01-05-2010, 09:57 AM
Bs laterale a 11 pose
Descrizione
Questo script vi permetterà di avere un combattimento molto simile alla final fantasy
utilizzando dei chara a 11 pose
Autore
Darkshiva e nello script c'è il nik dell'altro forum(yourff.it)Petryx
Script
Istruzioni per l'uso
Le istruzioni ed il sito per i chara sono all'interno dello script.
Allegati
N/A
Bug noti
N/A
Descrizione
Questo script vi permetterà di avere un combattimento molto simile alla final fantasy
utilizzando dei chara a 11 pose
Autore
Darkshiva e nello script c'è il nik dell'altro forum(yourff.it)Petryx
Script
Codice:
#==============================================================================
# ** Animated Battlers - Enhanced ver. 5.0 (12-23-2006)
#------------------------------------------------------------------------------
# Animated Battlers by Petryx
# Salve!!Per creare questo script ci ho impiegato la
#bellezza di 3 settimane,ma ne è valsa la pena cosi
#per chi volesse creare un gioco a chara animati a
#undici pose ora lo può fare grazie a questo script.
#Ora passiamo alle istrizzioni per farlo funzionare:
#==============================================================================
# ISTRUZZIONI ALL'USO
#------------------------------------------------------------------------------
#Bene ora per iniziare dobbiamo copiare questo script sopra a main
#e lo dovete chiamare Animated Battlers e non diversamente altrimenti
#non funziona.Poi dobbiamo andare a scaricare i chara a undici pose e
#lo possiamo fare da questo sito
#http://rpgcreative.net/b_ressources/categorie-rmxp-cbs.html
#dopa aver scaricati chara che vi piacciono,li dovete copiarli tutti
#in battleres.Per domande eventuali riferirsi sotto al mio post nel forum.
# BUON DIVERTIMENTO
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
attr_accessor :battler_offset # Degree of action forcing
attr_accessor :skill_used # Degree of action forcing
attr_accessor :item_used # Degree of action forcing
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport, battler = nil)
# * Configuration System *
# * Default Battler Style Switches
#--------------------------------------------------------------------------
$default_enemy = false # If true, these switches allows the use
$default_actor = false # of default battlers for actors/enemies
$default_enemy_id = [] # Ids of enemies using default battlers
$default_actor_id = [] # Ids of actors using default battlers
@default_collapse_actor = false # If true, restores the old 'red fade'
@default_collapse_enemy = true # collapse effect (using spritesheets)
# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------
@speed = 4 # Framerate speed of the battlers
@poses = 11 # Maximum # of poses (stances) in the template
@frames = 4 # Maximum # of frames in each pose
@frames_standard = 4 # Standard # of frames played in each pose.
@low_hp_percentage = 0.25 # Determines health% of battler for WOOZY pose.
# * Poses Control
#--------------------------------------------------------------------------
# Editable Template (Some people wanted to change their template design)
$p0 = 0 # sets the 'Ready pose' ($p0) to be pose #0 in your template
$p1 = 1 # Sets the 'Ready Pose' ($p1) to be pose #1 in your template
$p2 = 2 # Sets the 'Struck Pose' ($p2) to be pose #2 in your template
$p3 = 3 # Sets the 'Woozy Pose' ($p3) to be pose #3 in your template
$p4 = 4 # Sets the 'Block Pose' ($p4) to be pose #4 in your template
$p5 = 5 # Sets the 'Charge Pose' ($p5) to be pose #5 in your template
$p6 = 6 # Sets the 'Retreat Pose'($p6) to be pose #6 in your template
$p7 = 7 # Sets the 'Attack Pose' ($p7) to be pose #7 in your template
$p8 = 8 # Sets the 'Item Pose' ($p8) to be pose #8 in your template
$p9 = 9 # Sets the 'Skill Pose' ($p9) to be pose #9 in your template
$p10 = 10 # Sets the 'Victory Pose'($p10)to be pose #10 in your template
$p11 = 11 # Sets the 'Defeat Pose' ($p11)to be pose #11 in your template
# Non-Default Poses (can expand beyond the default 11 poses here)
@poses_setup = nil # Choose animation pose for 'preparation'
@poses_casting = nil # Set casting pose to 'Block' for example
$poses_escaping = nil # Set 'coward' pose for fleeing monsters)
$poses_critical = nil # Set 'critical' hit pose for BIG hits.
@poses_dying = nil # Choose animation pose for dying throws.
@poses_winning = nil # Set winning dance to 'block' for examp.
@poses_winning_loops = [] # Set victory non-freezing actor as #7
# Non-Default Pose Hashes (poses dependant on .id values)
@poses_status = {} # Didn't set any
$poses_skills = {} # Didn't set any
$poses_items = {} # Didn't set any
$poses_weapons = {} # Didn't set any weapons to any poses
# * Frames Control
#--------------------------------------------------------------------------
@frames_per_pose = {0 => 1, 4 => 1} # Set #of frames to pose(by index)
# 1 frame set for 0(Victory) and
# set for 4 (Defeat). All other
# poses are animated.
# Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses
# hashes within hashes.
$poses_actor = {} #
$poses_enemy = {} #
#
# Individual Battler Settings
@mirror_enemies = true # Enemy battlers use reversed image
@stationary_enemies = false # If the enemies don't move while attacking
@stationary_actors = false # If the actors don't move while attacking
@calculate_speed = false # System calculates a mean/average speed
@phasing = false # Characters fade in/out while attacking
# * Movement Settings (Step-Forward / Final Fantasy-Style)
#--------------------------------------------------------------------------
$rush_offset = 0 # How much additional space between battlers
$rush_attack = false # If true, battler steps forward to attack
$rush_skill = true # If true, battler steps forward to use skill
$rush_item = true # If true, battler steps forward to use item
# * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
#--------------------------------------------------------------------------
$moving_item_atk = [1] # Examples are items that need to be applied.
$moving_skill_atk = [57,61] # Examples are martial-arts and sneak attacks
$move2center_atk = [] # Moves battler to center based on weapon id!
$move2center_item = [5] # Moves battler to center for a big item atk!
$move2center_skill = [7] # Moves battler to center for a big skill atk!
# * Stationary Arrays (Arrays for skill/weapon/item IDs that halt movement)
#--------------------------------------------------------------------------
# Array that holds the id # of skills, items or weapons that affect movement
$stationary_enemyid = [] # Enemies that don't RUN during melee attacks
@stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
@stationary_skills = [] # (examples are bows & guns)
@stationary_items = [] # (examples are bows & guns)
# Adaptation Switches
$RTAB_Connected_Attacking = false # Needed to be on if RTAB and Con. Attk.
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
@frame, @pose = 0, 0
@last_time = 0
@last_move_time = 0
@battler_offset = 0
@skill_used = 9
@item_used = 0
$casted = false
$casting = false
@dying = true
@s_pose = false
$victory = false
@winning = true
cbs_initialize(viewport, battler)
viewport.z = 99
$formation = $formation_style
# Setting values called from EVENT scripts
$sv_mirror = $sideview_mirror
$sv_mirror = 0 if $sideview_mirror == nil
$max_member = $formation_max_member
$max_member = 4 if $formation_max_member == nil
$formation_top = $formation_max_height
$formation_top = 220 if $formation_max_height == nil
$formation_width = $formation_max_width
$formation_width = 128 if $formation_max_width == nil
$battlestat_height = $battlestatus_height
$battlestat_height = 160 if $battlestatus_height == nil
$formation = $formation_style
$formation = 0 if $formation_style == nil
# if Formation is random
if $formation == 8 then
$formation = rand(8).to_i
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias cbs_update update
def update
return unless @battler
# Regular Update
cbs_update
# Reset hash for Advanced Pose/Frames
pose_temp = {}
# Start Routine
unless @started
@pose = state
if @battler.is_a?(Game_Enemy)
if not $default_enemy
if $default_enemy_id == nil
# Set up Spritesheet Standards
@width = @width / @frames
@height = @height / @poses
else
if not $default_enemy_id.include?(@battler.id)
@width = @width / @frames
@height = @height / @poses
end
end
end
end
if @battler.is_a?(Game_Actor)
if not $default_actor
if $default_actor_id == nil
# Set up Spritesheet Standards
@width = @width / @frames
@height = @height / @poses
else
if not $default_actor_id.include?(@battler.id)
@width = @width / @frames
@height = @height / @poses
end
end
end
end
@battler_offset = @width * 0.75
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@display_z = @battler.screen_z
@destination_x = @display_x
@destination_y = @display_y
@destination_z = @display_z
self.opacity = 0
@started = true
end
# Cut Out Frame
# Enemy Battler Routine
if @battler.is_a?(Game_Enemy)
if $default_enemy
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
if $default_enemy_id !=nil
if $default_enemy_id.include?(@battler.id)
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
end
end
# Actor Battler Routine
if @battler.is_a?(Game_Actor)
if $default_actor
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
if $default_actor_id !=nil
if $default_actor_id.include?(@battler.id)
self.src_rect.set(@width * 0, @height * 0, @width, @height)
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
else
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
end
end
# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_z
self.ox = @width / 2
self.oy = @height
# Adjust sprite direction if facing the other way...
if $sv_mirror == 1
if @battler.is_a?(Game_Actor)
self.mirror = !!battler
else
if not @mirror_enemies
self.mirror = !!battler
end
end
else
if @battler.is_a?(Game_Enemy)
if @mirror_enemies
self.mirror = !!battler
end
end
end
# Setup Frames per Pose
poseframe = @frames_standard
poseframe = @frames_per_pose[@pose] if @frames_per_pose.include?(@pose)
# Set Advanced Poses for Actors
if @battler.is_a?(Game_Actor)
pose_temp = $poses_actor[@battler.id] if $poses_actor.include?(@battler.id)
poseframe = pose_temp[@pose] if pose_temp.include?(@pose)
end
# Set Advanced Poses for Enemies
if @battler.is_a?(Game_Enemy)
pose_temp = $poses_enemy[@battler.id] if $poses_enemy.include?(@battler.id)
poseframe = pose_temp[@pose] if pose_temp.include?(@pose)
end
# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
@frame = (@frame + 1) % poseframe
if @frame == 0
if @freeze
@frame = poseframe - 1
return
end
@pose = state
end
end
@last_time = time
# Setup Dying Animation
if @battler.dead?
if @dying == true
@pose = state
@dying = false
end
else
if @battler.is_a?(Game_Actor)
if @poses_setup != nil
if @s_pose == false
@pose = @poses_setup
@s_pose = true
end
end
if $victory == true
if @winning == true
@pose = state
@winning = false
end
end
end
end
# Move It
move if moving
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
@state = $p0
# Battler Wounded
@state = $p3 if @battler.hp < @battler.maxhp * @low_hp_percentage
# Battler Status-Effect
for i in @battler.states
@state = @poses_status[i] if @poses_status.include?(i)
end
# If Battler Dead
if @battler.dead?
# If using default battlers or default collapse
if (@default_collapse_actor and @battler.is_a?(Game_Actor)) or
(@default_collapse_enemy and @battler.is_a?(Game_Enemy)) or
($default_actor and @battler.is_a?(Game_Actor)) or
($default_enemy and @battler.is_a?(Game_Enemy)) or
($default_enemy_id.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or
($default_actor_id.include?(@battler.id) and @battler.is_a?(Game_Actor))
# Do absolutely nothing
else
# Use Poses system
if @poses_dying != nil
if @dying == true
@state = @poses_dying
else
@state = $p10
end
else
@state = $p10
end
# Fix Opacity
self.opacity = 255
end
end
end
# Casting State
if $casted
if @battler.rtp != 0
if @poses_casting != nil
@state = @poses_casting
end
end
end
# Victory State
if @battler.is_a?(Game_Actor)
if $victory
if @poses_winning != nil
if @winning == true
if not @battler.dead?
@state = @poses_winning
end
else
if not @battler.dead?
@state = $p9
if not @poses_winning_loops.include?(@battler.id)
@freeze = true
end
end
end
else
if not @battler.dead?
@state = $p9
if not @poses_winning_loops.include?(@battler.id)
@freeze = true
end
end
end
end
end
# Guarding State (not if dead OR in victory)
if not @battler.dead?
if not $victory
@state = $p3 if @battler.guarding?
end
end
# Moving State
if moving
# Adjust sprite direction if facing the other way...
if $sv_mirror == 1
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = $p4 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = $p4 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
end
else
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = $p4 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = $p4 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
end
end
end
# Return State
return @state
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
if @last_move_time < time
# Pause for Animation
return if @pose != state
# Phasing
if @phasing
d1 = (@display_x - @original_x).abs
d2 = (@display_y - @original_y).abs
d3 = (@display_x - @destination_x).abs
d4 = (@display_y - @destination_y).abs
self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
end
# Calculate Difference
difference_x = (@display_x - @destination_x).abs
difference_y = (@display_y - @destination_y).abs
difference_z = (@display_z - @destination_z).abs
# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@display_z = @destination_z
@pose = state
return
end
# Calculate Movement Increments
increment_x = increment_y = 1
if difference_x < difference_y
increment_x = 1.0 / (difference_y.to_f / difference_x)
elsif difference_y < difference_x
increment_y = 1.0 / (difference_x.to_f / difference_y)
end
increment_z = increment_y
# Calculate Movement Speed
if @calculate_speed
total = 0; $game_party.actors.each{ |actor| total += actor.agi }
speed = @battler.agi.to_f / (total / $game_party.actors.size)
increment_x *= speed
increment_y *= speed
increment_z *= speed
end
# Multiply and Move
multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
multiplier_z = (@destination_z - @display_z > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
@display_z += (increment_z * multiplier_z).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y, destination_z)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless @stationary_weapons.include?(@battler.weapon_id) or
@stationary_skills.include?(@skill_used) or
@stationary_items.include?(@item_used)
@original_x = @display_x
@original_y = @display_y
@original_z = @display_z
@destination_x = destination_x
@destination_y = destination_y
@destination_z = destination_z
end
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
return (@display_x > @destination_x ? 0 : 1)
end
end
#--------------------------------------------------------------------------
# * Set Pose
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
@frame = 4
end
#--------------------------------------------------------------------------
# * Freeze
#--------------------------------------------------------------------------
def freeze
@freeze = true
end
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
if @derv_anim_bat_stack.nil?
@derv_anim_bat_stack = true
alias cbs_collapse collapse
def collapse
if @default_collapse_enemy
cbs_collapse if @battler.is_a?(Game_Enemy)
end
if @default_collapse_actor
cbs_collapse if @battler.is_a?(Game_Actor)
end
if $default_enemy
cbs_collapse if @battler.is_a?(Game_Enemy)
end
if $default_actor
cbs_collapse if @battler.is_a?(Game_Actor)
end
if $default_enemy_id != nil
if $default_enemy_id.include?(@battler.id)
cbs_collapse if @battler.is_a?(Game_Enemy)
end
end
if $defend_actor.id != nil
if $default_actor_id.include?(@battler.id)
cbs_collapse if @battler.is_a?(Game_Actor)
end
end
end
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sideview_mirror
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_cbs_customize initialize
def initialize
# Call original initialization process
initialize_cbs_customize
@sideview_mirror = 0
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Actor X Coordinate
#--------------------------------------------------------------------------
def screen_x
# Determine minimum horizontal space between battlers
x_spacer = $formation_width / $max_member
if self.index != nil
case $formation
when 0 # DIAGONAL PATTERN 1
if $sv_mirror == 1
return self.index * -x_spacer + (($max_member+1)*x_spacer) #202
else
return self.index * x_spacer + (640-(($max_member+1)*x_spacer))#450
end
when 1 # DIAGONAL PATTERN 2
if $sv_mirror == 1
return self.index * x_spacer + x_spacer #64
else
return self.index * -x_spacer + (640-x_spacer*2) #576
end
when 2 # 2-ROW SLANT
if $sv_mirror == 1
if self.index < ($max_member/2)
return self.index + (($max_member+1)*x_spacer) + (x_spacer * self.index)
else
return self.index + (x_spacer * self.index) - x_spacer * 0.5
end
else
if self.index < ($max_member/2)
return self.index + (640-(($max_member+1)* x_spacer)) + (-x_spacer * self.index)
else
return self.index + (640-((x_spacer*0.5)-x_spacer)) + (-x_spacer * self.index)
end
end
when 3 # 2 ROW - SLANT
if $sv_mirror == 1
if self.index < ($max_member/2)
return self.index + (x_spacer/2)+(($max_member+1)* x_spacer) + (-x_spacer * self.index)
else
return self.index + (($max_member+1)* x_spacer) + (-x_spacer * self.index)
end
else
if self.index < ($max_member/2)
return self.index + 442 + (x_spacer * self.index)
else
return self.index + 430 + (x_spacer * self.index)
end
end
when 4 # Column Pattern 1
if $sv_mirror == 1
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1))
else
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)
end
else
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))
else
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)
end
end
when 5 # Column Pattern 2
if $sv_mirror == 1
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1))
else
return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)
end
else
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))
else
return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)
end
end
when 6 # Wave Formation 1
if $sv_mirror == 1
if self.index < ($max_member/2)
return 170
else
return 90
end
else
if self.index < ($max_member/2)
return 470
else
return 550
end
end
else # Wave Formation 2
if $sv_mirror == 1
if self.index < ($max_member/2)
return 170
else
return 90
end
else
if self.index < ($max_member/2)
return 470
else
return 550
end
end
end
else
return 0
end
end
#--------------------------------------------------------------------------
# * Actor Y Coordinate
#--------------------------------------------------------------------------
def screen_y
# Determine minimum vertical space between battlers
y_spacer = (480 - $battlestat_height - $formation_top) / $max_member
if self.index != nil
case $formation
when 0
return self.index * (y_spacer*1.25) + $formation_top
when 1
return self.index * (y_spacer*1.25) + $formation_top
when 2
if self.index < ($max_member/2)
return $formation_top + ((y_spacer*2.5) * self.index)
else
return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) #was 60
end
when 3
if self.index < ($max_member/2)
return $formation_top + ((y_spacer*2.5) * self.index)
else
return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) # was 60
end
when 4
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return $formation_top + ($battlestat_height/2)
else
return $formation_top + ($battlestat_height/6)
end
when 5
if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
return $formation_top + ($battlestat_height/6)
else
return $formation_top + ($battlestat_height /2)
end
when 6
if self.index < ($max_member/2)
return $formation_top + (y_spacer * 2.5 * self.index)
else
return $formation_top + (y_spacer * 2.5 * ((self.index) - ($max_member/2)))
end
else
if self.index < ($max_member/2)
return $formation_top + (y_spacer*2.5*(($max_member/2)-1))+ (y_spacer * 2.5 * -self.index)
else
return $formation_top + (y_spacer*2.5*(($max_member/2)-1)) + (y_spacer * 2.5 * -((self.index) - ($max_member/2)))
end
end
end
end
#--------------------------------------------------------------------------
# * Actor Z Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
def screen_x
if self.index != nil
if $sv_mirror == 1
return 640 - $data_troops[@troop_id].members[@member_index].x
else
return $data_troops[@troop_id].members[@member_index].x
end
end
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results (alias used to determine skill used)
#--------------------------------------------------------------------------
alias make_skill_action_result_anim make_skill_action_result
def make_skill_action_result(battler = @active_battler, plus_id = 0)
@rtab = !@target_battlers
if $RTAB_Connected_Attacking
make_skill_action_result_anim(battler, plus_id)
else
@rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
end
@skill_used = @skill.id
end
#--------------------------------------------------------------------------
# * Make Item Action Results (alias used to determine item used)
#--------------------------------------------------------------------------
alias make_item_action_result_anim make_item_action_result
def make_item_action_result(battler = @active_battler)
@rtab = !@target_battlers
@rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim
@item_used = @item.id
@item_usage = @item.scope
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 1 : action preparation) (Casting Routine)
#--------------------------------------------------------------------------
alias update_phase4_step1_anim update_phase4_step1
def update_phase4_step1(battler = @active_battler)
@rtab = !@target_battlers
if $rtab_detected == true
update_phase4_step1_anim(battler)
if battler.current_action.kind == 1 and
(not battler.current_action.forcing or @force != 2)
if battler.rtp != 0
$casted = true
end
end
else
update_phase4_step1_anim
end
end
#--------------------------------------------------------------------------
# * Action Animation, Movement
#--------------------------------------------------------------------------
alias cbs_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
# If enemy is a default battler
if battler.is_a?(Game_Enemy)
if $default_enemy
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
if $default_enemy_id != nil
if $default_enemy_id.include?(@battler.id)
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
end
end
# If actor is a default battler
if battler.is_a?(Game_Actor)
if $default_actor
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
if $default_actor_id != nil
if $default_actor_id.include?(@battler.id)
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
end
end
# Set values and poses based on Action
case battler.current_action.kind
when 0 # Attack
rush_type = $rush_attack
full_moving = true ; if rush_type; full_moving = false; end
if $move2center_atk.include?(battler.weapon_id); center_move=true ; end
if $stationary_enemyid.include?(battler.id) and battler.is_a?(Game_Enemy)
full_moving = false
center_move = false
rush_type = false
end
if battler.current_action.basic == 2
# If escaping, disable all movement
full_moving = false
center_move = false
rush_type = false
end
base_pose = $p7
base_pose = $poses_weapons[battler.weapon_id] if $poses_weapons.include?(battler.weapon_id)
if battler.current_action.basic == 2
base_pose = $poses_escaping if $poses_escaping != nil
end
when 1 # Skill
rush_type = $rush_skill
if $moving_skill_atk.include?(@skill_used) ; full_moving = true ; end
if $move2center_skill.include?(@skill_used) ; center_move = true ; end
base_pose = $p8
base_pose = $poses_skills[@skill_used] if $poses_skills.include?(@skill_used)
when 2 # Item
rush_type = $rush_item
if $moving_item_atk.include?(@item_used) or @item_scope == 1..2 ; full_moving = true ; end
if $move2center_item.include?(@item_used); center_move = true; end
base_pose = $p6
base_pose = $poses_items[@item_used] if $poses_items.include?(@item_used)
end
# Control Movement and use current pose
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
if not (@moved[battler] or battler.guarding?)
offset = offset_value(battler)
if rush_type # Steps forward
@spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z)
end
if full_moving # Runs to target
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10)
end
if center_move # Runs to center
@spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z)
end
@moved[battler] = true
return
@spriteset.battler(battler).pose = base_pose
elsif not battler.guarding?
@spriteset.battler(battler).pose = base_pose
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z)
end
# Finish Up Skill and Item Use
case battler.current_action.kind
when 1
# Flag system that skill was used
$casted = false
$casting = false
@spriteset.battler(battler).skill_used = 0
when 2
# Flag system that item was used
@spriteset.battler(battler).item_used = 0
end
# Battle_Charge value for BattleCry script
$battle_charge = true
# Done
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Offset Calculation
#--------------------------------------------------------------------------
def offset_value(battler = @active_battler)
offst = @spriteset.battler(battler).battler_offset
offst += $rush_offset
if $sv_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -(offst) : offst)
else
offset = (battler.is_a?(Game_Actor) ? offst : -(offst))
end
return offset
end
#--------------------------------------------------------------------------
# * Hit Animation
#--------------------------------------------------------------------------
alias cbs_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
damage = (@rtab ? target.damage[battler] : target.damage)
critical = (@rtab ? target.critical[battler] : target.critical)
if damage.is_a?(Numeric) and damage > 0
@spriteset.battler(target).pose = $p1
if critical == true
@spriteset.battler(target).pose = $poses_critical if $poses_critical != nil
end
end
end
@rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
end
#--------------------------------------------------------------------------
# * Victory Animation
#--------------------------------------------------------------------------
alias cbs_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
return if @spriteset.battler(actor).moving
end
for actor in $game_party.actors
unless actor.dead?
$victory = true
end
end
cbs_start_phase5
end
#--------------------------------------------------------------------------
# * Change Arrow Viewport
#--------------------------------------------------------------------------
alias cbs_start_enemy_select start_enemy_select
def start_enemy_select
cbs_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Change Enemy Viewport
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
if @real_zoom != nil
$rtab_detected = true
end
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
end
end
#--------------------------------------------------------------------------
# * Find Sprite From Battler Handle
#--------------------------------------------------------------------------
def battler(handle)
for sprite in @actor_sprites + @enemy_sprites
return sprite if sprite.battler == handle
end
end
end
#==============================================================================
# ** Arrow_Base
#------------------------------------------------------------------------------
# This sprite is used as an arrow cursor for the battle screen. This class
# is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#==============================================================================
class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Reposition Arrows
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14
self.oy = 10
end
end
Le istruzioni ed il sito per i chara sono all'interno dello script.
Allegati
N/A
Bug noti
N/A