_id]
# When with the item and so on is cut off and it becomes not be able to use
unless $game_party.item_can_use?(@item.id)
# It moves to step 6
battler.phase = 6
return
end
# In case of consumable
if @item.consumable
# The item which you use is decreased 1
$game_party.lose_item(@item.id, 1)
end
# Setting animation ID
battler.anime1 = @item.animation1_id
battler.anime2 = @item.animation2_id
# Setting common event ID
battler.event = @item.common_event_id
# Deciding the object
index = battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
# Setting the object side battler
set_target_battlers(@item.scope, battler)
# Applying the effect of the item
for target in battler.target
target.item_effect(@item, battler)
end
end
#--------------------------------------------------------------------------
# * Frame renewal (main phase step 3: Conduct side animation)
#--------------------------------------------------------------------------
def update_phase4_step3(battler)
# Renewal of help window. It diverges with classification of action
case battler.current_action.kind
when 0 # Basis
if battler.current_action.basic == 1
@help_window.set_text($data_system.words.guard, 1)
@help_wait = @help_time
end
when 1 # Skill
skill = $data_skills[battler.current_action.skill_id]
@help_window.set_text(skill.name, 1)
@help_wait = @help_time
when 2 # Item
item = $data_items[battler.current_action.item_id]
@help_window.set_text(item.name, 1)
@help_wait = @help_time
end
# When conduct side animation (ID 0 is, the white flash)
if battler.anime1 == 0
battler.white_flash = true
battler.wait = 5
# Camera setting
if battler.target[0].is_a?(Game_Enemy)
camera_set(battler)
end
else
battler.animation.push([battler.anime1, true])
speller = synthe?(battler)
if speller != nil
for spell in speller
if spell != battler
if spell.current_action.spell_id == 0
spell.animation.push([battler.anime1, true])
else
skill = spell.current_action.spell_id
spell.animation.push([$data_skills[skill].animation1_id, true])
spell.current_action.spell_id = 0
end
end
end
end
battler.wait = 2 * $data_animations[battler.anime1].frame_max - 10
end
# It moves to step 4
battler.phase = 4
end
#--------------------------------------------------------------------------
# * Frame renewal (main phase step 4: Object side animation)
#--------------------------------------------------------------------------
def update_phase4_step4(battler)
# Camera setting
if battler.target[0].is_a?(Game_Enemy) and battler.anime1 != 0
camera_set(battler)
end
# Object side animation
for target in battler.target
target.animation.push([battler.anime2,
(target.damage[battler] != "Miss")])
unless battler.anime2 == 0
battler.wait = 2 * $data_animations[battler.anime2].frame_max - 10
end
end
# It moves to step 5
battler.phase = 5
end
#--------------------------------------------------------------------------
# * Frame renewal (main phase step 5: Damage indication)
#--------------------------------------------------------------------------
def update_phase4_step5(battler)
# Damage indication
for target in battler.target
if target.damage[battler] != nil
target.damage_pop[battler] = true
target.damage_effect(battler, battler.current_action.kind)
battler.wait = @damage_wait
# Refreshing the status window
status_refresh(target)
end
end
# It moves to step 6
battler.phase = 6
end
#--------------------------------------------------------------------------
# * Frame renewal (main phase step 6: Refreshment)
#--------------------------------------------------------------------------
def update_phase4_step6(battler)
# The camera is reset
if battler.target[0].is_a?(Game_Enemy) and @camera == battler
@spriteset.screen_target(0, 0, 1)
end
# Skill learning
if battler.target[0].is_a?(Game_Actor) and battler.current_action.kind == 1
for target in battler.target
skill_learning(target, target.class_id,
battler.current_action.skill_id)
end
end
# Clearing the battler of the action forced object
if battler.current_action.forcing == true and
battler.current_action.force_kind == 0 and
battler.current_action.force_basic == 0 and
battler.current_action.force_skill_id == 0
$game_temp.forcing_battler = nil
battler.current_action.forcing = false
end
refresh_phase(battler)
speller = synthe?(battler)
if speller != nil
for spell in speller
if spell != battler
refresh_phase(spell)
end
end
synthe_delete(speller)
end
# When common event ID is valid
if battler.event > 0
# Setting up the event
common_event = $data_common_events[battler.event]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
act = 0
for actor in $game_party.actors + $game_troop.enemies
if actor.movable?
act += 1
end
end
if @turn_cnt >= act and act > 0
@turn_cnt %= act
$game_temp.battle_turn += 1
# Searching the full page of the battle event
for index in 0...$data_troops[@troop_id].pages.size
# Acquiring the event page
page = $data_troops[@troop_id].pages[index]
# When the span of this page [ turn ] is
if page.span == 1
# Clearing the execution being completed flag
$game_temp.battle_event_flags[index] = false
end
end
end
battler.phase = 1
@action_battlers.delete(battler)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh_phase(battler)
battler.at -= @max
if battler.movable?
battler.atp = 100 * battler.at / @max
end
spell_reset(battler)
# Slip damage
if battler.hp > 0 and battler.slip_damage?
battler.slip_damage_effect
battler.damage_pop["slip"] = true
end
# State natural cancellation
battler.remove_states_auto
# Refreshing the status window
status_refresh(battler, true)
unless battler.movable?
return
end
# Turn several counts
@turn_cnt += 1
end
#--------------------------------------------------------------------------
# * Battler action start
#--------------------------------------------------------------------------
def action_start(battler)
battler.phase = 1
battler.anime1 = 0
battler.anime2 = 0
battler.target = []
battler.event = 0
@action_battlers.unshift(battler)
end
#--------------------------------------------------------------------------
# * Refreshing the status window
#--------------------------------------------------------------------------
def status_refresh(battler, at = false)
if battler.is_a?(Game_Actor)
for i in 0...$game_party.actors.size
if battler == $game_party.actors
number = i + 1
end
end
@status_window.refresh(number)
if at == true
@status_window.at_refresh(number)
end
end
end
#--------------------------------------------------------------------------
# * Animation wait judgement processing
#--------------------------------------------------------------------------
def anime_wait_return
if (@action_battlers.empty? or @anime_wait == false) and
not $game_system.battle_interpreter.running?
# When the enemy arrow is valid
if @enemy_arrow != nil
return [@active - 2, 0].min == 0
# When the actor arrow is valid
elsif @actor_arrow != nil
return [@active - 2, 0].min == 0
# When the skill window is valid
elsif @skill_window != nil
return [@active - 3, 0].min == 0
# When the item window is valid
elsif @item_window != nil
return [@active - 3, 0].min == 0
# When the actor command window is valid
elsif @actor_command_window.active
return [@active - 1, 0].min == 0
else
return true
end
else
return false
end
end
#--------------------------------------------------------------------------
# * Actor command elimination judgement
#--------------------------------------------------------------------------
def command_delete
# When the enemy arrow is valid
if @enemy_arrow != nil
end_enemy_select
# When the actor is valid
elsif @actor_arrow != nil
end_actor_select
end
# When the skill window is valid
if @skill_window != nil
end_skill_select
# When the item window is valid
elsif @item_window != nil
end_item_select
end
# When the actor command window is valid
if @actor_command_window.active
@command.shift
@command_a = false
# Setting the main phase flag
$game_temp.battle_main_phase = true
# Hides the actor command window when it is invalid
@actor_command_window.active = false
@actor_command_window.visible = false
# Blinking effect OFF of actor
if @active_actor != nil
@active_actor.blink = false
end
end
end
#--------------------------------------------------------------------------
# * Forcing action setting
#--------------------------------------------------------------------------
def force_action(battler)
battler.current_action.kind = battler.current_action.force_kind
battler.current_action.basic = battler.current_action.force_basic
battler.current_action.skill_id = battler.current_action.force_skill_id
battler.current_action.force_kind = 0
battler.current_action.force_basic = 0
battler.current_action.force_skill_id = 0
end
#--------------------------------------------------------------------------
# * Camera set
#--------------------------------------------------------------------------
def camera_set(battler)
@camera = battler
if battler.target.size == 1
if battler.current_action.kind == 0
zoom = 1.2 / battler.target[0].zoom
elsif synthe?(battler) == nil
zoom = 1.5 / battler.target[0].zoom
else
zoom = 2.0 / battler.target[0].zoom
end
@spriteset.screen_target(battler.target[0].attack_x(zoom),
battler.target[0].attack_y(zoom), zoom)
else
@spriteset.screen_target(0, 0, 0.75)
end
end
#--------------------------------------------------------------------------
# * Skill permanent residence time compilation
#--------------------------------------------------------------------------
def recite_time(battler)
end
#--------------------------------------------------------------------------
# * Cooperation skill distinction
#--------------------------------------------------------------------------
def synthe_spell(battler)
end
#--------------------------------------------------------------------------
# * Skill learning system
#--------------------------------------------------------------------------
def skill_learning(actor, class_id, skill_id)
end
#--------------------------------------------------------------------------
# * Conduct possible decision
#--------------------------------------------------------------------------
def active?(battler)
speller = synthe?(battler)
if speller != nil
if synthe_delete?(speller)
return false
end
else
unless battler.inputable?
spell_reset(battler)
unless battler.movable?
battler.atp = 0
return false
end
end
if battler.current_action.forcing
spell_reset(battler)
end
end
return true
end
#--------------------------------------------------------------------------
# * During synthesis skill residing permanently?
#--------------------------------------------------------------------------
def synthe?(battler)
for speller in @synthe
if speller.include?(battler)
return speller
end
end
return nil
end
#--------------------------------------------------------------------------
# * Synthesis skill elimination judgement
#--------------------------------------------------------------------------
def synthe_delete?(speller)
for battler in speller
if not battler.inputable? and dead_ok?(battler)
synthe_delete(speller)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Synthesis skill elimination
#--------------------------------------------------------------------------
def synthe_delete(speller)
for battler in speller
spell_reset(battler)
if dead_ok?(battler)
@action_battlers.delete(battler)
end
end
@synthe.delete(speller)
end
#--------------------------------------------------------------------------
# * Cooperation the skill permanent residence cancellation which is included
#--------------------------------------------------------------------------
def skill_reset(battler)
speller = synthe?(battler)
if speller != nil
synthe_delete(speller)
else
spell_reset(battler)
end
end
#--------------------------------------------------------------------------
# * Skill permanent residence cancellation
#--------------------------------------------------------------------------
def spell_reset(battler)
battler.rt = 0
battler.rtp = 0
battler.blink = false
battler.spell = false
battler.current_action.spell_id = 0
@spell_p.delete(battler)
@spell_e.delete(battler)
end
#--------------------------------------------------------------------------
# * Battle end decision
#--------------------------------------------------------------------------
def fin?
return (victory? or $game_party.all_dead? or $game_party.actors.size == 0)
end
#--------------------------------------------------------------------------
# * Enemy total destruction decision
#--------------------------------------------------------------------------
def victory?
for battler in $game_troop.enemies
if not battler.hidden and (battler.rest_hp > 0 or
battler.immortal or battler.damage_pop.size > 0)
return false
end
end
return true
end
#--------------------------------------------------------------------------
# * Death permission decision
#--------------------------------------------------------------------------
def dead_ok?(battler)
speller = synthe?(battler)
if speller == nil
if @action_battlers.include?(battler)
if battler.phase > 2
return false
end
end
else
for battler in speller
if @action_battlers.include?(battler)
if battler.phase > 2
return false
end
end
end
end
return true
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# It is the class which handles the actor. This class Game_Actors class
# ($game_actors) is used in inside, Game_Party class ($game_party) from is
# referred to.
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Acquisition in battle picture X coordinate
#--------------------------------------------------------------------------
def screen_x
# Calculating X coordinate from line order inside the party, it returns
if self.index != nil
return self.index * 160 + (4 - $game_party.actors.size) * 80 + 80
else
return 0
end
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# It is the class which collected the sprite of the battle picture. This class
# is used inside Scene_Battle クラ ス.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :real_x # X coordinate revision (presently value)
attr_reader :real_y # Y coordinate revision (presently value)
attr_reader :real_zoom # Enlargement ratio (presently value)
#--------------------------------------------------------------------------
# * Object initialization
#--------------------------------------------------------------------------
def initialize
# Drawing up the viewport
@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
@wait = 0
@real_x = 0
@real_y = 0
@real_zoom = 1.0
@target_x = 0
@target_y = 0
@target_zoom = 1.0
@gap_x = 0
@gap_y = 0
@gap_zoom = 0.0
# Make battleback sprite
@battleback_sprite = Sprite.new(@viewport1)
# Drawing up enemy sprite
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# Drawing up actor sprite
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
# Drawing up the weather
@weather = RPG::Weather.new(@viewport1)
# Drawing up picture sprite
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures))
end
# Drawing up timer sprite
@timer_sprite = Sprite_Timer.new
# Frame renewal
update
end
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
def update
# Contents of actor sprite renewal (in replacement of actor correspondence)
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
# When file name of the battle back is different from present ones,
if @battleback_name != $game_temp.battleback_name
make_battleback
end
# Scroll of picture
screen_scroll
# Position revision of monster
for enemy in $game_troop.enemies
enemy.real_x = @real_x
enemy.real_y = @real_y
enemy.real_zoom = @real_zoom
end
# Renewing battler sprite
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
# Renewing weather graphics
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# Renewing picture sprite
for sprite in @picture_sprites
sprite.update
end
# Renewing timer sprite
@timer_sprite.update
# Setting the color tone and shake position of the picture
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# Setting the flash color of the picture
@viewport4.color = $game_screen.flash_color
# Renewing the viewport
@viewport1.update
@viewport2.update
@viewport4.update
end
#--------------------------------------------------------------------------
# * Setting of battle background
#--------------------------------------------------------------------------
def make_battleback
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
if @battleback_sprite.bitmap.width == 640 and
@battleback_sprite.bitmap.height == 320
@battleback_sprite.src_rect.set(0, 0, 1280, 640)
@base_zoom = 2.0
@battleback_sprite.zoom_x = @base_zoom
@battleback_sprite.zoom_y = @base_zoom
@real_y = 4
@battleback_sprite.x = 320
@battleback_sprite.y = @real_y
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
elsif @battleback_sprite.bitmap.width == 640 and
@battleback_sprite.bitmap.height == 480
@battleback_sprite.src_rect.set(0, 0, 960, 720)
@base_zoom = 1.5
@battleback_sprite.zoom_x = @base_zoom
@battleback_sprite.zoom_y = @base_zoom
@battleback_sprite.x = 320
@battleback_sprite.y = 0
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
else
@battleback_sprite.src_rect.set(0, 0, @battleback_sprite.bitmap.width,
@battleback_sprite.bitmap.height)
@base_zoom = 1.0
@battleback_sprite.zoom_x = @base_zoom
@battleback_sprite.zoom_y = @base_zoom
@battleback_sprite.x = 320
@battleback_sprite.y = 0
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
end
end
#--------------------------------------------------------------------------
# * Position enlargement ratio setting of scroll goal of picture
#--------------------------------------------------------------------------
def screen_target(x, y, zoom)
return unless $scene.drive
@wait = $scene.scroll_time
@target_x = x
@target_y = y
@target_zoom = zoom
screen_over
@gap_x = @target_x - @real_x
@gap_y = @target_y - @real_y
@gap_zoom = @target_zoom - @real_zoom
end
#--------------------------------------------------------------------------
# * Scroll of picture
#--------------------------------------------------------------------------
def screen_scroll
if @wait > 0
@real_x = @target_x - @gap_x * (@wait ** 2) / ($scene.scroll_time ** 2)
@real_y = @target_y - @gap_y * (@wait ** 2) / ($scene.scroll_time ** 2)
@real_zoom = @target_zoom -
@gap_zoom * (@wait ** 2) / ($scene.scroll_time ** 2)
@battleback_sprite.x = 320 + @real_x
@battleback_sprite.y = @real_y
@battleback_sprite.zoom_x = @base_zoom * @real_zoom
@battleback_sprite.zoom_y = @base_zoom * @real_zoom
@battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
@wait -= 1
end
end
#--------------------------------------------------------------------------
# * When the screen goes outside the picture, revision processing
#--------------------------------------------------------------------------
def screen_over
width = @battleback_sprite.bitmap.width * @base_zoom * @target_zoom / 2
unless 324 + @target_x > width and 324 - @target_x > width
if 324 + @target_x > width
@target_x = width - 324
elsif 324 - @target_x > width
@target_x = 324 - width
end
end
height = @battleback_sprite.bitmap.height * @base_zoom * @target_zoom / 4
unless @target_y > height - 4 and 484 - @target_y > 3 * height
if @target_y > height - 4
@target_y = height - 4
elsif 484 - @target_y > 3 * height
@target_y = 484 - 3 * height
end
end
end
end
#==============================================================================
# ** Game_Battler (Part 1)
#------------------------------------------------------------------------------
# It is the class which handles the battler. This class is used as superclass
# of Game_Actor class and Game_Enemy クラ ス.
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Release instance variable addition
#--------------------------------------------------------------------------
attr_accessor :up_level # The frequency of levelling up
attr_accessor :at # AT (time gauge)
attr_accessor :atp # AT (for indication)
attr_accessor :rt # RP (permanent residence gauge)
attr_accessor :rtp # RP (permanent residence necessary quantity)
attr_accessor :spell # In the midst of synthesis skill motion
attr_accessor :recover_hp # HP recovery quantity
attr_accessor :recover_sp # SP recovery quantity
attr_accessor :state_p # Status abnormal arrangement
attr_accessor :state_m # Status abnormal arrangement
attr_accessor :damage_sp # SP damage indicatory flag
attr_accessor :animation # Arrangement of animation ID and Hit
attr_accessor :phase
attr_accessor :wait
attr_accessor :target
attr_accessor :anime1
attr_accessor :anime2
attr_accessor :event
#--------------------------------------------------------------------------
# * Object initialization
#--------------------------------------------------------------------------
alias :initialize_rtab :initialize
def initialize
initialize_rtab
@damage_pop = {}
@damage = {}
@damage_sp = {}
@critical = {}
@recover_hp = {}
@recover_sp = {}
@state_p = {}
@state_m = {}
@animation = []
@phase = 1
@wait = 0
@target = []
@anime1 = 0
@anime2 = 0
@event = 0
end
#--------------------------------------------------------------------------
# * Existence decision
#--------------------------------------------------------------------------
def exist?
return (not @hidden and (@hp > 0 or @immortal or @damage.size > 0))
end
#--------------------------------------------------------------------------
# * Remaining HP estimate
#--------------------------------------------------------------------------
def rest_hp
# Substituting reality HP to rest_hp
rest_hp = @hp
# All damage which the battler receives is made to reflect on rest_hp
for pre_damage in @damage
if pre_damage[1].is_a?(Numeric)
rest_hp -= pre_damage[1]
end
end
return rest_hp
end
#--------------------------------------------------------------------------
# * Cancellation of state
# state_id : State ID
# force : Forced cancellation flag (with processing of automatic state use)
#--------------------------------------------------------------------------
def remove_state(state_id, force = false)
# When this state is added,
if state?(state_id)
# When with the state which it is forced is added, at the same time cancellation is not forcing
if @states_turn[state_id] == -1 and not force
# Method end
return
end
# When present HP 0 and option [ the state of HP 0 you regard ] it is valid
if @hp == 0 and $data_states[state_id].zero_hp
# Whether or not [ you regard the state of HP 0 ] there is a state in other things, decision
zero_hp = false
for i in @states
if i != state_id and $data_states.zero_hp
zero_hp = true
end
end
# If you are possible to cancel aggressive failure, HP in 1 modification
if zero_hp == false
@hp = 1
end
end
unless self.movable?
# Deleting state ID from @states arrangement and @states_turn hash
@states.delete(state_id)
@states_turn.delete(state_id)
if self.movable?
self.at = 0
end
else
# Deleting state ID from @states arrangement and @states_turn hash
@states.delete(state_id)
@states_turn.delete(state_id)
end
end
# The maximum check of HP and SP
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Effective application of normality attack
# attacker : Attack person (battler)
#--------------------------------------------------------------------------
def attack_effect(attacker)
# Clearing the critical flag
self.critical[attacker] = false
state_p[attacker] = []
state_m[attacker] = []
# First on-target hit decision
hit_result = (rand(100) < attacker.hit)
# In case of on-target hit
if hit_result == true
# Calculating the basic damage
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage[attacker] = atk * (20 + attacker.str) / 20
# Attribute correction
self.damage[attacker] *= elements_correct(attacker.element_set)
self.damage[attacker] /= 100
# When the mark of the damage is correct,
if self.damage[attacker] > 0
# Critical correction
if rand(100) < 4 * attacker.dex / self.agi
self.damage[attacker] *= 2
self.critical[attacker] = true
end
# Defense correction
if self.guarding?
self.damage[attacker] /= 2
end
end
# Dispersion
if self.damage[attacker].abs > 0
amp = [self.damage[attacker].abs * 15 / 100, 1].max
self.damage[attacker] += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage[attacker] < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# In case of on-target hit
if hit_result == true
# State shocking cancellation
remove_states_shock
# From HP damage subtraction
# State change
@state_changed = false
states_plus(attacker, attacker.plus_state_set)
states_minus(attacker, attacker.minus_state_set)
# In case of miss
else
# Setting "Miss" to the damage
self.damage[attacker] = "Miss"
# Clearing the critical flag
self.critical[attacker] = false
end
# Method end
return true
end
#--------------------------------------------------------------------------
# * Effective application of skill
# user : User of skill (battler)
# skill : Skill
#--------------------------------------------------------------------------
def skill_effect(user, skill)
# Clearing the critical flag
self.critical[user] = false
state_p[user] = []
state_m[user] = []
# Effective range of skill with friend of HP 1 or more, your own HP 0,
# Or when the effective range of skill with the friend of HP 0, your own HP are 1 or more
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# Method end
return false
end
# Clearing the effective flag
effective = false
# When common event ID is valid setting the effective flag
effective |= skill.common_event_id > 0
# First on-target hit decision
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
# In case of on-target hit
if hit_result == true
# Calculating power
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculating magnification ratio
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# Calculating the basic damage
self.damage[user] = power * rate / 20
# Attribute correction
self.damage[user] *= elements_correct(skill.element_set)
self.damage[user] /= 100
# When the mark of the damage is correct
if self.damage[user] > 0
# Defense correction
if self.guarding?
self.damage[user] /= 2
end
end
# Dispersion
if skill.variance > 0 and self.damage[user].abs > 0
amp = [self.damage[user].abs * skill.variance / 100, 1].max
self.damage[user] += rand(amp+1) + rand(amp+1) - amp
end
# Second on-target hit decision
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage[user] < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# In case of uncertain skill setting the effective flag
effective |= hit < 100
end
# In case of on-target hit
if hit_result == true
# In case of physical attack other than power 0
if skill.power != 0 and skill.atk_f > 0
# State shocking cancellation
remove_states_shock
# Setting the effective flag
effective = true
end
# The fluctuation decision of HP
last_hp = [[self.hp - self.damage[user], self.maxhp].min, 0].max # Effective decision
effective |= self.hp != last_hp
# State change
@state_changed = false
effective |= states_plus(user, skill.plus_state_set)
effective |= states_minus(user, skill.minus_state_set)
unless $game_temp.in_battle
self.damage_effect(user, 1)
end
# When power 0 is,
if skill.power == 0
# Setting the null line to the damage
self.damage[user] = ""
# When there is no change in the state,
unless @state_changed
# Setting "Miss" to the damage
self.damage[user] = "Miss"
end
end
# In case of miss
else
# Setting "Miss" to the damage
self.damage[user] = "Miss"
end
# When it is not in the midst of fighting,
unless $game_temp.in_battle
# Setting nil to the damage
self.damage[user] = nil
end
# Method end
return effective
end
#--------------------------------------------------------------------------
# * Effective application of item
# item : Item
#--------------------------------------------------------------------------
def item_effect(item, user = $game_party.actors[0])
# Clearing the critical flag
self.critical[user] = false
state_p[user] = []
state_m[user] = []
self.recover_hp[user] = 0
self.recover_sp[user] = 0
# Effective range of item with friend of HP 1 or more, your own HP 0,
# Or when the effective range of the item with the friend of HP 0, your own HP are 1 or more,
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
# Method end
return false
end
# Clearing the effective flag
effective = false
# When common event ID is valid setting the effective flag
effective |= item.common_event_id > 0
# On-target hit decision
hit_result = (rand(100) < item.hit)
# In case of uncertain skill setting the effective flag
effective |= item.hit < 100
# In case of on-target hit
if hit_result == true
# Calculating the recovery quantity
self.recover_hp[user] = maxhp * item.recover_hp_rate / 100 +
item.recover_hp
self.recover_sp[user] = maxsp * item.recover_sp_rate / 100 +
item.recover_sp
if self.recover_hp[user] < 0
self.recover_hp[user] += self.pdef * item.pdef_f / 20
self.recover_hp[user] += self.mdef * item.mdef_f / 20
self.recover_hp[user] = [self.recover_hp[user], 0].min
end
# Attribute correction
self.recover_hp[user] *= elements_correct(item.element_set)
self.recover_hp[user] /= 100
self.recover_sp[user] *= elements_correct(item.element_set)
self.recover_sp[user] /= 100
# Dispersion
if item.variance > 0 and self.recover_hp[user].abs > 0
amp = [self.recover_hp[user].abs * item.variance / 100, 1].max
self.recover_hp[user] += rand(amp+1) + rand(amp+1) - amp
end
if item.variance > 0 and self.recover_sp[user].abs > 0
amp = [self.recover_sp[user].abs * item.variance / 100, 1].max
self.recover_sp[user] += rand(amp+1) + rand(amp+1) - amp
end
# When the mark of the recovery quantity is negative number
if self.recover_hp[user] < 0
# Defense correction
if self.guarding?
self.recover_hp[user] /= 2
end
end
# The mark of the HP recovery quantity it reverses, sets to the value of the damage
self.damage[user] = -self.recover_hp[user]
# The fluctuation decision of HP and SP
last_hp = [[self.hp + self.recover_hp[user], self.maxhp].min, 0].max
last_sp = [[self.sp + self.recover_sp[user], self.maxsp].min, 0].max
effective |= self.hp != last_hp
effective |= self.sp != last_sp
# State change
@state_changed = false
effective |= states_plus(user, item.plus_state_set)
effective |= states_minus(user, item.minus_state_set)
unless $game_temp.in_battle
self.damage_effect(user, 2)
end
# When parameter rise value is valid
if item.parameter_type > 0 and item.parameter_points != 0
# It diverges with parameter
case item.parameter_type
when 1 # MaxHP
@maxhp_plus += item.parameter_points
when 2 # MaxSP
@maxsp_plus += item.parameter_points
when 3 #Strength
@str_plus += item.parameter_points
when 4 # Dexterity
@dex_plus += item.parameter_points
when 5 # Agility
@agi_plus += item.parameter_points
when 6 # Intelligence
@int_plus += item.parameter_points
end
# Setting the effective flag
effective = true
end
# When HP recovery factor and the recovery quantity 0 is
if item.recover_hp_rate == 0 and item.recover_hp == 0
# Setting the null line to the damage
self.damage[user] = ""
# When SP recovery factor and the recovery quantity 0, parameter rise value is invalid,
if item.recover_sp_rate == 0 and item.recover_sp == 0 and
(item.parameter_type == 0 or item.parameter_points == 0)
# When there is no change in the state,
unless @state_changed
# Setting "Miss" to the damage
self.damage[user] = "Miss"
end
end
end
# In case of miss
else
# Setting "Miss" to the damage
self.damage[user] = "Miss"
end
# When it is not in the midst of fighting,
unless $game_temp.in_battle
# Setting nil to the damage
self.damage[user] = nil
end
# Method end
return effective
end
#--------------------------------------------------------------------------
# * State change (+) application
# plus_state_set : State change (+)
#--------------------------------------------------------------------------
def states_plus(battler, plus_state_set)
# Clearing the effective flag
effective = false
# The loop (the state which is added)
for i in plus_state_set
# When this state is not defended,
unless self.state_guard?(i)
# If this state is not full, setting the effective flag
effective |= self.state_full?(i) == false
# When the state [ it does not resist ] is,
if $data_states.nonresistance
# Setting the state change flag
@state_changed = true
# Adding the state
self.state_p[battler].push(i)
# When this state is not full,
elsif self.state_full?(i) == false
# It converts degree of state validity to probability, compares with random number
if rand(100) < [0,100,80,60,40,20,0][self.state_ranks]
# Setting the state change flag
@state_changed = true
# Adding the state
self.state_p[battler].push(i)
end
end
end
end
# Method end
return effective
end
#--------------------------------------------------------------------------
# * State change (-) application
# minus_state_set : State change (-)
#--------------------------------------------------------------------------
def states_minus(battler, minus_state_set)
# Clearing the effective flag
effective = false
# The loop (the state which is cancelled)
for i in minus_state_set
# If this state is added, setting the effective flag
effective |= self.state?(i)
# Setting the state change flag
@state_changed = true
# Cancelling the state
self.state_m[battler].push(i)
end
# Method end
return effective
end
#--------------------------------------------------------------------------
# * Damage operation
#--------------------------------------------------------------------------
def damage_effect(battler, item)
if item == 2
self.hp += self.recover_hp[battler]
self.sp += self.recover_sp[battler]
if self.recover_sp[battler] != 0
self.damage_sp[battler] = -self.recover_sp[battler]
end
self.recover_hp.delete(battler)
self.recover_sp.delete(battler)
else
if self.damage[battler].class != String
self.hp -= self.damage[battler]
end
end
for i in self.state_p[battler]
add_state(i)
end
for i in self.state_m[battler]
remove_state(i)
end
end
#--------------------------------------------------------------------------
# * Effective application of slip damage
#--------------------------------------------------------------------------
def slip_damage_effect
# Setting the damage
self.damage["slip"] = self.maxhp / 10
# Dispersion
if self.damage["slip"].abs > 0
amp = [self.damage["slip"].abs * 15 / 100, 1].max
self.damage["slip"] += rand(amp+1) + rand(amp+1) - amp
end
# From HP damage subtraction
self.hp -= self.damage["slip"]
# Method end
return true
end
end
#==============================================================================
# ** Game_BattleAction
#------------------------------------------------------------------------------
# Action (the conduct which is in the midst of fighting) it is the class which
# is handled. This class is used inside Game_Battler クラ ス.
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :spell_id # Skill ID for union magic
attr_accessor :force_kind # Classification (basis/skill/item)
attr_accessor :force_basic # basis (attack/defend/escape)
attr_accessor :force_skill_id # Skill ID
#--------------------------------------------------------------------------
# * Validity decision
#--------------------------------------------------------------------------
def valid?
return (not (@force_kind == 0 and @force_basic == 3))
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# It is the class which handles the actor. This class Game_Actors class
# ($game_actors) is used in inside, Game_Party class ($game_party) from is
# referred to.
#==============================================================================
class Game_Actor < Game_Battler
def skill_can_use?(skill_id)
return super
end
end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# It is the class which handles the enemy. This class Game_Troop class
# ($game_troop) is used in inside.
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :height # Height of picture
attr_accessor :real_x # X-coordinate revision
attr_accessor :real_y # Y-coordinate revision
attr_accessor :real_zoom # Enlargement ratio
#--------------------------------------------------------------------------
# * Object initialization
# troop_id :Troop ID
# member_index : Index of troop member
#--------------------------------------------------------------------------
def initialize(troop_id, member_index)
super()
@troop_id = troop_id
@member_index = member_index
troop = $data_troops[@troop_id]
@enemy_id = troop.members[@member_index].enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
@real_x = 0
@real_y = 0
@real_zoom = 1.0
@fly = 0
enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {@fly = $1.to_i}
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
end
alias :true_x :screen_x
alias :true_y :screen_y
#--------------------------------------------------------------------------
# * Acquisition in battle picture X coordinate
#--------------------------------------------------------------------------
def screen_x
return 320 + (true_x - 320) * @real_zoom + @real_x
end
#--------------------------------------------------------------------------
# * Acquisition in battle picture Y coordinate
#--------------------------------------------------------------------------
def screen_y
return true_y * @real_zoom + @real_y
end
#--------------------------------------------------------------------------
# * Acquisition in battle picture Z coordinate
#--------------------------------------------------------------------------
def screen_z
return true_y + @fly
end
#--------------------------------------------------------------------------
# * Acquisition of battle picture enlargement ratio
#--------------------------------------------------------------------------
def zoom
return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
(true_y + @fly) / 320 + $scene.zoom_rate[0]
end
#--------------------------------------------------------------------------
# * For attack and acquisition in battle picture X coordinate
#--------------------------------------------------------------------------
def attack_x(z)
return (320 - true_x) * z * 0.75
end
#--------------------------------------------------------------------------
# * For attack and acquisition of battle picture Y-coordinate
#--------------------------------------------------------------------------
def attack_y(z)
return (160 - (true_y + @fly / 4) * z + @height * zoom * z / 2) * 0.75
end
#--------------------------------------------------------------------------
# * Action compilation
#--------------------------------------------------------------------------
def make_action
# Clearing current action
self.current_action.clear
# When it cannot move,
unless self.inputable?
# Method end
return
end
# Presently extracting effective action
available_actions = []
rating_max = 0
for action in self.actions
# Turn conditional verification
n = $game_temp.battle_turn
a = action.condition_turn_a
b = action.condition_turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
# HP conditional verification
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# Level conditional verification
if $game_party.max_level < action.condition_level
next
end
# Switch conditional verification
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# Skill active conditional verification
if action.kind == 1
unless self.skill_can_use?(action.skill_id)
next
end
end
# It corresponds to condition : Adding this action
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# Maximum rating value as 3 total calculation (as for 0 or less exclusion)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# When total of rating 0 is not,
if ratings_total > 0
# Drawing up random number
value = rand(ratings_total)
# Setting those which correspond to the random number which it drew up to current action
for action in available_actions
if action.rating > rating_max - 3
if value < action.rating - (rating_max - 3)
self.current_action.kind = action.kind
self.current_action.basic = action.basic
self.current_action.skill_id = action.skill_id
self.current_action.decide_random_target_for_enemy
return
else
value -= action.rating - (rating_max - 3)
end
end
end
end
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# It is the class which handles the party. Information of the gold and the
# item etc. is included. Instance of this ク lath is referred to being
# $game_party.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Total destruction decision
#--------------------------------------------------------------------------
def all_dead?
# When party number of people 0 is
if $game_party.actors.size == 0
return false
end
# When the actor of HP 0 or more is in the party,
for actor in @actors
if actor.rest_hp > 0
return false
end
end
# Total destruction
return true
end
#--------------------------------------------------------------------------
# * Random of object actor decision
# hp0 : Limits to the actor of HP 0
#--------------------------------------------------------------------------
# Original target decisive routine smooth_target_actor_rtab and name modification
alias :random_target_actor_rtab :random_target_actor
def random_target_actor(hp0 = false)
# Initializing the roulette
roulette = []
# Loop
for actor in @actors
# When it corresponds to condition
if (not hp0 and actor.exist? and actor.rest_hp > 0) or
(hp0 and actor.hp0?)
# Acquiring the [ position ] of class of actor
position = $data_classes[actor.class_id].position
# At the time of avant-garde n = 4、At the time of medium defense n = 3、At the time rear guard n = 2
n = 4 - position
# In roulette actor n time addition
n.times do
roulette.push(actor)
end
end
end
# When size of the roulette 0 is
if roulette.size == 0
return random_target_actor_rtab(hp0)
end
# It turns the roulette, deciding the actor
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# * Smooth decision of object actor
# actor_index : actor index
#--------------------------------------------------------------------------
# Original target decisive routine smooth_target_actor_rtab and name modification
alias :smooth_target_actor_rtab :smooth_target_actor
def smooth_target_actor(actor_index)
# Acquiring the actor
actor = @actors[actor_index]
# When the actor exists
if actor != nil and actor.exist? and actor.rest_hp > 0
return actor
end
# Loop
for actor in @actors
# When the actor exists
if actor.exist? and actor.rest_hp > 0
return actor
end
end
# When friend has destroyed, original target decisive routine is executed
return smooth_target_actor_rtab(actor_index)
end
end
#==============================================================================
# ** Game_Troop
#------------------------------------------------------------------------------
# It is the class which handles the troop. As for instance of this class with
# $game_troop reference the れ it increases.
#==============================================================================
class Game_Troop
#--------------------------------------------------------------------------
# * Random of object enemy decision
# hp0 : It limits to the enemy of HP 0
#--------------------------------------------------------------------------
# Original target decisive routine random_target_enemy_rtab and name modification
alias :random_target_enemy_rtab :random_target_enemy
def random_target_enemy(hp0 = false)
# Initializing the roulette
roulette = []
# Loop
for enemy in @enemies
# When it corresponds to condition,
if (not hp0 and enemy.exist? and enemy.rest_hp > 0) or
(hp0 and enemy.hp0?)
# Adding the enemy to the roulette
roulette.push(enemy)
end
end
# When size of the roulette 0 is,
if roulette.size == 0
return random_target_enemy_rtab(hp0)
end
# It turns the roulette, deciding the enemy
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# * Smooth decision of object enemy
# enemy_index : enemy index
#--------------------------------------------------------------------------
# Original target decisive routine smooth_target_enemy_rtab and name modification
alias :smooth_target_enemy_rtab :smooth_target_enemy
def smooth_target_enemy(enemy_index)
# Acquiring the enemy
enemy = @enemies[enemy_index]
# When the enemy exists,
if enemy != nil and enemy.exist? and enemy.rest_hp > 0
return enemy
end
# Loop
for enemy in @enemies
# When the enemy exists,
if enemy.exist? and enemy.rest_hp > 0
return enemy
end
end
# When the enemy has destroyed, it searches the enemy for the second time
return smooth_target_enemy_rtab(enemy_index)
end
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# It is sprite for battler indication. Instance of Game_Battler class is watched,
# state of sprite changes automatically.
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
super
# When the battler is nil
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
# When file name or hue differs from present ones
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# To acquire bitmap, setting
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
if @battler.is_a?(Game_Enemy)
@battler.height = @height
end
# Aggressive failure or it hides and if state it designates opacity as 0
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
# When animation ID differs from present ones
if @battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# In case of the actor whom it should indicate
if @battler.is_a?(Game_Actor) and @battler_visible
# When being main phase, opacity is lowered a little
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# Blinking
if @battler.blink
blink_on
else
blink_off
end
# In case of invisibility
unless @battler_visible
# Appearance
if not @battler.hidden and not @battler.dead? and
(@battler.damage.size < 2 or @battler.damage_pop.size < 2)
appear
@battler_visible = true
end
end
# Damage
for battler in @battler.damage_pop
if battler[0].class == Array
if battler[0][1] >= 0
$scene.skill_se
else
$scene.levelup_se
end
damage(@battler.damage[battler[0]], false, 2)
else
damage(@battler.damage[battler[0]], @battler.critical[battler[0]])
end
if @battler.damage_sp.include?(battler[0])
damage(@battler.damage_sp[battler[0]],
@battler.critical[battler[0]], 1)
@battler.damage_sp.delete(battler[0])
end
@battler.damage_pop.delete(battler[0])
@battler.damage.delete(battler[0])
@battler.critical.delete(battler[0])
end
# When it is visible
if @battler_visible
# Flight
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# White Flash
if @battler.white_flash
whiten
@battler.white_flash = false
end
# Animation
unless @battler.animation.empty?
for animation in @battler.animation.reverse
animation($data_animations[animation[0]], animation[1])
@battler.animation.delete(animation)
end
end
# Collapse
if @battler.damage.empty? and @battler.dead?
if $scene.dead_ok?(@battler)
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
# Setting the coordinate of sprite
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
if @battler.is_a?(Game_Enemy)
self.zoom_x = @battler.real_zoom * @battler.zoom
self.zoom_y = @battler.real_zoom * @battler.zoom
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# It is superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Drawing of gauge
#--------------------------------------------------------------------------
def gauge_rect_at(width, height, align3,
color1, color2, color3, color4, color5, color6, color7,
color8, color9, color10, color11, color12, grade1, grade2)
# Framework drawing
@at_gauge = Bitmap.new(width, height * 5)
@at_gauge.fill_rect(0, 0, width, height, color1)
@at_gauge.fill_rect(1, 1, width - 2, height - 2, color2)
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
color = color7
color7 = color8
color8 = color
color = color9
color9 = color10
color10 = color
color = color11
color11 = color12
color12 = color
end
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
# Drawing vertically of empty gauge gradation indication
@at_gauge.gradation_rect(2, 2, width - 4, height - 4,
color3, color4, grade1)
# Drawing of actual gauge
@at_gauge.gradation_rect(2, height + 2, width- 4, height - 4,
color5, color6, grade2)
@at_gauge.gradation_rect(2, height * 2 + 2, width- 4, height - 4,
color7, color8, grade2)
@at_gauge.gradation_rect(2, height * 3 + 2, width- 4, height - 4,
color9, color10, grade2)
@at_gauge.gradation_rect(2, height * 4 + 2, width- 4, height - 4,
color11, color12, grade2)
end
end
#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
# It is the window which indicates the item description the skill and the
# status etc. of the actor.
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Enemy Setting
# enemy : The enemy which indicates name and the state
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {""}
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the party member in the
# battle picture.
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
x = (4 - $game_party.actors.size) * 80
width = $game_party.actors.size * 160
super(x, 320, width, 160)
self.back_opacity = 160
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, x + i * 160))
end
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for window in @actor_window
window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(number = 0) if number == 0
cnt = 0
for window in @actor_window
window.refresh(@level_up_flags[cnt])
cnt += 1
end
else
@actor_window[number - 1].refresh(@level_up_flags[number - 1])
end
end
#--------------------------------------------------------------------------
# * AT gauge refreshment
#--------------------------------------------------------------------------
def at_refresh(number = 0)
if number == 0
for window in @actor_window
window.at_refresh
end
else
@actor_window[number - 1].at_refresh
end
end
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
super
if self.x != (4 - $game_party.actors.size) * 80
self.x = (4 - $game_party.actors.size) * 80
self.width = $game_party.actors.size * 160
for window in @actor_window
window.dispose
end
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, x + i * 160))
end
refresh
end
for window in @actor_window
window.update
end
end
end
#==============================================================================
# ** Window_ActorStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the party member respectively
# in the battle picture.
#==============================================================================
class Window_ActorStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(id, x)
@actor_num = id
super(x, 320, 160, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
actor = $game_party.actors[@actor_num]
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
@status_window = []
for i in 0...5
@status_window.push(Window_DetailsStatus.new(actor, i, x))
end
refresh(false)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for i in 0...5
@status_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(level_up_flags)
self.contents.clear
actor = $game_party.actors[@actor_num]
@status_window[0].refresh(actor) if @actor_nm != actor.name
@status_window[1].refresh(actor) if
@actor_mhp != actor.maxhp or @actor_hp != actor.hp
@status_window[2].refresh(actor) if
@actor_msp != actor.maxsp or @actor_sp != actor.sp
@status_window[3].refresh(actor, level_up_flags) if
@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
end
#--------------------------------------------------------------------------
# * AT gauge refreshment
#--------------------------------------------------------------------------
def at_refresh
@status_window[4].refresh($game_party.actors[@actor_num])
end
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
for window in @status_window
window.update
end
end
end
#==============================================================================
# ** Window_DetailsStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the actor in individually in the battle picture.
#==============================================================================
class Window_DetailsStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, id, x)
@status_id = id
super(x, 320 + id * 26, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
refresh(actor, false)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor, level_up_flags = false)
self.contents.clear
case @status_id
when 0
draw_actor_name(actor, 4, 0)
when 1
draw_actor_hp(actor, 4, 0, 120)
when 2
draw_actor_sp(actor, 4, 0, 120)
when 3
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, 4, 0)
end
when 4
draw_actor_atg(actor, 4, 0, 120)
end
end
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
def update
#At the time of main phase opacity is lowered a little
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
#==============================================================================
# ** Arrow_Base
#------------------------------------------------------------------------------
# It is sprite for the arrow cursor indication which is used in the battle picture.
# This class is used as superclass of Arrow_Enemy class and Arrow_Actor class.
#==============================================================================
class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Object Initialization
# viewport :viewport
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
self.bitmap = RPG::Cache.windowskin($game_system.windowskin_name)
self.ox = 16
self.oy = 32
self.z = 2500
@blink_count = 0
@index = 0
@help_window = nil
update
end
end
#==============================================================================
# ** Arrow_Enemy
#------------------------------------------------------------------------------
# It is arrow cursor in order to make the enemy select.
# This class succeeds Arrow_Base.
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
def update
super
# When it points to the enemy which does not exist, it throws
$game_troop.enemies.size.times do
break if self.enemy.exist?
@index += 1
@index %= $game_troop.enemies.size
end
# The cursor right
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
$scene.camera = "select"
zoom = 1 / self.enemy.zoom
$scene.spriteset.screen_target(self.enemy.attack_x(zoom) * 0.75,
self.enemy.attack_y(zoom) * 0.75, zoom)
end
# The cursor left
if Input.repeat?(Input::LEFT)
$game_system.se_play($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
$scene.camera = "select"
zoom = 1 / self.enemy.zoom
$scene.spriteset.screen_target(self.enemy.attack_x(zoom) * 0.75,
self.enemy.attack_y(zoom) * 0.75, zoom)
end
# Setting the coordinate of sprite
if self.enemy != nil
self.x = self.enemy.screen_x
self.y = self.enemy.screen_y
end
end
end
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# It is the interpreter which executes event command. This class is used inside
# the Game_System class and Game_Event class.
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● アクターの入れ替え
#--------------------------------------------------------------------------
def command_129
# Acquiring the actor
actor = $game_actors[@parameters[0]]
# When the actor is valid
if actor != nil
# It diverges with operation
if @parameters[1] == 0
if @parameters[2] == 1
$game_actors[@parameters[0]].setup(@parameters[0])
end
$game_party.add_actor(@parameters[0])
if $game_temp.in_battle
$game_actors[@parameters[0]].at = 0
$game_actors[@parameters[0]].atp = 0
$scene.spell_reset($game_actors[@parameters[0]])
$game_actors[@parameters[0]].damage_pop = {}
$game_actors[@parameters[0]].damage = {}
$game_actors[@parameters[0]].damage_sp = {}
$game_actors[@parameters[0]].critical = {}
$game_actors[@parameters[0]].recover_hp = {}
$game_actors[@parameters[0]].recover_sp = {}
$game_actors[@parameters[0]].state_p = {}
$game_actors[@parameters[0]].state_m = {}
$game_actors[@parameters[0]].animation = []
end
else
$game_party.remove_actor(@parameters[0])
end
end
if $game_temp.in_battle
$scene.status_window.update
end
# Continuation
return true
end
#--------------------------------------------------------------------------
# * The increase and decrease of HP
#--------------------------------------------------------------------------
alias :command_311_rtab :command_311
def command_311
command_311_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# *The increase and decrease of SP
#--------------------------------------------------------------------------
alias :command_312_rtab :command_312
def command_312
command_312_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Modification of state
#--------------------------------------------------------------------------
alias :command_313_rtab :command_313
def command_313
command_313_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * All recovery
#--------------------------------------------------------------------------
alias :command_314_rtab :command_314
def command_314
command_314_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * The increase and decrease of EXP
#--------------------------------------------------------------------------
alias :command_315_rtab :command_315
def command_315
command_315_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Increase and decrease of level
#--------------------------------------------------------------------------
alias :command_316_rtab :command_316
def command_316
command_316_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Increase and decrease of parameter
#--------------------------------------------------------------------------
alias :command_317_rtab :command_317
def command_317
command_317_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Modification of equipment
#--------------------------------------------------------------------------
alias :command_319_rtab :command_319
def command_319
command_319_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Name modification of actor
#--------------------------------------------------------------------------
alias :command_320_rtab :command_320
def command_320
command_320_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Class modification of actor
#--------------------------------------------------------------------------
alias :command_321_rtab :command_321
def command_321
command_321_rtab
if $game_temp.in_battle
$scene.status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Indication of animation
#--------------------------------------------------------------------------
def command_337
# Process iteration
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# When the battler exists
if battler.exist?
# Setting animation ID
battler.animation.push([@parameters[2], true])
end
end
# continuous
return true
end
#--------------------------------------------------------------------------
# * Deal Damage
#--------------------------------------------------------------------------
def command_338
# of the damage the value which is operated acquisition
value = operate_value(0, @parameters[2], @parameters[3])
# Process iteration
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# battler exists with
if battler.exist?
# HP modification
battler.hp -= value
# fighting
if $game_temp.in_battle
# damage setting
battler.damage["event"] = value
battler.damage_pop["event"] = true
end
end
end
if $game_temp.in_battle
$scene.status_window.refresh
end
# continuation
return true
end
#--------------------------------------------------------------------------
# * Forcing the action
#--------------------------------------------------------------------------
def command_339
# If it is not in the midst of fighting, disregard
unless $game_temp.in_battle
return true
end
# If the number of turns 0 disregard
if $game_temp.battle_turn == 0
return true
end
# Processing (With convenient ones, there are no times when it becomes plural)
iterate_battler(@parameters[0], @parameters[1]) do |battler|
# When the battler exists,
if battler.exist?
# Setting action
battler.current_action.force_kind = @parameters[2]
if battler.current_action.force_kind == 0
battler.current_action.force_basic = @parameters[3]
else
battler.current_action.force_skill_id = @parameters[3]
end
# Setting the conduct object
if @parameters[4] == -2
if battler.is_a?(Game_Enemy)
battler.current_action.decide_last_target_for_enemy
else
battler.current_action.decide_last_target_for_actor
end
elsif @parameters[4] == -1
if battler.is_a?(Game_Enemy)
battler.current_action.decide_random_target_for_enemy
else
battler.current_action.decide_random_target_for_actor
end
elsif @parameters[4] >= 0
battler.current_action.target_index = @parameters[4]
end
# When action validity and [ directly execution ] is,
if battler.current_action.valid? and @parameters[5] == 1
# Setting the battler of the forced object
$game_temp.forcing_battler = battler
# The index is advanced
@index += 1
# end
return false
elsif battler.current_action.valid? and @parameters[5] == 0
battler.current_action.forcing = true
end
end
end
# continuation
return true
end
end
#==============================================================================
# * Sprite module
#------------------------------------------------------------------------------
# This module manages and controls animation.
#==============================================================================
module RPG
class Sprite < ::Sprite
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage = []
@_animation = []
@_animation_duration = 0
@_blink = false
end
def damage(value, critical, type = 0)
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
if type == 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(176, 144, 255)
end
else
if type == 0
bitmap.font.color.set(255, 255, 255)
else
bitmap.font.color.set(255, 176, 144)
end
end
if type == 2
bitmap.font.color.set(255, 224, 128)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
string = "CRITICAL"
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, string, 1)
bitmap.draw_text(+1, -1, 160, 20, string, 1)
bitmap.draw_text(-1, +1, 160, 20, string, 1)
bitmap.draw_text(+1, +1, 160, 20, string, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, string, 1)
end
num = @_damage.size
if type != 2
@_damage.push([::Sprite.new, 40, 0, rand(40) - 20, rand(30) + 50])
else
@_damage.push([::Sprite.new, 40, 0, rand(20) - 10, rand(20) + 60])
end
@_damage[num][0].bitmap = bitmap
@_damage[num][0].ox = 80 + self.viewport.ox
@_damage[num][0].oy = 20 + self.viewport.oy
if self.battler.is_a?(Game_Actor)
@_damage[num][0].x = self.x
@_damage[num][0].y = self.y - self.oy / 2
else
@_damage[num][0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
@_damage[num][0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
@_damage[num][0].zoom_x = self.zoom_x
@_damage[num][0].zoom_y = self.zoom_y
@_damage[num][0].z = 3000
end
end
def animation(animation, hit)
return if animation == nil
num = @_animation.size
@_animation.push([animation, hit, animation.frame_max, []])
bitmap = RPG::Cache.animation(animation.animation_name,
animation.animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
if @_animation[num][0].position != 3 or
not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation[num][3].push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation(@_animation[num])
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 dispose_damage
for damage in @_damage.reverse
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
def dispose_animation
for anime in @_animation.reverse
sprite = anime[3][0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def effect?
@_whiten_duration > 0 or
@_appear_duration > 0 or
@_escape_duration > 0 or
@_collapse_duration > 0 or
@_damage.size == 0 or
@_animation.size == 0
end
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
for damage in @_damage
if damage[1] > 0
damage[1] -= 1
damage[4] -= 3
damage[2] -= damage[4]
if self.battler.is_a?(Game_Actor)
damage[0].x = self.x + (40 - damage[1]) * damage[3] / 10
damage[0].y = self.y - self.oy / 2 + damage[2] / 10
else
damage[0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2 +
(40 - damage[1]) * damage[3] / 10
damage[0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y + damage[2] / 10
damage[0].zoom_x = self.zoom_x
damage[0].zoom_y = self.zoom_y
end
damage[0].z = 2960 + damage[1]
damage[0].opacity = 256 - (12 - damage[1]) * 32
if damage[1] == 0
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
end
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
update_animation(anime)
end
end
if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear
end
def update_animation(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
animation_process_timing(timing, anime[1])
end
end
else
@@_reference_count[anime[3][0].bitmap] -= 1
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites
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
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.viewport.rect.height - 320
else
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
if position == 0
sprite.y -= self.src_rect.height * self.zoom_y / 4
elsif position == 2
sprite.y += self.src_rect.height * self.zoom_y / 4
end
else
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
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
if position != 3
sprite.zoom_x *= self.zoom_x
sprite.zoom_y *= self.zoom_y
end
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
def x=(x)
sx = x - self.x
if sx != 0
for anime in @_animation
if anime[3] != nil
for i in 0..15
anime[3].x += sx
end
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites.x += sx
end
end
end
super
end
def y=(y)
sy = y - self.y
if sy != 0
for anime in @_animation
if anime[3] != nil
for i in 0..15
anime[3].y += sy
end
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites.y += sy
end
end
end
super
end
end
end
#------------------------------------------------------------------------------
# New routine added to the Bitmap class.
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Rectangle Gradation Indicator
# color1: Start color
# color2: Ending color
# align: 0: On side gradation
# 1: Vertically gradation
# 2: The gradation (intense concerning slantedly heavily note)
#--------------------------------------------------------------------------
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
§ Raxus §