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#==============================================================================

# ** Victor Engine - Basic Module


#-----------------------------------------------------------------------------# Author : Victor Sant
#
# Version History:
# v 1.00 - 2011.12.19 > First release
# v 1.01 - 2011.12.21 > Added Event Troop notes
# v 1.02 - 2011.12.22 > Added character frames value
# v 1.03 - 2011.12.30 > Added Actor and Enemy notes
# v 1.04 - 2012.01.01 > Added party average level and map actors
# v 1.05 - 2012.01.04 > Compatibility with Characters Scripts
# v 1.06 - 2012.01.07 > Compatibility with Fog and Light Effect
#
> Added new Sprite Character functions
# v 1.07 - 2012.01.11 > Compatibility with Control Text and Codes
# v 1.08 - 2012.01.13 > Compatibility with Trait Control
# v 1.09 - 2012.01.15 > Fixed the Regular Expressions problem with "" and
# v 1.10 - 2012.01.18 > Compatibility with Automatic Battlers
# v 1.11 - 2012.01.26 > Compatibility with Followers Options
#
Compatibility with Animated Battle beta
# v 1.12 - 2012.02.08 > Compatibility with Animated Battle
# v 1.13 - 2012.02.18 > Fix for non RTP dependant encrypted projects
# v 1.14 - 2012.03.11 > Better version handling and required messages
# v 1.15 - 2012.03.11 > Added level variable for enemies (to avoid crashes)
# v 1.16 - 2012.03.21 > Compatibility with Follower Control
# v 1.17 - 2012.03.22 > Compatibility with Follower Control new method
# v 1.18 - 2012.03.22 > Added Battler Types tag support
# v 1.19 - 2012.05.20 > Compatibility with Map Turn Battle
# v 1.20 - 2012.05.21 > Fix for older RMVXa versions
# v 1.21 - 2012.05.29 > Compatibility with Pixel Movement
# v 1.22 - 2012.07.02 > Compatibility with Terrain States
# v 1.23 - 2012.07.03 > Fix for Pixel Movement
# v 1.24 - 2012.07.17 > Compatibility with Critical Hit Effects
# v 1.25 - 2012.07.24 > Compatibility with Moving Plaforms
# v 1.26 - 2012.07.30 > Compatibility with Automatic Battlers
# v 1.27 - 2012.08.01 > Compatibility with Custom Slip Effect
# v 1.28 - 2012.08.01 > Compatibility with Custom Slip Effect v 1.01
# v 1.29 - 2012.11.03 > Fixed returning value division by 0 error.
# v 1.30 - 2012.12.13 > Compatibility with State Graphics
# v 1.31 - 2012.12.16 > Compatibility with Active Time Battle
# v 1.32 - 2012.12.24 > Compatibility with Active Time Battle v 1.01
# v 1.33 - 2012.12.30 > Compatibility with Leap Attack
# v 1.34 - 2013.01.07 > Compatibility with Critical Hit Effects v 1.01
# v 1.35 - 2013.02.13 > Compatibility with Cooperation Skills
#-----------------------------------------------------------------------------# This is the basic script for the system from Victory Engine and is
# required to use the scripts from the engine. This script offer some new
# functions to be used within many scripts of the engine.
#-----------------------------------------------------------------------------# Compatibility
# Required for the Victor Engine
#
# * Overwrite methods
# class << Cache
#
def self.character(filename)
#
# class Sprite_Character < Sprite_Base
#
def set_character_bitmap
#
# class Game_Battler < Game_BattlerBase

#
def item_effect_recover_hp(user, item, effect)
#
def item_effect_recover_mp(user, item, effect)
#
def item_effect_gain_tp
#
# * Alias methods
# class Game_Interpreter
#
def command_108
#
# class Window_Base < Window
#
def convert_escape_characters(text)
#
#-----------------------------------------------------------------------------# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section bellow the Materials section.
#
#-----------------------------------------------------------------------------# New functions
#
# * Random number between two vales
# rand_between(min, max)
#
min : min value
#
max : max value
# Can be called from any class, this method return an random value between
# two specific numbers
#
# * Random array value
# <Array>.random
# <Array>.random!
# Returns a random object from the array, the method .random! is destructive,
# removing the value returned from the array.
#
# * Sum of the numeric values of a array
# <Array>.sum
# Returns the sum of all numeric values
#
# * Average of all numeric values from the array
# <Array>.average(float = false)
#
float : float flag
# Returns the average of all numeric values, if floa is true, the value
# returned is a float, otherwise it's a integer.
#
# * Note for events
# <Event>.note
# By default, events doesn't have note boxes. This command allows to use
# comments as note boxes, following the same format as the ones on the
# database. Returns all comments on the active page of the event.
#
# * Comment calls
# <Event>.comment_call
# Another function for comment boxes, by default, they have absolutely no
# effect in game when called. But this method allows to make the comment
# box to behave like an script call, but with the versatility of the
# note boxes. Remember that the commands will only take effect if there
# is scripts to respond to the comment code.
#
#==============================================================================
#==============================================================================
# ** Victor Engine

#-----------------------------------------------------------------------------# Setting module for the Victor Engine


#==============================================================================
module Victor_Engine
#-------------------------------------------------------------------------# * New method: required_script
#-------------------------------------------------------------------------def self.required_script(name, req, version, type = 0)
if type != :bellow && (!$imported[req] || $imported[req] < version)
msg = "The script '%s' requires the script\n"
case type
when :above
msg += "'%s' v%s or higher above it to work properly\n"
else
msg += "'%s' v%s or higher to work properly\n"
end
msg += "Go to http://victorscripts.wordpress.com/ to download this script.
"
self.exit_message(msg, name, req, version)
elsif type == :bellow && $imported[req]
msg = "The script '%s' requires the script\n"
msg += "'%s' to be put bellow it\n"
msg += "move the scripts to the proper position"
self.exit_message(msg, name, req, version)
end
end
#-------------------------------------------------------------------------# * New method: exit_message
#-------------------------------------------------------------------------def self.exit_message(message, name, req, version)
name = self.script_name(name)
req = self.script_name(req)
msgbox(sprintf(message, name, req, version))
exit
end
#-------------------------------------------------------------------------# * New method: script_name
#-------------------------------------------------------------------------def self.script_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end
$imported ||= {}
$imported[:ve_basic_module] = 1.35
#==============================================================================
# ** Object
#-----------------------------------------------------------------------------# This class is the superclass of all other classes.
#==============================================================================
class Object
#-------------------------------------------------------------------------# * Include setting module
#-------------------------------------------------------------------------include Victor_Engine

#------------------------------------------------------------------------# * New method: rand_between


#------------------------------------------------------------------------def rand_between(min, max)
min + rand(max - min + 1)
end
#-------------------------------------------------------------------------# * New method: numeric?
#-------------------------------------------------------------------------def numeric?
return false
end
#-------------------------------------------------------------------------# * New method: string?
#-------------------------------------------------------------------------def string?
return false
end
#-------------------------------------------------------------------------# * New method: array?
#-------------------------------------------------------------------------def array?
return false
end
#-------------------------------------------------------------------------# * New method: float?
#-------------------------------------------------------------------------def float?
return false
end
#-------------------------------------------------------------------------# * New method: symbol?
#-------------------------------------------------------------------------def symbol?
return false
end
#-------------------------------------------------------------------------# * New method: item?
#-------------------------------------------------------------------------def item?
return false
end
#-------------------------------------------------------------------------# * New method: skill?
#-------------------------------------------------------------------------def skill?
return false
end
#-------------------------------------------------------------------------# * New method: file_exist?
#-------------------------------------------------------------------------def file_exist?(path, filename)
$file_list ||= {}
$file_list[path + filename] ||= file_test(path, filename)
$file_list[path + filename]
end
#-------------------------------------------------------------------------# * New method: get_file_list
#-------------------------------------------------------------------------def file_test(path, filename)

bitmap = Cache.load_bitmap(path, filename) rescue nil


bitmap ? true : false
end
#-------------------------------------------------------------------------# * New method: character_exist?
#-------------------------------------------------------------------------def character_exist?(filename)
file_exist?("Graphics/Characters/", filename)
end
#-------------------------------------------------------------------------# * New method: battler_exist?
#-------------------------------------------------------------------------def battler_exist?(filename)
file_exist?("Graphics/Battlers/", filename)
end
#-------------------------------------------------------------------------# * New method: face_exist?
#-------------------------------------------------------------------------def face_exist?(filename)
file_exist?("Graphics/Faces/", filename)
end
#-------------------------------------------------------------------------# * New method: get_filename
#-------------------------------------------------------------------------def get_filename
"[\"']([^\"']+)[\" ]"
end
#-------------------------------------------------------------------------# * New method: get_all_values
#-------------------------------------------------------------------------def get_all_values(value1, value2 = nil)
value2 = value1 unless value2
/<#{value1}>((?:[^<]|<[^\/])*)<\/#{value2}>/im
end
#-------------------------------------------------------------------------# * New method: make_symbol
#-------------------------------------------------------------------------def make_symbol(string)
string.downcase.gsub(" ", "_").to_sym
end
#-------------------------------------------------------------------------# * New method: make_string
#-------------------------------------------------------------------------def make_string(symbol)
symbol.to_s.gsub("_", " ").upcase
end
#-------------------------------------------------------------------------# * New method: returning_value
#-------------------------------------------------------------------------def returning_value(i, x)
y = [x * 2, 1].max
i % y >= x ? (x * 2) - i % y : i % y
end
#-------------------------------------------------------------------------# New method: in_rect?
#-------------------------------------------------------------------------def in_rect?(w, h, x1, y1, x2, y2, fx = 0)
aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx)
bx > ax - aw && bx < ax + aw && by > ay - ah && by < ay + ah
end

#-------------------------------------------------------------------------# New method: in_radius?


#-------------------------------------------------------------------------def in_radius?(w, h, x1, y1, x2, y2, fx = 0)
aw, ah, ax, ay, bx, by = setup_area(w, h, x1, y1, x2, y2, fx)
((bx - ax) ** 2 / aw ** 2) + ((by - ay) ** 2 / ah ** 2) <= 1
end
#-------------------------------------------------------------------------# New method: setup_area
#-------------------------------------------------------------------------def setup_area(w, h, x1, y1, x2, y2, fx)
aw = w
ah = h * aw
ax = x1
ay = y1
bx = x2
by = y2
bx += fx / 4 if ax > bx
bx -= fx / 4 if ax < bx
[aw, ah, ax, ay, bx, by]
end
#-------------------------------------------------------------------------# * New method: get_param_id
#-------------------------------------------------------------------------def get_param_id(text)
case text.upcase
when "MAXHP", "HP" then 0
when "MAXMP", "MP" then 1
when "ATK" then 2
when "DEF" then 3
when "MAT" then 4
when "MDF" then 5
when "AGI" then 6
when "LUK" then 7
end
end
#-------------------------------------------------------------------------# * New method: get_param_text
#-------------------------------------------------------------------------def get_param_text(id)
case id
when 0 then "HP"
when 1 then "MP"
when 2 then "ATK"
when 3 then "DEF"
when 4 then "MAT"
when 5 then "MDF"
when 6 then "AGI"
when 7 then "LUK"
end
end
#-------------------------------------------------------------------------# * New method: get_xparam_id
#-------------------------------------------------------------------------def get_xparam_id(text)
case text.upcase
when "HIT" then 0
when "EVA" then 1
when "CRI" then 2
when "CEV" then 3

when "MEV" then 4


when "MRF" then 5
when "CNT" then 6
when "HRG" then 7
when "MRG" then 8
when "TRG" then 9
end
end
#-------------------------------------------------------------------------# * New method: get_xparam_text
#-------------------------------------------------------------------------def get_xparam_text(id)
case id
when 0 then "HIT"
when 1 then "EVA"
when 2 then "CRI"
when 3 then "CEV"
when 4 then "MEV"
when 5 then "MRF"
when 6 then "CNT"
when 7 then "HRG"
when 8 then "MRG"
when 9 then "TRG"
end
end
#-------------------------------------------------------------------------# * New method: get_sparam_id
#-------------------------------------------------------------------------def get_sparam_id(text)
case text.upcase
when "TGR" then 0
when "GRD" then 1
when "REC" then 2
when "PHA" then 3
when "MCR" then 4
when "TCR" then 5
when "PDR" then 6
when "MDR" then 7
when "FDR" then 8
when "EXR" then 9
end
end
#-------------------------------------------------------------------------# * New method: get_sparam_text
#-------------------------------------------------------------------------def get_sparam_text(id)
case id
when 0 then "TGR"
when 1 then "GRD"
when 2 then "REC"
when 3 then "PHA"
when 4 then "MCR"
when 5 then "TCR"
when 6 then "PDR"
when 7 then "MDR"
when 8 then "FDR"
when 9 then "EXR"
end
end
#--------------------------------------------------------------------------

# * New method: get_cond


#-------------------------------------------------------------------------def get_cond(text)
case text.upcase
when "HIGHER"
then ">"
when "LOWER"
then "<"
when "EQUAL"
then "=="
when "DIFFERENT" then "!="
else "!="
end
end
end
#==============================================================================
# ** String
#-----------------------------------------------------------------------------# The string class. Can handle character sequences of arbitrary lengths.
#==============================================================================
class String
#-------------------------------------------------------------------------# * New method: string?
#-------------------------------------------------------------------------def string?
return true
end
end
#==============================================================================
# ** String
#-----------------------------------------------------------------------------# The class that represents symbols.
#==============================================================================
class Symbol
#-------------------------------------------------------------------------# * New method: symbol?
#-------------------------------------------------------------------------def symbol?
return true
end
end
#==============================================================================
# ** Numeric
#-----------------------------------------------------------------------------# This is the abstract class for numbers.
#==============================================================================
class Numeric
#-------------------------------------------------------------------------# * New method: numeric?
#-------------------------------------------------------------------------def numeric?
return true
end
#-------------------------------------------------------------------------# * New method: ceil?
#-------------------------------------------------------------------------def ceil?

return false
end
#-------------------------------------------------------------------------# * New method: to_ceil
#-------------------------------------------------------------------------def to_ceil
self > 0 ? self.abs.ceil : -self.abs.ceil
end
end
#==============================================================================
# ** Float
#-----------------------------------------------------------------------------# This is the abstract class for the floating point values.
#==============================================================================
class Float
#-------------------------------------------------------------------------# * New method: float?
#-------------------------------------------------------------------------def float?
return true
end
#-------------------------------------------------------------------------# * New method: ceil?
#-------------------------------------------------------------------------def ceil?
self != self.ceil
end
end
#==============================================================================
# ** Array
#-----------------------------------------------------------------------------# This class store arbitrary Ruby objects.
#==============================================================================
class Array
#-------------------------------------------------------------------------# * New method: array?
#-------------------------------------------------------------------------def array?
return true
end
#------------------------------------------------------------------------# * New method: random
#------------------------------------------------------------------------def random
self[rand(size)]
end
#------------------------------------------------------------------------# * New method: random!
#------------------------------------------------------------------------def random!
self.delete_at(rand(size))
end
#--------------------------------------------------------------------------# * New method: sum
#--------------------------------------------------------------------------def sum

self.inject(0) {|r, n| r += (n.numeric? ? n : 0)}


end
#--------------------------------------------------------------------------# * New method: average
#--------------------------------------------------------------------------def average(float = false)
self.sum / [(float ? size.to_f : size.to_i), 1].max
end
#--------------------------------------------------------------------------# * New method: next_item
#--------------------------------------------------------------------------def next_item
item = self.shift
self.push(item)
item
end
#--------------------------------------------------------------------------# * New method: previous_item
#--------------------------------------------------------------------------def previous_item
item = self.pop
self.unshift(item)
item
end
end
#==============================================================================
# ** RPG::Troop::Page
#-----------------------------------------------------------------------------# This is the data class for battle events (pages).
#==============================================================================
class RPG::Troop::Page
#-------------------------------------------------------------------------# * New method: note
#-------------------------------------------------------------------------def note
return "" if !@list || @list.size <= 0
comment_list = []
@list.each do |item|
next unless item && (item.code == 108 || item.code == 408)
comment_list.push(item.parameters[0])
end
comment_list.join("\r\n")
end
end
#==============================================================================
# ** RPG::UsableItem
#-----------------------------------------------------------------------------# This is the superclass for skills and items.
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#-------------------------------------------------------------------------# * New method: for_all_targets?
#-------------------------------------------------------------------------def for_all_targets?
return false
end

#-------------------------------------------------------------------------# * New method: element_set


#-------------------------------------------------------------------------def element_set
[damage.element_id]
end
end
#==============================================================================
# ** RPG::Skill
#-----------------------------------------------------------------------------# This is the data class for skills.
#==============================================================================
class RPG::Skill < RPG::UsableItem
#-------------------------------------------------------------------------# * New method: item?
#-------------------------------------------------------------------------def item?
return false
end
#-------------------------------------------------------------------------# * New method: skill?
#-------------------------------------------------------------------------def skill?
return true
end
#-------------------------------------------------------------------------# * New method: type_set
#-------------------------------------------------------------------------def type_set
[stype_id]
end
end
#==============================================================================
# ** RPG::Item
#-----------------------------------------------------------------------------# This is the data class for items.
#==============================================================================
class RPG::Item < RPG::UsableItem
#-------------------------------------------------------------------------# * New method: item?
#-------------------------------------------------------------------------def item?
return true
end
#-------------------------------------------------------------------------# * New method: skill?
#-------------------------------------------------------------------------def skill?
return false
end
#-------------------------------------------------------------------------# * New method: type_set
#-------------------------------------------------------------------------def type_set
[itype_id]
end

end
#==============================================================================
# ** Cache
#-----------------------------------------------------------------------------# This module loads each of graphics, creates a Bitmap object, and retains it.
# To speed up load times and conserve memory, this module holds the created
# Bitmap object in the internal hash, allowing the program to return
# preexisting objects when the same bitmap is requested again.
#==============================================================================
class << Cache
#-------------------------------------------------------------------------# * Overwrite method: character
#-------------------------------------------------------------------------def character(filename, hue = 0)
load_bitmap("Graphics/Characters/", filename, hue)
end
#-------------------------------------------------------------------------# * New method: cache
#-------------------------------------------------------------------------def cache
@cache
end
end
#==============================================================================
# ** BattleManager
#-----------------------------------------------------------------------------# This module handles the battle processing
#==============================================================================
class << BattleManager
#-------------------------------------------------------------------------# * New method: all_battle_members
#-------------------------------------------------------------------------def all_battle_members
$game_party.members + $game_troop.members
end
#-------------------------------------------------------------------------# * New method: all_dead_members
#-------------------------------------------------------------------------def all_dead_members
$game_party.dead_members + $game_troop.dead_members
end
#-------------------------------------------------------------------------# * New method: all_movable_members
#-------------------------------------------------------------------------def all_movable_members
$game_party.movable_members + $game_troop.movable_members
end
end
#==============================================================================
# ** Game_BattlerBase
#-----------------------------------------------------------------------------# This class handles battlers. It s used as a superclass of the Game_Battler
# classes.
#==============================================================================

class Game_BattlerBase
#-------------------------------------------------------------------------# * Public Instance Variables
#-------------------------------------------------------------------------attr_reader :buffs
#-------------------------------------------------------------------------# * New method: get_param
#-------------------------------------------------------------------------def get_param(text)
case text.upcase
when "MAXHP" then self.mhp
when "MAXMP" then self.mmp
when "MAXTP" then self.max_tp
else eval("self.#{text.downcase}")
end
end
#-------------------------------------------------------------------------# * New method: type
#-------------------------------------------------------------------------def type
list = []
get_all_notes.scan(/<BATTLER TYPE: ((?:\w+ *,? *)+)>/i) do
$1.scan(/(\d+)/i) { list.push(make_symbol($1)) }
end
list.uniq
end
#-------------------------------------------------------------------------# * New method: danger?
#-------------------------------------------------------------------------def danger?
hp < mhp * 25 / 100
end
#-------------------------------------------------------------------------# * New method: sprite
#-------------------------------------------------------------------------def sprite
valid = SceneManager.scene_is?(Scene_Battle) && SceneManager.scene.spriteset
valid ? SceneManager.scene.spriteset.sprite(self) : nil
end
#-------------------------------------------------------------------------# * New method: element_set
#-------------------------------------------------------------------------def element_set(item)
element_set = item.element_set
element_set += atk_elements if item.damage.element_id < 0
element_set.delete(0)
element_set.compact
end
#-------------------------------------------------------------------------# * New method: add_state_normal
#-------------------------------------------------------------------------def add_state_normal(state_id, rate = 1, user = self)
chance = rate
chance *= state_rate(state_id)
chance *= luk_effect_rate(user)
add_state(state_id) if rand < chance
end
#-------------------------------------------------------------------------# * New method: damaged?
#--------------------------------------------------------------------------

def damaged?
@result.hp_damage != 0 || @result.mp_damage != 0 || @result.tp_damage != 0
end
#-------------------------------------------------------------------------# * New method: mtp
#-------------------------------------------------------------------------def mtp
return 100
end
end
#==============================================================================
# ** Game_Battler
#-----------------------------------------------------------------------------# This class deals with battlers. It s used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler < Game_BattlerBase
#-------------------------------------------------------------------------# * Overwrite method: item_effect_recover_hp
#-------------------------------------------------------------------------def item_effect_recover_hp(user, item, effect)
value = item_value_recover_hp(user, item, effect).to_i
@result.hp_damage -= value
@result.success
= true
self.hp += value
end
#-------------------------------------------------------------------------# * Overwrite method: item_effect_recover_mp
#-------------------------------------------------------------------------def item_effect_recover_mp(user, item, effect)
value = item_value_recover_mp(user, item, effect).to_i
@result.mp_damage -= value
@result.success
= true if value != 0
self.mp += value
end
#-------------------------------------------------------------------------# * Overwrite method: item_effect_gain_tp
#-------------------------------------------------------------------------def item_effect_gain_tp(user, item, effect)
value
= item_value_recover_tp(user, item, effect)
self.tp += value
end
#-------------------------------------------------------------------------# * New method: item_value_recover_hp
#-------------------------------------------------------------------------def item_value_recover_hp(user, item, effect)
value = (mhp * effect.value1 + effect.value2) * rec
value *= user.pha if item.is_a?(RPG::Item)
value
end
#-------------------------------------------------------------------------# * New method: item_value_recover_mp
#-------------------------------------------------------------------------def item_value_recover_mp(user, item, effect)
value = (mmp * effect.value1 + effect.value2) * rec
value *= user.pha if item.is_a?(RPG::Item)
value
end

#-------------------------------------------------------------------------# * New method: item_value_recover_tp


#-------------------------------------------------------------------------def item_value_recover_tp(user, item, effect)
effect.value1.to_i
end
#-------------------------------------------------------------------------# * New method: cri_rate
#-------------------------------------------------------------------------def cri_rate(user, item)
user.cri
end
#-------------------------------------------------------------------------# * New method: cri_eva
#-------------------------------------------------------------------------def cri_eva(user, item)
cev
end
#-------------------------------------------------------------------------# * New method: setup_critical
#-------------------------------------------------------------------------def setup_critical(user, item)
cri_rate(user, item) * (1 - cri_eva(user, item))
end
end
#==============================================================================
# ** Game_Enemy
#-----------------------------------------------------------------------------# This class handles enemy characters. It s used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
#-------------------------------------------------------------------------# * New method: id
#-------------------------------------------------------------------------def id
@enemy_id
end
#-------------------------------------------------------------------------# * New method: note
#-------------------------------------------------------------------------def note
enemy ? enemy.note : ""
end
#-------------------------------------------------------------------------# * New method: get_all_notes
#-------------------------------------------------------------------------def get_all_notes(*args)
notes = ""
notes += note if !args.include?(:self)
states.compact.each {|state| notes += state.note } if !args.include?(:state)
notes
end
#-------------------------------------------------------------------------# * New method: get_all_objects
#-------------------------------------------------------------------------def get_all_objects(*args)
result = []

result += [self] if !args.include?(:self)


result += states.compact if !args.include?(:state)
result
end
#-------------------------------------------------------------------------# * New method: level
#-------------------------------------------------------------------------def level
return 1
end
#-------------------------------------------------------------------------# * New method: skill_learn?
#-------------------------------------------------------------------------def skill_learn?(skill)
skill.skill? && skills.include?(skill)
end
#-------------------------------------------------------------------------# * New method: skills
#-------------------------------------------------------------------------def skills
(enemy_actions | added_skills).sort.collect {|id| $data_skills[id] }
end
#-------------------------------------------------------------------------# * New method: enemy_actions
#-------------------------------------------------------------------------def enemy_actions
enemy.actions.collect {|action| action.skill_id }
end
end
#==============================================================================
# ** Game_Actor
#-----------------------------------------------------------------------------# This class handles actors. It s used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#-------------------------------------------------------------------------# * New method: note
#-------------------------------------------------------------------------def note
actor ? actor.note : ""
end
#-------------------------------------------------------------------------# * New method: hue
#-------------------------------------------------------------------------def hue
@hue ? @hue : 0
end
#-------------------------------------------------------------------------# * New method: get_all_notes
#-------------------------------------------------------------------------def get_all_notes(*args)
notes = ""
notes += note if !args.include?(:self)
notes += self.class.note if !args.include?(:class)
equips.compact.each {|equip| notes += equip.note } if !args.include?(:equip)
states.compact.each {|state| notes += state.note } if !args.include?(:state)
notes

end
#-------------------------------------------------------------------------# * New method: get_all_objects
#-------------------------------------------------------------------------def get_all_objects(*args)
result = []
result += [self] if !args.include?(:self)
result += [self.class] if !args.include?(:class)
result += equips.compact if !args.include?(:equip)
result += states.compact if !args.include?(:state)
result
end
#-------------------------------------------------------------------------# * New method: in_active_party?
#-------------------------------------------------------------------------def in_active_party?
$game_party.battle_members.include?(self)
end
#-------------------------------------------------------------------------# * New method: in_reserve_party?
#-------------------------------------------------------------------------def in_reserve_party?
$game_party.reserve_members.include?(self)
end
#-------------------------------------------------------------------------# * New method: in_party?
#-------------------------------------------------------------------------def in_party?
$game_party.all_members.include?(self)
end
#-------------------------------------------------------------------------# * New method: map_animation
#-------------------------------------------------------------------------def map_animation(id)
$game_map.actors.each do |member|
member.animation_id = id if member.actor == self
end
end
#-------------------------------------------------------------------------# * New method: on_damage_floor
#-------------------------------------------------------------------------def on_damage_floor?
$game_player.on_damage_floor?
end
end
#==============================================================================
# ** Game_Unit
#-----------------------------------------------------------------------------# This class handles units. It s used as a superclass of the Game_Party and
# Game_Troop classes.
#==============================================================================
class Game_Unit
#-------------------------------------------------------------------------# * New method: refresh
#-------------------------------------------------------------------------def refresh
members.each {|member| member.refresh }
end

end
#==============================================================================
# ** Game_Party
#-----------------------------------------------------------------------------# This class handles the party. It includes information on amount of gold
# and items. The instance of this class is referenced by $game_party.
#==============================================================================
class Game_Party < Game_Unit
#-------------------------------------------------------------------------# * New method: average_level
#-------------------------------------------------------------------------def average_level
battle_members.collect {|actor| actor.level }.average
end
#-------------------------------------------------------------------------# * New method: reserve_members
#-------------------------------------------------------------------------def reserve_members
all_members - battle_members
end
end
#==============================================================================
# ** Game_Map
#-----------------------------------------------------------------------------# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#-------------------------------------------------------------------------# * New method: event_list
#-------------------------------------------------------------------------def event_list
events.values
end
#-------------------------------------------------------------------------# * New method: note
#-------------------------------------------------------------------------def note
@map ? @map.note : ""
end
#-------------------------------------------------------------------------# * New method: vehicles
#-------------------------------------------------------------------------def vehicles
@vehicles
end
#-------------------------------------------------------------------------# * New method: map_events
#-------------------------------------------------------------------------def map_events
@map.events
end
#-------------------------------------------------------------------------# * New method: actors
#-------------------------------------------------------------------------def actors

[$game_player] + $game_player.followers.visible_followers
end
end
#==============================================================================
# ** Game_CharacterBase
#-----------------------------------------------------------------------------# This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It s used as a superclass of the
# Game_Character class.
#==============================================================================
class Game_CharacterBase
#-------------------------------------------------------------------------# * Public Instance Variables
#-------------------------------------------------------------------------attr_accessor :move_speed
attr_accessor :move_frequency
#-------------------------------------------------------------------------# * New method: player?
#-------------------------------------------------------------------------def player?
return false
end
#-------------------------------------------------------------------------# * New method: event?
#-------------------------------------------------------------------------def event?
return false
end
#-------------------------------------------------------------------------# * New method: follower?
#-------------------------------------------------------------------------def follower?
return false
end
#-------------------------------------------------------------------------# * New method: vehicle?
#-------------------------------------------------------------------------def vehicle?
return false
end
#-------------------------------------------------------------------------# * New method: frames
#-------------------------------------------------------------------------def frames
return 3
end
#-------------------------------------------------------------------------# * New method: hue
#-------------------------------------------------------------------------def hue
@hue ? @hue : 0
end
end
#==============================================================================
# ** Game_Character
#-----------------------------------------------------------------------------# This class deals with characters. It s used as a superclass of the

# Game_Player and Game_Event classes.


#==============================================================================
class Game_Character < Game_CharacterBase
#-------------------------------------------------------------------------# * New method: move_toward_position
#-------------------------------------------------------------------------def move_toward_position(x, y)
sx = distance_x_from(x)
sy = distance_y_from(y)
if sx.abs > sy.abs
move_straight(sx > 0 ? 4 : 6)
move_straight(sy > 0 ? 8 : 2) if !@move_succeed && sy != 0
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
move_straight(sx > 0 ? 4 : 6) if !@move_succeed && sx != 0
end
end
#-------------------------------------------------------------------------# * New method: move_toward_position
#-------------------------------------------------------------------------def turn_toward_position(x, y)
sx = distance_x_from(x)
sy = distance_y_from(y)
if sx.abs > sy.abs
set_direction(sx > 0 ? 4 : 6)
elsif sy != 0
set_direction(sy > 0 ? 8 : 2)
end
end
end
#==============================================================================
# ** Game_Player
#-----------------------------------------------------------------------------# This class handles the player.
# The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Player < Game_Character
#-------------------------------------------------------------------------# * New method: player?
#-------------------------------------------------------------------------def player?
return true
end
#-------------------------------------------------------------------------# * New method: perform_transfer
#-------------------------------------------------------------------------def new_map_id
@new_map_id
end
#-------------------------------------------------------------------------# * New method: hue
#-------------------------------------------------------------------------def hue
actor ? actor.hue : 0
end
end

#==============================================================================
# ** Game_Follower
#-----------------------------------------------------------------------------# This class handles the followers. Followers are the actors of the party
# that follows the leader in a line. It s used within the Game_Followers class.
#==============================================================================
class Game_Follower < Game_Character
#-------------------------------------------------------------------------# * New method: follower?
#-------------------------------------------------------------------------def follower?
return true
end
#-------------------------------------------------------------------------# * New method: index
#-------------------------------------------------------------------------def index
@member_index
end
#-------------------------------------------------------------------------# * New method: gathering?
#-------------------------------------------------------------------------def gathering?
$game_player.followers.gathering? && !gather?
end
end
#==============================================================================
# ** Game_Followers
#-----------------------------------------------------------------------------# This class handles the followers. It s a wrapper for the built-in class
# "Array." It s used within the Game_Player class.
#==============================================================================
class Game_Followers
#-------------------------------------------------------------------------# * New method: get_actor
#-------------------------------------------------------------------------def get_actor(id)
list = [$game_player] + visible_followers
list.select {|follower| follower.actor && follower.actor.id == id }.first
end
#-------------------------------------------------------------------------# * Method fix: visble_folloers
#-------------------------------------------------------------------------unless method_defined?(:visible_followers)
def visible_followers; visible_folloers; end
end
end
#==============================================================================
# ** Game_Vehicle
#-----------------------------------------------------------------------------# This class handles vehicles. It s used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates is set to (-1,-1).
#==============================================================================
class Game_Vehicle < Game_Character
#--------------------------------------------------------------------------

# * New method: vehicle?


#-------------------------------------------------------------------------def vehicle?
return true
end
#-------------------------------------------------------------------------# * New method: map_id
#-------------------------------------------------------------------------def map_id
@map_id
end
#-------------------------------------------------------------------------# * New method: type
#-------------------------------------------------------------------------def type
@type
end
#-------------------------------------------------------------------------# * New method: aerial?
#-------------------------------------------------------------------------def aerial?
type == :airship
end
#-------------------------------------------------------------------------# * New method: above?
#-------------------------------------------------------------------------def above?
aerial?
end
end
#==============================================================================
# ** Game_Event
#-----------------------------------------------------------------------------# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It s used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#-------------------------------------------------------------------------# * New method: name
#-------------------------------------------------------------------------def name
@event.name
end
#-------------------------------------------------------------------------# * New method: event?
#-------------------------------------------------------------------------def event?
return true
end
#-------------------------------------------------------------------------# * New method: erased?
#-------------------------------------------------------------------------def erased?
@erased
end
#-------------------------------------------------------------------------# * New method: note

#-------------------------------------------------------------------------def note
return ""
if !@page || !@page.list || @page.list.size <= 0
return @notes if @notes && @page.list == @note_page
@note_page = @page.list.dup
comment_list = []
@page.list.each do |item|
next unless item && (item.code == 108 || item.code == 408)
comment_list.push(item.parameters[0])
end
@notes = comment_list.join("\r\n")
@notes
end
end
#==============================================================================
# ** Game_Interpreter
#-----------------------------------------------------------------------------# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#-------------------------------------------------------------------------# * Alias method: command_108
#-------------------------------------------------------------------------alias :command_108_ve_basic_module :command_108
def command_108
command_108_ve_basic_module
comment_call
end
#-------------------------------------------------------------------------# * New method: comment_call
#-------------------------------------------------------------------------def comment_call
end
#-------------------------------------------------------------------------# * New method: note
#-------------------------------------------------------------------------def note
@comments ? @comments.join("\r\n") : ""
end
end
#==============================================================================
# ** Game_Animation
#-----------------------------------------------------------------------------# Classe that handles Animation data
#==============================================================================
class Game_Animation
#-------------------------------------------------------------------------# * Public Instance Variables
#-------------------------------------------------------------------------attr_accessor :ox
attr_accessor :oy
attr_accessor :rate
attr_accessor :zoom
attr_accessor :loop
attr_accessor :type

attr_accessor :map_x
attr_accessor :map_y
attr_accessor :mirror
attr_accessor :follow
attr_accessor :height
attr_accessor :bitmap1
attr_accessor :bitmap2
attr_accessor :sprites
attr_accessor :duration
attr_accessor :direction
attr_accessor :duplicated
#-------------------------------------------------------------------------# * New method: initialize
#-------------------------------------------------------------------------def initialize(animation, mirror, user = nil)
@animation = animation
@rate
= animation.name =~ /<RATE: ([+-]?\d+)>/i ? [$1.to_i, 1].max : 4
@zoom
= animation.name =~ /<ZOOM: (\d+)%?>/i ? $1.to_i / 100.0 : 1.0
@follow
= animation.name =~ /<FOLLOW>/i ? true : false
@mirror
= mirror
@duration = frame_max * @rate
@direction = user.anim_direction if user
@sprites = []
bellow
= animation.name =~ /<BELLOW>/i
above
= animation.name =~ /<ABOVE>/i
@height
= bellow ? -1 : above ? 300 : 1
end
#-------------------------------------------------------------------------# * New method: data
#-------------------------------------------------------------------------def data
@animation
end
#-------------------------------------------------------------------------# * New method: id
#-------------------------------------------------------------------------def id
@animation.id
end
#-------------------------------------------------------------------------# * New method: name
#-------------------------------------------------------------------------def name
@animation.name
end
#-------------------------------------------------------------------------# * New method: frame_max
#-------------------------------------------------------------------------def frame_max
@animation.frame_max
end
#-------------------------------------------------------------------------# * New method: position
#-------------------------------------------------------------------------def position
@animation.position
end
#-------------------------------------------------------------------------# * New method: animation1_name
#--------------------------------------------------------------------------

def animation1_name
@animation.animation1_name
end
#-------------------------------------------------------------------------# * New method: animation2_name
#-------------------------------------------------------------------------def animation2_name
@animation.animation2_name
end
#-------------------------------------------------------------------------# * New method: animation1_hue
#-------------------------------------------------------------------------def animation1_hue
@animation.animation1_hue
end
#-------------------------------------------------------------------------# * New method: animation2_hue
#-------------------------------------------------------------------------def animation2_hue
@animation.animation2_hue
end
#-------------------------------------------------------------------------# * New method: frames
#-------------------------------------------------------------------------def frames
@animation.frames
end
#-------------------------------------------------------------------------# * New method: timings
#-------------------------------------------------------------------------def timings
@animation.timings
end
end
#==============================================================================
# ** Sprite_Character
#-----------------------------------------------------------------------------# This sprite is used to display characters. It observes a instance of the
# Game_Character class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < Sprite_Base
#-------------------------------------------------------------------------# * Overwrite method: set_character_bitmap
#-------------------------------------------------------------------------def set_character_bitmap
update_character_info
set_bitmap
set_bitmap_position
end
#-------------------------------------------------------------------------# * New method: center_y
#-------------------------------------------------------------------------def actor?
@character.is_a?(Game_Player) || @character.is_a?(Game_Follower)
end
#-------------------------------------------------------------------------# * New method: center_y
#--------------------------------------------------------------------------

def actor
actor? ? @character.actor : nil
end
#-------------------------------------------------------------------------# * New method: update_character_info
#-------------------------------------------------------------------------def update_character_info
end
#-------------------------------------------------------------------------# * New method: hue
#-------------------------------------------------------------------------def hue
@character.hue
end
#-------------------------------------------------------------------------# * New method: set_bitmap
#-------------------------------------------------------------------------def set_bitmap
self.bitmap = Cache.character(set_bitmap_name, hue)
end
#-------------------------------------------------------------------------# * New method: set_bitmap_name
#-------------------------------------------------------------------------def set_bitmap_name
@character_name
end
#-------------------------------------------------------------------------# * New method: set_bitmap_position
#-------------------------------------------------------------------------def set_bitmap_position
sign = get_sign
if sign && sign.include?( $ )
@cw = bitmap.width / @character.frames
@ch = bitmap.height / 4
else
@cw = bitmap.width / (@character.frames * 4)
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
#-------------------------------------------------------------------------# * New method: get_sign
#-------------------------------------------------------------------------def get_sign
@character_name[/^[\!\$]./]
end
end
#==============================================================================
# ** Sprite_Battler
#-----------------------------------------------------------------------------# This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < Sprite_Base
#-------------------------------------------------------------------------# * Public Instance Variables
#--------------------------------------------------------------------------

attr_accessor :dmg_mirror
#-------------------------------------------------------------------------# * New method: center_x
#-------------------------------------------------------------------------def center_x
self.ox
end
#-------------------------------------------------------------------------# * New method: center_y
#-------------------------------------------------------------------------def center_y
self.oy / 2
end
end
#==============================================================================
# ** Spriteset_Battle
#-----------------------------------------------------------------------------# This class brings together battle screen sprites. It s used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#-------------------------------------------------------------------------# * Public Instance Variables
#-------------------------------------------------------------------------attr_reader :viewport1
#-------------------------------------------------------------------------# * New method: sprite
#-------------------------------------------------------------------------def sprite(subject)
battler_sprites.compact.select {|sprite| sprite.battler == subject }.first
end
end
#==============================================================================
# ** Window_Base
#-----------------------------------------------------------------------------# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------# * Alias method: convert_escape_characters
#-------------------------------------------------------------------------alias :convert_escape_ve_basic_module :convert_escape_characters
def convert_escape_characters(text)
result = text.to_s.clone
result = text_replace(result)
result = convert_escape_ve_basic_module(text)
result
end
#-------------------------------------------------------------------------# * New method: text_replace
#-------------------------------------------------------------------------def text_replace(result)
result.gsub!(/\r/) { "" }
result.gsub!(/\\/) { "\e" }
result
end

end
#==============================================================================
# ** Scene_Battle
#-----------------------------------------------------------------------------# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#-------------------------------------------------------------------------# * Public Instance Variables
#-------------------------------------------------------------------------attr_reader :subject
attr_reader :spriteset
end
#==============================================================================
# ** Scene_Battle
#-----------------------------------------------------------------------------# This class performs map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#-------------------------------------------------------------------------# * Public Instance Variables
#-------------------------------------------------------------------------attr_reader :spriteset
end

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